Sunday, September 25, 2016

Who is Starting a Domain in Orem?


Hello all prospective gamers. My name is Brent and I want to be your Storyteller for the new vampire live action roleplaying game in Orem, Utah. What are my qualifications? Well, I'm glad you asked.
I started storytelling Vampire: The Masquerade way back in 1994 with a group of friends. That game was finally put to rest five years later. However, in 1996, I was invited to a live action vampire game in Sacramento, California by one of my good friends. Mitch was his name.
I enjoyed that first night immensely and when a game started in the city I was living in, Modesto, California, I had to go. That was exciting as well and I played, as well as served as assistant storyteller, until 2004, when I moved to Utah. Unfortunately moving and setting up a new residence is quite taxing and live action gaming was put on the back burner. Also, Vampire: Requiem was released and I did not have much interest in playing a new setting after ten years. I fell back to storytelling and game mastering other games, like Hunter: The Reckoning.
Recently it came to my attention that a new Vampire: The Masquerade rulebook was released and it seemed to have fixed a lot of the problems with the previous edition. So, another good friend of mine, Beau is his name, and I went to a few games in the Washington DC area and the excitement was back, or perhaps it never left. I want to bring that excitement to the Salt Lake City and Provo areas.

 If you have any questions or want to join us, please e-mail me at slmesstoryteller@gmail.com, or comment below. I will happily answer any questions. Thank you.

Friday, September 23, 2016

Vampires: An Overview



Vampires, known to one another as Kindred or Cainites, possess many of the characteristics that they are given in folklore and popular culture. They are ageless undead, vulnerable to sunlight, and are possessed of a ceaseless thirst for blood. Not all vampire folklore holds true, however: the Kindred are unaffected by garlic, silver, or running water, and are only repulsed by crosses and other holy symbols if they are wielded by a person possessing great faith.
The Kindred are driven by a ceaseless, predatory hunger, called the Beast. The beast can pull them into a state of feral blood lust called frenzy. The only thing preventing the Beast from completely subsuming the vampire's personality into its own animal desires is the vampire's tenuous grasp on their Humanity. However, Humanity is anathema to what is needed for a vampire to endure: any act of violence, from wanton murder to the act of feeding on a mortal, strengthens the Beast. Every vampire must thus walk a tightrope between starving the Beast by denying themselves the blood of the living, and thus making themselves susceptible to the Beast's frenzies, or indulging the Beast and further losing their already fragile hold on humanity.
Kindred possess the capacity to use the blood they have consumed to regenerate from wounds that would be fatal to a mortal, as well as to boost their own physical capabilities, but the most potent abilities of the Kindred are their Disciplines: mystical abilities that amplify their own undead powers, or work magical effects unique to each Discipline. Each vampire's capacity for certain Disciplines is inherited from the vampire that created them, their sire, who inherited it from their sire, and so on. These lineages of blood, the clans, represent one of the most fundamental divisions of Kindred society. Each clan has a weakness of its own however; for example, the Nosferatu are all cursed with a monstrous appearance, and the Gangrel have physical animalistic traits.
For centuries, the nocturnal society of the Kindred have been divided into several sects. The Camarilla, seeks to conceal itself within the shadow of mortal society, and enforces the Masquerade to maintain the fiction that vampires are only creatures of myth. The Sabbat embraces their state as monsters, and indulges its members' baser instincts and their desire to rule over mortals in cities where they hold sway. The Anarchs attempt to maintain independence not only from these two sects, but also from the oldest vampires: the elders.


Please contact SLMESStoryteller@gmail.com to express interest in playing.

Thursday, September 22, 2016

The Traditions

THE TRADITIONS 

 


First: The Masquerade Thou shalt not reveal they true nature to those not of the Blood. Doing so shall renounce thy claims of Blood. 

Second: Domain Thy domain is thine own concern. All others owe thee respect while in it. None may challenge they word while in thy domain. 

Third: Progeny Thou shalt only sire another with the permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shall be slain. 

Fourth: Accounting Those thou create are thine own children. Until thy progeny shall be released, thou shall command them in all things. Their sins are thine to endure. 

Fifth: Hospitality Honor one another's domain. When thou comest to a foreign city, thou shalt present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing. 

 Sixth: Destruction Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.

Friday, September 16, 2016

Vampire: The Masquerade


VAMPIRE: THE
 MASQUERADE
LIVE ACTION ROLEPLAYING GAME



Come and enjoy nights of collaborative storytelling and fun as you step into the role of an immortal vampire.

Can you survive and thrive in a complex society hidden from mortal eyes?

Must be 18 or older.

Camarilla/Anarch Setting



COMING January 2017 to Orem, UT!

Presented by:
https://www.mindseyesociety.org/http://www.dragonskeep.com/


Please contact SLMESStoryteller@gmail.com with any questions or to express interest in playing.