US National Event

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Event Dates

Thursday, April 10, 2014 - Sunday, April 13, 2014

Event Contacts

Coordinator Staff

Storytelling Staff

Event Schedule

Time Thursday Friday Saturday Sunday
8:00 am CDT
9:00 am CDT Setup Setup
10:00 am CDT Changeling The Lost Werewolf The Apocalypse
11:00 am CDT Changeling The Lost Werewolf The Apocalypse Closing Ceremonies
12:00 pm CDT Changeling The Lost Werewolf The Apocalypse Hotel Check Out Time
1:00 pm CDT Changeling The Lost Werewolf The Apocalypse
2:00 pm CDT Opening Ceremonies Break/Set-up Break/Set-up
3:00 pm CDT Hotel Check-in Time/Mage The Awakening Vampire The Masquerade Camarilla/Anarch Vampire the Requiem
4:00 pm CDT Mage The Awakening Vampire The Masquerade Camarilla/Anarch Vampire the Requiem
5:00 pm CDT Mage The Awakening Vampire The Masquerade Camarilla/Anarch Vampire the Requiem
6:00 pm CDT Mage The Awakening Vampire The Masquerade Camarilla/Anarch Vampire the Requiem
7:00 pm CDT Workshops/Auctions Workshops/Auctions Workshops/Auctions
8:00 pm CDT Break/Set-up Break/Set-up Break/Set-up
9:00 pm CDT Accord Vampire The Requiem Vampire The Masquerade Camarilla/Anarch
10:00 pm CDT Accord Vampire The Requiem Vampire The Masquerade Camarilla/Anarch
11:00 pm CDT Accord Vampire The Requiem Vampire The Masquerade Camarilla/Anarch
12:00 am CDT Accord Vampire The Requiem Vampire The Masquerade Camarilla/Anarch
1:00 am CDT Breakdown Breakdown Breakdown

VSS Changeling the Lost

Changeling: The Lost
April 10, 2014.
Genre
Changeling:The Lost genre.
General Overview
The players will be investigating the appearance of mortals who seem to be from the lost colony of Roanoke. They will be heading to the real world site of the colony and headed from there.
Setting/Time
The in game dates for the event are Friday April 9th, 2014. The rooms and halls you walk through in character are the where the game will be taking place. Numerous rooms will be designated as locations where scenes will occur. Floor Narrators and ST’s will help in providing the environmental descriptions of the physical location throughout the gaming.
Theme
The theme of this game will be investigation, danger and sacrifice. What will someone do to find a way to free mortals from the hands of the True Fae?
Mood
The mood is one of time crunch and paranoia. Who knows if this is a trap set by the Fae or something further? Who knows what sacrifices may need to be made in the short time span the Lost have to find out what is going on and possibly rescue the trapped mortals?
Supplementary Information
The charity auction will determine the IC time and starting glamour pools for all Lost.
Items for Storyteller Approval
The following items will need to be approved for play at the National Event prior to the event. Approvals for these items will be accepted via email no later than the date noted by each item.
A confirmation email from the Lead Venue Storyteller or Assistant Venue Storyteller will be returned with the acceptance. Players will be responsible for producing this approval at character check in. If a player does not have the approval from the VST or AVST at character check in at the National Event, that special approval item will not be accepted for play at the National Event.
· Explosive devices and crew served weapons. (at check-in)
· Custom tokens of ANY level. (at check-in)
· In Character “Off-Site” locations for play. (at check-in)
Mass Destruction Effects
Those effects which are designed to destroy large areas, cause mass-flight of the characters from the game, or that will tie up large areas of game play space with a combat will be moderated as follows: Explosions, area effect attacks, and massive structure damage effects. Effects based off powers will be carefully monitored by Narrators in this regard but typically allowed. Characters freely using such damaging powers may expect swift and severe repercussions in-game and post-game. Mechanical effects causing mass damage or destruction: bombs, rockets, grenades, gasoline arson etc. will not be allowed without Lead ST approval.

NPC Retainers
NPC's must have a character sheet submitted with the main character sheet and approved by local VST prior to the Event. If there is no character sheet, then they are not at the Event.

Cross Venue Characters
Cross-venue characters will not be permitted. If characters have specific enchanted PCs that they wish to bring, then these will need to have ST or AVST approval prior to game. The ST does NOT guarantee PCs on lesser templates will be able to fully participate in any plots. All rules prior apply to NPCs as well as PCs.

On-Site vs. Off-Site
Players who are on the physical location of the game site yet “off-site” in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. Attempts to have ad-hoc meetings “off-site” in warehouses, private-jets, or safe houses will be very carefully reviewed. The best way to plan such is to contact the Venue Lead Storyteller previous to National Event.

VSS Mage The Awakening

Mage: the Awakening
April 9, 2014.
Genre
Mage: the Awakening characters, settings, npcs, organizations.
General Overview
The first Great Convocation to be held since 1900 when the Free Council joined Awakened society and the Diamond Orders became the Pentacle, forever changing the course of nations. Magister Guilliam’s best efforts to ensure the safety of his guests have been in vain as the enigmatic and controversial Dr. Whitehat has been found dead in her hotel room. As the Day of Justice is carried out, and the trial of her murderer shall be enacted upon a world stage, it leaves many sorcerers in North America asking the same question: “Why?”
Setting/Time
The In-Game date of the event is the evening of April 10th. As the Convocation took place in the Courtyard by Mariott, so too will the follow-up Day of Justice event.
Theme
This is a classic “locked room” murder mystery, on the the players have discovered that while all evidence seems to point to a single person of interest, the rabbit hole on this murder goes much deeper than even the Magisterium have guessed!
Mood
This is a classic Noir murder mystery with high tensions and several questions unanswered. Awakened magic can reveal much in any investigation, but the findings defy all known occult lore to the point where the Guardians and the Mysterium Censors may deem the truth of the matter too dangerous to be known beyond the Convocation walls.
Supplementary Style Information
Beginning mana for the Day of Justice is 5 plus the PC’s Hallow or Shared Hallow rating. Legacies will provide an additional 2 starting mana.
Items for Storyteller Approval
The below items must be submitted for storyteller approval at Check-in.

  • Artifacts in excess of 5 dots
  • Imbued items in excess of 5 dots
  • Any security measures implemented on the gathering space (Wards, Shielding spells, etc) beyond standard pre-casts
  • Any tass brought in excess of 10 mana

Items of Power
Item cards with clearly printed mechanics for any enhanced or Imbued items, fetishes or Artifacts must be approved during IC registration. CV Items of power outside of what was listed previously will not be sanctioned.
Mass Destruction Effects
Those effects which are designed to destroy large areas, cause mass-flight of the characters from the game, or that will tie up large areas of game play space with a combat will be moderated as follows: Explosions, area effect attacks, and massive structure damage effects. Effects based off powers will be carefully monitored by Narrators in this regard but typically allowed. Characters freely using such damaging powers may expect swift and severe repercussions in-game and post-game. Magical effects causing mass damage or destruction comparable to: bombs, rockets, grenades, gasoline arson etc. will not be allowed without Lead ST approval. Cross Venue Characters
Cross-venue characters will not be permitted.
On-Site vs. Off-Site
Players who are on the physical location of the game site yet “off-site” in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. . Attempts to have ad-hoc meetings “off-site” in warehouses, private-jets, or safe houses will be very carefully reviewed. The best way to plan such is to contact the Venue Lead Storyteller previous to MESN Narrator and Lead Storyteller Empowerment in Mass Combat Scenes.
Mass combat, because of its easy opportunity to escalate into hours long combat round festivals which will tie up characters will also be carefully monitored. Narrators or any Storyteller may pull a large (six of more person) combat off the main floor and into one of any number of side rooms. Furthermore Narrators or any Storyteller is empowered to determine when and how other characters are allowed to enter such combats. If any players argue with any of the narrators or the storyteller staff or otherwise disrupt the flow of combat rounds with idle discussion, that player’s character will be godstruck, killed during the combat, as the narrator sees fit. The Lead Venue Storyteller’s main priority is to get through the entirety of the Convocation with as little time consuming challenges as possible, and has little tolerance for disruption of game flow. Appeals to any circumstances such as these will be accepted via email by emailing the Lead Venue Storyteller and the Narrator or Lead Storyteller who made that ruling.
Character Proxies
There will not be character proxies allowed.
Lead Storytellers
Matt Quillen

VSS Werewolf the Apocalypse

Werewolf the Apocalypse
A Star is Born
April 11, 2014.
Genre
Werewolf: The Apocalypse characters, settings, npcs, organizations. There will be non-player characters used from other White Wolf games, namely, Vampire: The Masquerade for opponents and antagonists.
General Overview
The players will be investigating and defeating a plot by the Wyrm for National and possibly Global corruption through the use of wide-scale manipulation of the mundane populace.
Setting/Time
The in game date for the event is Saturday Night, April 10, 2014. The rooms and halls you walk through in character are the where the game will be taking place. Numerous rooms will be designated as locations where scenes will occur. Floor Narrators and ST’s will help in providing the environmental descriptions of the physical location throughout the gaming.
Theme
This is going to be a ‘fish out of water’ situation. Werewolf is a game of ‘Crinos first, ask questions later’. From the outside, this is just the players infiltrating a movie set. However, the deeper problem is that for all the glitz, magic, and Hollywood of being on a major production studio set, this is a stronghold of the Wyrm. The players are outnumbered, going into unknown territory, and with not much of a clue of what they need to do. They will need to be very careful to be able to pull this off.
Mood
The mood is one of stealth and sabotage with a Hollywood veneer. They will see stars walking the set. They will see props, make up, and sfx. All the while, the Wyrm will be walking in the open. The mundanes will not even know. If the players are smart, and they think their way through it, then they will be successful.
Supplementary Style Information
Any and all Fera must be approved by the ST or AVST prior to the event.
Items for Storyteller Approval
The following items will need to be approved for play at National prior to the event. Approvals for these items will be accepted via email no later than the date noted by each item.
A confirmation email from the Lead Venue Storyteller or Assistant Venue Storyteller will be returned with the acceptance. Players will be responsible for producing this approval at character check in. If a player does not have the approval from the VST or AVST at character check in at National, that special approval item will not be accepted for play at National.
· Weaponry outside of what is described in Laws of the Wild, with the exception of combat shotguns and incendiary ammunition (these will be Lead Venue Storyteller approval). This includes fetish weapons. Information on how these items were obtained should be included, besides reference numbers if it is on an approval database. (April 5, 2014)
· Explosive devices and strange gadgetry as described below. (April 5, 2014)
· Fetishes or Talens over 3 dots Lead ST Approval. (April 5,2014)
· In Character “Off-Site” locations for play. (April 5,2014)
· Any other objects that would kill a character despite previously perfect health (or fully paralyze them or deny opportunity to escape), or devices that would lead to immediate or inevitable death (April 5, 2014)
Gadgetry
The National Apocalypse game is not a gadget one. James Bond-esque devices and item cards will generally not be allowed. Review any odd application of material equipment and ask yourself whether you saw this used in a spy or action movie, or whether the effect is a material one intended to duplicate existing abilities in game (miniature hand held cameras to spot blurred or obfuscated characters etc.). Generally these will not be allowed.
Mass Destruction Effects
Those effects which are designed to destroy large areas, cause mass-flight of the characters from the game, or that will tie up large areas of game play space with a combat will be moderated as follows: Explosions, area effect attacks, and massive structure damage effects. Effects based off powers will be carefully monitored by Narrators in this regard but typically allowed. Characters freely using such damaging powers may expect swift and severe repercussions in-game and post-game. Mechanical effects causing mass damage or destruction: bombs, rockets, grenades, gasoline arson etc. will not be allowed without Lead ST approval.
This will be recon and monkey wrenching the Wyrm in its home turf. There also will be hundreds of innocent civilians wandering around; also, lots and lots and lots of cameras. Think about this prior. Off-site locations may have different guidelines than the main site though so be sure you’re aware from the Narrator for the off-site location what rules apply.
Cross Venue Characters
Cross-venue characters will not be permitted. If characters have specific spirits or kinfolk that they wish to bring, then these will need to have ST or AVST approval prior to game. All rules prior apply to NPCs as well as PCs.
On-Site vs. Off-Site
Players who are on the physical location of the game site yet “off-site” in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. . Attempts to have ad-hoc meetings “off-site” in warehouses, private-jets, or safe houses will be very carefully reviewed. The best way to plan such is to contact the Venue Lead Storyteller previous to National.

VSS Accord

Accord
"The Last Full Measure of Devotion"
April 9, 2014.
Thematic Breakdown:
Social:4
Physical:4
Mental:4
Action (combat and challenges) 6
Character Development (personal dilemmas and choices) 8
Darkness (corruption, fear and horror) 8
Drama (ceremony and grand story) 5
Intrigue (politics and negotiation) 5
Manners (social etiquette and peer pressure) 3
Mystery (enigmas and investigation) 7
PC Death (how often it is present) 7
Pacing (how quickly do stories start, develop and come to an end) 7
Overview:
When a city falls to the Truth, the Accord is left with only one option: Quarantine. This motion wipes the city from existence, trapping all within. But in recent months a single rogue has managed to enter the Quarantine of Redemption, Texas, and weaken it long enough for the trapped cell members to escape. This act, however noble, has caused a tear in space, and a cascading affect which, left unchecked, will collapse the Quarantine entirely and flood western Texas with the Truth. To combat this, the National Council is assembling a small army to enter Redemption, repair the Quarantine, and get out alive.
Setting/Time:
The players will begin the game at the Beach Head Hotel, newly constructed and sitting in the middle of western Texas. Using the entire Hotel as a doorway, the players will enter the Quarantine and the besieged city of Redemption. In this they will have a limited window to complete their mission and return home safely. The game will happen in real time.
Storyteller Rulings:
All rules calls made by the storyteller or an assistant are final. The storyteller reserves the right to narrate scenes, deny approval items that are detrimental to game, and to remove players who are disruptive to the game. The presiding storyteller has the ultimate say on what is considered appropriate to the theme and mood of the event.
Character Check In:
If the player does not sign/check in, the character will not gain any XP. Players can only check in 1 character for the event (not including NPC ghouls, retainers, familiars, etc). Characters must be complete when checked in. All listed application numbers must be approved, and all xp logs and character sheets must be in compliance with the current addendum. All PCs begin play full on any expendable resource (blood, mana, willpower, etc). Powers and abilities:
If you have a power that is not directly found in the core MET books (WoD, Requiem, etc) you must have a write-up for how the power works. Electronic copies are acceptable as long as they can be retrieved upon request within a reasonable amount of time (1-5 minutes). If you are unable to meet this requirement, the power fails and will not be able to be used by the player in question until the ruling on the power is present.
NPC’s on Sheets:
Retainers, ghouls, and similar humanoid NPCs that are present for the event must have volunteers to portray them, in addition to full and complete character sheets. Spirits and familiars need full and complete sheets as well, but do not need volunteers to portray them.
Challenge Resolution:
The standard systems presented in the Universal Addendum will be used. Acceptable mediums for this are numbered cards or playing cards labeled Ace or 1 through 10 and 10 sided dice. Dice applications are acceptable if all parties are comfortable. If the ST and players are amenable, the ‘fingers’ system may be used in lieu of the above systems.
Equipment and Gadgetry
Unpublished equipment and gadgets, or equipment and gadgets that do not have an approved application number, will not be allowed. That said, due to the nature of the intended story, equipment and gadgets requiring external connections and/or satellite communications are not likely to function properly.
Mass Destruction Effects
Those effects which are designed to destroy large areas, cause mass-flight of the characters from the game, or that will otherwise disrupt the intended story will not be allowed without Lead ST approval.
Mass Combat:
Mass combat, because of its ability to escalate into hours long math sessions, will be carefully monitored. Narrators or any Storyteller may pull a large (six of more person) combat off the main floor and into one of any number of side rooms. Furthermore, Narrators or any Storyteller is empowered to determine when and how other characters are allowed to enter such combats. If any players argue with any of the narrators or the storyteller staff or otherwise disrupt the flow of combat rounds with idle discussion, that player’s character will be removed via plot. Appeals to any circumstances such as these will be accepted via email by emailing the Lead Venue Storyteller and the Narrator or Storyteller who made the initial ruling.
Character Proxies:
No proxies will be allowed.

Experience Awards:
Game experience will be standard for a National event as described in the membership handbook.
Lead Storyteller:
Dain Geist

VSS Vampire The Requiem

Vampire the Requiem
April 11, 2014 & April 12, 2014
Lead ST - Kelly Pohl, US2002023229 - jaackfoote@gmail.com
Venue Second - Aaron Cox, US2003092257
General Overview:
A grand event has been called, and all Kindred have been invited to the Circus Vitae to be held in the outskirts of the Domain of San Antonio. Rolande de la Croix is the voice of his Coterie, which has offered rare prizes to any who can prove that they are the pinnacle of their Clan. In a surprise turn, Dracula himself, the iconic founder of the Ordo Dracul, has stepped forth to offer a very special prize to one of the winners. But could it really be him? If it is, who else might come out of the darkness and add to the mystery surrounding what will surely be a contest to be remembered.
Setting/Time:
The actual setting will be a series of circus tents put up on the site of a rebuilt western town northwest of San Antonio on Hwy 281. The event is planned for Friday April 11 and Saturday April 12, 2014 from 2 hours after sunset to 2 hours before dawn.
The nearest Elysium is in San Antonio. I repeat - this event is not considered Elysium.
Themes:
The two biggest themes this year will be competition and doubt.
The first is quite obvious - who will prove to be the most Ventrue-y Ventrue, etc... Since there have been no real rules posted, what could possibly be considered as "cheating?" PCs will determine the outcome, so there is likely to be some politicking involved, but is that how, for instance, the Gangrel Clan really works?
The second is more subtle. It comes in two forms - doubt as to what makes the Clans unique and what qualities create the acme of each. Then there is the matter of the special guests - is that really Dracula? What about the others who claim to be the lofty icons of their Covenant? Can the memory of a Kindred be truly trusted, given the Fog of Ages...
Mood:
Contemplative.
Debate over what qualities should be the focus of the quest for the grandest of the Daeva (and the other Clans as well). Surely the Rare Disciplines will be a factor, but what about Bloodlines, or the synergy of the Rare and Common Disciplines. This will be more than just dueling and words.
And what about these so-called founders? Why are they choosing this event to attend? Are they who they say they are? Whatever the answer... does it matter? Various religions pray to icons of their faith, but they don't need, for instance, the actual body of Christ to experience their faith. If it looks like a duck and quacks like a duck, does it have to be THE duck?
Mechanics Mumbo-jumbo:
Blood and WP - PCs will enter play at Full Vitae MINUS 1 to represent having woken up that night. Willpower will be on an honor system that you will know how much your PC should have. Cashing in your 'refills' from the charity can only be done in the presence of an ST, who will make a note of it.
Wonkiness/Items for ST approval - just make sure all of your approval numbers are on the character sheet! If we find out later that you didn't actually have that power, there will be Big Problems (tm).
Pre-casts/Invictus Oathes/etc... - Have an 'item card' with the blessing with you have been bestowed along with the name(s) of the PCs who gave/swore them. PCs will be able to enter play with up to two hours of prep-time to cast any affects upon themselves and others and should consider themselves to have drawn a "6" on the activation rolls needed. If you want to try for better, it will cost actual game time, and these will only be given a chance during the first 30 minutes of each game night. If you are "in-line" when that 30 minutes is up, you will still have your chance.
Your Personal Slice of Cheese - If your PC possesses a Power, Merit or anything else not in the main MET Requiem/"Red Book", you must have a hard copy of all rules, errata and addenda pertaining to your character. If you do not have this material, I guess your character forgot how to do whatever it is they were trying to do (or drew a 1). Digital copies will not be honored, as loading the rules onto a phone or tablet can take precious moments, especially in combat! Speaking of which...
PvP Combat - It would be very, very cool if you could inform the staff of any planned assassinations, so we can make sure they have an ST present. No, we won't tell, and we'll make sure to have STs roaming the grounds to keep everyone on their toes.
Mass Combat - There will be a few chances for those who are so inclined to take to the field of outright battle. They are being planned as to not take the game into overtime. If either night's game goes into these extra innings, all PCs will br frozen, character sheets will be collected and the scene will be resolved by the ST staff. If you want combat to go smoothly, know your rules, pay attention to the STs/referees of the scene and limit arguments to after the scene has been resolved.
Randomizers - It is highly recommended that you carry a 1-10 deck of cards or a d10 if you think there is the remotest chance you will be throwing a challenge, even in defense. No electronic randomizers will be allowed - we're going old school this time!
Off-site/On-site:
Covenants and Clans might want to have their meetings. Limit these meetings to 20-30 minutes during the first night, during the Requiem game. If your Lineage, Shadow Cult or Conspiracy wants to meet during other times of the convention, if you think you want an ST present, one *MIGHT* be provided to you at the discretion of the Venue Lead. Contacting him before the Convention is a good idea.
Efforts will be made to supply players with nooks and crannies where their PCs can go off into secret corners which are away from prying eyes. The setting, though, is a large circus tent and a mostly open outside, so privacy will be at a premium. Bone up on your Obfuscate, folks!
Cross-Venue Characters:
There is no real reason for other supernaturals to be at this gathering of Kindred. If you simply *must* bring your Changeling out to play with us, contact the Requiem Lead ST for what will likely be a polite, "No." Ya never know, though.

VSS Vampire the Masquerade - Camarilla/Anarch

Vampire the Masquerade – Cam/Anarch
April 11, 2014 & April 12, 2014
Genre
The Camarilla/Anarch Setting of Vampire: The Masquerade will provide most of the characters, stories, npcs, & organizations. The game will have a heavy focus on politics, but there will be external plot and antagonists of all stripes lurking in the shadows.
General Overview
Citizens of the Camarilla,
The young and the foolish often criticize the Camarilla as an organization that is incapable of change except in the most dire and untenable of circumstances. I would remind those voices that it was the forward, and at the time radical, thinking of the founders of our sect that allowed us to form the monolithic Ivory Tower that has shielded us for centuries.
These visionaries come to you now with another change that shall prepare us for the future.
The era of Symposiums, with its roots in antiquated necessity, are over. The era of Conclave, in which all Kindred who have sworn allegiance to the Camarilla shall have a voice, is upon us. The Camarilla invites you to the City of San Marcos for Conclave. Prince Jean-Pierre Durand, who holds domain over this city, shall stand as Primus Inter Pares. We thank Prince Durand for accepting this task. Conclave is called. We shall hear your voice.
Jan Pieterzoon Justicar, Clan Ventrue Childe of Hardestadt
Setting/Time
The in-game dates for the event are Friday Night, April 11 and Saturday Night, April 12, 2014. The Conclave takes place at “The Desiree,” a luxurious hotel recently built by Prince Jean-Pierre Duran. The rooms and halls of the game site are the same as the IC rooms and halls of the Conclave.
“Off-site” locations will be designated as appropriate. Narrators and ST’s will help in providing the environmental descriptions of the physical location throughout the game.
The Conclave itself will be well isolated from the mortal world, with steps taken to prevent the most common masquerade breaches. If you choose to venture outside of those protected walls then you will be surrounded by thousands of mortals going about their daily lives. An ST or Narrator should always tell you if you are in an area where you need to be mindful of the Masquerade.
Theme: Order
Why do we crave order? What is it about consistency that makes some of us feel at peace? Why do some feel the need to see order fall to ash? Can the civilized force the disorderly into place without risking its own destruction?
Mood: Tense
The eyes, ears, and fists of the most powerful Kindred in the Camarilla will be stalking the halls. One misplaced step or offhand comment could mean your reputation, or worse, your unlife. Every action must be well thought out and deliberate, for the scrutiny of the mighty is nigh inescapable.
The Independent clans and the Anarch Movement struggle for footholds in a world that is largely not their own. The might of the Camarilla looms like a monolith, but can these outsiders gather the strength to come out of the shadow?
Styles of Play
Ratings
1. 1 Rarely present
2. 2 Sometimes present
3. 3 Often present
4. 4 Usually present
5. 5 Always present
Antagonists (PvE) – 2/5
Combat (Physical PvP) – 1/5
Intrigue (Social/Mental/Political PvP) – 5/5
Experience Points
Registration: Everyone who registers for the convention gets full (4) Event XP.
Attendance: There are two games, and each game is 4 hours long. For each hour that you play you earn 1 XP.
Costuming: 1 XP for costuming each night. Costuming does not mean that you must spend $500 on elaborate masks/clothing/artifacts. It does mean making an effort to outwardly define your character. Some examples would be: a particularly jaunty hat, glasses, a monocle, an out of fashion suit, a striking red bandana hung from a belt loop, a distinctive baseball cap (or always wearing a baseball cap), a cane, a cape (if you insist), etc.
For example, if you play only for one full night (in costume) you will earn 5 regular XP and 4 Event XP.
Items for Storyteller Approval
The following items will need to be approved for play at National prior to the event. Approvals for these items will be accepted via email no later than the date noted by each item.
A confirmation email from the Lead Venue Storyteller or Assistant Venue Storyteller will be returned with the acceptance. Players will be responsible for producing this approval at character check in. If a player does not have the approval from the VST or AVST at character check in at National, that special approval item will not be accepted for play at National. · Alternate Identity Background for Sect (April 5, 2014)
· Current Sabbat PCs (April 5, 2014)
· Explosive devices and strange gadgetry as described below. (April 5, 2014) · In Character “Off-Site” locations for play. (April 5,2014)
· Infernal Power Merit (April 5, 2014)
· Weapons with the “Strange Composition” Quality (April 5, 2014)
Gadgetry
The National Event Masquerade is not a gadget one. James Bond-esque devices and item cards will generally not be allowed. Review any odd application of material equipment and ask yourself whether you saw this used in a spy or action movie, or whether the effect is a material one intended to duplicate existing abilities in game (miniature hand held cameras to spot blurred or obfuscated characters etc.). Generally these will not be allowed.
Mass Destruction Effects
Those effects which are designed to destroy large areas, cause mass-flight of the characters from the game, or that will tie up large areas of game play space with a combat will be moderated as follows: Explosions, area effect attacks, and massive structure damage effects. Effects based off powers will be carefully monitored by Narrators in this regard but typically allowed. Characters freely using such damaging powers may expect swift and severe repercussions in-game and post-game. Mechanical effects causing mass damage or destruction: bombs, rockets, grenades, gasoline arson etc. will not be allowed without Lead ST approval.
On-Site vs. Off-Site
Players who are at the physical location of the game site yet “off-site” in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. Attempts to have ad-hoc meetings “off-site” in warehouses, private-jets, or safe houses will be very carefully reviewed. The best way to plan such is to contact the Venue Lead Storyteller previous to National.
Assets Restricted On-Site
The Camarilla has taken steps to secure the safety of its members. These steps include the restriction of the following assets:
● Weapons with the “Flaming” or “Incendiary Ammo” Qualities (April 5, 2014)
● Wraith & Zombie Stock NPCs (April 5, 2014)
In order for a PC to access the Assets Restricted On-Site while “on-site” at the Conclave, a player must obtain pre-approval from the Lead Venue Storyteller or Assistant Venue Storyteller. A confirmation email from the Lead Venue Storyteller or Assistant Venue Storyteller should be produced at check in.
Please note, if a character possesses any Assets Restricted On-Site and did not receive pre-approval, the character may still access the assets during the game when the character is “off-site,” for example, a nosferatu venturing into the warrens may access incendiary ammo without special approval.
Narrator and Lead Storyteller Empowerment in Mass Combat Scenes
Because of the potential to escalate into hours long RPS festivals that will tie up characters, mass combat will be carefully monitored. Narrators or any Storyteller may pull a large combat* off the main floor and into one of any number of side rooms. Narrators and Storytellers are empowered to determine when and how other characters are allowed to enter such combats.
CONSEQUENCES FOR UNRULY PLAYERS DURING MASS COMBAT
Furthermore, if any player argues with the narrators or the storyteller staff, or otherwise disrupts the flow of combat rounds with idle discussion, that player’s character will be GODSTRUCK, i.e. killed during the combat, as the narrator sees fit. The Lead Venue Storyteller’s main priority is to get through the entirety of the National Game keeping challenges as minimally time-consuming as possible and has little tolerance for disruption of game flow. Appeals regarding godstruck characters should be submitted exclusively via email within 30 days to the Lead Venue Storyteller and the Narrator or Storyteller who made the ruling.
Character Proxies
There will not be character proxies allowed.
Lead Storytellers
Lead Evan Odensky (national.masq.leadst@gmail.com)
Second David DeNova (fuzake@gmail.com)

  • Large will be defined at Storyteller or Narrator discretion.

Volunteering

Who's in charge?

POC
Volunteer Lead
Amanda Canfield
US2006068032

Every event held by the MES is made up of volunteers who help perform almost every imaginable function of a convention! Whether you’re helping to run a game by volunteering to be a narrator, or keeping an eye out to keep our convention safe for attendees through our security operations, we need staff like you! If you’re willing to put your time in, please follow the link below to fill out a brief survey which will help us direct you to where we most need your help, in the areas that interest you the most!
Volunteer Survey

Charities

Who's in charge?

POC
Charities Lead
Krista Guthrie
US2003061667

Where does my money go?

Charity monies will be given to the Cystic Fibrosis Fund (the current 100k Charity) until it reaches the 100k goal (only 12k away!).

The remaining monies raised will be donated to the Wounded Warrior Project!

How can I contribute?

  • Pre-Con Online Auction: 11March – 30March (While some items will be geared towards those attending the convention there will be plenty that do not require convention attendance.)
  • Buy the Moon (Apoc): Open from now until 12pm Thursday the 10th, winning moon will be announced at opening ceremonies Click Here!.
  • Sectioned Raffle: 10April (Thursday – 3pm) through 12April (Saturday – 7pm)
  • Live Auction: 11April (Friday) from 7pm-9pm (Cam-time-dependent)
  • Fuel Sales: Throughout convention for select venues, details coming soon!

RSVP and Social Media

We welcome your RSVP on either of our two event pages
Facebook
or
Google Plus.
To follow updates to the event by Twitter, please follow us!

Event Pricing, Registration, and Sponsorship

Pricing for the event:

  • $40 Pre-registration
  • $55 Pre-registration VIP
  • $45 Regular at the door registration
  • $60 Regular at the door VIP

Regular registration will include a program, and basic event information such as an area coupon book, maps etc.

The VIP package will include a digital character portrait, and other VIP swag such as a custom 1-10 card deck, T-shirt and other goodies.

Cut-off for pre-reg: April 3, 2014

Too late now!

Already Registered? Want to pay for a friend? Want to Sponsor the Convention?

Payment without Registration is no longer available. (Regular, VIP, and Sponsorship)

Convention Location and Details

Courtyard by Marriott San Antonio SeaWorld Westover Hills
Google Maps Link
11605 State Hwy 151
San Antonio, TX 78251
210-509-3700
Please know that the event hotel is full; however, we may be able to accommodate your request. Please email your arrival and departure dates directly to Nicki Boyles with the subject line "MES National Event Waiting List."

Overflow Hotel

Fairfield Inn & Suites San Antonio SeaWorld/Westover Hills
4026 Wiseman Blvd
San Antonio, TX
210-682-6800
Please ask for Ramona and ensure you are added to the Mind's Eye Society Room Block.

Guest Room Rate: $99+ tax - Standard King or Standard Double Queen
Cut Off Date For Reservations: Wednesday, March 26th, 2014 (Or until block fills and hotel is fully booked)

Note that the room block is available both for two days before and after the event dates or until the block is filled.


Amenities

  • Complimentary WiFi
  • Complimentary parking
  • 24 hour fitness center
  • Pool and hot tub
  • Mini fridge
  • Coffee maker/tea service
  • Iron and ironing board
  • Crib (upon request)
  • Pull-out sofa bed (in select rooms)
  • Roll-away bed (allowed in select rooms)
  • Laundry services
  • Nearby car rental services

All standard Kings & suites have a full-size pull out sofa bed. Some rooms include a microwave. Microwaves are generally seen in the hospitality style suites. Detailed room information can be found here: Hotel Rooms

Check-in and Check-out

  • Check-in: 3:00 PM
  • Check-out: 12:00 PM
  • Express Checkout available.

Smoking

The hotel is a smoke-free facility. No smoking is allowed inside the building; however, they do provide designated smoking areas outside the building to accommodate the needs of guests who smoke. Also, they do have some rooms with balconies where guests can smoke on as long as the doors stay closed, etc. Guests should request a room with a balcony if they wish to smoke without going to an outdoor smoking area.

Accessibility Information

Accessible guest rooms have a 32 inch wide opening. Accessible areas include: Fitness center entrance, Main entrance, Pathway to registration desk, Registration desk, Route to accessible guest rooms, Business center entrance, Hotel has on site accessible self-parking, Meeting spaces are all accessible, Pool entrances are all accessible, Restaurants and lounges are all accessible. Service animals allowed for persons with disabilities.

In-Hotel Dining/Shopping Amenities and Hours

Room service The Bistro Waves Lounge Sundry/Convenience Shop Surf and Gift Shop
Open for breakfast, lunch and dinner, 7:00 AM-10:00 PM Open for breakfast, lunch and dinner, Dress code: Casual, 6:30 AM-10:00 PM, Phone: 1-210-509-3700. American, Appetizers, Light Fare, and Spirits Nightly. Open for dinner, Dress code: Casual, 5:00 PM-11:00 PM, Phone: 1-210-509-3700. Open 24/7 for all your miscellaneous needs. Open 24/7 for swimming pool and gift shop needs.

Airport Transportation Information

This hotel does not provide airport shuttle service. Courtesy phone available.

Alternate transportation

SA TRANS Airport Express: 40 USD (one way) reservation required.
Estimated taxi fare: 40 USD (one way).
The San Antonio domain is setting up transportation offered by domain members free of charge with advance notice. Please contact Melissa Wabler to make arrangements for a pick-up/drop-off.

Driving directions from the Airport

Make a right onto Loop 410. Proceed to Exit 9A and turn right onto W. Hwy 151 and proceed to the Wiseman Blvd exit. Take the exit and stay on the frontage road, hotel will be on the right at 11605 W Highway 151.

Local Points of Interest

With ever-increasing frequency, our membership has grown into family situations. Spouses and children need things to do, as they are often not equally invested in our organization. Here is a guide to local attractions to assist you in combining a family vacation with your Mind's Eye Society National Event experience.

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