Category:Philadelphia, PA Masquerade

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Overview

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Philadelphia has always been called the City of Brotherly Love, but it has not always been so. Violent conflicts between the Camarilla and the Sabbat, other Supernatural types infecting the city with their own ideas and philosophies. Enemies without and within have made this city sometimes great, sometimes fail, sometimes strong and other times weak.

Theme/Mood: Each game will focus on the politics, struggles and rewards of living in a Camarilla city. With the war against the Sabbat all but won, the real enemy now is each other. Power struggles, alliances, resolution and rekindling of old rivalries. Who will rule the city now that the Sabbat have been routed? How will the Kindred of Philadelphia move forward into the future and solidify this city? The Sabbat were not destroyed completely. They will return and in the meantime, there are other enemies to fight, independents to control and mortals to control.

Domain Directory

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Character Name: Character Clan: Position: Status:
Eirik Alexson Brujah Prince Elder
Rajani Kumoria Ravnos Harpy Elder
Kyle Hasani Malkavian Seneschal
Mary Browning Malkavian Primogen
William Edric Ventrue Primogen Elder
Chandra de Soissones Malkavian Elder
Fianna McMannis Brujah Sheriff Ancilla


Gabriel McNally Brujah Brujah Primogen Neonate
Jacob Cally Gangrel Scourge, Primogen Ancilla


Sebastian Frost Toreador Toreador Primogen Elder


Tremere
Ella Foster Nosferatu Whip Ancilla



Harpy Reports

Coming Soon

Territories

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The Domain of Philadelphia



Feeding Territories

See rules in the VSS on Starting Blood for more on Feeding Territories and their value
Feeding Territories Map

Elysiums



Philadelphia Museum of Art

Gathering Places







History

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Early Beginnings
Philadelphia had long been a hot spot of contention between several peoples. The land around this area of the Delaware River was controlled, until the early 1700’s by the Lenape Indians. These people were allied with a small group to Werewolves that helped in protecting them. The first Swedish settlers came and had much difficulty with the natives. People disappearing in the middle of the night, trades with the locals going badly, families moving to other places with no reason or warning plagued the new settlements. The Lenape and their allies did not want to kill, only to scare away and remove. It was their belief that the white man would eventually get tired and just move away.

Within the Swedish settlers was a mortal pawn of a Brujah elder that had become tired of the political games in Europe. He had become tired of the Camarilla and sought a change. He saw this new land as an opportunity. Slowly he sent a few childer, allies and friends to the new world, trying to grab a hold of things before the Camarilla could. In 1637 New Sweden was founded on the shoals of the Delaware bay. By 1643 it was one of the largest settlements in the area. Under the rule and guidance of Johan Björnsson Printz, the Brujah Elder’s pawn, the area thrived.

All of that changed in 1644, when British Settlers, supported by Camarilla loyal Toreador arrived, seeking to take advantage of the growth and the lack of fight from the locals. New Haven was founded and soon had expanded to both sides of the Delaware River. Colonists used this colony for trade, farming and to gather information from both sides of the river. It was from this colony that expeditions to Philadelphia, Harrisburg and Atlantic City started.

In 1681, not wanting to be left out of the New World rush, the Ventrue, long controllers of the English crown used their influences to have Charles II of England grant William Penn a charter for what would become the Pennsylvania Colony. Penn’s vision of a city where all people could live and worship freely as they saw fit, gathered a lot of attention in both the mortal and Kindred world alike. The city of Brotherly Love would grow to become a beacon of the way a city could run, could live and could thrive. For a while.

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Kindred Influences
Kindred influence from around the world helped to build Philadelphia into a trading center and major port. Initially the city's main source of trade was with the West Indies, which had established sugar cane plantations. It was part of the Triangle Trade, associated with Africa and the British Isles. The 1720s and '30s saw immigration from mostly Germany and Northern Ireland to Philadelphia and the surrounding countryside. With the influence of the Kindred in the area, the region was developed for agriculture and Philadelphia exported grains, lumber products and flax seeds to Europe and elsewhere in the American colonies; this pulled the city out of the depression. Philadelphia's pledge of religious tolerance attracted many other religions beside Quakers. Mennonites, Pietists, Anglicans, Catholics, and Jews (all controlled one way or another by other Kindred parties interested in controlling Philadelphia) moved to the city and soon outnumbered the Quakers, but the Ventrue controlled Quakers continued to be powerful economically and politically. Political tensions existed between the Camarilla and the Anarchs that had moved here first, each attempting to control the religious groups. Riots in 1741 and 1742 took place, blamed on high bread prices and drunken sailors, the Anarch controlled sailors attacked Quakers and pacifist Germans, whose peace politics were strained. The city was plagued by pickpockets and other petty criminals. All attempts at the Anarchs and few Sabbat that had infiltrated both groups to lessen the control the Camarilla held on Philadelphia. Seeking an enlightenment revolution, the Anarchs and non Camarilla Elders began a campaign, not fighting a war with violence, but with progress. Benjamin Franklin was guided to Philadelphia by Anarchs and Independents hoping to revitalize the economy away from the Camarilla trade routes. Founding Fire Companies, Hospitals, Postal Routes, the first Library and College, the Independents made Philadelphia a city of knowledge. Founding a Militia, they were able to drive out the soldiers controlled by Camarilla elders.

Attempting to control the happening in the new world, the Camarilla began to tax and politically control the New World. Unhappy, Anarchs and Sabbat united in Revolution, attempting to steal control from the Camarilla. During the Revolution, the Camarilla changed tactics, moving into the New World government, eventually stealing it from Philadelphia and moving it to New York and eventually Washington DC. Every time the Camarilla tried to get a foot hold, the Independents and Anarchs found a way to keep them out. The Camarilla retaliated by ruining the Shipping and Trade industries coming into Philadelphia, the Independents built manufacturing plants, canals and railroads, making Philadelphia the first industrial city. The Camarilla cut the flow of funding, the Independents founded banks and cultural institutions to bring in revenue.

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Sabbat Control
Eventually the Camarilla moved on, focusing on other cities, expanding west. It was then that the Sabbat struck. It was not with war, but with immigration. In the mid and late 1840s, immigrants from Ireland and Germany streamed into the city, swelling the population of Philadelphia and its suburbs. In Philadelphia, as the rich moved west of 7th Street, the poor moved into the upper class' former homes, which were converted into tenements and boarding houses. Many small row houses crowded alleyways and small streets, and these areas were filthy, filled with garbage and the smell of manure from animal pens. With the influx of people and filth, the Sabbat were able to move in, take out the key Independent leaders and take Philadelphia for themselves, using it as a staging ground for their Crusade against the rest of the country. Though there were many attempts to take the city back, the Sabbat would hold Philadelphia until the beginning of the 21st century.

Taking the City Back

A few major attempts made it into the public eye, but were quickly covered to keep the Masquerade. The Race Riots of the 60s, The MOVE bombing in 1985, but the Camarilla could not get a foot hold in Philadelphia… until the Independents spoke up. Though distrusted throughout the world, the Sabbat had never bothered to venture over the river and into Camden. Those Anarchs and Independents that did not run, had moved there and slowly built influences and control of the things the Sabbat saw as useless. Offering an alliance, the Independents offered Camden as a base of operations to take back the city. The war with the Sabbat was almost won, Philadelphia was one of the last holdouts of the Sabbat and taking it would finally remove their presence from the east coast. It was an offer than could not be refused.

Kindred from all around the world converged and in a night of blood, death, pain and fear, the city was taken. Brujah Elder Eirik Alexson seized control and over the last eighteen months has led this city into a new age of peace and cooperation. With the backing of powerful elders both within and outside of his city, Prince Alexson has built a stable and grand power base in which to show the rest of the Camarilla how a city should be run. Philadelphia prospers, the Sabbat has been routed out and it seems, the entire court and political structure is in proper order.

Storyteller NPCs

Lady Julia

Lady Julia is an 8th generation Toreador Harpy. She was born in 1794 to baronet but her mother died in childbirth, making her the final of five children. In 1814 she married and moved to London, finally coming into her own as a socialite. It was there in 1821 that she met her sire and left with him for Paris. She was embraced soon after and came to be a favorite in many courts. She is a socialite known for her politely worded digs. She has long been allied with Doman Coranth, the two of them rarely being apart for long.

Doman Coranth

Doman Coranth is an 8th Gen Ventrue Warrior of the old school. Born in Scotland in 1160 he was the child of an English noble and his Scottish mother. When his father's true born child died, Doman was taken in by his father as his heir. Trained and knighted, Doran served well, At the age of 21 he was sent to war with his uncle, a member of the Knight's Templar. He fought with them, eventually becoming a member himself until the age of 50. His toughness, drive, loyalty and family wealth attracted the attention of his Ventrue sire. From then on, if there was a battle the Camarilla needed fighting, Doman was there. Shying far away from most clan politics, Doman prefers the feel of steel in his hand to playing the Camarilla game. He is here in Philadelphia to once again fight against the enemies of the Camarilla. Though with this victory, he fears the state of war will change. There will be no grand enemy to fight and his time, will have finally passed.

Nathan

Nathan is a Nosferatu that holds well to the clan stereotype. He prefers to not be seen, to keep in the background and help from the shadows. For decades he assisted Camarilla Kindred in getting in and out of Sabbat controlled Philadelphia and when the Camden Riverfront Ferry was commissioned, he made sure that he controlled it. Having the bilge built deeper than on the plans, he used the extra five feet of space to hide Kindred and to smuggle the Camarilla warriors and spies into the city on the night it was taken back. Known as the 'Ferryman' he is still using the ferry, the sewers and other avenues to smuggle in and out things Kindred need but do not want others to know about.

Brandon Kell

Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words.Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words. Word word words.

Venue Style Sheet

Part 1: Basic Information

When and Where games are most often held: Ross Commons at Drexel University, - 1st Saturday Night each month

Part 2: Style of Play

Ratings & Rating Descriptions: 1 = Never Present / 3 = Sometimes Present / 5 = Often Present / 7 = Usually Present / 10 = Always Present

  • Action (Combat/Challenges): 5
  • Character Development (Personal Dilemmas/Choices): 10
  • Darkness (PC Death/Corruption): 6
  • Drama (Ceremony/Grand story): 8
  • Intrigue (Politics/Negotiation): 9
  • Mystery (Enigmas/Investigation): 7

Traits most important to a PC for dealing with actual ST plot(Total of 10 Split)

  • Physical: 2
  • Social: 5
  • Mental: 3

Theme/Mood: Each game will focus on the politics, struggles and rewards of living in a Camarilla city. With the war against the Sabbat all but won, the real enemy now is each other. Power struggles, alliances, resolution and rekindling of old rivalries. Who will rule the city now that the Sabbat have been routed? How will the Kindred of Philadelphia move forward into the future and solidify this city? The Sabbat were not destroyed completely. They will return and in the meantime, there are other enemies to fight, independents to control and mortals to control.

Part 3: Description of Venue

Philadelphia has always been called the City of Brotherly Love, but it has not always been so. Violent conflicts between the Camarilla and the Sabbat, other Supernatural types infecting the city with their own ideas and philosophies. Enemies without and within have made this city sometimes great, sometimes fail, sometimes strong and other times weak.

Part 4: Character Creation Guideline

Characters should be created according the rules of the books and the addendums. Characters with their primary residence in Philadelphia must be attached to the VSS. All characters must have a history and background, so they are more than just points on paper. The history is required by the second time the character is portrayed. The storyteller holds rights to deny a concept if it does not fit in with the theme of the venue within Philadelphia.

Part 5: Proxy Play

Players who wish to proxy their characters into the venue for a game must submit the following documents, no later than 24 hours prior to the game: complete character sheet and XP log; brief write-up of the character’s attitude, personality and motivation for attending the game; brief write-up of the character’s intentions; brief write-up of the character’s reactions to possible situations. In addition, a proxying player is encouraged to find a local player to play their character.

All PC’s visiting the domain during downtime scenes must alert the storyteller. Visiting PC’s in downtime scenes are considered to be proxied to the venue as a hard proxy. No soft proxies will be accepted. Interaction occurring in the domain between players without the notification of the storyteller, is not sanctioned and is considered not to have occurred.

Part 6: Rules for Visitors

Players with characters from outside the Domain are encouraged to attend Philadelphia games. All characters and item cards must be approved by the Player’s own VST and the Philadelphia VST prior to the start of game. VST reserves the right to decline approval for any characters or items deemed unbalancing to the venue. It is strongly recommended that players with approvals and a lot of xp, including xp from creation email the VST prior to game to ensure they will be able to play their PC.

Part 7: Travel

Philadelphia is an extremely easy city to travel to mundanely. There are major highways that lead here, as well as many trains, buses, and an international airport. There will be absolutely no trouble for anyone to get here via the real world. Travel via the spirit world always presents issue, and if that is the method of travel, a travel scene may need to be run. Either way, the method of travel should be thought through in detail.

Travel through the Independent/Anarch Territory of Camden NJ could become problematic depending on the political structure of the area and the aggression of those living within it. Though it is part of the Prince’s domain, and the Independents/Anarchs live there by his grace and will, it does not mean they still might not make things difficult for you when starveling through.

Part 8: Starting Blood

Characters with throw a simple test with an ST.
Win = Full Blood Pool minus 1 for waking
Tie = 1/2 Blood Pool
Loss = 1/4 Blood Pool
Herd may be added after test
Feeding Territories are rated from rank 1 to 5. This rank represents the time and effort put into the territory to make it a safe and easy place to feed. After all tests are made and Herd is added, the PC may then chose to do a feeding scene where difficulty in feeding within the territory is reduced by the rank of the territory. The PC may also chose to forgo the test and use the territory rank as extra Herd, but NO feeding challenge will be done after that for at least 2 hours game time.

This value may be adjusted by the Storyteller based on the current state of the game.

Part 9: Experience Awards
3 xp for attending game
1 xp for being in costume. Costumes can include many things, but they will always noticeably not be street clothes.
1 xp for performing actions as downtimes between games
1 xp for doing written out scenes as downtimes or character journals.
Max XP in a month: 6

Experience Awards

We award 12 XP per live game, not to exceed the MES experience cap.








Credit: This coding and set up borrowed with permission from Rachel Sanks Note: She learned everything from Stacey Mell, Michael Gaiser, & other experts of wiki-fu. Don't try this at home.