Category:Phoenix, AZ Apocalypse

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"Men have looked upon the desert as barren land, the free holding of whoever chose; but in fact each hill and valley in it had a man who was its acknowledged owner and would quickly assert the right of his family or clan to it, against aggression."
- T.E. Lawrence


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Game Information

Domain: AZ-010-D
Venue Name: City of Lost Promises
Venue Type: Werewolf: The Apocalypse
Venue Storyteller: Byron Miracle
VST Contact: dmh.garou@gmail.com
Domain Storyteller: Erich Orzeck
DST Contact: dmh.dst@gmail.com
Approval Number: USA-SW-WA-1504-025635

Game Time and Location

Our games are held on the 4th Saturday of every month. During the cooler months, we play from 12:00pm through 5:00pm at Kiwanis Park. During the warmer months, we may shift to a night schedule in accordance with the desires of our player-base.
Any changes will be distributed over our DMH Domain list, our DMH Garou IC list and our DMH Garou OOC list.

Venue Resources

DMH OOC Garou Email Group
DMH IC Garou Email Group
Southwest IC Garou Email Group

Venue Style Sheet

"Look on my works, ye mighty and despair!"
Percy Bysshe Shelly – Ozymandias

Part 1 - Basic Information

  • Venue: Werewolf the Apocalypse
  • Domain: Dead Man's Hand AZ-010-D
  • Chronicle: Mind’s Eye Society
  • Venue Name: City of Lost Promises
Storyteller Information
  • VST Name: Michael Day
  • Membership #: US2002023926
  • VST Email: dmh.garou@gmail.com
  • Passed Ordeal of the Storyteller: Y
Time: 4th Saturday of the month - afternoons

Part 2 - Styles of Play

1-5 where 1 is never present and 5 is guaranteed at every game
Action (Combat & challenges): 3
Darkness (PC Death and/or Corruption): 4
Intrigue (Politics and Negotiation): 2-3
Mystery (Enigmas & Investigation): 3 - 4
Spirits and the Umbra (How often do we interact with these): 3-4

Part 3 - Description of the Venue

History

Roadrunner didn’t always live in Phoenix. But he has ALWAYS been the guardian of the capital of Arizona. How is that possible you ask? Back in the 1800’s, the capital of Arizona was Prescott. As this is much farther north than we are now, and the area was far more rural, there were more Uktena and Wendigo present at the formation of the Caern. Roadrunner chose the Garou to protect him and he (in his way) would do likewise.
But the Wyrm is an insidious bastard and man is a greedy git.
Against the warnings of the natives, mankind continued digging in the earth, into the very body of Gaia herself until something that was buried was unleashed upon the mountains and the people of the world. A great series of battles took place, bringing the war onto the Bawn and into the Caern itself. In an ultimate act of sacrifice, three Uktena chose to do the unthinkable. They removed the heart of the Caern and entrusted it to an IronRider.
Uktena: "Keep Roadrunner and the Heart safe... we will bind the Bane."
Iron Rider: "When the threat is passed, we will return him to his home."
The heart made its way to Tucson for a short while (which served as Capital of the State as well). Once more mankind’s greed would awaken spirits that the Garou were not strong enough to face down. But they would not let the Heart be stolen. They would not let the Heart be defiled. Once more loyal Uktena bound the evil to save the Totem of the Caern so that it could be taken to a place of safety. Once more the promise was extracted
Uktena: "Keep Roadrunner and the Heart safe... we will bind the Bane."
Iron Rider: "When the threat is passed, we will return him to his home."
The heart came to Phoenix (specifically Tempe / Mills Landing) where it has resided to this day. The bane tenders have done their job. The evil still exists, but it sleeps now. The Uktena want Roadrunner back. But the Sept has been guarding him for almost 100 years. The Garou who made the promise are dead. And according to some… the evil only sleeps, the threat has not passed.
And the City grows.
And Roadrunner was angry.
The Phoenix Sept has undergone many changes and trials in the last few years.
Originally known as the Sept of Roadrunner's Promise, it once hosted the oldest pathstone in Arizona. Originally from Prescott,AZ, that pathstone was moved to keep it safe from banes that had over run the area with the arrival of the Wyrmbringers. It dwelled in Tucson for some time, before it once more had to be moved. It then resided inside Tempe Butte (known as "A" mountain to the locals) and was accessed through the Old Hayden Flour Mill (controlled by kinfolk in the area for 50+ years). However, Roadrunner is a spirit of desert purity, how he felt trapped beneath a mountain and surrounded by Cityscape is easy to guess. Although the sept tried to expand in to the surrounding wilderness, and out of the city, to meet their totem's demands, it was ultimately too little, too late. In keeping with the desires of Roadrunner, in 2014 the totem of the sept became Firebird, and Roadrunner was returned at last to the Uktena, fulfilling the original bargain.
Firebird then became the sept's totem, and the sept became the Sept of Firebird's Virtue. However, less than a year later, due to the treachery of the City Father of Phoenix, the trusting nature of a Fostern Theurge, and the negligence of the then-Elder, then-Ritesmaster, a powerful spirit ravaged the area, throwing the local forces of the Triat grossly out of balance. Enraged, Firebird abandoned the Garou of Phoenix.
Weakened by the loss of the sept's totem, the Garou of Phoenix were pushed out of much of what had previously been their territory. The City Father of Phoenix had shown his intentions, and the now-weakened sept had no choice but to pick up the pieces, having learned many lessons in extending too much trust. Given the weakened state of the sept, and the great strength and solidified power base of the enemy they now faced in the City Father of Phoenix, the sept was soon sponsored by Merlin, who excels in combating foes of greater strength.

Theme/Mood

War, battle, loss and hope. These are what drive Gaia’s chosen warriors. The Garou exist in a constant state of War, war with themselves, with the Wyrm, the Weaver, and the Fera. Battle is part of War, but battle comes in many flavors. The battle of the soul and the fight against corruption is every bit as daunting as the challenge of fighting the enemy on the field of battle. Loss accompanies both War and Battle, loss of friends, loved ones, family and territory. The lives of Garou are filled with more loss than victory and fighting the depression of Harano is a very real threat. But it is Hope that carries the soul of the Garou to victory. Hope that their victories and sacrifices will somehow tip the scales once more to the favor of Gaia…and she can be saved.

Part 4 - Storytelling Mechanics

Player Characters

Fully developed character concepts, complete with written backgrounds (minimum of half a page - single space, 12pt font) and goals both long-term and immediate are strongly encouraged. Completion of the MES Character Development Document is STRONGLY encouraged. Changes to new characters are allotted as per the Addenda. Refer to Universal Addenda and the Werewolf the Apocalypse Addenda for further information on character creation.
All NPC-based Merits (Allies, Contacts, etc.) - players are encouraged to work with the ST to create personalities for these simple dots to enhance the role-playing experience.
When a Player brings in a Player Character, that character will be played through the entire game. If for some reason the character is rendered unplayable, the VST may allow the Player to switch characters. If the player needs to leave, the VST has the right to take control of the Character for the rest of the game. The player must contact the VST no less than 72 hours prior to the game about playing more than one Character in the same game session. This is required to get VST approval to switch characters at that time to prevent the use of switching characters as a way to circumvent in game repercussions.
Players are required to provide the VST with current and up-to-date copies of their character sheets, with XP logs if asked to do so. It is the player's responsibility to keep these updated. In the event that there is a question or discrepancy about character sheets, the copy on the Approvals DB will be considered the current copy.
New Characters should be placed on the Database 24 hours PRIOR to game, as well as copy of the sheet sent into the VST. If a new character is drawn up at the game - the VST or an appointed assistant will aid in the creation of the character if requested. Character drawn up in this fashion will have a week to post the character sheet on the Database with a minimum of background minimum. Failure to do so with no communication with the VST will lead to the concept & character being de-sanctioned.
All characters attached to this VSS are under the jurisdiction of the VST of the venue and the DST of the Domain. Players who are not a member of the Domain but who wish to attach characters to this VSS can do so with the permission of both their own DST and the DST of Dead Man's Hand and proper application approval in the database.
Players who wish to submit plot ideas are encouraged to do so, but the ST is not obligated to use them.

Corruption of the Heart

This VSS acknowledges that the Garou are susceptible to corruption and that Darkness does not always mean death.
The options listed under the “Corruption of the Heart” supplement shall be used in this VSS, with VST discretion on what actions constitute corruption and how many points to award:

http://www.mindseyesociety.org/games/next-chronicle-genres/werewolf-the-apocalypse/apocalypse-settings-document/corruption-of-the-heart/

Character Type Restrictions

OUT OF AREA PCs: PCs assigned to this VSS are assumed to live in the metro Phoenix area and/or be directly allied with it.
CUBS: Cub PCs require a great deal of time from both the player-base and the VST staff. Those persons seeking to portray Cubs are required to find a local player who is willing to have their PC be responsible for their Cub once game play starts.
FERA: Fera are not the allies of the Garou Nation. The War of Rage ensured this fact. This canon attitude shall be maintained within this VSS in the following ways:
  • PC Fera may be restricted in joining this VSS. Fera PCs will be reviewed on a case-by-case basis by the VST to determine the likelihood that the character will fit into the VSS.
  • PC Fera antagonists may proxy in under the proxy rules listed below.
  • Due to historical actions of PCs in this game, RatKin may will likely never be considered allies of this Sept. PC interactions may change this.

Proxy

Players who wish to proxy their characters into the venue must submit the following documents, no later than 48 hours prior to the game: complete character sheet and experience 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.

Out of Domain Characters

Player characters from outside the Domain are allowed and encouraged to attend DMH Garou games. All characters and item cards must be approved by their own ST prior to the game starting, or they will not be approved for play in the venue.

Cross Venue

Apocalypse is a stand-alone venue and there is no Cross Venue

Narrator and Lead Storyteller Empowerment in Mass Combat Scenes

Combat, because of its easy opportunity to escalate into sessions of challenges that tie up characters for long periods of time, will be carefully monitored. The Venue Storyteller (or DST if present) may pull a combat out of the main gaming area in order to minimize disruption to other players, and is empowered to determine when and how other characters are allowed to enter such combats. If any players argue or otherwise disrupt the flow of combat rounds with idle discussion, the Storyteller in charge of the scene has the power to declare the player removed from the scene and take control of the character’s sheet or have a narrator or assistant storyteller take control of the sheet for the scene. The Venue Storyteller also has the right to script events in combat scenes to ensure that events do not negatively impact the larger setting. This will be a rare occurrence and generally with the agreement of all individuals party to the scene and event.

Character Death

This is the World of Darkness. In the World of Darkness, it is sometimes necessary for Characters to be killed. Should a character death seem like the appropriate action, the aggressor player(s) should speak to the Venue Storyteller and discuss that course of action to assure appropriateness for theme, venue, and genre.
Additionally, while difficult and rare, this VSS does accept that sometimes downtime kills (i.e. character death not at a live game) can and do occur and allows explicitly for such actions within reason. All efforts to such an end must be discussed with the Venue storyteller, all characters involved in the actions must be on the VSS or proxied to the VSS during the course of those actions. The Venue Storyteller will make an attempt when possible to ensure that such between game attempts are given the chance to have face to face resolutions (such as involved players having a between game session to run the challenges) this will be a "Best Effort" attempt and cannot be ensured if doing so would be impossible or unnecessarily delay the running of such a scene.
In the event of a player character death caused by other player characters all sheets for characters involved in the scene will undergo a sheet audit.

Player Advisory

The World of Darkness is not a happy place. From time to time, the Storytellers may use adult themes, vivid descriptions, and contentious social issues to bring the World of Darkness to life. For those familiar with the White Wolf tabletop material, some plot elements or themes could be considered "Black Dog" material. Such themes and issues may include racism, sexism, bigotry, prejudice, sexual assault, and extreme violence. If, at any time, a player feels uncomfortable with a scene, the player should immediately inform the Storyteller running the scene. The Storyteller will either tone down scene so that the player is once again comfortable participating in it, or will excuse the player from the scene and hand the PC to a Narrator or other designated representative to finish out the scene without breaking continuity.

Travel Risks

The Valley of The Sun is a major urban center; travel into and out of it is fairly easy, in the real world. Highways are congested but accessible. Sky Harbor airport in Phoenix and Falcon Field in Mesa are well known centers for air travel. Travel in outlying rural areas and Tribal Lands may carry additional risks, though. Travel risks may increase due to current plot kits.
The Umbra is not a friendly place around Phoenix. As the Caern is located near the City proper, Weaver and Wyrm spirits, as well as those of any of the Urban/City Broods may frequent the area(s). Travel through the Umbra via any method that is not an established path is considered a HIGH Danger risk and may lead PCs unable to participate in the normal game. Any PC to travels the Umbra within the confines of the City of Phoenix risks encountering enemy spirits. Death is always a possibility.

Challenge Resolution

Challenges are resolved as stated in the Mind's Eye Theater books and related Mind's Eye Society addenda. Occasionally, a storyteller or narrator may make a ruling in the interest of promoting more role-play or to speed up a lengthy challenge. These rulings will stand at the time they are made. If any players have a problem with the rulings made by a ST or narrator, they are encouraged to talk to the venue storyteller, after the game. Rock-Paper-Scissors will be use. This can be either hand signals or accepted cards that have been previously inspected and approved by the VST.

Experience

Per Werewolf MES Addenda - a maximum of 6xp can be earned per month. Each game is worth 5xp. Up to 1xp additional per month can be earned for: Costuming, exceptional RP at game, various online role-play, writing downtimes, soft RP side scenes, or other activities not related to attendance at the scheduled games. If a player is unable to attend game, a maximum of 6 XP may be earned through soft RP side scenes and down time activities.