Place/Time:
Powers Hall on the campus of Central Michigan University.
Directions from South:
From I-69:
Take I-69 north to M-27 north. Take the first Mount Pleasant exit which is a
left-hand exit. This will turn into Mission Road. Take it down three lights
to Preston and turn left. Take Preston down to the third stop sign (Washington)
and turn right. At the first stop sign, Powers Hall will be on your right and
parking will be just beyond it on the same side.
From I-75:
Take I-75 north to US-10 West (exit 162). Take US-10 to the Business 10 exit
from Midland, which is a left hand exit. Follow Business 10 through Midland
to M-20. Turn left where indicated for M-20 and follow M-20 into Mount Pleasant,
where it will become Pickard Road. At the fifth light in Mount Pleasant, turn
left. This is Mission. Take Mission down to Bellows (the fourth light) and turn
right. Take Bellows down to the third stop sign (Washington) and turn left.
Go down to the stop sign and Powers will be across the intersection on the left.
Turn left into the parking lot. The entrance to the hall faces this parking
lot.
Directions from North:
From M-27:
Take M-27 south to the Mount Pleasant exit which turns into Mission Road. Take
Mission down to Bellows (the fifth light) and turn right. Take Bellows down
to the third stop sign (Washington) and turn left. Go down to the stop sign
and Powers will be across the intersection on the left. Turn left into the parking
lot. The entrance to the hall faces this parking lot.
Directions from East:
Follow the same directions as from I-75. Get on US-10 west and follow directions
as above.
Directions from West:
From M-20: Take M-20 East into Mount Pleasant and turn right on Washington and
follow it to campus. At the second stop sign, Powers will be across the intersection
on your left.
There is a $1.00 site fee (players traveling from out of state will have this
fee waived).
Domain Name: Mt. Pleasant by Night
Domain Number: MI.015.D
Lead Venue Storyteller: Joshua Rebmann
Storyteller Contact: wodvst@gmail.com
Games hosted on the First and the Third Friday of the month. If the VST is not
able to make the Friday game or will be leaving early because of work, he will
make sure the ST staff knows in advance.
Part 3: Description of Venue
Description
Isabella County was formed in 1831 from parent counties, Saginaw and Midland.
The county is located close to the geographic center of the lower peninsula of
Michigan. While primarily rural in nature, Isabella County is also noted for its
oil and gas production and the manufacturing of machinery for industry, food service
and wood products. Mt. Pleasant is the county seat and also the home of Central
Michigan University and the Clarke Historical Library, the second largest genealogy
and historical library in the state. Central Michigan University was opened in
1893 as the Central Normal School and Business Institute. The school was operated
by the city of Mt. Pleasant until 1895 when it was taken over by the State of
Michigan and became Central Michigan Normal School. CMU became a four year institution
in 1918 and a university in 1959. The county also encompasses the Saginaw Chippewa
Indian Reservation, home of the Soaring Eagle Casino.
While Mt Pleasant has faced
many great challenges over the years, the city always seems to overcome; however,
the affect upon its community, is not the same. Competition has drawn many a young
mover and shaker to the growing resources of Mt Pleasant. Many residents seek
personal power and gain. Sadly, many of these mortals have no idea that it is
in fact that unknown forces have truly ruled and shaped not only this city, but
its community, ever since its inception.
Mount Pleasant, a city dedicated to Native American heritage and culture, agriculture, education, and the discovery and production
of oil.
During the time of the prohibition the families controlled New York, Chicago,
and Detroit. Northern Michigan and Canada was used as holdouts for Smuggling Alcohol,
guns, drugs and the like to the larger cities. This among other things brought
with it large quantities of money and criminal activities to Northern Michigan.
Mount Pleasant was a quickly growing city and perfectly suited for the families
interests. Vincent Fabiano seized the opportunity moving the first of the families
here and set himself up as Don of Central Michigan. For years the family prospered
and lived in Mount Pleasant.
Then in 1967 the Irish Mafia moved in to the area headed by William Connolly. For a few years the families fought over territory
and power, that seemed like it would destroy the family's interests. An agreement
was reached and peace between the Fabiano and the Connolly's lead to the formation
of the current crime syndicate. After a few more years Don Vincent Fabiano retired
leaving the control of the families to me, Anthony Fabiano. The families continued
to prosper under my leadership and my fathers tutelage. Yet things are not the
same now as they were in my fathers time. The power and strength of the families
has grown, yet this power brings with it deceit, betrayal, and a distancing from
the traditional ways of the family.
From 1985 till 1997 the ties within the families
weakened to the point where factions began to form. Fighting within the families
threatened to tear the syndicate apart. It is strange that the thing that saved
the syndicate was the same thing that threatened to destroy all that the families
had done.
This was the influx of the Russians in 1997, headed by Anton Lebedev.
They moved into the area slowly and took advantage of the infighting within the
syndicate. Over the next few years they had gained enough power to become a threat,
but luckily the families took note of their movements before it became too late.
America had its Cold War with Russia, and now the families had theirs. For two years the Russians fought with the syndicate, resulting in a stalemate of sorts.
Again an agreement was reached in 2000, and the Lebedev family joined the Syndicate.
Now the year is 2006 and the Syndicate is rebuilding the power that it has lost.
Tradition brings with it routine that keeps the peace.
The families meet over a meal while the heads of the families discuss business. This has kept the syndicate
together, yet the family lines have begun to bleed. While infighting is expected
and can be controlled, how do you combat the inbreeding? What was once used to
build peace now threatens to disrupt the family lines that maintain that peace.
Beyond our own internal problems there are many things going on in this city that
are beyond the family�s control. Gangs have begun infiltrating our territories,
as well as others who seem to have a vast control over the inner workings of this
city. Yet the families are growing and the Syndicate will become strong with this
new generation. Among them there must be one who will take over for me as I did
for my father. The years have been kind to me, yet now in the twilight of my life
it is time to find one who will lead the family into this new millennium.
Part 4: Storytelling Mechanics
Venue Geographical Boundaries:
Venue Geographical Boundaries: This venue covers all mortal activities in the
Mortal venue (including PC-types typically associated with the Mortal venue)
in the following places, based on the Geographical Boundaries as stated by the
U.S.G.S. (United States Geological Service). This Domain covers the following
counties in the state of Michigan: Gratiot, Isabella, Clare, and Midland.
Proxy rules:
Although proxy play is permitted by the Camarilla rules supplement, proxy characters
are discouraged within the first six months of this venue. This is due to the
nature of Mortal World of Darkness. In Mortal, mortal generally do not often
travel to far away to any place, without significant travel arrangements. Characters
are expected to find what they need in their own Domain, or arrange to create
what they need as per the rules of Mortal Venue. Mount Pleasant is vast and
full of resources, so there should be little reason for proxies in the first
six months.
All proxies to the Mt. Pleasant by Night Mortal venue must be received by the
Storyteller in writing or by email no less than 48 hours in advance, and must
contain all standard information, as detailed in the Camarilla World of Darkness
Addendum and the Camarilla Mortal Venue Addendum. Any character or items requiring
Regional or higher approval require prior approval from the Presiding Storyteller
of the game to participate. Players who have not received prior approval may
not be allowed to participate with those characters or they may participate
only without their High-level approval items.
If you know you are attending game and do not want to have your approval documentation
with you, please email the character and any approvals 48 hours before the game
to the VST at wodvst@gmail.com.
Players who proxy into "Family Values" must accept all terms of the VSS. Visiting
players must provide a copy of the character for the ST staff to hold on to
for the night. These sheets will not be kept by the storytelling staff and will
be returned upon the end of game. This is a mandatory rule. Visiting players
who do not have a extra copy of their sheet will be required to fill out a new
sheet with their information on it and hand it over to the ST. Outside plots
will not intrude upon this game unless they receive prior approval from the
Domains of both the city they come from and the Domain of Mount Pleasant.
Request of proxy play should include at a minimum:
- Character sheet and XP log
- PC's reasons and motivations to be here
- PC's personality and attitude
- PC's actions in possible situations
- PC's travel arrangements to and from the area
- PC's security measures
The Mount Pleasant storytelling staff reserves the right to pursue any character
from the Mount Pleasant game including visitors, who attempt to flee back to
their home Domain or a different Domain while other characters or forces are
in pursuit during a game night. These scenes will be limited solely to the pursuit
of the fleeing characters and will not involve any characters or influences
from that Domain. If the scene becomes embroiled in the other domain�s conflicts,
the scene will be frozen and all other characters involved frozen until the
DST of that Domain is contacted and both Domains agree on a course of action.
Canada:
Since we share a close accessible open border with Canada, any scenes that involve
crossing the border in pursuit will be frozen until the NST of Canada is contacted
and we get full permission to run the scene. This includes the character fleeing
and all those involved in the pursuit. If the character is not being actively
pursued or the players pursing will not continue the pursuit, the character
may flee to Canada without a freezing of the scene. That character however is
considered out of play until they cross back over the border.
Once a pursuing character decides to pursue that character into Canada the scene
will be frozen. No scenes will be run in Canada or from Canada unless the permission
is granted from their NST and characters involved may be turned over to the
ST Staff of Canada depending on their request. These characters will be handed
over without hesitation to their Staff and all ST’s involved will be notified.
Players from Mount Pleasant are discouraged from crossing the Border during
game. Players send their characters to Canada during game at their own risk.
Please note: This does not in any way include traveling to games in Canada or
vise versa. We encourage our members to attend the games in Canada and we welcome
our neighbors from Canada to attend our games. The rule above is only when characters
travel to Canada during a Mount Pleasant game.
Travel risks:
Travel in the surrounding areas is not without it's risks: In general, travel
is subject to the usual daytime or night time hazards of the World of Darkness.
All PC's traveling into and out of the area are assumed to have taken general
precautions to preserve their lives and avoid problems with the thing that lurk
in the shadows, exposure to the bizarre, etc. Keep in mind that mortal in the
World of Darkness do not travel on a whim and must take excessive precautions.
It is expected that you have made such arrangements, and will be able to answer
preparation questions fully if they are asked by the Storyteller staff of Mount
Pleasant. As this is a heavily policed area due to the presence of so many Police
Departments, including Government agencies, please be aware that the possibilities
of delay is highly probable, since so much precaution must be taken to enter
the Domain without being discovered. While other travel risks may arise due
to in-game circumstances, we will make attempts to publish any additional information
before the game on the appropriate lists. Characters normally travel through
the area in a wide variety of transports, including automobile, small plane/jet,
train, and bus as appropriate.
Experience award guidelines:
Experience award guidelines:
1. We follow the Experience Trait award guidelines in the Camarilla World of
Darkness Addendum section 8.1.
2. Each character who participates for at least 90 minutes receives an automatic
award of 2 Experience Traits. Characters that play for a period longer than
this shall receive 3 Experience Traits.
3. Players may earn up to a total of 3 Experience Traits per month by providing
downtime reports, game Summaries, and meeting with other players. (not over
cap of 10)
Players from Mount Pleasant who wish to obtain extra experience must fill out
a monthly Downtime Report (DTR) and send it to the Venue Storyteller and by
the last day of the month. DTR's should include player name, membership number,
character name. If a player wishes to get all 3 of the downtime XP points, it
must also contain not only what the player has been doing in local downtime,
but also a summary of character activity on a Regional and National/International
IC mailing lists, as well as IRC (Do not send logs). We play in a global game
and participation in the game outside of our Domain enhances the game for all
members of the club. It should be noted that the average downtime will receive
1xp while only the exceptional downtime (all of the above elements and a clear
element of a lot of hard work and thought behind it) will receive 4xp. Note
this award cannot exceed the player's monthly cap.
Check In:
All players must sign in, and have their characters checked by one of the ST’s
conducting sign in. If you are not willing to show a character sheet, you may
not play, that character. The Presiding Storyteller reserves the right to disallow
ANY character to participate if that character presents a direct contradiction
to the theme & mood of the game, or is otherwise incompatible with the game
and/or setting. Such determinations are made by the VST. When signing in players
must have a character sheet and exp log, signed by their home venue ST or the
ARST for Solitary Members. Proof of Member class, and Camarilla card or Photo
Id.
Players without proof of member class will be allowed to play either a new
MC 1 character, or have their appropriate Coordinator vouch for them, once.
After this a signed proof of member class will be required, or a print out from
membership verification from the Camarilla Web Page. This will hold true for
character sheets without the appropriate ST’s signature. A one-week grace period
will be provided. Exceptions will be made to this for players who are from areas
without a domain, and who do not have access to the next level of ST on an easy
basis. One of the ST signing in, with be able to check in the sheet and sign
it, at ST discretion. Any out of Chapter players, who wish to have in chapter
influence, must
purchase separate influences, and have them approved by the VST or AVST, or
grow them in standard cross-domain manners, with ADST/DST approval.
Special Notes:
Avatar characters (characters directly based on the player) are not allowed.
These types of characters violate the code of conduct and will not be allowed
in this venue.
All characters who consider this Domain their "home" (including
those who are not part of the Domain, but are still primarily based here) are
under the authority of the VST Mortals for purposes of IC rewards and penalties,
including but not limited to, the awarding and loss of status. This is regardless
of the home Chapter, Domain, or Region of the player. Characters proxied to
this game are also under this same restriction during their proxy time. Players
who play in this game must agree to this restriction.
Chronicle takes precedence over individual characters (If Timmy wants blow something
up just because that is his derangement, the answer will be NO). The presiding
storyteller over any given scene has wide latitude to make spot rulings and
judgment calls (like what constitutes dangerous territory/situations, for Summons)
and even alter in minor ways certain powers will work (see ST for more details).
This is not intended to allow extreme modifications of discipline or abilities,
and such minor rulings should be consistent. Players are encouraged not to argue
with a storyteller during the scene, but are welcome to appeal any decision.
Abuses or misuses of this clause will be dealt with as appropriate, this is
for the benefit of the story, not for abuse of the rules. As always everything
within is subject to storyteller's discretion, this is a game designed to be
fun and enjoyable and we will endeavor to make it so.
Player Advisory:
The mortal inhabits a dark and often downright evil world. From time to time,
the Storytellers in this venue will use adult themes, vivid descriptions, and
contentious social issues to bring the World of Darkness to life. For those
familiar with the White Wolf tabletop material, some plot elements or themes
could be considered "Black Dog" material. Such themes and issues may
include racism, sexism, foul/dirty language, bigotry, prejudice, sexual assault,
and extreme violence. If, at any time, a player feels uncomfortable with a scene,
the player should immediately inform the Storyteller. The Storyteller will either
tone down scene so that the player is once again comfortable participating in
it, or will excuse the player from the scene without penalty in or out of character,
adjusting continuity as necessary. The goal of our games is to have a good time,
bringing the World of Darkness to life as much as possible, but keeping the
sensibilities and comfort of all players in mind, so that all can participate.
Meta-gaming, including threatening player/characters before entering play,
will not be tolerated. Any questions of meta-gaming shall go through the Lead
ST present and the matter will be investigated and/or acted upon. Accusations
of meta-gaming or continued reference to such after the storyteller has been
spoken to shall be referenced to the coordinator staff to take action upon as
if the accuser was a problem player. The ST staff will aggressively pursue meta-gamers.

The World of Darkness is a world of horror and corruption. There are shadowed beings making backroom treaties to spread their corruption and control of this area. While the other venues consist of dark heroes who protect this world in their own twisted way, this game is different. The Mortal game itself is a game of the underdog fighting against the corruption of man, and that which goes bump in the night. In this venue you are still the underdog, as a mortal you possess no supernatural powers, since you are "only human". Yet this time you do not fight against the corruption of man nor do you fight that which lives in darkness and comes from myth and legend. Family Values is a game that delves into the horrors and corruption that come from humanity itself. This is a socio-political game that explores the corrupt and dark denizens of humanity. While in other games you portray the hero fighting against that which brings corruption. In this venue you are a part of an organized crime syndicate, not to fight for humanity but in order to control it.
Beholden to tradition, threatened by ethics and forced by their nature to remain outside the society that sustains him, the modern mobster is every bit as compelling a character as the most monstrous creature of the night. (OWOD Mafia).
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