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Forsaken


Forsaken VSS
Physical 2
Social     5
Mental     3

The five Tribes and the Ghost Wolves find themselves in disarray as the time for their Ungins approach. All of them have been experiencing oddities, either strange feelings from their totems or odd movements of the Pure and Bale Hounds, or even the loss of their totem.
Contents


Venue Rules

The MST Camarilla Addendum and the US Addendum are in effect for this convention. Characters must confirm to these rules.

In addition, the following requirements are in effect:

    * Please arrive at IC check-in with two copies of your character sheet. These can be handwritten, but must be in ink or other indelible medium and must be legible. Characters that cannot be read will be denied.
    * A complete character sheet is required, and to be complete, it needs the following:
          o Player name;
          o Camarilla membership number;
          o Storyteller name, Camarilla number and contact email;
          o A complete experience log, including the breakdown of beginning points, experience spent and earned and all approval numbers;
          o If an approval mechanics, you need to have a copy of the write-up of those mechanics;
          o Copies of all sanctioned mechanics that isn’t in the Werewolf: The Forsaken Core Book and the MET Core book. If these are no included, and the situation is time sensitive, the ST reserves the right to deny the use of those mechanics;
          o And any emails required for previous approvals by the Forsaken ST, as outlined below.

    * There are things that must be previously approved by the Forsaken ST before IC check-in. Approval needs to be obtained two weeks before the event, and approval emails must show a time/date stamp before October 15. Two copies of these approval items must be brought to the IC check-in, and the ST reserves the right to deny any item for any reason. These things are:
          o Full write-ups for any pack totems that will be in attendance at the game;
          o Fetishes at 5 dots or more;
          o Approved (not pending) custom items or groups;
          o Mobile loci;
          o Cursed or ghost fetishes;
          o And retainers.

Characters are allowed to start with full essence.

Some rites will be denied due to time constraints of the convention. Those that can be expedited will be, with appropriate roleplay.
NPCs/Plotlines

Non-Player Characters/Plotlines must be approved prior to gameplay. While it is not the intention to stifle personal stories, some could be disruptive. Additionally, this is extra burden for the storytelling staff; while such could truly enrich gameplay, there needs to be sufficient time to incorporate any approved story into the game. All NPCs, Retainers included, need to be approved before game.
Off-site

Off-Site areas will be clearly marked at the game, and players may utilize them as needed. If players need additional IC area for Lodge or Auspice meetings, please let the storyteller team know so that space can be found.
Travel

There are no abnormal travel risks; if using an unusual means of travel, please contact the Venue Lead prior to game.
Proxies

Proxy requests are not allowed save for extreme cases. These exceptions need to be approved by the Venue Lead prior to the game, and will only be granted in certain circumstances.
Game Effects

Effects or actions that will cause enough disruption to the game to end it prematurely will be censured. An effect, power or item that could cause the premature end of the session, such as a mass destruction threat that would cause the player-characters to vacate the area, needs to be cleared with the Venue Lead. The use of such an effect, power or item will be strictly regulated and may be denied at the Lead’s discretion.

Storytellers have the final authority over the events in the game. Players who argue with or otherwise disrupt the game will be required to either exit the scene ICly or to hand over their character, which will be removed from the scene by the Venue Lead in whatever manner they deem appropriate. Combat will be monitored carefully to ensure that they don’t bog down the game or cause a scene freeze which would damage the flow of the game.
 

 

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© 2010 International Camarilla Convention - Atlanta, GA - October 29 - November 1, 2009
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