Archived-Brisbane Requiem VSS

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Vampire: The Requiem
Twilight Alliance
Brisbane - AUD08
VSS Approval Number - TOPAUS0272
VST: Daniel Jag AU2011100009
VC: Morgans Morgan AU2016020007

Game Information

Setting

In 2013 the city of Brisbane as we know it has continued to expand to resemble a decadent, hedonistic metropolis of vice and crime. The sprawling cityscape of Brisbane has burst its borders with non-stop urban hubs that flow into the Gold Coast to the South, the Sunshine Coast to the North and Ipswich to the West. The sunshine, the surf and the glitz and glamour of Brisbane nightlife present a ritzy lifestyle to outsiders, but the promise of a good time is only skin deep. Beneath the surface is a world of corruption and decay that clings to the cities foundations. Everything and anything can be acquired for the right price. The city isn’t in any kind of chaos or disarray it churns onward at a steady pace. But progress is always limited by the money that fuels the fires and the hottest fires are those of industry and crime.

The political powers in Brisbane rest on their morals, happy to balance in the middle instead of taking sides. They are neither conservative nor liberal. They take few risks, avoiding the gamble of rash action that might halt the flow of money. They fear the mistakes made by the previous administration, whose actions are still fresh in the minds of anyone that values their job.

The previous political group were the ones that bit of more than they could chew, hoping to rid the city of crime and lead the city into the modern era with a multi-billion dollar transport system, hundreds of new public buildings and more room for the thriving corporate monoliths. The Deen Brothers demolished half the city under the cover of darkness and in the place of the heritage buildings where supposed to be shinny new beacons of an industrialised, modern and efficient future. But soon the money ran dry and instead of a silky slick web of subways zipping about the cooperate couple they got grungy warrens infested with the scum of society cowering like rats. Instead of shimmering skyscrapers and testaments of modern engineering they got scared and shatter shells littering the skyline like the husks of an apocalypse. Instead of a powerful new police force, armed with weapons to deal with the underworld, they got more corrupt cops and deadlier armaments in the hands of criminals.

Themes

Many Kindred define their existence as an unanswerable riddle: “A Beast I am, Lest a Beast I Become.” This idea makes morality the core them of Vampire. What will a vampire do now that she’s a vampire? Will she exult in the Beast’s passion’s? Will she fight to retain her ties to what she knew in her mortal life? Is her unlife a lie, played out falsely under the pre-tense that’s she never became a vampire? Is her unlife a hellish maraud through the dark side of evil wiles indulge? Most Kindred’s unlives fall somewhere in between. That’s the crux of the riddle, however. How much leeway does a vampire allow her Beast in order to acknowledge it and yet keep it from overwhelming her? (Vampire: The Requiem, p.16)

A) A Power Struggle: Kindred constantly want more power, more money and more status. More power often provides more security. This means that the vampire’s requiem is less at risk. Power is something each Kindred should want, if not for the supposed security, then simply to lord it over those that don’t have it.
B) The Hard Choices: Kindred are constantly fighting between Beast and Humanity. Players should expect that throughout the Chronicle that their characters will be put in position where they need to make rather difficult choices, both with Pro’s and Con’s. This should be taken as a chance to increase the dramatic tension of both the scene and the character’s overall story.
C) Consequences: Outside of plot driven choices, players should expect that choices made by them/their characters, will have consequences and repercussions that are both relevant and appropriate to the situation.


Mood

A) Paranoia: Every Kindred knows that at some point during their requiem, they will be betrayed. This may cost them Status, Positions of power or even their un-life. Kindred should be constantly on edge minimising the risk of betrayal.
B) Deadly Balance: Kindred are constantly walking a razor thin line between Clan, Covenant, City, Family, Coterie, Humanity, Beast, Etc. Etc. This should always be evident in decisions that players and characters make. Kindred can NOT exceed in one area without causing detriment to another.
C) Cunning Before Combat: All Kindred fear the unknown of Final Death. Most should be aware that if a physical fight starts it is likely someone will either enter torpor or meet Final Death. This in itself risks their own Requiem. Players/Characters should always be looking for under-handed tactics before resorting to physical confrontation.


Preferred character types, and restrictions

Players are encouraged to make long lasting characters that are involved within the structure, drama, and action of the various games. 'Throw-away' or 'once-off' characters will not be considered for approval.

Players are encouraged to have one character and to play this character consistently until its death or retirement.

Secondary Characters and Secondary Primary Characters are strongly discouraged and will only be approved under exceptional circumstances. Wanting to “try something different” or simply wanting a range of occasional characters at your disposal is not a valid justification.

Instead, players will be able to request a particular style of NPC to fulfill the role of what would be a secondary PC. If the player is consistent in their portrayal of the NPC, then the character is likely to be considered for Custodial Player Character status, or transferal to PC status if the player's current PC is retired or destroyed.

This process is to assist the Storytellers in creating a stronger universe of Non-Player Characters, and to ensure that Player Characters are developed and interesting, rather than two dimensional cardboard cut-outs.


Domain History

The Brisbane Domain's history is viewable on the Beyond the Sunset wiki:Brisbane New World of Darkness Historic Timeline.

The Domain Style Sheet can be viewed on the Beyond the Sunset wiki: Brisbane Domain Style Sheet.

External Factors Information

Most recent changes to the VSS as of March 2016
Most recent changes to the VSS as of October 2016

Experience Awards

Creation

All primary characters receive their MC x 10 + 30 in experience points as per the universal addenda.

In addition, characters may also receive experience points at creation for the following, at the discretion of the VST:

  • 8XP for completion and submission of the relevant Character Development Document
  • 3XP for a Narrative Character Backstory.

These XP bonuses are considered Creation XP, and are not subject to the Incremental Maximum.


Over-Cap

  • Up to 5XP for character ties, at 1XP per character tie. Players are required to communicate with VST regarding the nature and suitability of these ties.
  • 3XP for a wiki page including a picture and a quote from another player.


Monthly Experience

Each month, characters can obtain the following Experience Points at the discretion of the VST:

XP Category Explanation
6xp Game Attendance Requiem game as per the sign on sheet, attending games in other domains are awarded at 5xp per game.

New characters: If character has less than 25% chronicle cap XP they get x2 the XP amount of game XP. If character has less than 50% chronicle cap XP they get x1.5 the XP amount of game XP.

2XP Exceptional Costuming /Setting up Props/ IC Publications To encourage and reward people who make efforts and help the game ambiance.
2XP Report or Reflective Journal Report detailing major events that occurred during the game, or a reflective journal from the character perspective.
4XP Downtime Online Form For downtime submitted via the Brisbane Online Downtime Submission Form, or 2XP for a downtime submitted some other way.
1XP Storyteller Feedback Question For meaningful responses and feedback that improves the game.
1XP Real Time Roleplaying (RTR) Scene Must include a full report of attendees and synopsis to the VST (this can be posted in the extra information section of the downtime)
1XP List posting IC contribution that help contribute to game engagement.
3XP Requiem Plotkit For submission of a plotkit to the ST or a Submission to a Domain/National newsletter.
5XP Proxy Play Proxy to different court, awarded when the relevant VST returns the proxy with Proxy Storyteller Comments / Feedback and Proxy Recipient Report
5XP ST Discretion 2xp each for actions that help interactivity and make the game more enjoyable such as:

mentoring new players, engaging downtime or proxy players in game play (via phone/FB chat/skype/etc), running a scene either at ST request or one that gets mentioned in feedback, setting up/fostering significant in character interactivity etc.

These claims should be made within the monthly downtime submission. These XP claims are NO LONGER subject to the 10XP per month maximum (as per the ST Assembly ruling). Claims not made within three months of the event are forfeited. AVST’s, VST’s or members playing NPC’s that are unable to play their character at a game, are entitled to full game XP on their primary character.

Age

Characters of advanced age will generally not be considered. The Requiem Genre is one based on a younger age group than other types of Vampire settings.
:a. 1900 to now: Go for it!
:b. Existed since 1800AD or earlier: (High Approval). With good justification and a fantastic story with lots of IC connections, they will be considered.
:c. Existed before 1600: Not likely. (That’s not a no.)


The reasoning is that most storytellers want the majority of PCs to come from the "Modern History" era. The Requiem books focus on younger vampires, and that's how we want the game to feel. We want older vampires to mean a lot. We want them to be scary by virtue of just their age, not the MC that the player behind the PC has. We would like to see a younger character age average than we had in the previous chronicle. That’s how the setting is written, and the age brackets above are there to drive that home.

Blood Potency

As per the Global Rule-set, no character may enter play with a power-stat higher than 5.

Blood Potency(BP) is one of those things that is dire to the genre, yet incredibly hard to role play. While the source material suggests that if characters of different BP interact they would act in a defined way, this does not lend itself to LARP and the vast range of characters. Players are expected to play the below guidelines, yet true to their character. Interactions between Kindred are always layered exchanges.

The Predator's Taint is a ‘Flight or Fight’ response within Kindred. It’s the Beast within making decisions based on the BP of others.

This does not mean that someone of a lower BP is automatically frightened or a blubbering mess when dealing with Kindred of higher BP. Alternatively someone higher is not a blood crazed demonic reckoning. It means that there is always an edgy feeling of not knowing what will happen if the Beast takes control.

If a Kindred of lower BP is dealing with one higher, they should be on edge; not knowing if this other Kindred can control themselves, they’re unsure of their own safety. This should come across as uncertainty or apprehension instead of mortal fear. It’s much easier to run than fight.

In contrast the character with higher BP is constantly trying to hold back the tides wanting to tear this little Vamp apart. Frenzy, whether it is public or private, has serious repercussions, both physical and social.

They should both want everything to go smoothly, but it takes effort to maintain the façade.


Bloodlines

Brisbane currently has a large number of bloodlines so the following guidelines will apply:

All bloodlines require a PC sire (from anywhere in Australia) and three other character ties to give them a reason for visiting and staying in Brisbane. If no PC sire exists then a suitably fantastic narrative backstory is required with a CCD and five meaningfully detailed IC connections.

All bloodline require approval as per the global addenda and should demonstrate how the bloodline is core to their character, and specifically addressing the following questions:

1) How will this affect the game? Address any weird and wonderful disciplines/abilities etc
2) How will this NOT break the game or be overpowered compared to other PCs?
3) How will this improve the game/story for other players?

Submissions of less than 200 words per question will not be considered due to the current overabundance of bloodlines, if you want a bloodline, it has to improve the game for everyone. All people with bloodlines will be subject to the plot stick that you have to dodge or work with or around. If you want a bloodline, it has to improve the game for everyone.

IC knowledge of bloodlines should be separated from OOC knowledge . A Character may know of a “different type of Deava” but knowing that what they call themselves or the different adaptations and changes would be hard to justify.

Status Between Brisbane and Toowoomba

Seeing that the two domains are particularly close and Players are constantly travelling between the two, we have decided that Status between the two would be unaffected by travel. If people of the same status from different Domains were to compare then the person within their own Domain is more relevant.

However the act of travelling does not remove Status as it would travelling throughout the rest of the country.


Weapons

Where Standard Firearms would be classed as Mid Approval, within Brisbane this is lowered to Low Approval.


Carthian Law

Brisbane doesn't have any accepted codified Carthian Law. This section can be altered at low approval.

Carthian Law: No discipline can be used against a Carthian without their uninfluenced consent.

Custom Rule or Obscure Rules

No Write-Up? No Power!

White-Wolf has published literally hundreds of books, each with their own set of powers, and unique rules. In lieu of this fact, if a player utilizes a rule or power that does not come from a core book or could be reasonably considered obscure, that player must bring a legible copy of rules. If the player does not bring copies of an obscure rule, and it is brought into question, then the power simply will not work, or the rule will not apply. Storytellers are the final arbitrators on what constitutes an obscure rule.


Dramatic Successes and Failures

Within the new chronicle, Dramatic Successes and Failures are sanctioned. In previous chronicles these rules have not been sanctioned, where as with the addition of the table top rules into the systems used within Beyond the Sunset’s New World of Darkness chronicle, VSTs within Brisbane will be able to make use of Dramatic Successes and Failures as per the write up in the Core World of Darkness Material.

Blood Feeding

Brisbane utilizes a simplified method for determining starting vitae. A character makes a single check and adds relevant merits (Herd, Haven Location, Territory, downtime feeding). The resulting value is the starting vitae for a game.

Vampires are assumed to hunt in the Personal/Rack/Covenant/Clan territory in order of preference unless stated otherwise.

A shared haven can support a number of vampires equal to its rating.

Territory can be improved or damaged by player or npc actions.

Kindred spend blood to maintain ghouls after doing the blood test. Vampires have the option to feed from their ghouls to recover the blood reducing their effectiveness by a level for the month.

All vampires start with a minimum of 4 blood, kindred do not turn up to court starving.

Downtime Handling Procedure

Downtimes are due on the 15th of the Month. Downtimes sent in after this date may be processed at the ST team’s availability and discretion. For efficiency and ease of tracking, the storyteller team has developed an 'Online Downtime System' for the submission of downtimes, which is available HERE Using the downtime form awards 4xp, all other downtime methods award 2xp.

Acquiring Attribute/skill/merits/disciplined and spending XP can be done in three ways:

1) Gradual Via Downtime: Spend 1 Resolve action per month for new rating in months. (Eg Resolve action 1: I go to monday nights combat training at Arnhold Armouries with the Ordo Dracul. Success is assured in the given time frame.
2) Fast Via Downtime: Spend twice the new rating in Resolve action and do a brief story write up. (eg Resolve action 1-8: I spend the month concentrating on learning Majesty 4 by reading the books given to me and concentrating on summoning various member of court to me to see who answers the summons… oh look I got a response that said I managed to summon 4 out of 20 people, that means I’ve probably got this summoning thing organised). Success is related to the number of actions spend and the quality of the story.
3) Before game: See the ST before game prior to sheets being printed. Success is inversely related to the number of people also using the same method and/or wanting to query anything else with the ST.

Understand that some XP expenditures will require significant character development before being approved.

Crossover limitations (Physical, merit-only, information, firewalled/none) and expectations.

Brisbane 2013 Chronicle is building towards a set of complete, extensive and entwined World of Darkness games.

New World of Darkness will be story-told as one game rather than three separate isolated genres. Each game will play to its own themes and moods, with a separate VST arbitrating what makes it in and out of their games but ultimately the games will be connected by the fact that they are all set in the same universe. VSTs and the DST will meet every month shortly after downtime submissions in order to discuss the cross-over ramifications of their player’s actions and possible plots that could be affecting multiple games. Cross-over is likely to be common in one way or another, although antagonism between genres is something story tellers will discourage. Especially in areas that conflicts of interest and meta-gaming might be present. At the end of each year the domain will attempt to host a cross-genre event specifically for the purpose of exploring common ground across the genres in a safe controlled environment.

Venue Story Tellers will take advantage of the Low Approval (Soft Role-Play with little consequences) aspects of cross genre and encourage players to approach cross-genera with a narrative, role-play focus rather than a mechanical focus.

Approvals

All items/abilities/whatever approvals should consider the following regular questions

1) Why do you want the items/abilities/whatever?
2) How was the items/abilities/whatever acquired?

Key questions Brisbane players are asked to consider when requesting weird and wonderful stuff in 200 words or more per question:

1) How will this affect the game & Cross genre game? Address any weird and wonderful disciplines/abilities/friends with benefits etc
2) How will this NOT break the game or be overpowered compared to other PCs? [For when someone ask the ST why was this allowed?]
3) How will this improve the game/story for other players? [Please mention at least one mini plot you are going to run to showcase the ability/item and demonstrate how it will engage others to make a richer city story]

Submissions of less than 200 words per question will not be considered due to the current overabundance of wierd and wonderful stuff if you want something, then it has to demonstrably improve the game for everyone.

Optional Rules

Staking

Brisbane will be running the optional Staking rules from Armoury Reloaded p.164. (Standard Staking Rules from 2009 Chronicle)

4th Tradition Elysium

4th Tradition Elysium: Brisbane will be including a 4th tradition Elysium. (Invite Only p.22)

Invictus Oaths

As per Global Addenda for duration. Beneficial oaths can be assumed to be non contested for renewal. All oaths need to be written down and a copy provided to the ST within a month or else they expire as per addenda.

Ghoul Retainer Upkeep

Retainers: Ghoul retainers require upkeep via blood and willpower as per VTR Core rules, this is done after the blood test. Vampires have the option to feed from their ghouls to recover the blood, this reduces the effectiveness of the ghoul retainer by one for the month, the willpower cost is recoverable through normal means.

New/Interstate Players

Information for New Folks (new to the Beyond the Sunset Club)

New players are encouraged to contact the relevant Story Teller at least three days before game.

For contact information, please see Section 4: Administrative information.

Information relating to our specific games and White-Wolf’s World of Darkness can be found on the Beyond the Sunset Wiki.


Information for External Folks (from other Domains)

Character Sheets for character outside of Brisbane should be sent though the relevant Storyteller channels at least a week before a game. Character sheets for character outside Australia should be sent through the relevant Storyteller Channels at least two weeks before game in case any conversions need to be made.