The Camarilla of Providence
   
     
 
 

I. Information

Domain Name: The House on 276 Angell St.
Venue Name: The Providence Slow Dance
Lead Venue Storyteller: Forest J. Handford (VST)
Storyteller Contact: Forest@EastCoastGames.com
Genre: Vampire the Requiem
Place/Time: 3rd Friday of the month at 7:00pm
Directions: varies
Theme/Mood: Darkness and mystery with evolving plot.

II. Styles of Play

*Use scale below

Style of Play Rating
Action 2
Character Development 4
Darkness 3
Drama 3
Intrigue 4
Mystery 4
Character Corruption 5


Rating Description

1 Player Initiated Only
2 Sometimes present
3 Often present
4 Usually present
5 Always present


III. Venue Description

The earliest Kindred were native Americans. Their lines are believed to have been sired by Kindred who arrived via the land bridge. These vampires are almost solely comprised of unaligned Gangrel and Mekhet.

Colonial Kindred settlement was patterned off of mortal movement. As the 'heretics' of puritan society were pushed to Rhode Island the 'heretics' of kindred society were also pushed.

Circle of the Crone, Ordo Dracul, and the Carthian movement settlers lived in peace with the native unaligned kindred. They even worked together to fight off a tribal threat from Connecticut and a religious crusade from Boston's hardcore Lancea Sanctum base.

The revolutionary war was a key turning-point in local kindred history. The English captured Newport. The vampires of Newport were forced to flea or go underground. Lafayette led the revolutionaries, possibly incited by the original kindred, to remove the English foothold.

The majority of the Circle of the Crone had been living in Newport until this time. Only one of their members is known to have survived. It's possible some fled. It's also possible they all were discovered and destroyed. Another possibility is that they remain there hidden, possibly torpored. If they are there, are they growing in power or weakening in torpor?

After the war, the Lancea Sanctum and Invictus finally took deep lasting roots in Providence. The prince system is considered obsolete by the Carthians; however they have been forced to accept it; at least for now.

IV. Storytelling Mechanics

Experience Award Guidelines: The experience reward for a game session is five experience points per player. If a player plays two PC's for the session, they may divide the five experience points as they see fit between the two PC's, but may never exceed five total points between the two PC's.

If the player then submits a chronicle detailing what their characters did at the session, she/he will receive two addition experience traits.

One week after game, a player may submit a write up of downtime and goals, where they will be rewarded an experience point for their work.


Character restrictions: This is an honor system. If the storyteller feels the character will unbalance the game, the character will be denied. If you are unsure please ask for prior approval.

"Local plot may add modifiers or require tests/checks for entry to our game, depending on the Setting at the time"

1. Proxy Rules: All proxy requests to the Requiem venue must be received by the Venue Storyteller (Forest@EastCoastGames.com) in writing or email no less than one week in advance, and must contain the following:

A. Full character sheet. This includes any special approvals for items, powers, influence, merits, or flaws that require special approvals. Without proof of these approvals, those special approval items will **not** be used in the proxy.

B. VST / DST / RST contact information (e-mail & phone number). We will need to able to confirm things with them and give them the results of the proxy so they can incorporate said results into their games.

C. Clearly stated goals for your character. You need to be as precise as possible when you state your character's goals and actions for the proxy.
Any information that is left out will be left up to the storyteller staff to include. Assumptions can and will be made if necessary.

D. Contingency plans. Please include contingency plans as the best-laid plans are sometimes disrupted. Without the contingency plans, the storytelling staff will make decisions for the characters. These decisions may or may not be what the players would have done.

E. Agreement to terms and conditions of the proxy. Below are listed the terms and conditions of the proxy. If you are not comfortable with these conditions, then do not proxy your character.

TERMS AND CONDITIONS OF PROXY PLAY
1. All proxy play is final.
2. While in proxy play, the character will not be in play any place else or in other proxy scenes. This includes the use of Auspex or similar other venue type powers. This also includes e-mail based scenes.
3. Character death or worse are possibilities. In every proxy scene, there are inherent dangers. Players who agree to proxy are being made known these results are possibilities of proxy play.


V. In-Character Travel risks:

Providence and Rhode Island is a fairly safe place to travel to or through. Rhode Island drivers are perhaps the most dangerous travel risk. Take, for example, Donald Graham from Woonsocket, a church deacon who killed a fellow motorist with a crossbow for “flashing his lights.” Even beyond the road rage is the poor driving, considered only marginally better than Boston drivers. The local police are fairly docile and dim-witted so it is unlikely a traveler would need to concern him or her self with them. Even the airport security is light compared to most other airports. Except for kindred, most supernatural beings of Rhode Island avoid the highway.


VI. Challenges:

Standard with the following proposed mechanics:

Proposed Mechanics:

The storyteller’s of the game reserve the right to ask participants of a scene to run the scene theatrically and with role-playing rather than with challenges. Another option is to work out challenges away from the play space and come back with a narrative flow of events to reflect how the challenges went.


VII. Style:

An emphasis on character development and corruption with darkness and mystery should pervade the story. Choices will be a common theme, with most choices having a consequence (good or bad).


VIII. Antagonists:

The main antagonists are the kindred of the city. The Danse Macabre is a slow dirge rather then a fast waltz. When kindred die questions get asked.

IX. Venue rules:

Standard