Brisbane Requiem CofD VSS

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Vampire: The Requiem
VSS

1.0. ADMINISTRATION INFORMATION

1.1.0. Venue Details

Domain Name: Twilight Alliance (Brisbane)
Domain Code/Number: TA/AUD08
Venue Name: Sounds Heard in Restless Twilight
Venue Code: SHIRT

Approval Number: AUCFDR170303

1.2.0. Venue Personnel

Venue Coordinator: Brad Jackson - 2015010009
Venue Storyteller: Cameron Stewart - 2014070013

Domain Coordinator: Daniel Jag - 2011100009
Domain Storyteller: Brad Jackson - 2015010009

1.3.0. Game Location, Time and Fees

Game Location: Junction at Annerley, 60 Junction Terrace Annerley QLD 4103
Game Time: 1st Saturday of every month
Game Fees: N/A, gold coin donations accepted.

1.4.0. Mailing lists, websites and other online resources used

Information about our games can also be found on our facebook group page.
For out of character mailing lists, please go to ooc.brisbane.

The official addenda should be referred to for in-game content at Global Addenda, please refer to Chronicles of Darkness (NWoD 2nd Edition), Vampire: the Requiem 2e for the appropriate content and their approval levels.

2.0. GAME INFORMATION

2.1.0. Genre

Chronicles of Darkness: Vampire: the Requiem 2nd Edition.

2.2.0. Setting

Brisbane, Queensland.

2.2.1. The City

Brisbane, the city of the spike, is a thriving metropolis of chrome and steel; a giant monolith stretching from the Gold Coast in the South to Caboolture in the North and encompassing all of Ipswich. It’s a sprawling, energized metropolis fueled by the hopes and dreams of the three million people who live in the shadows of the glittering skyscrapers- always looking forward, never backward.

2.2.2. The Economy

Those were the slogans that put Brisbane on the map in the 70’s and continue today. A sprawling, well organised industrial capital city designed and built on crushed dreams and held together with bands of commerce flowing from industry. Designated business hubs serviced by efficient public transport to nearby high density housing alongside old growth forest and protected green and sacred spaces, and pulsing entertainment precincts revitalize the population and add a shimmer to the chrome and steel. It’s an industrial city that has not lost touch with her soul.

2.2.3. The Infrastructure

Yet beneath the glitz and the perceived powerhouse capital lies another city, one of iron control, and fear. Starting in the 70’s the city embraced an era of ‘reconstruction’ under progressive governments, the shattering of dreams, the crushing of hope, and the building of the bright new future. Three decades of ‘restructuring’ under various governments always towards an Organised, Efficient, Industrial city has seen Brisbane become a stratified city. There are designated social zones and their immediate area of employment that contain all but the most determined. Swaths of defined zones struggle for funding for maintenance beyond the bare minimum, while others fight against rezoning. Amid this are still large swaths of land zones ‘for future development’ that are the battleground for industrialists, environmentalists, entertainment and real estate alike. The city is layered socially, bound with red tape of zoning and transport. An efficient police force keeps the peace with swift brutality, and everyone knows that Big Brother is always watching- and that someone is watching Big Brother.

People disappear, just don’t think too hard about it. Ask too many of the wrong questions and suddenly you don’t have a job and rent is due. Then you are on the unemployment queue, then shortly on a train or a flight to a new job in an internet black spot- or worse, a mining job on a 12 month contract somewhere. If you like your comfortable apartment and a normal life, don’t ask too many questions or dig too deep.

2.3.0. Themes & Mood

Paranoia: Big Brother is watching. Always watching. People disappear. Bad things happen to people and kindred and supernatural alike that seldom have a palatable reason.

Fear: A better tomorrow (don’t think about the past...). The city is focused on the future, building a brighter future, and few wish to dwell on the past. It is an aversion that none can understand. In the past there was uncertainty, terrible crime, rampant corruption. Now there is fear of returning to the past, of losing the protective insulating structure that keeps out the things that we cannot know or understand.

Turf War: The city zoning creates areas that are more desirable than others, designated high density housing offers different opportunity to 24/7 industrial zones and protected sacred spaces.

Social Control: The city zoning creates control- a vigilant police force keeps crime down but also regulates entertainment, transport charges to the closest business hub are minimal and travelling further is exponentially more expensive. The majority of housing serves one industry hub, and the population does not flow freely. And of course, everywhere, Big Brother is watching; it’s so ingrained that people accept it as normal.

Tall Poppy Syndrome: The more powerful, the more unique. the more different you are, the more you stand out, the more interesting your life will be. The City has to focus on someone, and these are the leading cast... and there is so much drama and tragedy to play out. Tall Poppy is the special theme for to players who fulfill certain conditions. This comes with high drama, high rewards, and higher risks. Tall Poppies are expected to be playmakers, people who actively generate plot and drama for others.

2.4.0. Preferred character types, and restrictions

Limited Starting Information: Information on recent supernatural activity in Brisbane is non existent. Any supernatural that visited the city longer than a month after 2010 has disappeared. Information can be gleaned and (mis)interpreted from the city history section.

Established Companies Mortals/companies/holdings can start at a max tier 2 at creation. There are too many other established companies to 'start' at a higher rating. Gaining power and influence comes with building it in game and establishing and holding on to it. See the associated current tiers for existing entities and relative power level.

PC Survivors: Survivors from Brisbane are exceedingly rare (1 per 10 players) and subject to VST approval. These will be playmakers and fit into the Tall Poppy Category. There are very very very few surviving other supernaturals in the city at the start that anyone is aware of.

Age: Brisbane chronicle is aimed to be a young and dynamic city, and most characters will be younger kindred coming to carve out power. Try to keep you age under 100, read the VTR2.0 core book on how age reflects on things like humanity and torpor as they will be used. Older character concepts will require a background that supports the lower XP at creation. 150 + age will automatically move you into the “Tall Poppy” Category- please read what this entails.

Elders: Elder (200+) is a title that means something, there will be a limited amount of Elders in the game at the start of 1:10 ratio. Elders do not risk their unlives, that’s what minions are for. Elders will be expected to actively create and drive plot. Being an Elder is also opting in to the high risk game and the Tall Poppy category, there is no opting out of this category for Elders.

Bloodlines: Bloodlines will automatically move you into the “Tall Poppy” Category- please read what this entails. Bloodlines are volunteering to get hit with the Plot Stick ™ and to Live in Interesting Times ™. This is not a bad thing, but it is volunteering to be part of high risk plot. There will be a limited amount of Characters belonging to a bloodline at start, 3 in 10 characters may possess a Bloodline.

Leaders/Key individuals from the Past: There are no current leaders in Brisbane at the start of game. At the start no characters will start with city status. There are no ‘leaders’ from the past left, however there could be the rare pc/npc that existed as the ‘special guy’ or key person responsible for something. Contact the VST for how this could work in the story.

2.5.0. Location of Venue history information

Brisbane Requiem CofD History.

2.6.0. Transport In/ Out Information

3.0. EXTERNAL FACTORS INFORMATION

3.1.0. Experience Awards

3.1.1. Creation

All primary characters receive their MC x 1 + 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:

  • 4XP (20 beats) for completion and submission of the relevant Character Development Document
  • Variable beats/XP for assisting the VST in world building
  • Other tasks for the VST as approved and only with final say by the VST

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

3.1.2. Monthly Experience

The conversion rate is 5 beats = 1 exp.

All following awards are to be approved by VST or VC responsible for the claim.

Game related awards do not currently have a cap.

Venue related awards via the VC have a monthly cap of 5 beats/month that may be used over any character within CofD. Players are required to add all VSTs that they have characters under into one email that is sent within one month of the VC awarding the beats to claim said beats, which may then be spread over any of their characters to the maximum they have earned that month in total over all characters in the character log.

3.1.3. Game Attendance

  • 3 beats - for attending the game as PC, as recorded on sign on sheet.
  • 2 beats - for playing an NPC for the VST or aVSTs for a portion of the game.
  • 4 beats - for playing an NPC (s) for the VST or aVSTs for a full game.
  • 1 beat - for exceptional costuming, as per VSTs discretion.
  • 1 beat - for exceptional roleplaying, awarded by VST according to Circle of Love.

3.1.4. Venue and Game Assistance Awards

All to be awarded or approved by appropriate assistant or full position holder.

  • 1-2 beats - for providing assistance to (a)VC or (a)VST during game + month, at appropriate position holder's discretion.
  • 2 beats - for introducing new players to venue, must stay for at least 3 months to be awarded on the 4th month of attendance.

All to be awarded or approved by VC only.

  • 1 beat - for Venue maintenance (set up/pack up), at VCs discretion.
  • 1 beat - for providing resources to venue (e.g. props, food and drink, etc), at VCs discretion.

All to be awarded or approved by VST only.

  • 1-2 beats - for providing a simple plotkit to VST for other players/characters.
  • 3-4 beats - for providing a well thought-out/in depth plotkit to VST for other players/characters.
  • 1-2 beats - for maintaining game resources, such as updating maps, venue wiki information for court members, venue wiki information for city locations or services.

3.1.5. Downtime Period Awards

All to be awarded or approved by VST unless marked otherwise.

  • 1 beat - for report/diary included in downtime.
  • 3 beats - for on-time downtime submission using provided template or 1 beat when using a different template.
  • 1 beat - per meaningful IC interaction between games including RTRs (must include date, summary or log, VST or aVST where appropriate, be listed in email separate to downtime form at the time the downtime is sent in) or Forum interaction, with a max of 3 per month.

3.1.6. Game Mechanic Awards

All to be awarded or approved by VST only.

  • 1 beat - for choosing to make a dramatic failure in an attempt to enhance story.
  • 1 beat - for taking lethal damage in one of the character's last three health boxes, this is without bonuses and must be legitimate combat.
  • 1 beat - for character being beaten down and surrendering.
  • 1 beat - for fulfilling a short term aspiration.
  • 2 beats - for fulfilling a mid-term aspiration.
  • 4 beats - for fulfilling a long term aspiration.
  • 1 beat - for resolving a condition.
  • 1 beat - for persistent condition that interferes with the character or prevents them from achieving their aspirations.
  • 1 beat - for buying a new dot using experience in any asset skill when character possesses Professional Training ●●●● and up.
  • 1 beat - for taking a bane when losing humanity.

Chronicle Cap is increased by 4xp per month until the Chronicle's end in 2022. The current beat rewards listed above are in place to average approximately 2xp-3xp per month.

3.1.3 Circle of Love

3.2.0. Blood

Starting blood is based on the state of the city, herd, haven location, and downtime feeding actions. The VST will have these on your sheet ready for game.

3.3.0. Downtime Handling Procedure

Downtimes are to be submitted by the 3rd Weekend of the month using the provided google form. Responses will be returned by the 4th weekend of the month. The downtime for may be accessed here.

  • 0.   THE GOLDEN RULES
    • A.    LARP is not a “shoot-em-up”. You don't get notches in your belt for killing other PCs. You don't win by making the game miserable for everyone else. This is a storytelling game, and you win by telling a good story with others.  If you do insist on making the game miserable for everyone else, the presiding storyteller has every right to tell you, in plain and simple terms, “No. Not here, not today.”

3.4. Crossover limitations

Crossover between genres is considered the same as listed in the Cross Genre Appendix for Chronicles of Darkness (NWoD 2nd Edition) as found at http://wiki.shadowplayinternational.org/index.php/Global_Addenda_and_Settings_Documents Where there is no prelisted crossover limitation by the Appendix, crossover is considered to be Mid Approval.

4.0. NEW/INTERSTATE PLAYERS

4.1.0. Information for New Players

New characters should use the standard rules for character creation, extra notes from this VSS, and refer to the Global and Australian Addendas where appropriate. New players are encouraged to email the VST at VST Requiem CofD while considering their concept for assistance in developing their idea.
For the new member guide, please follow this link.

4.2.0. Information for Transferring Players

For characters transferring VSS, please forward character sheets, CDD, and any Approvals to the DST and VST for clarification and integration into the local domain and venue. Please also submit the last three months of downtimes and responses from your previous domain where possible to understand more about the character and how they act in their between periods. Also, note that transferring characters may be subject to some alterations to their sheets to account for the change in VSS or to make them more consistent with the new VSS, all alterations will be done after consultations with the player.

4.3.0. Information for External Players

Proxies are recommended to be sent two weeks prior to the arrival of the character to give the supervising VST an opportunity to discuss with the visiting player anything they need to know. Visiting characters may be subjected to temporary alterations to their sheets (with consultation) if their sheet is deemed inappropriate to the tone of the local game. Character sheets for a character outside Australia should be sent through the relevant story teller channels at least two weeks before the proxy commences in case any conversion need to be made.