Characters are not alone in needing a concept. Our venue, too needs concept, theme and mood. The best characters will enhance that theme and mood, whether through reinforcement, or through opposition. We're all in this together to tell the most entertaining story that we can. Within the Jumpstation Acadia venue, we present the following:
The Game:
The Theme and Mood: The theme of the Jumpstation Acadia sub-venue is Adventure! Nockers encourage themes of exploration, discovery, invention, just as much as do any other kith. Journeys into the Hollow Earth, searching for Trod access to the Moon, seeking Atlantis at the bottom of the Sea, and exploring lost Islands and ancient Temples in the Dreaming come from a core of Pulp novels and Steampunk fiction which lend the kith much of their flavour. The Shadow, Doc Savage, even Doctor Who arise from this pulp adventure genre, and it is here that the Jumpstation Acadia sub-venue finds its roots. The Mood is a combination of wonder and frustration - nockers are out to Change The World, and the absence of perfection is frustrating. Still, the attempt must be made, for there is always some idea, some possibility, some hidden secret just around the corner, awaiting discovery. The theme and mood of this sub-venue are the themes and moods of films such as Indiana Jones, or the recent re-make of the Mummy, Stargate, the Alan Quartermain stories, Buck Rogers.
Player Information
Venue Name: Jumpstation Acadia, hosted by CND-019, in the Domain Dark Waters CN D06, run under aegis of the National Changeling Venue Canada
Genre: the Shining Host
Contact: Andrew Aulenback, ANST Shining Host Canada; Nathan Krause, DST CN-D06; Greg Paradis, VST CND-019.
Place/Time: varies - where and when the nocker PCs of CND-019 gather.
Directions: location may vary.
Theme/Mood: Adventure/Wonder and Frustration.
Character restrictions: The venue is a "nocker" venue, and as such is comprised solely of the following PC types -
- Nocker (Seelie or Unseelie)
- Kinain (Any, but preferably including Nocker or Goblin)
- Goblin (NOTE that Goblin Thallain are _exceedingly_ rare, and require High Approval)
- Cross-venue approvals (still require High Approval) are limited to Sons of Ether (Mage).
Proxy rules:As the sessions are occasional and arranged on short notice, there is no Proxy option for this sub-venue.
Travel risks: Halifax, Nova Scotia, Canada is relatively safe to reach in the Autumn World of the World of Darkness for Changelings; that said, many N/PCs in various venues in the city both have and use Influences, which may affect transportation into or out of the city. Travel by Trod through the Dreaming is oddly enough more stable, with a number of Trods leading from a variety of Holds and Locations throughout the Near Dreaming City. A variety of Raths are also available at a number of Holds by which a visiting Changeling can re-enter the Autumn World, if they have appropriate Arts and Realms; as well, visitors direct via the Near Dreaming to the Rath at Jumpstation Acadia should have little problem getting the local nockers to bring them into the Autumn World.
Challenges: Challenges will be handled as per the Shining Host and the Camarilla's v6.0 Sanctioned Rules Supplement. The Storytellers reserve the right to make decisions that go against the letter of the rules in support of good drama, and story flow. |
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Characters:
Nocker characters of course are paramount, with some emphasis on the Aethernauts' Guild, however any nocker or kinain character with either a technological or adventurous bent should suffice. Excellent concepts include but are not by any means restricted to: Harbour Pilot, Salvage Tug Captain, Environmental Engineer, Architect, Craftsman at the Farmers' Market, Unemployed Inventor, Cinematographer, Shag Harbour UFO Researcher, Shipwright, Ship's Architect, Sanitation Engineer, Secondary School Teacher, Cryptozoologist*, Psychiatrist*, Photographer*, University Mechanics Student, Anarchist, Political Social Scientist, Train Engineer.
Players are strongly encouraged to inter-relate the merits, flaws, and histories of their characters to aid spontaneuos interaction. Politics will play some part, but this is the Game of Nocker Bes Din Politics, not the stodgy meeting of elder vampires. Combat will rarely see the vast "armies" of werewolf; duels are a more acceptable and traditional road for the fae {although not every duellist is an honest duellist}. The game will, by its nature, concentrate upon the fae side of nockers, although players of Enchanted Mortal "retainers" are more than welcome. Humans are an important part of Changeling: the Dreaming.
Locations in the Dreaming:
Based upon a recommendation by the ANST-Changeling, we will restrict travel into the Dreaming to the Mists and the Near Dreaming. We will attempt to coordinate travel to the Far and Deep Dreaming with the RST or ARST-Changeling.
Storyteller Information
Venue Storyteller
Name: Andrew Aulenback, Nathan Krause, Greg Paradis
Title: VSTs Jumpstation Acadia (Changeling); also ANST, DST, VST respectively.
Address:
Phone: (902) 454-5446
Email: anst-changeling@camarilla.ca
Passed Thespis (y/n): y
Style:
Antagonists: High Adventure is the rule, with the dystopian Steampunk city ever looming on the horizon. UFOs and alien abductions, dinosaurs from the Hollow Earth, islands of jungles infested with undead cannibal pygmies worshipping at forgotten temples, steam-driven machineries which soar through the air, mechanical men, and all manner of Jules Verne monstrosities fill the secret corners of the Earth where humans don't know to look. The Near Dreaming is an endless tapestry, full of Adventure, Intrigue, and Invention. The Future is Today. You only need reach out and grab it firmly with both hands. Of course, grabbing something hot with both hands can sometimes burn... The nockers of the venue are based out of Jumpstation Acadia, one of the last links between the Autumn World and the Bes Din Vaults in the Hollow Earth. What lies Beneath?
Visiting character/plot policy:
Current settings:
· Intrigue: 2 - Even the Bes Din can involve politics, and when heroes and villains work side by side, sparks will sometimes fly.
. Mystery: 4 - There is so much ever to be discovered, uncovered, and solved.
. Drama: 5 - Ritual and Roleplay are the keys to a good story, and are highly encouraged, even over "rock, paper, scissors."
. Darkness: 3 - Low principally because Seelie is not necessarily "good" and Unseelie does not mean "evil."
. Threat of Banality: 2 - Banality is less a threat with such constant exposure to the well of creativity than is Bedlam.
. Threat of Bedlam: 4 - The creation and invention, exploration and discovery can place a terrible toll on a nocker mind.
. Humanity and the Autumn World: 3 - Sometimes mysteries hide in plain sight, a very dangerous place.
. Seelie versus Unseelie: 3 - The nocker kith has an Unseelie:Seelie ratio of 3:2.
. Commoner versus Noble: 1 - few titled amongst the nockers of Jumpstation Acadia
. Chimerical threat ("Adventure"): 4 - Adventure is the most common theme of the venue.
. Nunnehi versus newcomer: 3 - The "natives" and "savages" are not only a stereotype, they are a common "truth" of many Colonial-minded stories of the period.
. Humour: 2
. Childling: 1
. Wilder: 3
. Grump: 3
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