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The Sabbat: Villainous monsters without pity or remorse. Heroes throwing off the chains of of the Elders. Enemies of the Ancients and the Infernal. Fanatics who have lost all sense of humanity on their path towards enlightenment. The Sabbat is all this and more. In the continuity of this new game, players are invited back into a World of Darkness that has not yet found itself marching into the Time of Judgment. Event Staff Source Materials We will be relying upon source material from the original World Of Darkness setting. For those of you who have long since sold your MET books (or used them to prop up wobbly furniture, as I have heard in some cases), White Wolf has announced an incredible deal for purchasing the items you need to play the Sabbat venue at ICC. Sabbat MET bundle (the basic items needed to build a character): http://rpg.drivethrustuff.com/product_info.php?products_id=56256 Sabbat MET Plus bundle (the basic items PLUS the setting material that will drive this event): http://rpg.drivethrustuff.com/product_info.php?products_id=56257 ICC 2009 Sabbat Charity Venue Style Sheet - Genre: This VSS applies to the Sabbat Charity Venue at ICC 2009.
- ST Contacts: Lead On-Site ST is Ric Connely.
- Place/Time: This VSS is applicable to the ST-Moderated Sabbat Charity Venue LARP at ICC, October 29, 2009 in Atlanta, Georgia.
Note: As a necessity of its entirely different genre, rules set, and terms of sponsorship, this VSS is independent of the universal VSS for this event. Theme/Mood It is Devil’s Night, October 30th, 2009. In the weeks leading up to October, Regent Galbraith had focused the Cardinal’s attentions on Atlanta, a city of great importance to the Camarilla. Initially intended as a “shock and awe” campaign to distract from an intended offensive elsewhere, no one predicted what would happen next. They won. The campaign succeeded in unseating the Camarilla forces in Atlanta, forcing the pawns to run and hide. To celebrate, Regent Galbraith has moved the Palla Grande to Atlanta, as much to solidify their hold on the city as to thumb their nose at the Camarilla. Here, in the former heart of enemy territory, the Regent intends to send a message to Imperator Karsh – we are here, and we are winning. Timeline The history of the venue has a number of plot and story hooks for character creation. Take a moment to review the historical events and become familiar with this version of the World of Darkness. Following several strange signs and perceiving weakness in the Camarilla—including the loss of most Gangrel and the addition of a significant faction of Assamites—the Sabbat goes on the offensive. A major siege of the city of Baltimore quickly grows to envelop many powerful elders and their minions. The ruthless battle ends when a Lasombra Elder claims the city for the Sabbat, the first major victory. Hesha Ruhadze, a digger and historian from the Followers of Set, unearths the legendary Eye of Hazimel, but loses it to the enigmatic Lambach Ruthven, Tzimisce ancient of the Sabbat. Following visions from the Eye and his own haunting experiences, Lambach prepares an army for some unknown purpose. Xaviar, former Gangrel justicar, marshals forces to destroy the Legion in New York City, but Lambach escapes and his motives are never fully explained. Members of the Giovanni clan murmur rumors about a spiritual dead zone in New York and the presence of some powerful entity siphoning off the souls of the deceased, but the Giovanni politely demur from any further inquiries. A plague of Baali and infernalists rises, infiltrating the various Kindred sects. Sightings of demons increase and the Inquisition finds its hands full as Kindred are tempted into demonic pacts. Eventually, evidence reveals the emergence of Nergal, a powerful Mesoamerican deity and infernalist Kindred, as the impetus behind this wave of seductive infiltration. Nergal manages to sow discord in the Camarilla and fear in the Sabbat, thereby turning the two sects from fighting each other for a short time while they work to quash the infernalist threat. In a rare moment of unity, Anarchs and Camarilla factionalists alike were often found seeking the wisdom of the Inquisition, and in some cases cross party lines to join their ranks. In the meantime, elders in each sect use the chaos as an opportunity to settle old grudges, and the conflict between Methuselahs such as Helena and Menele escalates, causing greater carnage. Reverend Adams, a Caitiff preacher with uncanny sight into the future, forms a cult based around his revelations and prophecies of coming disasters. Both the Camarilla and the Sabbat rush to co-opt the preacher and quash his influence on mortal society while using his visions for their own ends. The Camarilla eventually captures the Reverend, with Ventrue elder Jan Pieterzoon quietly sequestering the prophet away in order to interrogate him at leisure. The great ancients Helena and Menele finally end their centuries-long battle. Menele discovered that Helena had made pacts with Infernal forces but had come to regret this, believing that staving off Gehenna required that she be freed from those bonds. Germaine, a French revolutionary Brujah, whips a large anarch gang into a fury. Riding through several cities, they attack and damage the Camarilla and Sabbat alike. Eventually, he incites so much anger that he is marked Anathema, placed on the Red List by the Toreador Justicar and declared an enemy of the Sabbat by the Black Hand. Germaine reconciles with the Camarilla and is put forward as a candidate for the position of Imperator of the Camarilla, seen as a reaction to the growing strength of the Sabbat. His nomination is quashed by the reappearance of the long-missing Karsh. Warlord Karsh, known for his role as a front-line figure in the Camarilla’s battles, assumes the title of Imperator, thereby legitimizing him as the de facto commander of Camarilla military forces. Throughout much of 2009, he engages the Sabbat in a multi-faceted war, taking back several smaller lost territories and preparing for a push through the South of the United States to strike at the heart of the Sabbat directly. Venue Summary - Intrigue (Politics and Negotiation): 5
- Manners (Social Etiquette and Peer Pressure): 4
- Action (Combat and Challenges): 3
- Mystery (Enigmas and Investigation): 5
- Drama (Ceremony and Characterization): 5
- Darkness (Probability of Character Death/Corruption): 5
- Pace (Speed that Stories Emerge): 3
Venue Rules The Sabbat Charity Venue LARP uses the old World Of Darkness “Laws of the Night Revised”, “Laws of the Night: Sabbat Guide” and “Laws of the Night: Camarilla Guide” and various oWoD source material. There are the following exceptions: - Due to the nature of the game and its dependence upon older source material, the Character Generation systems presented in “Laws Of The Night Revised” will be augmented by a system developed and tied into charitable donations.
- An additional ST (known as The Ferryman) will be present, carrying pre-generated characters of varying potency generated using the same system as all PC's. When a PC dies, the player can call for the Ferryman and get a pre-gen character of a power level equivalent to the one they lost. The Ferryman will also hand them two tokens each time this happens, the purpose of which will be revealed at the end of the evening.
- Specific challenges can and will be assumed to have been taken place before game. PC's who possess powers, Merits, etc. that are activated at the beginning of the night may come in with one instance of each such power automatically active, at no blood cost, as long as this power targets only the user. Beneficial powers that create items or hand out bonuses to others may be used with ST notification. Users of “pre-game” powers must still pay any costs other than vitae (Health Levels, Traits, WP, etc.), but any associated challenges necessary to activate the effect are automatically successful, so long as they are not resisted challenges against other PC's.
Vitae All characters will enter at full blood. There will be a large Blood Feast, as this is Palla Grande, so characters may store additional blood as per the rules in the Laws of the Night: Sabbat Guide. Willpower All characters enter at full Willpower, regaining it using the appropriate systems from Laws of the Night, with ST supervision. Mass Combat Because of their tendency to disrupt the game's time scale, these will be carefully monitored. A Storyteller may pull a large (six or more person) scene off the main floor and into one of any number of side rooms. The Storyteller is empowered to determine when and how other characters are allowed to enter such scenes. The Lead On-Site Sabbat ST reserves the right to mediate and script any mass combats in the venue that he/she judges to have become “foregone conclusions” so that continued hopeless combat does not keep players locked in combat until dawn. Restrictions All player characters must be constructed and brought into play using the charity purchase system to be developed by Ric Connely. There are no exceptions. Unusual Items All items will be directly issued by the ST staff, and players will have fairly minimal discretion as to what their characters bring into game, limited mostly to purchasing additional equipment with charitable donations. Cross Venue There will be no possibility for Cross Venue with other venues portrayed at ICC at this event. Proxy Rules Due to the nature of the game, proxies will not be allowed. Travel Risks Travel is not a major element of this story, as such, there are no travel risks. Experience The amount of beginning XP on each Player Character, along with items such an advanced generation or membership in specialized organizations, is to be determined solely by the character purchase system developed by Ric Connely. There are no exceptions, although special opportunities for specific characters may become available prior to ICC. Character Purchase System ICC Sabbat Charity Venue Creation Process As this game is designed to not just relive the glory days of the Sabbat, but to raise money for the charity functions at ICC, each character which enters play will have a cost attached. Don't worry if your character suffers a grisly and untimely fate: The Ferryman will be present all evening (with pre-generated character sheets which also follow the rules below) to make sure that you're able to keep roleplaying until the cows come home. Basic Characters A basic character costs a measly five dollars ($5 USD), and falls under the following restrictions: - Basic characters follow all of the creation rules in Laws of the Night Revised and Laws of the Night Revised: The Sabbat Guide.
- Basic characters are one of the following clans: Lasombra, Tzimische, Ventrue Anti, Nosferatu Anti, Malkavian Anti, Toreador Anti, Brujah Anti, Gangrel Anti, or Pander.
- Basic characters may not start lower than 10th generation.
- Basic characters also begin play with 10 experience points to be applied to the character before play.
Intermediate Characters An intermediate character costs ten dollars ($10 USD), and falls under the following restrictions: - Intermediate characters must meet all of the above requirements for a basic character.
- Intermediate characters begin play with 20 experience points.
Intermediate characters may optionally choose from any one of the following items in addition to those above: - Additional Clan: Assamite Anti, Serpent Of The Light, Ravnos Anti
OR OR - Membership: The Black Hand, The Inquisition
OR - Position: Knight\Templar\Paladin
Advanced Characters An advanced character costs fifteen dollars ($15 USD), and falls under the following restrictions: - Advanced characters must meet all of the above requirements for a basic character.
- Advanced characters begin play with 30 experience points.
Advanced characters may optionally choose from any one of the following options in addition to those above: - Additional Clan: Tremere Anti, Harbinger of Skulls, Kiasyd, Other
OR OR - Position: Bishop\ArchBishop\Dominion etc.
OR - Any two options from the Intermediate List (for example, both 9th Generation *and* Assamite Anti).
Character Conversion You may apply to convert your old Camarilla Sabbat character point-for-point into this game. To do so, please send an email with the character sheet attached to the Sabbat ST Lead Ric Connely to receive a quote. Additional Elements Additional character elements may be purchased according to the following scale: - 10 Experience Points: $5.00 USD
- Additional Package Element (same level): $2.50 USD
- Additional Package Element (lower level): $2.50 USD
- Additional Package Element (higher level): $5.00 USD
- Specialty Weapon (aka IT DOES AGG!): Negotiated upon request if not creatable by the character.
Non-listed items negotiated upon request. Also, special opportunities for specific characters may become available prior to ICC, with their own rules for how to acquire them. Keep watching for future announcements. |