Brisbane Lost VSS
Changeling: the Lost VSS | ||
Date Updated: 21/06/2016 | ||
1. Administration Information | ||
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1.1. Venue Details | ||
Venue Name: TA Changeling | ||
Venue Number: TAC | ||
Domain Name: Twilight Alliance | ||
Domain Number: AUD08 | ||
VSS Approval Number - CTL20061602 | ||
1.2. Venue Personnel | ||
VST: | Adam Muhling | AU2015080009 |
VC: (temp) | Daniel Crabb | AU2014060006 |
1.3.Game Details
Game Location: Red Brick Hotel. The official address is 83 Annerley Rd, Woolloongabba QLD 4102 Annerly.
Game Time: The Saturday before Requiem at 1pm. (Last Saturday of a month)
Game Fees: $2 Donation preferable.
1.4.Important Links
Twilight Alliance has no dedicated website although most of our information can be found on the wiki at http://wiki.beyondthesunset.org.au/Brisbane.
Information about our games can also be found on our facebook group page at http://www.facebook.com/groups/twilight.alliance/ or genre specific group https://www.facebook.com/groups/317417735037497/ .
The official addenda should be referred to for in-game content at http://wiki.shadowplayinternational.org/index.php/Global_Addenda_and_Settings_Documents , please refer to New World of Darkness 1st Edition, Changeling: the Lost 1e for the appropriate content and their approval levels.
2. Game Information
2.1. Genre:
Changeling the Lost
2.2. Setting:
Brisbane for the Lost is a city torn from the pages of not a fairy tale, but a horror story. Since as long as any of the Lost can remember, Brisbane has been a city that has belonged to the Darkness. Legend says that at the very formation of Brisbane, The Captain tore open the gateway to the hedge and established the Trod that allowed The Others to ingress into our world. Shortly after however, Four Lost slipped out and establish the Freehold around an abandoned aboriginal campsite. But this is all myth and legend, these days the Free Changeling of Brisbane recognise the oppressive metaphorical darkness of the omnipresent others. The Freehold is suffering from paranoid and dissent within the Freehold in the wake of a recent civil war while oppressed on all sides from their known foes, the human paranoia and possible something else even less knowable. How will the Lost even survive?
2.3. Themes:
Fear / Oppression - The Lost are not the dominant faction of supernatuals, changeling or fae creatures. Your keepers want you back, your fetches want you dead or gone. The humans would put you in a lab and take you apart if they knew! How much can you trust your "allies" anyway? And finally, there are whispers of other creatures, alien and evil, out in the night that may hunt you for reasons unknown.
Consequences - The Hedge is a volatile landscape, filled with danger and death. The Dread Privateers listen out for every strange story for Lost to find. The world is brutal and as the Lost, you're already on your second chance.
Status Quo - Different is dangerous... Unique is fatal. Snowflakes melt in the roaring heat of Brisbane. The Freehold has existed in its current states for many years, our rituals keep the Gentry at bay and those who put others at risk are quickly expelled or killed.
Politics - Motleys have agendas, The Courts have agendas. You will make enemies, you will owe favours. This isn't Vampire, Politics isn't a game you play to pass the time; this is changeling where emotions run hot. You're all in it together, since there is safety in numbers and feuds can tear a freehold apart, but the shifting of power is exactly what keeps the True Fae away, where is the balance?
Personal Themes: What has been Lost - You're not human anymore, and this is going to be a present theme in your personal story. Friends and family from your past will show up and it'll break your hearts.
Living Every Day - Bills need to be paid, food needs to be put on the table and these things aren't easy for someone who doesn't actually exist. The Freehold can provide the essentials (An Identity and a Job), but the more you take the more you have to give back...
Faustian Temptation - It would be so much easier to simply... pay for your freedom than simply hiding and fighting every day. Maybe you could even cut a deal where you get more than just freedom... Consider as a player the fact that, morality isn't black and white, everyone is out for themselves and a story is much cooler with distrust, secrets and betrayals (But not too many).
2.4. Mood (listed and described)
The Freehold is breaking at the seams, the Courts can’t trust each other and the pressure is building. The Lost don’t sleep easy, weariness is building, but The Darkness is coming and soon it won’t matter if their eyes are open or closed.
Tension – With a war among “them” approaching; the amount of loyalist and ex-loyalist groups increasing; siege mentality will set in swiftly. Who is there to watch your back? Are you supposed to watch someone else’s? How do you know where you are right now is safe?
Stress – When you don’t exist in the real world, or have been apart from it for too long, who is to say that you can so easily embrace that which you have lost? Finding a job, passing as a normal human, finding ways to feed without bringing too much attention to yourself, finding a place to live where “they” can’t find you. The stress of merely existing is a large part of everyday lives for changelings.
Paranoia – The courts don’t reveal everything they know to each other; there may be loyalist amidst those in the freehold; and who is to say the ex-loyalist isn’t feeding information both ways? Just because you escaped does not mean they won’t find you and drag you back. Trust is scarce, secrets are everywhere, but who will find out yours?
Desire and Consequences– Extravagance is the escape for those few that wish to avoid the memories of what has happened in the past and simply move on, but appearances need to be kept to avoid drawing unwanted attention. Who is to say that the resources you throw around are not being monitored? If that is not your style, you may choose wrath and punch the lights out of someone who turned out to be innocent. You may hide in fear and withdraw from society, or act out and betray your friends. And who is to say that the blade you draw against your skin to release your sorrows won’t end your life?
2.5. Preferred character types, and restrictions:
Longevity: |
a. Existing since 1930 or earlier: High approval. |
b. Existing since 1900 or earlier: Top approval. (Likely a no.) |
No, you cannot play a character under the age of 16. |
Please keep mind and body relatively the same with age. |
Specific knowledge of Faerie except for distant memories and dreams: Top approval. |
PC Playable: |
a. Changeling: Low approval |
b. Loyalist: Top approval |
c. Former Loyalist: Low approval |
d. Fae-Touched Mortal: Low approval. |
e. NPCs available. |
Courts: |
a. Changing courts: Mid approval |
b. Dusk or Dawn: High approval |
Merits: |
a. Dual Kith [Rites of Spring]: ●● Dual Kiths with two in-Seeming kiths: High Approval. |
b. Fae Mount [Rites of Spring]: Low Approval, powers must be listed in write-up. |
c. Fighting Style: Social Maneuvers [Grim Fears]: Not in play. |
d. Harvest: can purchase any of the four merits separately, but only one of each. |
e. Hedgebeast Companion [Autumn Nightmares]: can be used via downtime action like Allies, Mentors, Contacts, and Retainers provided that the Hedge Beast is capable of performing that action. |
f. Hollow Doors may not cross VSS boundaries or into areas that require approval. Long distance doors within VSS boundary are Low approval, these may open into a Trod with VST discretion. |
g. Hollow Amenities do not include items that would normally cost xp, however these items may be purchased separately and placed in hollow. |
h. Mantle: First dot is free, ●● is Low approval, ●●● to ●●●● is Mid approval, and ●●●●● is High approval. You must have a changeling template to possess this. |
i. Manymask [Equinox Road]: Low approval. |
j. Market Familiarity [Goblin Markets]: ● is Low approval, ●●● is High approval. |
k. Market Stall [Goblin Markets]: PC may not accept xp as payment for items they sell or trade. Can be purchased multiple times representing multiple markets. Type of market represents approval level. |
l. New Identity: ●● Low approval, ●●●● High approval. |
Ask ST if you are uncertain about any additions to a character sheet. Remember, some things may be approved in one VSS and not be usable in others. Please refer to addenda for global rules. |
Please remember, the lost are scared and scarred. They are serious and have a serious case of PTSD. All characters must be serious, dark and have real needs and issues to conflict over. 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” character will not be considered for approval. Players are encouraged to have one character only per genre and to play this character consistently until its death or retirement. |
2.6. Location of Venue history Information
For history of the city, please refer to http://wiki.beyondthesunset.org.au/index.php?title=Brisbane_New_World_of_Darkness_Historic_Timeline .
2.7. Important Locations
(to be completed)
2.8. Transport In/Out Information
Brisbane is a bustling city situated inside the bend of the Brisbane River and about 15km from its mouth at Moreton Bay. Access to the city is possible via air, sea and road.
Within the city there is an extensive transportation network consisting of bus, rail and ferry services. These services are operated by public agencies. The urban rail network consists of 10 suburban lines and covers mostly the west, north and east sides of the city as well as providing an airtrain services between the city and Brisbane Airport. This services operates an integrated ticketing system across the public transport network under the company of Translink, with a medium to high security. These services run between 5am and a little after midnight.
The Pacific Motorway connects the central city with the Gold Coast to the south, the Ipswich Motorway connects the city with Ipswich to the west via the southern suburbs, a private toll road called the Gateway Motorway connects the Gold Coast and Sunshine Coast just outside the main city, and lastly there are the Western Freeway and Centenary Motorway that provide a connection between Brisbane’s inner-west and the other south-west that meet with the Ipswich Motorway. If you want to go north, the main route is via the Bruce Motorway that terminates 1700kms from Cairns and passes through most major cities along the Queensland coast.
The Brisbane Airport is located north-east of the city center and provides services to domestic and international passengers. An airtrain services is provided to link the airport to the city via buses and railway. There is also the Archerfield Airport in Brisbane’s southern suburbs that acts as a general aviation airport. There are flight schedules for morning, noon and night.
Via the sea, there is the Port of Brisbane that connects up to the city via the Port of Brisbane Motorway. Most security within the city for transport is at medium level for translink, sea and airport, but fairly low for road travel. There are also no eminent threats from hostile supernaturals, rather they are on a case to case basis. Preferred methods of travel must be stated on proxy forms.
3. External Factors Information
3.1. Experience Awards
3.1.1. Creation
All primary character receive their MC x 10 + 30 in experience points as per the universal addenda. In addition characters may also receive experience points 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
3.1.2. Overcap Experience
- 3xp for a wiki page including a picture and a quote from another player
- Up to 5xp for Character ties (1 point per Character Tie) – Players are required to communicate with VST regarding the nature and sustainability.
3.1.3. Monthly Experience
Each month characters can obtain the following Experience Points at the discretion of the VST:
- 5xp for attending the majority of a game session.
New characters: If character has less than 25% chronicle cap XP they get x2 the XP amount of game XP (10xp per game). If character has less than 50% chronicle cap XP they get x1.4 the XP amount of game XP (7xp per game).
- 2xp for a detailed report describing major events that occurred during the game and a reflective journal from the character perspective.
- 2xp for a narrative downtime with significant detail, or 1xp for a simple dot point downtime
- 1xp per month for Real-Time Roleplay (RTR). 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 for answering a Story Teller feedback question at STs discretion.
- Up to 5xp at VSTs discretion
- Up to 5xp for a good character death to be applied to new character as per VSTs discretion. Reasons for a good character death include: tying up loose ends, completing character goals, good acting or making another person’s game via the scene, etc. Please provide a good reason if you would like to claim it.
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.
3.1.4. Claiming Experience
Xp can be back claimed up to a maximum of three months, via downtime submission, or by written reasoning submitted to VST as to why you should be able to claim xp outside of this method or time-limit and is approved by VST.
3.1.5. Character Travel
Xp for games are given to players who physically attend the game in character. Players who attend games in other domains and give the appropriate amount of notice may claim 4xp for game attendance in the other domain. Game attendance via proxy does not grant this xp.
3.2. Custom Rules
3.2.1. General Rules
No write-up? No power! White-Wolf has published literally hundreds of books, each with its 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, that player must bring a legible copy of the rules. If the player does 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 as an obscure rule. These rules must also apply to the addenda’s rules, and VST has final say.
3.2.2. Character Sheets
Please keep a digital copy of your character sheet in case of an emergency, and for any disputes over Xp logs or Xp claim (please remember the VST is only human and humans can sometimes make mistakes). Each player should be charge of their own character sheet along with the VST. These will be printed before game for reoccurring players and those who give notice of attendance in the case of cross-domain or new attendees. If you do not have a sheet, you will be forced to relent all rolls any actions your character performs will be considered as though it was a failure. Having a copy of your sheet on a mobile device such as a phone or a tablet ensures that if an accident occurs and your sheet is not printed, that you have a copy to refer to. This however depends on the VSTs approval, as this sheet needs to be the approved copy still and will be checked.
3.2.3. Dramatic Successes and Failures
Although rules for dramatic successes and failures as per the write-up in the core World of Darkness material are not sanctioned within Beyond the Sunset’s New World of Darkness chronicle, VSTs within Brisbane will have some narrative flexibility in situations that would normally be considered a dramatic success or failure and may levy minor mechanical bonuses or detriments based on the situation. VSTs will be more generous with penalties and rewards in player versus environment situations as opposed to player versus player situations.
Example (Dramatic Failures): Barry’s character is attempting to track down Don’s character with his heightened senses, but Don’s character, who is a master of survival, has covered his tracks and rough weather is making visibility near impossible. As a result Barry’s character is reduced to a chance draw and Barry has drawn a one. The story teller decides that rather than simply failing his attempts to find Don’s character, Barry’s character is lead into a cave full of snakes.
Example (Dramatic Failure): Barry’s character is in a tussle with a cave full of snakes. Fortunately, his character is armed with his faithful cutlass, and Barry manages to draw two tens in a row. Since the small snakes only have two health levels and are inconsequential antagonists, the story teller decides that rather than Barry’s character only killing one of the snakes, he manages to cut through two of them in a single swing.
3.2.4. Blood Feeding/Glamour Harvesting/Mana Gathering (Supernatural Resource Obtaining)
Brisbane utilizes a simplified method for determining the quantity of magical resources a character starts game with. A character adds his relevant merits (such as Haven: Location, Harvest, etc.) and any additional actions written into downtimes to a number that results from a specific sequence of events. This sequence of events is played out as the player attending game holds a number of fingers up behind their back that they decide and everyone displays this number at the same time as the ST. This number is then added to the number the ST shows, if it goes over 10, it starts again from 1, and 10 is the highest possible number. The maximum glamour you can have is dependent on your character’s wyrd. This maximum is Wyrd + 9 for most players. This system is used to incorporate those who do not send downtimes in, and may not add bonuses to their glamour as per above or below.
Example: Charlie the Changeling has drawn a 2 and the ST has dawn a 7, this leaves them with a total of 9 for their glamour. Charlie also has a harvest with one dot for emotions with adds a +1 to this total. At Wyrd 1, his maximum glamour is 10, so he has met his maximum of 10 glamour this month.
Certain powers and abilities give bonuses to feeding and these are applied with the discretion of the VST. VST may also alter the amount of supernatural resources a character begins the game with, based on plot and the general state of the city.
3.3. Downtime Handling Procedure
All downtimes are due on the 15th of the Month. This is a strict deadline and will be enforced unless an exceptional reason for lateness can be provided. “Forgetting to send it in” or “accidentally not attaching a file” are not acceptable reasons. Downtimes sent in after this date WILL NOT BE PROCESSED and characters will received no Xp for the submission of a downtime that month.
Xp expenditures, and maintaining skills do not require a set number of downtime actions. Xp expenditures will be approved based only on the justifications given by the player and the VSTs professional opinion. Understand that some Xp expenditures will require significant character development before being approved. Downtime actions are based on amount of resolve attribute x2. For example, if a character has Resolve 2, they have a total of 4 resolve actions that can be used as a maximum in a downtime.
4. Crossover limitations and expectations
There is a crossover game that is organized for once a year, usually at the end of the year. Players must choose a character they wish to play and send it through to be approved via the relevant story teller channels, or may choose one of the available NPCs for on that day. Please remember that if you are bringing your PC that they should have a reason to be there and the player needs to find a way to get their character there. Hints will be provided by relevant STs. This game stands at High Approval level, and needs to be approved by all relevant GST for it to go ahead.
All crossovers require both Mid Approval and the approval of the appropriate VST. Low approval for soft roleplay; Mid for hard rp or one-time cross-genre participation, NPCs, cross-genre backgrounds; High for permanent genre change, or one-time cross-genre game for example the yearly game above; Top approval for character IC knowledge about different genres, permanent cross-genre participation between two games, or a mixed VSS. As per the addenda.
Crossover is limited to downtime-only merit interactions. For example, a Vampire’s allies (police) could arrest and question a Mage’s allies (underworld), however the two PCs must never know the supernatural origins of the other entity. This includes NPCs, but excludes approved cross-genre game interactions.
4.1. New/Interstate players
4.1.1. Information for New Players (new to Cam)
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 – http://wiki.beyondthesunset.org.au . For the new member guide, please follow this link http://wiki.beyondthesunset.org.au/index.php?title=New_Member_Guide .
4.1.2. Information for External Players (from other Domains)
Character sheets for characters outside of Brisbane should be sent through the relevant story teller channels at least three days before a game. Character sheets for a character outside Australia should be sent through the relevant story teller channels at least one week before game in case any conversion need to be made.
It is advisable to ensure your character has a goal of some kind, short term and long term suggested. If you don’t have a goal, you may end up stuck in the corner.
Please also note that not all venues share the same approvals for things on character sheets and you may be asked to act as though you don’t have a certain contract, or merit, etc. on your sheet if it isn’t in play for that venue. This is at the VSTs discretion and applies to the rules of that venue as well as the rules of the global addenda.