Fort Myers Sabbat VSS

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FL-046-D Sabbat: Awaken

Basic Information

Venue Name: Awaken
Domain: FL-046-D (Black Sheep)
Genre: Masquerade (Sabbat)

Styles of Play (1-5)

These styles will NOT be strictly enforced regarding character actions; they are simply a guideline of what to expect from the storyteller.

  1. Intrigue (Politics and Negotiation): 3
    • They may be Sabbat, but they’re still vampires. The PCs may find themselves negotiating with other strange creatures as well as vampires.
  2. Action (Combat and Challenges): 4
    • The un-lives of Sabbat vampires are brutal, and violence is not usually the last resort.
  3. Mystery (Enigmas and Investigation): 4
    • The history of Southwest Florida as we know it is short, but people have been living on these lands for millennia, and those people left no written records behind. There are traces of their dark past; Florida’s swamp is full of predators.
  4. Drama (Ceremony and Characterization): 2
    • The Sabbat is a religious organization, but the vampires in Southwest Florida no longer stand on ritual as they once did. This may change as the Sabbat see what happens when their spiritual needs are not attended.
  5. Darkness (Probability of player character death or corruption): 5
    • “If you think this has a happy ending, you haven’t been paying attention.”

Points of Contact

Venue Storyteller
Domain Storyteller

Game Place/Time

Location to be announced prior to each event using Facebook. Standard time and location is the 2nd Saturday of the month at 2-Drop Game Shop in Fort Myers. Check In starts at 7:00p.m., game begins at 8:00p.m. and ends at midnight. Players who arrive early (at least fifteen minutes before game) may have the chance to discuss the evening’s game with the ST before game begins and receive additional information about ongoing plots.


Game may be called (ended) earlier than midnight by the VST for the following reasons:

  • Less than five (5) players
  • Lack of active participation from players
  • Miscellaneous Emergencies

Game may be called (ended) earlier than midnight by the DST for the following reasons:

  • No VST or aVST to run the game
  • Miscellaneous Emergencies

Players will receive tickets, poker chips, or other tokens to represent blood and willpower. They will receive the appropriate amount of blood based on downtime actions.

Setting Information


Compromise: What Price Freedom?
The Sabbat’s main foes are the ancients: alien and unbelievably powerful creatures that the sect believes want only to devour and enslave all vampires. How does the Sabbat maintain the freedom it holds so dear while organizing against such a potent threat?
Facing the Darkness
The ancient’s reach is unknowable. But the ancient ones are not the only forces aligned against the Sword of Caine. What other threats, old and new, await the Sabbat in the Swamp?


Personal Horror
The horror is targeted towards the player characters and the players themselves. The aim is not to make the players overly uncomfortable, but to force them to examine the consequences of their character's transformation from a human into an undead predator.


13,000 B.C.E.
The west coast of Florida is an arid region with huge dunes and sweeping winds, with small stands of oak and scrub bushes. The indigenous peoples survived on small plants and by hunting the saber-toothed cats, ground sloths, and bears of the area. Very little is known about this prehistoric period of the area’s history.
9,000 B.C.E.
The giant animals begin to die out, and the Gulf of Mexico encroaches on the west coast of Florida as glacial ice retreats. The native peoples move their camps further east, to present day Lee County. A great ceremonial mound (where Mound Key is today) is constructed where the tribal priests conduct ceremonies and sacrifices to worship their gods. The population spikes as agriculture takes hold.
6,500-5,000 B.C.E.
The area undergoes several climate changes as the area gets wetter, and the peoples of the area abandon their cities for and begin to live off plants and fish more than their ancestors. 5,000-3,000 B.C.E.
A great period of drought. The population decreases further, but the widespread use of advanced tools begins.
3,000-500 B.C.E.
Culture in the region explodes, and the natives divide into several distinct groups. The Calusa dominate the area from Charlotte Harbor to the bottom of Florida along the west coast. Trade between the Calusa and the peoples of the Florida Keys and Cuba is common. Several wars are fought between the Calusa and the Tequesta peoples of Southeast Florida. Times of peace are marked with the sacrifice of children in both territories. Mound Key is the cultural and religious center of the Calusa. It is a massive complex with hundreds of terraces.
500 B.C.E. – 1500 C.E.
The Calusa expands their empire, controlling fifty villages and small cities. The tribes around Lake Okeechobee and in The Keys pay them regular tribute. When a child of the tribal cacique dies, each resident also gave up a child to be sacrificed. When the cacique died, his servants were sacrificed to him. Several more ceremonial shell mounds are built in the region, the largest (except for Mound Key) is at Key Marco.
The Calusa are first encountered by Spanish settlers and conquistadors. Ponce de León attempts to convert them to Christianity. The Calusa kill de León and resist attempts to missionize them for the next two hundred years. The Calusa priests demand the sacrifice of a Christian once a year.
The population of the Calusa dwindles down to 1,000 people as centuries of war with Spanish priests takes its toll. The Calusa think their gods are dead, never to return. Over the next 300 years, some of the surviving Calusa relocate to Cuba. Most are assimilated into the Seminole and Miccosukee tribes.
The Malkavian alchemist and religious leader Cyrus Teed relocates his Koreshan Unity commune to Estero. Teed and his followers conduct experiments intended to prove the Earth is on the inner surface of a hollow sphere.
Teed fears the emerging technologies of motion picture and film, believing them to be not only a danger to the Masquerade but a violation of the soul. He was especially wary of Thomas Edison, and commissioned the first A/C power generators in the area.
After a vision, Teed fakes his death and continues to lead the cult via the Planetary Court. The group supports itself by selling power from their generator to the surrounding communities.
Teed continues to have visions while drifting in and out of torpor. His brood quietly begins advocating ritual suicide. They convince members of the cult to cut their wrists and throats at Mound Key as an offering to Teed. Participation in the cult dwindles.
The Sabbat arrives, flushing out Teed and his childer. They make their final stand at Mound Key. Teed and most of his childer are diablerized. The mound has been a ritual center for the sect ever since.
The Sabbat use Estero and the Koreshan site as a base of operations to strike at the Camarilla vampires in Naples and Fort Myers, eventually gaining control of Lee County. Summer, 2013
Archbishop Viggo calls a gathering to celebrate the 50th anniversary of the liberation of Lee County. He calls for a ritual hunt, and then inexplicably tries to murder several vampires. He is defeated and diablerized. His 3 Blood Brother servants are initiated into the sect.
Winter, 2013/2014
The former Archbishop’s Blood Brother servants are discovered to have been sacrificing mortals in worship to some unknown entity, and are destroyed. The Cardinal elects to not appoint an Archbishop, leaving the council of three Bishops to lead until the area is stable enough to warrant a new Archbishop.
Spring 2014
Things go downhill quickly. The city’s Sabbat begin to avoid their old haunts, until most of them flee the city entirely. This includes the three Bishops. The area is considered lost.
Summer 2015
After the successful crusade in Miami, the remaining Sabbat vampires in Lee County organize into two packs. The first pack, Los Diablos Guapos, controls the areas north of the Caloosahatchee river (and do not cross the river for any reason). The other pack controls the rest of Lee County.
The packs learn that Koresh, AKA Cyrus Teed, is somehow still alive and influencing events in the area.
Fall 2015
One of the local packs unwittingly awakens a pair of vampires who are believed to pre-date the formation of the Sabbat itself.
A nomadic pack arrives, called the Bone Eaters. They attempt to control all of Bointa Springs, and come into conflict with other covens.
Winter 2015/2016
The situation in Lee County deteriorates as Vampire Hunters arrive in town, infiltrating several groups of mortals. The largest pack in the city, Vox Pandora, re-structures their leadership and begins an offensive against their enemies.

Proxy Rules

  • Proxy rules are outlined by the Camarilla addendum
  • Any and all proxies must be sent to the VST at least one week (seven days) prior to the start of the proxy to give the VST proper time to review the sheet and motivations. All proxies will require an extensive write-up of the PCs goals and motivations, as well as a copy of the character sheet, XP log, background (CDD preferred), and proof of MC. Failure to provide this info at least one week prior to game may cause the proxy to be denied. It is understood that some events might cause a last-minute proxy. Such proxies will be considered on a case-by-case basis.

Travel Risks

  • Travel to and from the area is fairly easy for vampires, thanks to multiple airports, highways including the interstate and easy access to small vessels travelling by sea. Visiting players are encouraged and welcomed. Visiting players are encouraged to contact the VST at least 48 hours prior to the game to assure their characters will be able to locate and gain entrance to any gatherings that may be occurring, and must provide their direct storyteller’s contact info. If possible visiting players are encouraged to have their direct ST sign their character sheet prior to play.
  • Visiting players may be asked to play a different character, portray an NPC, or avoid certain plot elements, depending on the nature of that month’s game. Please keep in mind that characters should be tailored to help add to the theme and mood of the venue. The local venue should provide plot elements for every level of character power.

Additional VSS Rules

  1. All characters must be built using the most recently approved version of the Mind’s Eye Society’s rules addendum.
  2. All character concepts should be cleared with the VST before proceeding to create the character. Low Approval does not mean automatic approval.
    • The VST reserves the right to deny certain concepts and areas of creation depending on the current state of the game, as well as imposing certain limitations or requirements beyond those stated in the most current addendums. This is not to stifle creativity, but rather to ensure that elements will not be introduced to the game that will cause too much imbalance or create too much havoc (a little havoc now and then is perfectly alright, of course!). Likewise, the venue encourages diversity amongst characters.
  3. Characters should be created with the mood and theme of the venue in mind.
  4. The VST reserves the right to deny any character due to conflicts with the theme and mood of the venue, including by not limited to:
    • Characters overly influenced by pop culture, comics, anime, etc.
      • The character themselves may influenced by pop culture, but the concept should not be a copy of characters from pop culture. A Toreador Antitribu who is fascinated by the parallels between reality television and gladiatorial combat is fine. A French hit man who never kills women and children and takes extra special care of his potted plant is not.
    • Zany characters. In horror stories, the plucky comic relief doesn’t make it through the first act.
      • The VST has the authority to decide what is “zany”.
    • High Tech, Bond-like characters.
  5. Players must clear XP expenditures with the VST via comments on the BNS Masquerade Character Sheet Google Document.
  6. Players must have a copy of their character sheet (including XP log) in order to play.
    • Players without sheets may be asked to play an NPC, or may be required to relent to challenges.
    • A digital copy is sufficient, so long as the player has access to the copy with a mobile device.
  7. All players should get an item card at check-in for any possessions they wish to take into play.
    • If a player does not get a card but the item is listed on the character sheet, the VST may allow the character to use the item, within reason. A pocketknife or handgun is okay, a rocket launcher is not.
  8. Starting blood will be handled per the book (or: “Downtimes are important”).
    • Merits, flaws, certain backgrounds, and other items can affect starting blood.
    • Downtimes may affect starting blood totals.
    • Any player that did not send in downtimes prior to game will NOT be assumed to have spent a downtime action on feeding.
    • Any items on a character’s sheet affecting regaining blood in play will be handled by the book and addendum.
    • If a storyteller is available to run a feeding scene, they will do so. This may allow a character to gain more than the standard amount of blood.
  9. All challenges will follow the rules as clarified by the latest Camarilla rules addendum.
    • Players are free to throw challenges with each other without the VST or a narrator if all players involved agree, with the exception of any combat or situation that may result in the death of a character.
    • The VST or a designated narrator must be present before combat or killing blows begin.
  10. Experience for games will be provided as a “suggestion” on the BNS Masquerade Character Sheet Google Document. A standard game will be worth up to five experience points.
    • The VST reserves the right to award less XP for players who show up very late to game, who do not stay in character for extended periods of time during game, or otherwise detract from the game.
    • The VST may or may not award additional experience to players for the following:
    • Exceptional role playing and/or mentoring new players.
      • As the VST cannot always witness everything at a game, suggestions from other players will be taken into account for exceptional role playing rewards
    • Overcoming obstacles in a way that creates interesting role playing situations.
    • Overcoming particularly dangerous obstacles.
    • Contributing greatly to the night’s game.
    • Costuming.
    • VST Discretion
    • The VST may also award additional experience for players who make advanced preparations out of character that contribute to the game.
  11. Downtime XP of 1 to 10 points will be awarded between games. Downtimes must be submitted at least one week (seven days) prior to game to be considered for downtime XP.
    • Downtimes that are submitted less than one week in advance may be denied or may receive a lower XP award.
    • Downtime XP will be awarded based on the amount that the downtime contributes to the game and/or character development.
    • Additional Downtime XP will be awarded between games for characters who communicate IC via email, provided the Storyteller is CC’d on the email exchange.
    • Game XP and Downtime XP will be added together for the purpose of determining the maximum amount of XP a character can earn per month.
  12. Normally, PCs can only earn ten (10) XP per month.
    • Under the Accelerated Growth mechanic, a PC may earn additional XP per month, up to twice the normal amount, so long as it does not place the PC’s total earned XP above the chronicle limit.
      • Note that a PC must be present at game to be eligible for accelerated growth XP.
      • A PC does NOT automatically earn “double” XP if they are eligible for accelerated growth XP. Any additional experience beyond the normal cap must still be earned.

See the rules addendum for more regarding accelerated growth XP and the chronicle earned XP limit.

  1. Mass combat will be carefully monitored.
    • Considering the opportunity for mass combat to escalate into challenges that will tie up players for long periods of time, mass combats may be scripted by the VST or narrator.
    • The VST or narrator may pull combat situations out of the main gaming area into an adjacent area or room.
    • The VST or narrator overseeing the combat may determine if and when other characters are allowed to enter such combats.
    • If any players argue or otherwise disrupt the flow of combat rounds with idle discussion, the VST or narrator may declare the player’s character has been removed from the combat.
    • The VST has the option to declare that a character has been killed during the combat without reference to test, challenge, or other game mechanic.
    • Players make the following commitments when submitting a character to the game:
  2. Players of elders or characters that hold a city or sect position agree to read the appropriate sections of the rule book (specifically chapter 10).
  3. Players agree to read the settings documents for our chronicle, including this VSS.
    • The VST can provide copies of the material if needed.
  4. All players agree to portray their character in a thoughtful manner.
  5. All players agree to do their best to contribute to the integrity of the game.
  6. All players agree to act in such a fashion that they do not detract from the drama of the game.
    • This does not mean characters cannot act antagonistically.
  7. All players agree that this is just a game, and will act accordingly.
  8. The Mind’s Eye Society is a Team Sport! Everyone’s actions can contribute to the game!