Venue Style Sheet

Venue: Changeling – The Lost
Approval Number: USA-SE-LC-0709-78682

Contact:
Venue Storyteller: William Klutz, fl035.vst.lost@gmail.com
Coordinator Contact: Lana Q., minxlette@gmail.com

Email Lists:
Cam List: None
Yahoo Groups: Orlandochangeling@yahoogroups.com

Place/Time:
Place - Kristy Griffin's house, 3426 Grant Blvd., Orlando, FL 32804
Time - 1st and 4th Saturday *Day* (1pm til 5pm)

Theme and History:
The last known changelings existed in Orlando around 1950; however since then there have been little to no changelings in the Orlando area. The reason for this is shrouded in mystery, but centers around an enigmatic figure, rumored to be a True Fae, known as the Cowboy. Leaving prophetic messages of doom and woe, the Orlando area has been left, according to the Cowboy’s wishes, empty and derelict.

But, as they say, times and convergences have power, and at the stroke of midnight on January 1st, 2000, the trods inside Orlando burst to life with the vibrancy of Glamour again; flooding out into the city and attracting the attention of changelings from all across Florida. As a result, old places of power where the Courts gathered prior to 1950 have re-awoken, calling out through their seasonal ties to the courtiers of their lands. As the power surged, the walls between the hedge and the real weakened, allowing for both humans and animals to accidentally cross over into the hedge… and for other beings to find their way here. Did these come back to life? Did someone clear out the over-growth? Did someone just decide that it was a good time to party? These and other questions plague the Lost as they venture forth into the Orlando area.

Proxy rules:
Proxy rules for this Venue can be found in the rules for the Camarilla organization. ‘Soft’ proxies are perfectly okay, the ST expect to be notified a minimum of 7 days in advance. We do not allow ‘hard’ proxies without good reason and the Proxy Sheet provided at the end of this document must be implemented.

Setting Location:
Orlando and the surrounding areas

The Plots:
The VST indicates that there will be a moderate amount of ST driven plot, and a full support of any and all PC driven plotlines. As appropriate, plot will be placed secondary to ritual, dramatics, etc, of a game-wide nature (ex. IC Hosted Tournaments, IC Court Gatherings, etc.)

Antagonists:
Any and all venue specific antagonists, although not all will be ‘combat antagonists.’

PC Concepts:
Loyalist and privateer style characters are not appropriate to this venue, unless deeply secretive or under deep cover, with VST discretion as to playability and game balance of the concept.

Entering the Game:
The VST will not allow any changeling characters in Orlando prior to 2000. Any out of town visitors need to have their appropriate magical items signed by their low approval storyteller. The VST has final determination regarding game balance of entering items, powers, approvals, etc.

ST Notes:
The ST staff would like to make several clarifications.

Situational modifiers may be assessed as needed.

STs are not open to debate with regard to rules calls. However if the rulebook is on hand and the rule may be referenced within a very brief period of time (under 5 minutes), STs will review the rules and make a call based upon this review. Once the ST has made it clear that a decision is final, discussion on the matter will end until the scene is finished and an appropriate time for it to continue is found.

Turned in sheets:
Anything that is turned in to the ST staff for consideration or filing must have Name, Cam Number, Date, and Character Name clearly and legibly presented. Failure to abide by this guideline will result in the paper, card, character sheet, or email being disregarded (however it will be retain for filing purposes).

XP awards will be given, to a maximum of 5, as follows:
Base: 2
Costuming: 1
On Time: 1
Travel: 1
ST Award: 1 (awarded once per ten players at the game)

Genre:
Intrigue (politics and negotiation): 3
Action (combat and challenges): 2 (Combat), 3 (Adventure)
Mystery (enigmas and investigation): 5
Drama (ceremony and characterization): 4
Darkness (probability of player character death or corruption): 4 (Corruption), 2 (Death)

Specific Venue Rules:

Starting Glamour:
-Character will first determine Modifiers as follows: (+1 per clarity above 7/-1 per clarity below 6) (-1 per Wyrd above 6)
Character will then make a simple draw; Results of draw +/- modifiers will be the starting Glamour.
Character may then make Harvest draw. See book, page 89-91 of C:tL, for rules on harvesting Glamour, noting that a Harvest merit may apply as a bonus to said draws. For each draw, 10 minutes must be spent out of play.
Special Note for characters of a Wyrd of 6 or above:
If the starting Glamour draw has an end result of less than half the character's Wyrd, the character has suffered Glamour withdrawl in the past weeks. (See pg. 86 for Addiction) Unless the character succeeds in gaining (1/2 their Wyrd) Glamour through Harvest draws, this results in the character entering play with a number of lethal damage determined as follows; (Wyrd -Draw) +1 Lethal. This damage may not be healed until a the character gains the necessary Glamour.

A specific ST staff member will be onhand to handle all questions.

Notes and Alterations:
General DTR guidelines:
SOP (Standard Operating Procedure) on File: 2 exp
These are available both at the Changeling Yahoo Group and in person from the VST.
Short Description of Characters Actions: 1 exp
Example: Clarence the Ogre will physically intimidate his Street Contacts around until they give him the 411 on this new ‘Strange Dealer’ going around. Then Clarence will follow up the leads.
Detailed Description of Characters Actions: +1
These hold far more information. Examples will be available at the Changeling Yahoo Group and in person with the VST.
Actions narrated in character (ie journal, diary form, etc): +1

Note if there is no SOP on file DTRs must be received by the 5th of the month to receive the SOP +1.

-- NO DOWNTIME KILLS --
You may arrange for “DT Hits” however this will become a scene and will be run by the VST or DST when the earliest time is possible. You may also request a “proxy hit” in the case of players not showing up to game for extended periods of time, in this case the entire scene will be handled by the VST or DST, as soon as time allows. If the player of the attacked PC stops coming to game, the scene will be run with the last character sheet on file for the character.

SOP: Standard Operating Procedure. Any Down Time ‘changes” to an SOP will regarded as temporary if not otherwise noted.

-- Down Time Actions and a Matter of Resolve --
Every character has 2 Primary down time actions available them per month. They may take as many Secondary actions as they have Resolve dots. All Secondary actions may be traded for a third Primary action or a Primary may be traded for a doubling of the number of Secondary actions.

A Primary action is defined as any action that requires a great deal of time. Managing a business merger, trying to gain your old life/start up a new one, studying or finding new contracts, trying to make tokens, make things with Artifice, basically anything that would take dedication and time of two weeks or more.

A Secondary action is anything that is not as time consuming. Maintaining a merit, hunting a foe, patrolling the outskirts of The Hedge, crafting a simple work of art, anything that could conceivably take less time than two weeks but is also very important.

Allies and Retainers get 1 Primary action per month or Secondary actions equal to their rating in dots.

Allies and Retainers may be lesser supernatural templates. Allies and Status groups may generally only take actions to affect or that involve the “city” or that group. Allies or Status groups used to assault other Supernatural creatures will require the highest dot be burned whether the assault is successful or not.

Contract Clarifications:

Elements: For sake of adherance to the genre, and due to the plethora of possible Elements to select from, the ST staff requires cooperation from players in the following way. Before purchasing elements, other than those listed below, consult the ST staff to assess the appropriateness of the Element to the Contract, and to determine guidelines of how effective the power would be. This will help clarify the power-level for all parties.

-Earth, Air/Wind, Storms, Fire, Electricity, Water/Ice, (Any variety of Plants), (Any specific Metal, other than Iron), Wood

For the purposes of the Catch of Armor of Elements Fury, the following should be a guideline for what constitutes a 'vigorous' example":
-Air/Wind; an industrial fan's breeze, a strong breeze from a storm.
-Fire; a torch or small bon-fire.
-Electricity; a live wire or electrical outlet

Note that this clause does not prevent injury from actual contact, should the element be dangerous enough to cause damage by touch.

-Only one version of a given Clause of the Contract of Elements may apply at any time. Multiple versions of the Armor of Elements Fury clause will not stack, nor will more than one affect be had per turn.

-The fifth clause of Contract of Elements supersedes the power of the second clause. One may not gain the benefit of the Armor while in elemental form.