Sydney Anarch VSS

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The Sydney Anarch pages are to provide information relating to the local Anarch game. Contact the VST for information and suggestions.


Venue Style Sheet – Scraps from the table


VSS Approval Number: MASQ-H-113
Domain: Sydney
Venue: Scraps from the table
Venue Storyteller: Christopher Bird
Contact: lord.smeg@gmail.com

The Sydney Anarch venue is based in and around Sydney and the surrounding metropolitan area.

The venue hosts a single monthly game. All other games are considered supporting games, including RTR’s, downtime scenes and the like. These are limited in scope, usually involving at most 3-5 players. They are also limited in terms of what ST oversight is required, what challenges may be used against other characters, and the amount of xp (if any) one might claim from them.

Whilst occasionally necessary to move the story along, they are not meant to detract from the core game, rather supplement it.


Description of Venue:


Monthly: Sunday afternoon (2nd Sunday of each month)
Time: 13:00-5:00pm (4 hours)
Location: Exiles gaming club, 31 May St, St Peters NSW 2044

Styles of play

Action 4

At the end of the day this is a largely PVE game – a small band of characters, who may have rivalries amongst themselves but are still dedicated to (largely) the same goals. Trouble will seek them out, and it is up to the players to deal with the encounters they have been thrust into.

Importantly, note that that didn’t say ‘win’. No one ever truly wins in the world of darkness.

Character 5

When there’s only a small number of characters, making sure that there is not only fully fleshed out ones, but personalised story is not just important – it is ESSENTIAL.

Darkness 4

When you fight, you can kill people. When you kill, you lose a piece of yourself. When you have nothing, you risk everything. But in return for what, exactly, and at what future cost? Personal choice is the bread and butter of masquerade. Far moreso than a game about politics, it is a game about how personal choice shapes the monsters we are, one little compromise at a time….

Drama 3

Every gang has their rituals. Every social club has their idiosyncrasies. The Anarchs are no different. Ritual is important to give moments gravitas and meaning. This could be conducting a state funeral for a fallen soldier; it could be the declaration of a free state. Anarchs are at the end of the day kindred, and recognise that showmanship counts for something.

Intrigue 2

The dark and gritty world of the Anarchs, where survival is often an issue does not lend itself well to intrigue. As player numbers grow, this is likely to change – initially however, the number of players involved means that rivalries are far more likely to be open, but opportunities to actually do harm to your rivals will be more limited.

Manners 2

This is a far cry from the Ivory Tower and their courtly manners. An Anarch who hides behind a fan is likely to be told to fuck off. Amongst themselves at least, most Anarchs are straight talkers – those willing to turn the other cheek and bide their time are either moles within the Camarilla, or Camarilla.

Mystery 4

The characters are young – there is much they do not know out there, and much they will have to learn the hard way. This is a key part to an investigative game.

Pace 3

This is envisioned as, at least initially a small game. As such given likely player numbers and the Anarch setting, courtly manners and intrigues are not the focus of the game.

The slow descent into monstrousness, the dangers of compromise, and the struggle to trust other monsters as you ally against the myriad dangers that the world of darkness holds on the other hand...


Guiding Principles

Respect Others Play Styles

Closely linked to the success of the game will be that all players respect what the others want out of the game.

Everyone Is Useful

Every character has their shtick. We should foster an environment that allows characters to shine at what they do, if only every once in a while. This principle directly guides the rules and guidelines around low trading of disciplines. Clans picked should enhance the concept of the character.


Storytelling mechanics

Rules Interpretations

Any instance of a rule requiring clarification or interpretation will be noted here.

This section can be added to at Low Approval.

Secondary Characters

Secondary pc's will not initially be permitted for the first 12 months. After this time this decision will be reviewed.


Downtimes

The Minimum Requirements

The minimum information for a downtime is:

  • Experience claimed and what for;
  • Any experience spent;
  • Hunting method (trait category and ability (and Discipline if appropriate) used is enough to extrapolate your style (EG Physical and Brawl indicates a mugging style of feeding, Physical and Stealth indicates a sandman style, Mental and Intimidation plus Dominate would be dominating people to feed and wiping memories of the event); and
  • Haven location.

Downtime Actions

Characters receive 4 downtime actions per month. Whether an action will be resolved in 1 month or will take longer is at ST discretion.

Hunting is a free action that is assumed to happen unless otherwise stated.

Downtime – Spending Experience

Learning out-of-clan disciplines requires a teacher who has that discipline in-clan and at a level 1 higher than that being taught and an action from each of the parties involved as well as justification for the teaching of your clan’s advantage to another clan.

It is ST discretion whether the teaching of the discipline is successful.

Due Date

Downtimes are due two weeks following the game, at times an exception will be made for unexpected circumstances


Character Creation

Clans

Preference will be given to the core Clans being Brujah, Caitiff, Malkavian, Nosferatu, Toreador, Tremere, Ventrue and Gangrel. These are all low approval within this venue.

Members of clans outside the core seven will be considered but heavily scrutinised. Character concepts that are marginalised from, or do not participate in the nightly activities of the Anarchs, will likely be rejected.

Generation

Characters of the 9th Generation or lower will not be considered.

Background

While it is encourage that players write a good back story for their character, a dot point history is all that is required for low approval characters.


Experience Awards

Experience Claimed in Downtimes

Per the addenda, standard awards are:

  • 2xp – Game attendance;
  • 2xp – Downtime/Game report; &
  • 1xp – ST discretion.

These awards can be supplemented by attending additional games up to the incremental maximum for the chronicle.

VST Character Experience

VST characters will eligible for the flat rate of “game attendance” xp (as mentioned under “Experience” in the VSS) per month for the duration of the ST’s term.

This does not preclude XP gained from MC increases, Overcap awards (such as early conclave registration), or non-capped special XP awards.


Proxies

Proxies are to be submitted to the DST and VST one week before game. Proxies to game sessions where there is no player to portray the proxy will not be approved.


History

For near 200 years, the city of Sydney was Australia’s bastion on Camarilla influence, presided over by an ancient and powerful Lasombra antitribu, Prince Cristóval Velazquez de Torres.

In February 2013, after inviting the Camarilla Clanheads for an urgent meeting, the City of Sydney went silent.

In October 2013, Justicar Xavier presented the assembled kindred of the country with the ashes of the Prince of Sydney - who had allegedly killed his entire court and the Camarilla Clanheads in a fit of madness.

And Sydney was left empty.

In the absence of the Ivory tower, the city has called for someone to fill the void, becoming a refuge for those who seek a degree of freedom from the iron clad rule of the Camarilla.

Most notably the Anarchs (whose presence is at least tolerated as a bastion against the Sabbat), those who would normally eke out an existence on the fringes of society are now free to build something of lasting value - a legacy.

Or squabble over scraps.....


Key/Notable NPC's


Kaloyan The Vlach (Brujah)
Kouros (Gangrel)

These two ancients of the Camarilla have remained aloof from the night to night struggles of the jyhad for centuries, disinterested for the most part in the affairs of their descendants. So long as the masquerade is maintained, and the Sabbat kept out of the city, they will remain so.


Ravnos

A kumpania of Ravnos has moved into the area of <insert suburb>. Exact numbers are unknown, but they also have extensive mortal relations with them. They appear to be led by an old gypo called the “Rom baro”.


Giovanni

The Giovanni organised deals with the Anarchs to secure Sydney for them. In payment, the Giovanni acquired ownership over the docks of Sydney from the Anarchs. The Giovanni of Sydney appear to be led by a Giorgio Giovanni.