Awakening VSS

Mage Venue Style Sheet

Part 1: Basic Information

Domain number: TN-011-D
Venue Mage: The Awakening
Lead Venue Storyteller: Chuck Lovvorn US2005033152
Storyteller Contact: DRS_Awakening@Yahoo.com
Games Hosted On: TBD on a monthly basis.

Part 2: Styles of Play

Rating - Description
1 - Never present
2 - Sometimes present
3 - Often present
4 - Usually present
5 - Always present

Action – 3
(Combat - 2 and challenges - 3)
Combat 1 in 3 games unless players actively seek it.

Character Development - 4
(Personal dilemmas - 4 and choices - 4)
Players 1 in 2 games making Choices with multiple ramifications.

Darkness - 4
(PC death - 2 or corruption - 5)
Loads of avenues for Death or Growth from questionable sources.

Drama - 3
(Ceremony - 3 and grand story -3)
Games resembling cannon material on a game per game basis.

Intrigue - 3
(Politics – 3 and negotiation - 3)
Characters should always be mindful of the effects of the decisions they make. These things should be player driven.

Manners - 3
(Social etiquette – 3 and peer pressure - 3)
The game should be driven by IC teacher/mentor relationships.

Mystery - 3
(Enigmas - 4 and investigation - 3)
Loads of stuff to investigate but normally only available for characters who seek it out.

Pace -3
(How fast do stories emerge - 2, develop – 3 , and resolve? -3)
Individual Stories should take no more than a few games to play out, while the overall story arch should take 6-12 month to fully unfurl.

Part 3: Description of Venue

Nashville has been established and nearly abandoned several times in the last 10 years. Can the Magi of new with a new Lex-magica and Leadership fare any better. Untapped power remains only an alley away at all times. There are tons of places, items, money, and lore to be found. Will the players’ greed override their curiosity?

Part 4: Storytelling Mechanics

FOR THE PURPOSES OF PARADOX ONLY, EACH GAME SESSION WILL COUNT AS ONE SCENE!

Pre-cast Spells:

    Pre-cast spells must be written out with at least the following information. Any paradox must be mitigated down to a chance draw.
  1. Test pool and how you achieved this pool.
  2. Time and mana used in the casting of this spell.
  3. Spell factors (Distribution of successes, potency, and duration.)

Pre-cast spells cannot use more successes then the base test pool of the spell.
Players get an amount of Successes to distribute for pre-cast spells equal to their Gnosis times their base Stamina. In addition players may get an equal number of successes to use (gnosis times base Stamina) for each resolve downtime action they dedicate to spell casting that month.

When using a pre-cast spell the ST will ask to see the spell, If the spell is correct then the spell works, if it’s not correct then it can’t be used.

Mana:
Players will make a random draw (1-10) for base mana.

    Players may use many methods to augment this draw.
  1. Each resolve downtime action dedicated to conserving mana grants the player a + 3 to the draw.
  2. Each dot in the merits Hallow or Artifact Grant a +1 per dot to the draw.
  3. Scourging oneself Grants a +3 to the draw for each scourging but the effects of the scourging count for the game night.
  4. Subtract the mana used for Pre-casting
  5. Subtract any tass created.

Items and Artifacts Start play with mana Equal to their dot rating if they can hold mana.
Starting draws after all modifiers are applied cannot drop below -10.
After the draw. If a players starting mana is a negative number mana will first be subtracted from magic items and artifacts, then from tass, and lastly Pre-casting will be reduced until the players mana equals 0.
Any additional mana Drawn may be used to fill Items or tass provided the player has the means to do so themselves.

Tass:
Players may create tass according to the Met rules.
All tass created in downtime is subtracted from the mana draw at games.
Gaining Arcana and Gnosis:

    All arcane gains must first be researched using downtime actions, and must meet all requirements listed in Met mage. The process determining research needed is as follows.
  1. For ruling arcana: You must spend a number of downtime actions researching ,before making the actual experience expend, equal to the level of the arcane desired minus the higher of either intelligence or wits. E.G. “Pan has INT -3 Wits -2 and wants to purchase one of her ruling arcane at 4th level, there for 4-3 = 1 , so pan must spend 1 downtime action to research the 4th level arcana before she will be allowed to purchase it.”
  2. For common arcana: You must spend a number of downtime actions researching, before making the actual experience expend, equal to 1 plus the level of the arcana minus the higher of either intelligence or wits times 2. E.G. “Faust has INT -3 Wits-3 and whishes to purchase a common arcana at 4th level, there for 1+ ((4-3) x2) =3, so Faust must spend 3 downtime actions to research the 4th level arcana before he will be allowed to purchase it.
  3. For inferior arcana: You must spend a number of downtime actions researching, before making the actual experience expend, equal to 2 plus the level of the arcana minus the higher of either intelligence or wits times 3. E.G. “Thor has INT -1 Wits-3 and whishes to purchase an inferior arcana at 5th level, there for 2+ ((5-3) x3) =8, so Thor must spend 8 downtime actions to research the 5th level arcana before he will be allowed to purchase it.
It will be possible for research to come up 0 in that case the characters can just make the purchase.
Gaining Arcana requires effort and research, to represent this; the following guidelines will be used, in addition to any requirements for Met mage.
Players must first spend an amount of downtime actions researching/practicing equal to 2 times the gnosis required + the gnosis required minus the higher of intelligence or wits. E.G. “Lord Baal has INT -4 Wits -4 and wishes to go to Gnosis 6 therefore (2 x 6) + (6 – 4) = 14. Lord Baal must spend 14 downtime actions researching/practicing before he will be allowed to purchase the 6th level of Gnosis.

Proxy rules:
I will require 2 days notice minimum and Full Character sheet including MC verification, Exp log, and Approval numbers w/listed approvals. Plus A detailed E-mail of the characters Goals and expectations for the proxy. Missing any of this information I will not approve the proxy. All proxies to Nashville are hard proxies.

Travel risks:
For Magi Travel is the same as for any mortal. You are Mortal.

Visiting characters guidelines:
Nashville has been an isolated city to magi for quite some time. Most visiting characters would have been invited. Any not invited would have to introduce themselves or conceal themselves.

Experience award guidelines:

    Games: 5 XP, no more than 5 XP can be earned at any 1 game.
  1. Base: 3 XP
  2. In Costume: 1 XP
  3. Good Role-play: 1 XP, this will be awarded to a max of 3 people per game.
  4. First Game: 1 XP, new players are awarded 1 XP as a thank you.
  5. Danger: 1 XP, if a PC comes close to death, but lives.
    To be awarded by the ST.

Downtimes: 1-3 XP per downtime as determined by the supervising ST.
No more than 3 XP per month for downtimes.

Online Game sessions: 2 XP per month maximum counts toward Game Xp for the month.

Proxies earn 2xp per month listed as game xp.