Phoenix, AZ Forsaken

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IN PROGRESS.

Territory Type: Mixed; The Urdaga of Phoenix tend to stick to the Paradise Valley, Scottsdale, and northern Rez areas.

Dominant Uratha Faction: Forsaken, though there are plenty of Anshega about.

Local Pack Relations: Extended Family of Packs

Preeminent Tribes: Blood Talons, Bone Shadows, Fire-Touched, Iron Masters

History and Local Politics

Give a couple paragraphs here about the recent IC history that's brought your venue up to present day. Also give a run down of local IC politics and social structure. Tell about how the packs tend to work with each other. If you have a clutch or regional lodge give a quick run down how it formed and how it's structured.

Packs

Dead Men Walking - PC

Sidewinders - PC

Blue Screen - NPC

Ojos de Dios - NPC

Uratha of Note

Urdaga

Hunters in Darkness
Salts the Earth
Silent Justice
Redd

Storm Lords
Sierra Wynters
Issaic Wells
Max Rizer

Blood Talons
Tank
Gwendolynn Reeder

Iron Masters
Relay
Ever

Bone Shadows
Spirit Dancer

Ghost Wolves

Anshega

Fire Touched

  • The Left For Dead pack rules the medical system.

Ivory Claws

  • They can be found within the upper echelons of Phoenix's elite. If you know where to find them,they'll unerringly find you.

Predator Kings

  • Not in the city? Think again. There are plenty of places that the Kings have found to inhabit within the walls of the city,as well as without.

Loci

Loci are varied in size, flavor, and locations. Due to the history with the mages, it would be wise to approach loci within the Phoenix metro area with caution.

Spirit Courts

Cactus Court

Court Lord: Old Man Saguaro

Predominant Choirs and Descants: Saguaro, Prickly Pears, Cholla, Yucca, Barrel,

Relations With Uratha: Neutral/Friendly to everyone

No Rest for the Wicked VSS

“The werewolf is neither man nor wolf, but a satanic creature with the worst qualities of both.” – Dr. Yogami, The Werewolf of London

Part I: Basic Information

VSS Information:
Venue: Werewolf: The Forsaken
Domain: Dead Man's Hand AZ-010-D
Chronicle: Mind’s Eye Society
Venue Name: No Rest for the Wicked

Storyteller Information:
VST Name: Iria Sokoll
Membership #: US2006027408
VST Email: dmh.forsaken.vst@gmail.com
Passed Ordeal of the Storyteller: Y
Passed Venue Ordeal - Forsaken: Y
Time: 3rd Friday of the month, 7pm

Part II: Styles of Play


Styles of Play (1-5 where 1 is never present and 5 is guaranteed at every game):
Mental - 4
Physical – 3-4
Social – 3-4

Action (Combat and Challenges) – 3-4/5
Character Development (Personal Development and Choices) - 4/5
Darkness (PC Death and Corruption) - 4/5
Drama (Ceremony and Grand Story) - 3/5
Intrigue (Politics and Negotiation) – 2-3/5
Manners (Social Etiquette and Peer Pressure) - 4/5
Mystery (Enigmas and Investigation) - 4/5
Pace (How Fast do Stories Emerge, Develop, Resolve) - 3/5

Part III: Description of Venue


Theme/Mood:
This VSS is intended to follow canon as much as the MES addenda allow.

Werewolf: The Forsaken is the story of an ancient race, part wolf, part human. They were once lords among man and beast in a hunter’s paradise at the dawn of the world — but they destroyed that paradise with their own claws. Since then, they have culled their prey in the strange shadows of the world, cut off from the source of their power. The Uratha are hunted by their own kind, unable to find solace among the humans they pretend to be. They are the Tribes of the Moon — the Forsaken. To be a werewolf is to be born apart, not just in body, but in spirit. A werewolf can pretend to be human, but he can never truly convince himself. He sees too much, smells too much, hears too much. The smell of meat, the maddening warmth of a city street, the howls of dogs at night — all remind him of the wildness that stirs within his heart. Even if the scents and sounds of the flesh were all a werewolf could perceive, they would still play on his instincts until he could resist them no longer. But they aren’t.

The Forsaken are among the most fearsome hunters ever to have walked the earth — but the hunters are hunted as well. They are stalked by their own kin, the murderous werewolves who call themselves the Pure. The Pure are driven by a heritage of hate, by oaths of bloody vengeance that they cannot — and seemingly would not — break. When the howls of the Pure echo through the night, the Forsaken know they have been marked as prey. And yet, another struggle bleeds over into the territories of the Forsaken, one that may ultimately prove even more dangerous.

There is an entirely different world beneath the surface, a shadow world with its own predators. Within this dark reflection seethe the denizens of Shadow, alien… entities hostile to the Uratha. Human despair and misery feeds some of these beings that cultivate emotion and pain as a farmer tends his crops. Others care absolutely nothing for the welfare of humans. To them, humanity is just a passing phase the planet is going through.

Werewolves are aware of this world; they’re part of it. Some of them still care about the humans they grew up with, and some still see humans as family. Others see only a resource to be exploited. Still others see only prey. Werewolves inherit and cultivate the power to hunt through this world and keep it in balance before their own loved ones are devoured. But not all of them care to do so. Instinct doesn’t tell a werewolf to love the world around him — it tells him to hunt. Worse than instinct is the terrible anger that burns deep inside the breast of every werewolf, a fury that no natural animal could hope to match. It rises as the moon swells and can drive a werewolf to turn against even those he loves best. More than anything else, a werewolf is defined by this rage. It makes him the predator, the destroyer, the beast.

This is what it is to be Uratha. This is Werewolf: The Forsaken.

As befits a game about creatures both wolf and human, the mood of Werewolf is two-pronged. On one hand, werewolves are creatures of savage violence, and a mood of fury — barely leashed or wholly unrestrained — is sure to permeate a story. On the other hand, the world of Werewolf is one of dark tension and strange mysteries, of things that owe very little to the “natural” world. The layer of spirituality adds a more subtle form of menace to the mood. It adds a sense that the universe is more vast and frightening than humans will ever understand.


Part IV: 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 Universal Addenda. Refer to Universal Addenda and the Forsaken Addenda for further information on character creation. Experience points are outlined below.

All NPC-based Merits (Allies, Contacts, etc.) - players are encouraged to work 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 CRD/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.

Changing Breeds
Players of Changing Breeds are highly encouraged to be aware of the descriptors and sidebars on pgs. 11 and 14 of the Changing Breed book. The section on pg. 51 entitled “Werewolves: The Moon-Callers” is also important to consider when making a Changing Breed. Be aware that the dynamics presented in these texts are NOT currently modified by the Universal or Forsaken MES addenda. If you make a Laughing Stranger or a Spinner-kin, it is likely that your PC will be “gutted on general principle.” While players may not enforce this dynamic, it is a canon dynamic that may interfere with enjoyable play. Please consider this and speak with the VST.

Economy of Essence and Plot Tokens
Player draws from normal draw deck (A-10)
Their Essence pool is: Card Draw + Survival + Equipment (loci, spirit hunt, rites, auspice moon, eating flesh of wolf or man, etc.)
If the card draw is an ace a plot token is automatically added to the map/local area and the player can:
1) Accept the potentially crazy low Essence pool
2) Opt for 3/4ths Essence pool and add a second plot token to the map
3) Run a hunting scene with VST/AVST/Narrator and accept whatever consequences (if any) come from that after the game has started.

The metropolitan area of Phoenix has been divided in to general areas in which supernaturals live and abide. Given that they are in these particular areas often and must maintain as much of the veil as possible, it is logical that a system regarding the number of events an area can tolerate before the environment (NPCs included) reacts is in place. The Metro area has been divided into specific areas that can be affected by each venue within the New World of Darkness system. Each area has a specific load, or number of plot tokens that can be placed on it before it explodes. Once an area’s load has been reached, the environment erupts and notices what is happening in the supernatural world. This may result in supernaturals from other venues noticing what’s happening, hunters being called in/cells formed, the Hisil warping, etc. The environment reaction ripples to the surrounding areas, placing plot tokens on each area that touches the one that erupted. If these new tokens cause surrounding areas to erupt, so be it.

Players will have the opportunity to increase or decrease the number of tokens available to be placed in a certain area based on their interaction with the environment.

Plot token guidelines (examples that include but are not limited to):
Ace on a feeding draw
Using visible supernatural powers in public (Father Wolf’s Speed, mighty bound, partial transformation, weather alterations)
Murder of a notable human without plausible other explanations/cover-up
Widespread destruction (blowing up buildings, etc.)

It will be possible for players to elect to use their Allies/Contacts/etc. at games and in downtimes to lower the number of tokens placed on an area. Such a lowering often will cost one or more of the character's resolve actions from their downtime pool.

Harmony:
Low Harmony (5 and lower) is a detriment to a PC and to the pack/group that they belong to. Players with Harmony below 7 are expected to show this ICly. The VST will offer up suggestions as well.

Derangements:
PCs will draw cards at sign in to determine if derangements are active or not. Willpower may be spent at that time to avoid activation. PCs who claim derangements need to have these on their sheets and assigned to a specific Harmony Threshold. The VST may also require a player to draw for derangement activation during "stressful" scenes and/or breaking points.

Bans and Compulsions:
The compulsions that manifest as a werewolf loses Harmony are separate symptoms from derangements. A werewolf could drop to Harmony 2 without gaining a single derangement, but would still be subject to a given compulsion, akin to a spirit’s ban. Compulsions begin to arise at Harmony 5. These compulsions are always symbolic, though the symbolism might not be clear to the afflicted character. Most compulsions have their root in an unconscious need to fulfill some aspect of the Uratha’s relationship with spirits. Potential compulsions might involve:

-- Sacrifice and chiminage (leaving offerings of flesh and blood; “wasting” food by leaving it for animals; creating “artwork” in homage to a given spirit)
-- Oaths, vows or geasa (refusing to raise a hand against a woman; abstaining from eating a particular kind of prey)
-- Auspice duties (howling to one’s auspice moon; irrationally deferring to other Forsaken of the same auspice)

A compulsion or ban should be worked out between the Storyteller and player, ideally representing some aspect of the character’s personality that becomes akin to a spirit’s ban as the werewolf degenerates. The lower the Harmony drops, the more of an effect the compulsion should have on the werewolf’s life, though the Storyteller should be careful not to let a character’s compulsion hog the spotlight. This is a tool for interesting roleplaying and exploring the strange spiritual urges that lurk within a werewolf, not an excuse to be obnoxious at the expense of other players’ enjoyment.

This VSS also reserves the right to introduce mechanics from the Damnation City setting as well as other settings for this venue provided for within the addenda.

Visiting Character Guidelines:
The ST will generally allow any and all visiting characters to participate in the venue. Visiting characters sheets must be a complete character sheet and is required to include a full experience log and any approval numbers (as appropriate). Character sheets must be submitted at least 48 hours prior to game/scene start for review so that the DMH VST- who is not as familiar with your PC as your local VST is- can tailor the game/scene to you for a better playing experience. If your PC has abilities that are not in the core Forsaken book, you must furnish a copy of those rules to the presiding Storytellers with your character sheet prior to the event.

The ST reserves the right to disallow any character, approval, or power, instead substituting an NPC, but will only do so in the most extreme cases.

Proxy Rules:
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. ALL proxies into DMH’s Forsaken Venue are HARD proxies. The VST will not compromise on this point. All proxies must follow the rules outlined in the World of Darkness MES Addendum.

Character Death:
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, and it should be understood that any such action will both almost certainly raise the number of tokens applied to the area but that it is often almost impossible to keep such an action completely silent/hidden. 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.

Cross Venue:
We participate in a WORLD of Darkness, not select, isolated bubbles of Darkness. The Cross Venue Settings will be enforced for this VSS. IN ADDITION: any and all Cross Venue contact and actions must be pre-approved by the VST (and any others in the ST chain as required in the MES universal addendum) and said actions then logged for tracking purposes. Due to the way DMH has built the city and venues, it is possible that a pack of Forsaken may take their justice against a vampire that has caused problems within the pack’s territory and vice versa.


Travel Risks:
The East Valley is a major urban center; travel into and out of it is fairly easy. 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. Travel through the Hisil from outside locations is considered a moderate Danger risk and may lead to PCs being unable to participate in the normal game. Death is always a possibility.

DMH has control over the Phoenix Metropolitan area and Maricopa County, including but not limited to: Tempe, Mesa, Chandler, Apache Junction, Gilbert, Queen Creek, South Mountain, Guadalupe and Ahwatukee areas of the Phoenix Valley. The Southern Border continues from south of Ahwatukee to the city limits of Casa Grande. There is some overlap into other counties due to the Metropolitan area spilling over into those counties. DMH maintains control of those overlapping areas that are within the Metropolitan bounds. Be aware that traveling through other areas of the state will require notification of that particular domain’s Forsaken VST. A map of Maricopa County can be found here: http://www.maricopacountylocksmith.com/images/maricopa-county-map.gif

Challenges:
Challenges are resolved as stated in the World of Darkness books and related MES 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 disagreement with the rulings made by a ST or narrator, they are encouraged to talk to the venue storyteller, after the game.

The 1-10 card system is the recommended method of challenge resolution. A d10 is also acceptable. If there is no other alternative, then the 10-finger system will be used, but only as a last resort. Alternate methods must be approved by the VST prior to start of game. The VST reserves the right to supervise any challenge, and to inspect any D10 or card set. The VST also reserves the right to substitute his or her own D10 or 10-card set for any player’s D10 or 10-card set.

Experience Point Earning:
1. After entering play a character can earn a maximum of 10 XP per month (exceptions noted in Over-Cap Experience Awards). 2. A maximum of 6 XP per game may be awarded. 3. A player's direct Storyteller can award up to 6 XP per month for activities not related to a game.

  a.  Example: bonuses for written downtimes, character journals, end-of-story bonuses, etc. 
  b.  The award for each downtime activity is typically 3 XP and no higher than 4 xp.

4. Unless otherwise stipulated in the Addendum, no trait can be purchased if doing so would impose an XP debt. Regardless whether a given trait has been earned in play or approved at the requisite level, the character must earn the required XP prior to purchase. 5. Once per month a Primary Storyteller may claim up to one full game’s worth of XP on a character in each venue they oversee. Primary Storytellers may also provide this benefit to their assistants (e.g. an RST can award their ARST Requiem one fill game's worth of XP on one of the ARST's requiem characters). 6. Character Creation Document: Found in the CRD. By completing this document, a player’s VST may award 10 XP to the PC for whom it was completed. These experience points are treated the same as Member Class granted Experience Points, with all the same limitations.

Game is typically 5 XP. Every character is eligible for an extra experience point, be it for good role-play, good costume, or good leadership for a total of 6 XP.

Downtimes will earn experience based upon actions and other efforts relating to character development. Base experience for downtimes is 3XP.