Saltspring Island Venue Style Sheet
Player InformationDomain: Charred Vision (CND-011)
Genre:Shapeshifter
Lead Venue Storyteller: Paul McCaskill
Assistant Storyteller (Spiritkeeper): Kimberly Antoni
Game Hosted on: Alternate Sunday evenings at 6pm
Location: will vary: Winter and Fall at UVic Spring and Summer various ParksDescription of Venue
The venue will be set on Saltspring Island. Saltspring Island is the largest of the Gulf Islands. The Gulf Islands are a chain of islands located between Vancouver Island and the mainland.
Saltspring Island is known for it's open market place, and it's own Saltspring Island money, and as a place for leftover hippies. The place has a very large population of artists ranging from painters to carvers. There is also a large back to nature wellness industry (spas, yoga, nature retreats) located on the island.
There are ferries from Victoria, Duncan and Vancouver that dock at different parts of the Island.
Located on a far corner (not that anything is very far from anything else), are the small remnants of an old Caern. Gaia's Shadow and Voice-of-a-Thousand-Feathers, both independently found this old Caern, and have put out a call to Garou to come and help establish a Sept here. For the most part the call has been answered by young Garou. A pack of 5-10 cubs and a slightly older pack of mostly Adren's make up the initial Sept.Styles and Mood: Learning, exploration of self and environment, New Hope from new Cubs.
There is much unknown about this area. There is much to be learned about it and about themselves. Much time will need to be spent educating the young ones before a lot of energy will be able to be spent actively attacking the Wyrm. They must build on the remains of an unknown Caern. Like the phoenix they are starting from the ashes of the old and must start from the beginning and rebuild what was once here.
The game will initially focus on education and learning of what it means to be a Garou. As the players become more and more comfortable with what it means to be Garou they will face increasingly tougher agents of the Wyrm.
Who was at this Caern previously?
Why did they abandon it?
Why are there relatively few agents of the Wyrm in the area?
These and many other questions need to be addressed by the Sept.
The venue will focus more on spirituality and self-awareness then on combat. Combat is part of what a Garou is, but is not the whole.Antagonists: To begin with most antagonists will begin small and grow at pace with the level of the players. A wide selection of possible antagonists will emerge over time, depending on the actions of the players.
Storytelling Mechanics
XP awards: Most games will be worth 2XP.
STs will award 1XP/game.
A Roleplaying/Costume/Most Improved vote will be made by the players worth 1XP/game (a player cannot win this twice in a row).
1XP/month will be granted to players who do one of the following:
- Have a tribe/pack/moon circle etc meeting with a ST present between normal games
- Provide written feedback (at least 1 page) of what their character is doing between games (ie: downtime reports, character goals, character journals)
A player cannot earn more then the 2XP/game until an extended background has been accepted by the STs.ST Style: The AVST Spiritkeeper will help keep track of all spirits and dealing in the Umbra for the game. Players are asked to have all challenges performed in front of a narrator, at least until such time as more players better understand the venue rules.
Some scenes especially rituals such as Moot Rite and Rite of Passage will be performed without the use of challenges to allow a better flow of the story. This will only be done with the direct knowledge of the VST or AVST.
I also have a tendency to double check rules before making rule calls, in an effort to make the correct call the first time. If I make a bad or incorrect call, which I know I will do from time to time, please let me know after the game. I would prefer not to argue over rule calls in the middle of a scene to the point where it spoils the flow of the game.
I like to have eventualities planned out. If you are _planning _ on doing something outrageous like trying to attack the Totem spirit, please let me know beforehand so I can have something suitable ready for example having the Totem spirit chuck you out into the ocean. :)
Approvals/Character Creation: A member must play a Garou for at least six months before applications for Bete will be considered. Bete will be considered depending on explanation of how they could be accepted by the Sept. STs will do their best to help any player interested in submitting anything for Approval.
Any characters to be played must be approved prior to the scheduled start of game. Please contact the ST beforehand to get help creating or approving a character.
If any influence goes over level three, we would like players to specialize in their specific influence. I.E. Underworld 4, going into Prostitution or Drug dealing. No character can start with more than three influences in one catagory in the city, as a starting character.Proxies: For a proxy to enter the venue the following must be submitted to the VST:
- Complete character sheet, including xp log and any special approval codes
- One-paragraph summary of the character's attitude and personality
- List of the character's motivations
- Summary of the character's intentions/goals during the proxy
- List of ways the character will try to accomplish these goals
- Key things the character would avoid doing
- Player's contact information
- Contact information for the player's supervising storyteller
Travel Risks: Travel Risks to Saltspring Island are relatively low. There is adequate Ferry service, many docks and marinas, no airports but many places that a float plane can land. Most travel will require going through Victoria or Vancouver, which have their own inherent risks.
Visting Players: Visitors are welcome at the Sept. We do ask for the following. The ST reserve the right to turn down a player who has not given adequate notice, (48hrs as a general rule). Though we will always do our utmost to accommodate any player who arrives.
Some sort of contact be made with a player in the Sept, so that they can guide you to the Caern. This can be arranged by the ST if cannot be done IC:
- Character sheet with signature of player's ST
- Full XP log
- Approval codes for any special approval items
- Item cards for any equipment carried signed by player's ST
- Contact information for player's ST
Style of Play
Action: 2
Character Development: 4
Darkness: 2
Drama: 4
Intrigue: 3
Manners: 3
Mystery: 5
Pace: Moderate
Umbra: 4
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For more information on how to use this settings information in your venue, please contact: anst-shifters@camarilla.ca