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“All that you held most dear you will put by
and leave behind you; and this is the arrow
the longbow of your exile first lets fly.”
- Dante, The Paradiso

Garou: The Forsaken - Venue Information

GENRE: Forsaken
CHAPTER: none
DOMAIN: Shadowhurst (CND 007, London, ON)
REGION: none
LEAD ST: Eric Todd(VST Forsaken – st.forsaken.shadowhurst@gmail.com)


THEME/MOOD:


For decades, London is a place that has been shrouded in shadows. Lost to the Forsaken, it is not even a memory – when spoken of by another, the memory of the conversation slides away like ice in sunshine. The idea of going to London does not occur to the Forsaken – it is simply a place not thought of. There is no family there, none of the wolf-blooded to be watched over, no Newly-Changed to be guarded or tracked. A Forsaken ordered there by some other means (such as a mortal job) will find some way around it, without thinking – perhaps switching a shift with someone, taking a sick day, something crops up. To the Forsaken, London has simply ceased to exist.

“What can a flame remember? If it remembers a little less than is necessary, it goes out; if it remembers a little more than is necessary, it goes out. If only it could teach us, while it burns, to remember correctly.”
- George Seferis, “Stratis the Sailor Describes a Man”

There is change afoot in the world. Amongst the Uratha, there is a pull towards the basin in South Western Ontario; dark dreams haunt the Cahalith, an urging runs through the blood of the Rahu. The Ithaeur in their stalking of the shadows have noticed an odd darkness in a place they had not thought to look towards, sly things are whispered in the ears of the Elodoth as they negotiate with the spirits – things half-hinted at, a prickling word here and there, like pins. The Irraka in their wanderings, are drawn to explore towards a place they have not been. There is a feeling of a storm brewing, and it looks as though London is the place it might hit…


CHARACTER RESTRICTIONS: (Examples below)

All characters entering play must have local approval prior to the game. Some on-site approvals may be accommodated, but there is no guarantee of this! Characters should be submitted to the ST at least two days prior to game.

At this point, characters will not be permitted to have strong ties with mortals in London (e.g. contacts, allies) or large territories within London – this will change during the course of game play, as the story progresses. Players may spend points on things such as Allies and Contacts, but these may not be permitted to come into game play until the RP is done for them. Characters are also not permitted to have a background that places them within London prior to the beginning of the Venue (September 2005).

PROXY RULES:

Requests to proxy must be made at least 7 days in advance, and may not be able to be accommodated (depends on available bodies to fill roles). Details should include:

Character sheet
XP log (including XP spent at creation from MC)
ST and Co-ordinator contacts
Character background
A write-up of what the character intends to do, including:
- why is he coming to London
- does he hope what goals to accomplish while here
- if faced with various dangers (physical attacks, etc.), how is he likely to react
- are there any particular quirks to the character (e.g. hates people who wear blue)

Players must be aware that:
- your character may be given to another member to portray (i.e. there is no guarantee that an ST will be portraying the character)
- there is a possibility of character death or severe repercussions to character actions, just as if you were here playing it
- appeals based on “But I wouldn’t do that!” are likely to be met with a reply of “Too bad, we made decisions based on the information you provided.” Therefore, players are encouraged to provide as much detail as possible.


TRAVEL RISKS:
From outside of London: characters may travel by vehicle or on foot. Travel risks will be low outside of the city, assuming that the characters are traveling in a low-key manner (i.e. someone driving down the 401 to London in a common sort of vehicle at normal sorts of driving speeds is not likely to be noticed. Someone in a Porsche doing 160 down the 401 runs a risk of hefty fines, and being noticed by the OPP).

Travel within London is an interesting experience for the Forsaken, and the risks increase the further one goes into the city.

CHALLENGES:
When possible, scenes will be narrated, with actions as decreed by the players, and outcomes agreed-upon by those involved. Simple challenges (such as Empathy checks) can be run without an ST present if both parties are in agreement about mechanics and outcome. All other challenges should have an ST or designated Narrator present.

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ANTAGONISTS:
See the appropriate rulebooks for possible Anatagonists.

VENUE RULES:
As per the Canadian Addendum. As noted above, Forsaken characters will not be permitted to have a background history that places them in London prior to Chronicle Start, nor will they be permitted extensive contacts or Allies within London – the city is unknown to the Forsaken and their ilk.

CHECK IN RULES:
All players must sign-in with the presiding Co-ordinator for the event, and the presiding ST for the event. Failure to do so will result in a lack of XP award. Players must have a copy of their character sheet on-hand at ST sign-in.

VISITING CHARACTERS:

If possible, visitors should send their character sheet to the ST at st.forsaken.shadowhurst@gmail.com two days prior to the game. Visitors must have a copy of their character sheet, xp log (including a note of how much MC xp was available at creation), and ST contact information. Approval items above Mid must have an approval number before being allowed into play.

EXTERNAL PLOTLINES:
The Camarilla is a global organization. Plots and effects from
other chapters/domains/ regions/nations will be allowed into the
chapter game. However, the VST reserves the right to deny any effect
coming into the Chapter game without the *complete* plotkit being
provided beforehand for review in order to maintain game balance.

The VST and the aVST are the only Storytellers at Venue Games
and have final say on all rules calls. We operate on a \'one-chance\'
warning system. Arguing with the STs will result in Player Removal
from the game. If the player is a member of the chapter - they may be
temporarily suspended from participating in Camarilla Events.

The following is a list of \'styles of play\' that you will use to
categorize your game:
Intrigue: [3]
(politics and negotiation)
Action [3-4]
(combat and challenges)
Mystery [4]
(enigmas and investigation)
Drama [4]
(ceremony and characterization)
Darkness [3-4]
(probability of player character death or corruption)

Indicate the style of play you intend to offer by assigning a number
between 1 and 5 to each major aspect of the game, using the following
definitions:
1 No Content of this Type
2 Minimal (usually player introduced)
3 Occasional
4 Consistent
5 Focus of the Game

 

 

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