PART 1: Basic Information Domain Number: CND-08 Venue: Awakening Lead Venue ST: Derek Burrow ST Contact:
This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Games Hosted: 4th Sunday of every month
PART 2: Styles of Play Intrigue (politics and negotiation): 2-3 (low, but growing) Action (combat and challenges): 3 Mystery (enigmas and investigation): 4 Drama (ceremony and characterization): 4 Darkness (probability of character death or corruption): 3 (note that chance of PC death starts at very low, but progresses depending on PC actions)
PART 3: Description of Play
Toronto has fallen. In 1989 a mystical cataclysm wiped out most of the Mages in the city, and those survivors were left on the run or incurably insane. Some sought refuge in neighboring Hamilton, where they sold ownership of the Toronto Consilium in turn for safe refuge. In 1998 a small group attempted to reenact the ritual leading up to the first cataclysm, but failed, resulting in the second Crash. Since then, the city has been off limits, proscribed and quarantined by the Hamilton Consilium, and the Pentacle itself.
In 2006 the gates of magic have reopened. The beacon hallow of the old Consilium has been relit, and rises hundreds of feet into the sky as a beam of pure white light that only the Awakened can see. But with this reawakening of power has come a host of new threats. Mages who have for the past 9 years been without tutors or organization have crawled out of the woodwork to investigate. Some want to save the city from the Third Crash, others want to seize what power they can and flee with it. And some don’t want any part in the Awakened world, but find themselves drawn in against their will.
But there are other threats that have appeared. With the activation of the beacon hallow, the Pentacle and Seers alike have taken an interest in Toronto. The Abyss has always been there, but with the influx of magic it has come to the fore, as creatures wake from long slumbers, feeling the pull of power and Paradox. The lack of an Awakened presence in Toronto for the past 18 years has also not gone unnoticed, and things that would never survive a day in a functioning Consilium have stalked the streets for months, even years.
At the end of 2006 the Third Crash was averted through the heroic efforts of the Consilium, and the noble sacrifice of an outsider who came to their aid. Now Toronto stands poised on the brink of a new Consilium, a new order, and a city ripe for discovery.
Will Toronto find its former glory? What things still lurk in the darkness? And what mysteries reveal themselves now out from under the shadow of the Crash?
PART 4: Storytelling Mechanics
Theme/Mood: Reconstruction and rediscovery. The Toronto game focuses on Mages rediscovering the past, and trying to save the future. There are secrets that have been 18 years in the making to be uncovered, and a whole Awakened history of the city to investigate. The clock is ticking down to Armageddon, and only a reconstructed body of Mages, and rediscovered knowledge, can stand against what is to come.
Style: The player cast are the main characters, and what they do, or don’t do, will determine what direction the game goes in. I want to keep the focus on PC, rather than NPC actions, and thus a heavy onus is placed on the PCs to keep the plot going. I encourage every chance for characterization, whether its in costuming, a written up back story, or the like. Be aware that I do build plots that assume that magic will be used in them…but also don’t be afraid to try to break things open. I welcome all comments and concerns from my player base, and will try to respond as quickly as possible to all emails.
Antagonists: The Unknown. What the PCs in Toronto don’t know can very definitely hurt them, and many antagonistic plots and NPCs will be, and are, based around the idea of the things that just don’t ever become a problem in a properly functioning Consilium. With no Mages to keep them in check for nearly two decades, there are a lot of weird things about. Some of them aren’t old, and are the result of newly Awakened Mages who are either deranged or just odd…and some of them are years, or decades, old boogeymen who haven’t had anyone put up a fight since they arrived. Mage vs. Mage is the other big antagonistic theme, as the Mages of Toronto compete amongst themselves, whether for resources, politics, or other things while they try to stop the Crash, form a new Consilium, or just secure a Sanctum and Hallow.
Entry Requirements: The game is open to all Camarilla players, and I’m not really looking to put a cap on how many players can get involved. If you are interested in playing, please contact me and I’ll work to set up a time, either in person, on IRC, or via email, to help you develop a PC and get involved in the game. Please don’t show up with a brand new character sheet to a game and expect to play, but give me a few days notice and send me the sheet and we’ll get you in by game on. Please remember that certain aspects of characters DO require some time to approve (mid approval items need a few days at the least to hash things out with the DST, and anything over Mid-Approval is going to have to go into the Approvals Database…so you might want to allow a good amount of time beforehand if you want to put things through there before entering play).
Character Restrictions: Please refer to the latest version of the Camarilla Addendum for exact rules. Most of the PCs native to Toronto are apostates, and this is the most common allegiance for local PCs. Most Order PCs are from out of town, often either Hamilton, London, or Ottawa. Please keep concepts from getting too outlandish, though given the nature of Toronto I’m willing to work with players who have odd concepts in mind to fit them into the game. Toronto offers a GREAT opportunity for new Mage players to cut their teeth in the game, both in terms of mechanics and setting, as an Apostate and move into an Order at a later point. I’m not going to specifically ban anything right off the bat, and I’m happy to help players fit their PCs into Legacies, design Imbued items, and the like. Mind that all mid-approval items still have to go through the DST, but I’m looking to make the game as enjoyable for the player base as possible when it comes to their characters.
Proxy Rules: I don’t mind proxies. I encourage them. But be aware that Toronto doesn’t function like a lot of other cities, especially when compared to the MUCH more ordered American Consilii. There is very little in the way of political or social safety nets for out of towners to fall back on, and thus proxying players should be aware that there is the very real possibility that their PCs will be on their own in the wilderness if they come in by their lonesome. Please feel free to contact me on what you’d like to get up to, and we can chat about it. I want to make proxies as enjoyable for everyone involved as possible, and I am both happy, willing, and able to work with players to make it the best experience that I can.
Visiting Characters/Plot Policy: See proxy rules. No cross-venue PCs, and no cross-venue plot if possible. If you are planning on visiting from farther out of town than Hamilton or London, please give us at least a week’s notice (if only so we can brag that we’re attracting out of towners), and a copy of your character sheet in PDF, including any appropriate approval numbers, so we can verify everything before you come.
Travel Risks: Low. Unless you’re bringing contraband through the airport, you’re probably going to be OK. Teleportation, portals, spirit or Twilight walking, and the like all function normally, though success may vary depending on destination.
Venue House Rules: None. With the completion of the 2006 Crash-plot, the former +2 Improvised Casting bonus is no longer in effect. Please refer to the latest iteration of the Addendum for Camarilla house rules.
|
|
|