Forsaken VSS
 

WEREWOLF: THE FORSAKEN NATIONAL VSS


1 - BASIC INFORMATION
Storyteller Information
Venue Storyteller
Name: Gregory Grondin
Title: ANST: Forsaken
Phone: (506) 657-4687
Email: forsaken.anst@gmail.com

2 - STYLES OF PLAY


Intrigue: 3 - Find your prey, evade the predators and always be wary of the horrors that may hide in shadow.

Action: 5 - The hunt is an integral part of the life of an Uratha. As such, they will likely be chasing down their prey frequently and almost as often being made prey themselves.

Mystery: 4 - Spirits are cryptic creatures whose alien thoughts and intensions are difficult to predict. Prey and predator alike can take a variety of guises to confound the Forsaken.

Drama: 5 - RP is highly encouraged, and the game should remain fairly emotionally charged as PCs deal with love, loss, battle, turmoil, inner conflict, spirituality, and doubt.

Darkness: 5 - The Forsaken live in a dark and dangerous world and they themselves are dark and dangerous creatures. Horror is abundant and tension is high. (don't forget, however, that darkness can feel so much more threatening when punctuated with the occasional light!)

Pace: 4 - National plots will progress at a decent pace, but many will take a
few months to resolve and there's a potential for some plots to span many months.

3 - DESCRIPTION OF THE VENUE



Theme/Mood: Horror, danger, violence and wonder.

Hunt and defend while also being hunted. The world that surrounds the characters is one full of spirits who can be at once dark yet wondrous but also alien and dangerous. The Forsaken must perform their duties in a frightening world that few humans would understand.

The world of the Forsaken is one at odds with itself. Nothing is at it seems, and much of the world holds a duel nature. The Uratha themselves are neither humans, nor spirits.

The Forsaken in Canada are surprisingly few and far between. With a small human population and a large expanse of wilderness, there is much territory to defend and much of it left unguarded. What events may take place in the vast wilds between the borders of pack territories? How many predators are able to rally themselves, hidden from the Forsaken's senses? How much of the nation has gone unchecked and what terrors have remained undiscovered?

There are many threats to consider in such a large country. Are there too few Forsaken to meet the task?

PART 4 - STORYTELLING MECHANICS


* Character restrictions: See latest addendum. Characters submitted for approval must be submitted with an appropriate background.

* Notes on approvals: It is recommended that players consider what an item/character would add to the game -- locally and nationally -- when submitting an approval. For approval levels of items, character types and play mechanics see the latest addendum

* Travel risks: Travel risks will be fairly minor, it should be noted that mortal means of transportation are likely watched, and travel through the shadow has many of its own ris...

* Challenges: Challenges are resolved as in the Werewolf The Forsaken book and the most current addendum.

* Venue rules: Rules follow the W:TF rulebook as well as any additions and clarifications made in the most recent addenda – global and national.

* Style: Spiritual interaction will play a major role in this venue. It will be the key to unlocking many of the city's secrets, and also play a big part in the duties that the Uratha hold.

* Antagonists: Hosts, spirits, Bale Hounds and The Pure will be the primary antagonists for the venue for the time being.

Summary:


Everything is new and strange, and nothing is quite what it appears to be. What horrors and secrets are left undiscovered?

Plan to attend CAiNE 2010 in Trois-Rivières in