Forsaken Venue Style Sheet


Shadowed Peaks Domain

Part One: Basic Information

Region: North Central
Region Number:
Venue: Forsaken
Lead Venue Storyteller: Mykle McGovern
Storyteller Contact: cosforsakenst@gmail.com
Camarilla#: US2002023275

Games Hosted On: For the time being, the second, third and fourth
Saturdays of each month.

Part Two: Style of Play

Action - Combat and Challenges - 3
Character Development - Dilemmas and Choices - 5
Darkness - PC Death or Corruption - 4
Drama - Ceremony and Grand Story - 5
Intrigue - Politics and Negotiations - 4
Manners - Social Etiquette and Peer Pressure - 3
Mystery - Enigmas and Investigations - 5
Pace - How fast do stories emerge, develop and resolve - 3

Part Three: Description of the Venue

For many years, tales have been passed from generation to generation
of Coloradans about the things that haunt the mountain nights. These
stories range from night-time attacks by bears that walked like men to
strange disappearances amidst the untamed wilderness of the state.

The stories are all true.

Once, these lands were dominated by the Pure Tribes. The Native
Americans knew of the wolf-men in their midst. Shamans spoke of men
who had been dominated by wolf-spirits, who hungered for the flesh of
other men. Their names were whispered fearfully around the tribal
fires: Wendigo, Manitou, and other creatures haunted the nightmares of
men for generations.

With the first white men to come to the area came the Tribes of the
Moon. As the East became more and more 'civilized', territory became
sparse. Young packs looking to make names for themselves began moving
out west, seizing land from the Pure Tribes and hunting spirits that
dared to cross the Gauntlet from the Shadow. A terrible war began
amidst the mountain peaks and the forests of Colorado. Meanwhile, a
city had been laid out near Pike's Peak. It grew bit by bit, and with
its growth, the wilderness found itself swallowed in the midst of
progress. Colorado Springs had been born.

A century passed. The Brethren War erupted, as the Pure Tribes rose up
in great numbers and slaughtered the Tribes of the Moon. Pure Packs,
confident of their hold over their territories, left the area to
assist in the massacre. Many of those packs never returned, defeated
by the Forsaken or urged onward by their greed. In their absence,
Forsaken packs began claiming the old territories.

Everything is up for grabs, for those strong enough to claim it. Small
packs of Pure Tribes still roam the mountains, waiting for their
opportunity to claim what they see is rightfully theirs. Spirits who
have taken advantage of the lack of Uratha in the area have grown
bold, and each night more of them cross the Gauntlet to plague the
world of flesh.

The board has been set. All that is left is for the game to begin.

Part 4: Storytelling Mechanics

NPC Creation Guidelines: As per the Werewolf: The Forsaken Camarilla
Rules Addendum

Proxy Play: 'Soft' proxy play is allowed with VST notification BEFORE
the soft proxy begins. Hard Proxying requires that a player email the
VST three days in advance of the proxy with a character sheet along
with her background, XP logs, and a brief rundown on the characters
actions during the proxy event. The VST reserves the right to veto any
character action taken during a proxy if that action threatens the
integrity or continuity of the local Venue.

Travel Risks: Travel risks will be ran on an individual basis decided
by current events in the chronicle.

Visiting Character Guidelines: See below.

Experience Award Guidelines: As per the Camarilla Rules Addendum: 3 xp
per game base. A bonus XP may be earned each game for costuming, good
role-play, or enforcement of venue themes, Characters may also earn a
bonus XP between games for a thourough downtime report. Under no
circumstances, however, may any PC earn more than 15 XP in any given
month.

XP above Cap Policies: As per the Camarilla Rules Addendum.

House Rules :

The Shadowed Peaks domain Forsaken venue is based around younger
packs of Uratha coming to the area to claim territories left ripe for
the picking by the deaths of their fellow werewolves. While it will
not exclude them, the local venue is not geared towards powerful
Uratha elders .Higher MC-created characters will be expected to act as
mentors for younger characters, as well as players.

To facilitate this idea, the VST discourages players to create their
characters with Abilities and Attributes higher than a three. Traits
listed in the fours and fives will be questioned by the VST and their
veracity determined by character concept, background, and quantity of
that trait in play.