Awakening 
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Items within this VSS represent alterations to common methods and avenues from the general Camarilla. It is required that all members attending ICC and portraying their Awakening characters AT ANY TIME during the weekend read, understand, and comply with the guidelines detailed below. Attendance and portrayal at ICC Awakening constitutes understanding and acceptance of the guidelines. Contents
Setting
* Consilium Name: The Towers of Atlanta * Consilium Location: Atlanta, GA
Consilium Structure
The Towers of Atlanta The Hallowed Congress is one of the most active, yet also one of the most traditional, Consilii in North America. It is also one of the most territorial, staying isolated from its neighbors and from any progressive sentiments they might bring with them. The Loyal Congress is built upon the precept of the Gilded Cage; the notion that an individual, regional Consilium has ultimate authority over its Awakened populace and has no need for outside assistance. Because of this isolationism and the rich magical resources present here, the cabals within the consilium are eternally locked in a myriad of schemes and conspiracies against one another. Though alliances do form such bonds are always temporary, shifting fluidly as power changes hands. However, in spite of this persistent conflict the cabals do not seek outside alliances. Though they incessantly try to gain the upper hand, their distrust of outsiders trumps their distrust of local Mages and keeps the region relatively isolated. As those conflicts have cooled over the years, though, the consilium as a whole has enjoyed remarkable serenity – very few conflicts ever escalate out of the political, rhetorical arena. The accords forged by the Consilium are respected by everyone and are often cited by the local cabals as the backbone of the region’s Awakened culture. Laws drafted in Consilium and the rules of the Hierarch and Council are seen as binding and never overturned lightly. Even the Free Council, who enjoy relatively uncontested Assembly meetings on a monthly basis, do not attempt overtures against the Lex without a great deal of support from the other regional cabals. Story Teaser / Mood
Myths and legends are the fabric that holds a society together, providing a common social framework and a set of basic ideals upon which to judge proper (and improper) behavior. The myths and legends of Awakened society are hotly disputed, and do much both to bind, and drive apart, the many Mages of the Pentacle. That is especially true now, as the last few years have been a time of conflict and reform, of growth, hope, despair, and change. Some cities have enjoyed remarkable stability, while others have been frightfully chaotic. In short, these are uncertain times. Uncertain times are no reason for despair, though, for hidden within the darkness of despair is the opportunity for greatness. This moment is such an opportunity, for soon will rise a phoenix and with it comes the opportunity to show history what the Awakened are truly capable of. Theme
"Self-sacrifice enables us to sacrifice other people without blushing." - George Bernard Shaw "I believe that man will not merely endure. He will prevail. He is immortal, not because he alone among creatures has an inexhaustible voice, but because he has a soul, a spirit capable of compassion and sacrifice and endurance." - William Faulkner "It only stands to reason that where there's sacrifice, there's someone collecting the sacrificial offerings. Where there's service, there is someone being served. The man who speaks to you of sacrifice is speaking of slaves and masters, and intends to be the master." - Ayn Rand "Sacrifice is nothing other than the production of sacred things." - Georges Bataille Theme Song
"Yeah Yeah Yeah Song" - The Flaming Lips Rules Section Character Records
Players are required to bring two printed copies (neatly handwritten ink is acceptable, but pencil is not) of all Awakening character sheets with them. One of these will be given to the In Character Check-in Team and the other is for player use during the event. Character Sheets are required to have the following:
* Players name, Camarilla membership number, storyteller name, email address, and Camarilla membership number * A complete Experience log that includes a creation log, Experience awards, and all required approval numbers required by your affiliate. * Detailed listing of all mechanics applicable to their character from sources not found in the MET Mage: the Awakening (shiny) or World of Darkness (blue) books. If you do not have these mechanics on hand, they will not be accessible to your character. This includes all Rotes not found in the core Awakening MET book and all Legacy Attainments * Venue Lead approval (in the form of either a signature on your sheet, or a printed copy of an e-mail confirming receipt and approval) for any/all special mechanics, as outlined below.
Special Mechanics
Some traits, assets and abilities, in order to be accessible at the convention, must be pre-approved through the Venue Lead. These special mechanics should be approved by midnight CST on 04 Oct 2009. Any mechanics received for approval after that time may be denied for tardiness. The following items must be pre-approved as indicated above in order to be accessible during the convention:
* All off-site or off-venue locations (including Sanctums, Pocket Realms and locations in alternate realms of existence) that a player wishes to have access to at the convention. Off-site/venue locations are further limited, as noted below. * NPCs (other than Familiars) that are present primarily to assist a PC or group of PCs * Any effect, NPC or location that is part of of another storyteller's plot, and is to be used during the convention * Any trait or item that is likely to fall within the “Venue Destructive Effects” section, below * Any antagonist character type/trait (Seer status, Tremere Lichdom, Abyssal Paths, etc)
Off-Site & Off-Venue Limitations
"Off-site" locations are those locations that are outside of the main gathering space for the convention. Players who are on the physical location of the game site yet off-site in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. Those events that have been designated as off-site will be clearly marked on the schedule or by storyteller announcement. In some cases, participating in these events may limit your ability to participate in on-site events.
Off-site IC locations will be clearly marked on the entrance to each room, or by ST announcement.
"Off-venue" locations are those locations over which the ICC Awakening Storyteller staff does not normally have jurisdiction. Off-venue locations are off-limits to role-play while at ICC, unless they are pre-approved through both the ICC Awakening ST staff and the ST staff normally in charge of such locations. All such locations fall under the ICC Universal and Awakening VSSes and are within the ICC Awakening Storyteller jurisdiction for the duration of ICC and for any scenes needed to resolve events ongoing at the end of ICC (such as chases or combat that start during ICC). All magical and mundane defenses for PC-controlled off-site/venue locations must be represented by dots on the sheet of (or spells cast by) someone checked into ICC Awakening 2009. Proxy Rules
Though proxy play is permitted by the Camarilla rules supplements, proxies will not be accepted at/for ICC Awakening 2009. ICC Awakening Errata
ICC Awakening makes use of all rules and errata found in the Camarilla Global Addenda. The following are rules that will be in effect at ICC Awakening that are not found in the Global Addenda:
* Pre-cast spells will run as per Awakening MET in accordance with Spell Control with the following additional restrictions: * Effects cast by characters not attending the event are not permitted to have any effect while a character is attending ICC 2009. * Characters may not enter play with more spells affecting them than their Spell Tolerance, regardless of who cast them. * All Vulgar effects will be assumed to have been cast immediately at the beginning of game, and all Paradox draws (modified as normal) must be made at that time and the results applied normally. * Starting Mana for all characters is calculated as follows: 7 + (Wisdom dots) + (Hallow dots) – (Mana Leak) – (Mana for Pre-Cast Effects) = Starting Mana * Additional mana must be gained and may be lost through in-game actions * Items with a mana pool start game with [5 + (Wisdom dots)] mana * Characters may carry Tass with them to game, but that Tass must be listed on their character sheet separate from their personal or item-based Mana pools. Characters are limited to no more than their Wisdom dots in available Tass at the start of game. Acquiring more Tass (through magic or otherwise) is possible during the convention, but must be approved by a Storyteller. |
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