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Mage: The Awakening VENUE STYLE SHEET

The streams of Fate and Time whirl like a vortex, drawing the Pentacle Mages ever deeper into hidden intrigues. Certain prophetic mages foretell of a fateful Temporal event that may bring great change to their region. Shadow minions array themselves on the chessboard that is the South East United States. Will the Pentacle mages foil the master plan of the Prime Mover?

At SERE 2007, you will help decide the fate of the SE.

Lead ST Contact: James Fredrickson US2002022671

Lead ST Email: jcfred65@verizon.net

Session: May 12, 2007 1pm to 6pm

Action – 5
Darkness – 3
Drama – 4
Intrigue – 3
Mystery – 4

2. Setting


The game will center around the Highpoint Plantation, which was located northwest of Atlanta, GA.

3. Theme & Mood


The theme of the game will focus on discovery, which is premised on the mood of fear and uncertainty. The mages sense forces working against them from the darkness.

4. Player Information


Jurisdiction: This VSS is applicable to all sanctioned Awakening games, either ST moderated or in soft role-play, during SERE 2007, held in Atlanta, Georgia from May 10 – 12, 2007.

Universal VSS: All information in the Universal VSS is assumed to be included this Venue Style Sheet as well. Please refer to the Universal VSS.

Proxies: Proxies will not be allowed for any of the Awakening games during SERE 2007.

Custom Mechanics & Top Approvals: Any item that either requires Master or Top approval, that creates custom mechanics (such as custom rotes or custom legacies), must be reported to the Lead Storyteller via email before the end of Sunday May 5, 2007. Failure to notify the Lead ST of any item may result in the player being denied use of the item during the game.

Gadgetry: James Bond-esque devices and item cards will generally note be allowed. If the effect is a material one intended to duplicate existing abilities in game, generally these will not be allowed.

Mass Destruction Effects: Those effects which are designed to destroy the IC Site, cause mass-flight of the characters, or that will tie up large areas of game play space with a combat will not be allowed without Venue Lead approval.

Travel Information: Travel to the gathering is relatively simple thanks to access to the area by plane, train, or car. Your arrival at the convention out-of-character signifies your safe arrival in character.

On-Site vs. Off-Site: Players who are on the physical location of the game site yet "off-site" in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. Those events that have been designated as off-site will be clearly marked on the schedule and the Storytellers. In some cases participating in these events may limit your ability to participate in the regular venue.

Activation of Pre-Game Spells: Each player may activate a maximum number of spells prior to the start of game equal to the character's unmodified Stamina rating. Players may distribute any number of successes among those spells provided the total number of successes allocated among all spells does not exceed the character's Gnosis multiplied by the character's unmodified Resolve Attribute. Successes must still be allocated as usual to increase potency, duration, number of targets, or any other spell factor as per the rules. All spells are subject to the success cap rule as outlined in the Camarilla Addendum. All costs must be paid as normal for each spell. All spells must be documented on an item card or on the character sheet, and the Lead Storyteller mist approve all spell activations prior to the character entering play. Paradox will be resolved for each spell as needed.

Mana, Willpower & Tass: All characters are assumed to enter play with full Mana and Willpower except for any expenditures of Mana and/or Willpower used for purposes of pre-game spell castings. No character may enter play with more than half his Mana pool in Tass. All Tass must be recorded on an item card or your character sheet, with either being signed by your storyteller.

Challenges: All challenges will follow the rules as clarified by the latest Camarilla rule supplements. Players are free to throw challenges with each other without the Lead Storyteller, except for in the case of combats and/or in any situation that will result in the death of a character. The Lead Storyteller, or a designated narrator, must be present and give permission before any combat and/or character death occurs.

Narrator and Lead ST Empowerment in Mass Combat Scenes: Mass combat, because of its easy opportunity to escalate into sessions of challenges that tie up characters for long periods of time, will be carefully monitored. The Lead Storyteller may pull a large (six or more persons) combat out of the main gaming area and into one of any number of side rooms. The Lead Storyteller on-scene or designated narrator is empowered to determine when and how other characters are allowed to enter such combats. If any players argue or otherwise disrupt the flow of combat rounds with idle discussion, the Lead ST or narrator has the power to declare the player's character knocked out of the combat, and the Lead Storyteller has the option to declare that the player's character has been killed during the combat, without reference to tests, challenges or other game mechanics.