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THIS IS A LIVE-ACTION ROLE-PLAYING GAME AND IS INTENED FOR MATURE MINDS ONLY
~ VENUE ~
STYLE SHEET
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SHADOWHURST [CN-007] MAGE VENUE STYLE SHEET ~ Player Information
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Venue Name: 
Edges of Shade, New Bedlam [CN-007]

Genre:           
Mage: Laws of Ascension

Contact:        
CST of the Gathering, ShadowHurtst. London, On, Ca
                                                    shadowhurst-st@yahoogroups.com

Place/Time:     To be determined, likely once or twice a month.
                        Location dependant upon availabilty.
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Theme & Mood: The Edges of Shade game deals with the aftermath of the Reckoning, a tragic event that caused a major disturbance in the umbra, leaving these spirit worlds shaken and pressed under an Avatar storm of spirits that has left these spirit worlds severed from natural reality.  In the shadow of this Reckoning the surviving Tradition Mages slip unseen amongst sleeper society, persuing personal enlightenment and saving magic for those that have the potential to use the keys to reality.  Magic continues to fall from reality due to The Technocracy, who rely on the sleepers' dependancy upon technology to keep hold of the modern conformity.
The shadows run long and heavy in London, the Forest City, with old haunts, spiritual powerlines, and the River Thames running through the heart of the city.  It is difficut to walk the fine edge of the Rule of Shade, between hiding from the recruiting fields of the Technocratic Union and avoiding the constraints of conformity within such a sleeping city.

Character Restrictions: Edges of Shade is primarily a venue about the workings of Tradition Mages after the Reckoning.  As such, characters selected to assist the Traditions are strongly encouraged where independent or opposing mage types are subjected to close scrutiny before being considered.

Proxy Rules: Due to the small size of the Edges of Shade game, at this time, proxy play is discouraged.  Only under necessary circumstances will proxy play be considered.  Even then the player will need to submit their Camarilla Number, Membership Class, a copy of the character sheet & background, and their Storyteller's contact information, and then they must comply with a waiver indicating that they understand the extreme risks faced in proxy play, before such proxy play will be approved.

Travel Risks: Dispite the Urban center, many areas of London are undeveloped and still wooded, which are known to have been populated by a Garou presence.  London does sport a small airport as well it is part of the south western conduit between Toronto, ON, CA & Detroit, MI, USA.  Risks are marginal entering the city but require 1 extra Transportation action or $200 more to gain acess to the city as movement into the city seems strangely regulated.

Challenges: Edges of Shade follows normal challenges based from Lasw of Ascension and the Camarilla suppliments, with consideration to the optional rules listed that are allowed but not required.  Optional Rules used in play will be as follows. *these are subject to change*

~Casting
Consensus Coincidence: A Casting Player announces her magical effect, if the Coincidence Rule of Thumb (p130) is unclear, everyone present shows a thumbs up (Coincidental) or a thumbs down (vulgar effect).  This is Resolved by a win = coincidental, or a loss = vulgar. 
Majority Rules, however a tie = vulgar.

Fast Casting: A Rote that your character does not know. A Narrator/ST must be present.  Pick a rote for which you have the necessary spheres and appropriate foci, that your character has not learned. Add one trait to the casting difficulty and have  a rote card/book to prevent cheating.

Dynamic Magic: Fast Casting without a rote. A Narrator/ST must be present.  Must have the necessary spheres and appropriate foci.  Add one trait to the casting difficulty for the fast casting and Add one trait to the casting difficulty for not having a rote.  Only experienced Mages would have an understanding of the spheres, where each sphere has a general guide for each sphere level.  As long as that effect does not exceed this base level, a player can create an effect.  If the interpertation of the dynamic effect is unclear to anyone present the Narrator/ST must determine the appropriate interpertation of the sphere levels. A Narrator/ST has the right to approve/refuse a dynamic effect to keep the game in balance.

Note: Heightened Senses Effects, especially ones in which one character is eavesdropping, requires a gesture to signify an effect is being used.  Challenges apply sometimes in certain situations. (ie: listening to a whispered conversation across a noisy room) The player will need to succeed in casting the effect and will then face a challenge with a Narrator/ST, who will set the difficulty based upon the character's distance from the conversation and the level of distarction/noise in the room.

~Paradox, the effects of
If you garner Paradox (p172), you perform a simple test. On a loss the Paradox Traits accumulate (on your sheet) and stay with you for now.  On a win or tie the Paradox Backlashes, usually for all of the accumulated traits. At this point, a player may choose to take either Bashing Damage to their health levels (p173) OR they may draw  a card from a shuffled, cut, and spread
Paradox Deck, where the Narrator/ST may ask you to re-draw (due to a lack of resouces at that time) or may assign a random effect that manifests to hinder the Mage as a result of the Backlash of their spell.  These Paradox Flaws, Paradox Backlashes, Paradox Spirits, or Paradox Realms may occur at the Narrator/STs descretion due to a gross violation of reality where a Backlash strikes a Mage.

-- Hacking --


During Game: Treated as a normal computer ability, normal challenges apply.

Out of Game: The Hacking level will be treated as an equal level to 'Contacts', by ST approval, giving a limited range of information that  will be equal to an influence action; this will require the PC to point at whom and what they disire to discover or affect; if they do not have enough actions for the influence the Hack simply fails; this is in order to
demonstrate the effects of what Highly skilled computer/net users can accomplish.

~Reputation Traits
These are normally assigned during creation or by the ST; However if 4 or more people vote that someone should have a Reputation, positive or negative, they get it.  If there is a disagreement, the majority rules by 4 or more votes to give or take away the trait.

Order of Hermes (as per advantage) may refresh one trait per game session, but this only works within their tradition. Outside of their Order, it functions like everyone else. If you spend a trait it is gone for the month, if the other character chooses to recognize the reputation.  These traits are more often recognized with members or the same group or tradition.

~Experience: In the Edges of Shade game, One XP is gained per game session by meeting certain minimum role-playing expectations on the part of the Player, who must record and report these XP. They may earn extra experience upto 6XP in a given month and 3XP in a game session. 

To qualify for the
One XP base, players are expected to meet the following:  Player must be in game and in character for at least one hour of game.  Player must make a reasonable effort to stay longer than one hour (though we understand work obligations and real-life circumstances) Player must interact with at least one other character or are actively involved.  (this is open to interperatation by the storytellers) Character survives the game session

Two XP could be awarded for: Player's character is more distinctive in costume or by doing a good job of playing your role, trying your foci, and the like;

Three XP points might be awarded for :
Players that help with Narration and set up; bring great costumes; and encourage phenomenal role-playing; Player conveys their character's Nature and Demeanor through role-play in a manner descrenable to the STs; Player creates player-driven plotlines that draw in other players; player makes a concerted effort to communicate with storytelling staff about motivations and actions; player has an Extended Character Background beyond requirements on file; Player engauges in Out of session play (eg IRC, Tradition meetings, tamu mailing lists, etc) and provides hard copy documentation for file.

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Player Information
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SHADOWHURST [CN-007] MAGE VENUE STYLE SHEET ~ Storyteller Information
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Venue Storyerteller:  n/a

Title:                         
Chapter Storyteller of the Gathering - Mage Venue

Email:                        
shadowhurst-st@yahoogroups.com

Passed Thespis (y/n):  
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Storyteller Description of Style: The Edges of Shade style of play focuses on role-playing and problem solving with less emphasis on combatant scenes and more emphasis on 'thoughtful means of addressing one's challenges.'  The Venue is a new one in which the characters are striving for enlightenment in a torn reality.  The mood is darkly mysterious with a strong focus on recouping what has been lost after the Reckoning and rebuilding goals to move forward.  The main plots consist of mysteries to resolve as well as the escape from conformity with the Technocracy prescence, which is limited, but ever present.  Preference will be on improvisation with a focus on character plot, letting characters mingle and rebuild their loses. At a later point, further polices on characters, influences, lores, items, will be added as well as events/plotlines from other chapters, domains, and our region.  All of these will be at the descetion of the Storytelling staff.

Dramatis Personae: Edges of Shade Non-Player Characters and Potential Antagonists may include a cast of Garou, Wraiths, Technocracy, Marauders, Nephandi, Oracles, Avatars, Umbrood, Mages of various Traditions and Non-tradition mages, and many other supernatural creates.

Venue Rules: Aside from Challenges mentioned above within the Player Information, No special Rules are in effect.  Except were pre-empted by the Camarilla rules suppliments. Edges of Shade will attempt to adhere as closely as possible to Whitewolf Rules and source materials.  However, Any Character with at least One level of Occult-type knowlege from the London area will know the major Occult shops in the city like Chakra Books and Coffee.

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Styles of Play:

1. Intrigue (politics and negotiation): 2
2. Action (combat and challenges): 1
3. Mystery (enigmas and investigation): 3
4. Drama (ceremony and characterization): 4
5. Darkness (propability of character death or corruption): 2

Key
1 = minimal (usually player introduced)
2 = occasional
3 = consistant (available every game)
4 = focus of the game
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Storyteller Information
home ~lyinghere on the edges of shade~