Welcome to Moral Victory

This is the welcome page for the "Moral Victory" LARP (Live-Action Roleplaying) game, based on the World of Darkness setting created by White Wolf Games Studio.

WARNING: THIS WEBSITE WAS STARTED VERY RECENTLY, IS CURRENTLY UNDER CONSTRUCTION AND IS NOWHERE NEAR BEING FINISHED.

I apologize for the poor editing and other imperfections. I'm "performing a process of continuing improvement" on it (a fancy name for "editing it"). Please take a look at our current projects and let me know what you think should be the top priority.

Players new and old: take a look at our characters and add a page for your own! You can simply post your character's information (for roleplaying and storytelling, rather than merely stats) using our character template or the detailed character template

If you would like to learn more about the game, try the VSS and Setting page or find out where you want to be amongst our IRC Channels.

Work in Progress: Renown, Quotes, Rumors, Spirit Rumors, Characters.



1. OOC information


1.1 Introduction/Explanation:

"Pulp Scripture" is a LARP (Live-Action Roleplaying Game) chronicle based on the (old) World of Darkness setting and rules from White Wolf Games Studio. The chronicle has been played (with some temporary pauses) since 2002. "Moral Victory" is the part of the game which is oriented primarily towards the garou (werewolf) setting.


1.2 How to Play:

We currently play on IRC (on Sorcery.net) rather than face-to-face. Our channels are +PulpScriptureOOC (for OOC conversation) and +PulpScripture (for the primary IC scene). Of course we also create other channels for any additional scenes that occur. We have scheduled sessions (with a Storyteller available) on Tuesdays, Thursdays, Saturdays and Sundays from 8pm to 7am GMT (3pm to 2am Eastern Time) but players are welcome to play scenes on their own at any time.


1.3 Style of Play:

We try to emphasize roleplaying and storytelling rather than combat. Here is a Camarilla-style description of Moral Victory's styles of play:


KEY:
Rating Description
1 Never present/No content of this type
2 Sometimes present/Minimal (usually player-introduced)
3 Often present/Occasional
4 Usually present/Consistent (available every game)
5 Always present/Focus of the Game

2 Action (Combat and Challenges)
5 Character Development (Personal dilemmas and choices)
2 Darkness (PC death or corruption)
3 Drama (Ceremony and grand story)
3 Intrigue (Politics and negotiation)
3 Manners (Social etiquette and peer pressure)
4 Mystery (Enigmas and investigation)
2 Pace (How fast do stories emerge, develop, and resolve?)


1.4 Rules and Such:

Our game generally uses the mechanics of Werewolf: The Apocalypse rather than Laws of the Wyld. See "House Rules" below for more details. We have four ST's: one each for garou, vampire, and changeling, plus an overall ST.

It is very simple to convert LARP characters to our system: all you need to do is figure out how many traits in each category (Physical/Social/Mental) are in each of the attributes in that category. For example, if you have 12 Physical traits, divide them into Strength, Dexterity, and Stamina with a total of 12.


2.0 CHARACTER CREATION


2.1 CHARACTERS ALLOWED

Players who are new to playing Werewolf: The Apocalypse should create characters who are Homid and either Kinfolk or Rank 0 (Cub). Players who are experienced with the game may create characters who are Metis and/or Rank 1 (Cliath).
Lupus characters may not be played without specific permission of the garou ST and at least one other ST.
Supernatural characters (other than garou) may be played with the permission of the appropriate venue ST and the garou ST.


2.2 CONCEPT

Players should create characters that will generally fall into one of the following classifications:

1. Kinfolk or other mortals (including "semi-Awakened" types such as Kinain, Ghouls, or Fomori).

2. Characters that have just gone through their First Change or will go through it in game, probably unaware of the supernatural world. If they are from this area, they probably belong to one of the Tribes appropriate for South Florida. The primary Tribes in the area are the Bone Gnawers, Children of Gaia, Glass Walkers, and Uktena. (The only other Tribe with more than one known Garou or Kinfolk in the area are the Fianna.)

3. Characters that have come in from outside of the area for their own purposes, such as claiming unclaimed territory, challenging for leadership, or investigating the rumors about South Florida. Characters from outside may be from any of the Twelve Tribes.

4. Characters of other "venues" such as fae, leeches, or namebreakers. Please contact the appropriate Storyteller if you would like to play one of these. If you want to creat a non-garou character that can easily interact with garou, we suggest a Fianna (fae or kinain), a Gangrel (or possibly a fae-friendly Malkavian), or a Dreamspeaker (preferably kinfolk).


2.3 CHARACTER POINTS

Characters should be created as beginning characters per the core rulebook: Kinfolk and pre-Change cubs are 6/4/3 11/7/4, cubs and Cliath are 7/5/3 13/9/5, and each character receives 5 points of Backgrounds as well as Willpower, Gnosis, and Rage according to their Tribe, Breed, and Auspice. Characters who have had a First Change are eligible to receive a Breed gift and an Auspice gift; characters who have had their Rite of Passage are also eligible to receive a Tribe gift.

Characters also receive extra "free" character points depending on Auspice (8 for Ahroun, 9 for Galliard, 10 for Philodox, 11 for Theurge, 12 for Ragabash, 15 for Kinfolk) in addition to the standard amount (15 for Garou, 21 for Kinfolk) listed in the rulebook.

Alternate character creation method: This is the "point pool" method: a character receives a total of 148 character points (a/k/a "freebie" points) to build all their traits from scratch (plus one free dot in each Attribute). Characters who have undergone their First Change receive 14 additional points plus up to 3 gifts as described above. Characters built using this point pool must spend points to purchase their Willpower, Gnosis, and Rage, and must purchase at least the amounts specified for their Tribe, Breed, and Auspice.


2.4 THE CURSE

Because the Moral Victory chronicle usually involves a relatively high amount of interaction with normal human society, we highly recommend NOT buying any additional Rage. (There are only three characters in the entire chronicle who have purchased additional Rage: Nadja "Strikes-in-Darkness" Korsakov, Sybil "Walks-Alone" Angelis, Melanie Kellis, and the NPC Howls-at-Luna. Sybil purchased two extra, the others each purchased one.)


2.5 GIFTS

Characters are allowed to have gifts with a total level up to twice their total permanent Renown. That is, a character with 10 Renown could have up to 20 levels of gifts; for example, ten Rank 1 gifts and five Rank 2 gifts. (Characters brought in from other games with gifts over this limit are not affected, except that the local spirits will be reluctant to teach them any additional gifts.)

The local spirits are willing to teach Sense Wyrm, Truth of Gaia, Scent of the True Form, and Mother's Touch to all garou regardless of tribe, breed, auspice, or rank, and these do not count against the renown limit of gifts.


3.0 SETTING


"This is the strangest couple of septs I've ever seen!" -Nadja, Shadow Lord Ragabash

Moral Victory (and the rest of Pulp Scripture) is set in South Florida.

The unofficial "Protectorate of South Florida" encompasses Miami-Dade, Broward, Palm Beach, and Monroe Counties: the area south of Jupiter Inlet, stretching west to the middle of the Seminoles' "River of Grass" (the Everglades).] There are two known Caerns: the Sept of the River of Grass (Level 3 Uktena Caern of Enigmas) in the Everglades, and the Sept of Rolling Green (Level 3 Tortoise Caern) at Rolling Greens Country Club in Palm Beach. There are several other areas which ought to be Caerns but are not possessed by the Garou — yet. These include the Miami Circle, the Coral Castle, and the Crystal Cathedral (Coral Ridge Presbyterian Church). However, there are barely enough Garou to hold and maintain the two current Caerns, much less try to do anything with the other ones.


The River of Grass Caern

The River of Grass Caern is located close to the Seminole reservation and the majority of both Garou and Kinfolk are Seminole Uktena, and the Caern totem is Uktena. However, the Alpha and Beta of the Sept are Children of Gaia who "hold the Caern as a sacred trust" on behalf of the Uktena. In return, the Bane Tenders are more than happy to let the "crazy white women" do all the hard work of official Garou business, including teaching the cubs and dealing with other Septs, while they perform their rituals to make sure What Lies Beneath remains dormant, and also conduct less-wholesome activities such as trying to steal secrets from the Tremere, and binding Banes into fetishes and/or steal their Gnosis. (The Children of Gaia convinced them it's wrong to bind a spirit against its will, but the Uktena figure that doesn't apply to Banes.)


The Caern of Rolling Green

The Caern of Rolling Green is composed of Glass Walkers and Bone Gnawers; obviously the Glass Walkers and their Kinfolk are the members of the country club, while the Bone Gnawers and their Kin are merely the employees — caddies, waiters, groundskeepers, etc. The Caern used to be controlled by Silver Fangs until the Glass Walkers challenged them for leadership and defeated them in a golf tournament. The Alpha and Beta are Retires-in-Style and his wife Smashes-the-Glass-Ceiling, who were both up-and-coming young Garou before they had a Metis (the PC Surfs-the-Web). They have been exiled to the backwater of South Florida where Retires-in-Style spends most of his time drinking. In reality almost all the work and decision-making at the Caern is done by the Bone Gnawers, while Retires is happy to be just a figurehead.


The only other Tribe to have a significant presence in South Florida besides the Uktena, Children of Gaia, Bone Gnawers, and Glass Walkers are the Fianna, who tend to hang out at McGuire's Pub, which is also frequented by Fae. There is also a clutch of Mokole in the Everglades, but that's a secret held by the Uktena Elders.

The primary concern of the two Septs is maintaining the integrity of the two Caerns, including performing the necessary rituals; this is difficult because there are only about twenty-two full-blooded Garou in the entire protectorate. The second issue is their treaty with the local leeches in the north part of the Protectorate (i.e. the Camarilla), and their alliance against their joint enemies (the BSD and Sabbat) in Miami-Dade. The only other significant political issue is the PB 5 Silver Fang "princess" whom the Children of Gaia have been raising since she was rescued from the BSD Hive almost four years ago. Besides fighting the Sabbat and Fomori, the Garou also help support homeless shelters for Bone Gnawer kinfolk and others.


TREATIES

One of the most important plot elements in Pulp Scripture / Moral Victory is the treaties between the Garou, Kindred, and Fae. There are many elements, including player-characters, working for and against the treaties. Here is a basic summary of the treaties:

1. Both sides agree not to attack each other. This means both organized war, and also no individual member will attack a member of the other group.

2. They agree not to kill humans except in self-defense.

3. South Florida is divided into different areas. Some are vampire territory, some are werewolf territory, some are fae territory, most is neutral.

4. Both sides agree to "work together against their common enemies" and "work together on projects of mutual benefit, and not engage in any projects which would harm the other."

5. The leaders of each side agree to meet in person at least once a year, and to communicate at least once a month, plus if there is a breach of the treaties they agree communicate with each other before resorting to violence.


OTHER LOCATIONS

"Miami's Little Chinatown" at 163rd Street


SPIRITS

[SPIRITS OF THE PROTECTORATE OF SOUTH FLORIDA:

Chimera's Brood:

Aralin (spirits of Wisdom, resemble angelic maidens)
Belstui (Rage 1, Gnosis 8, Willpower 3, Essence 12, Power 25; resemble the stereotype of a wizard, i.e. old man with white beard and a staff, but only 3' tall; Spits-the-Truth calls them "underpants gnomes")
Dream Ravens

City Spirits:

Ambulance Chaser
Bloody Mary
Cellular Sparrow
Legal-spirit
Packrat
Recycling Spirit
Snare Spirit
Urban Will-O-Wisp
Wireless Rat

Cockroach's Brood:

Clashing Boom-Boom
Cockroach Jaggling
Easy Credit
Gremlin
Guardians of the GatesKilakac'n
O'Mighty Dollar
Scab Birds

Enigmatic Spirits:

Chimerling
Curiosus
Deer of Cernunnos
Engling
Sekrana, The
Shiafleenax

Epiphlings

Gafflings

Grandfather Thunder's Brood:

Pain Spirits
Rogue Ravens
Stormcrows

Guardian Spirits

Jagglings
Minion
Naturae
Other

Owl's Brood:

Owl
Sphinx

Paradox

Pegasus' Brood:

Panther (Florida Black)

Preceptor:

The Trickster

Rat's Brood:

American Dream
Crow
Great Trash Heap
Raccoon (Player's Guide)
Rat Gaffling

Stag's Brood:

American Dream
Raccoon

Uktena's Brood

Frog
Uktena Gaffling

Unicorn's Brood

Weaver Spirits
Wyrm Spirits (Banes)


PLOT LINES

Moral Victory is even more about mysteries, secrets, puzzles and enigmas than Pulp Scripture is. Examples include:
1. Bone Gnawers versus Glass Walkers for control of the city caern.
2. Uktena versus Children of Gaia versus Shadow Lords for control of the Everglades caern.
3. What is the totem of the city caern?
4. Why is there a Silent Strider spirit in the middle of the gambling casino run by the Uktena kinfolk?
5. Why did the spirit tell the Uktena theurge cub to "Find the Silent Strider kinfolk who is not a kinfolk, the Stargazer theurge who not a Stargazer, and the pipe which is not a pipe"?
6. What have the BSD been up to since their local Hive got destroyed five years ago?
7. Why are two Level 3 caerns guarded by only a handful of Garou each?


MYSTERIES

1. Who — or rather what — is Jeff Johnson?
2. How did the Sabbat get a tunnel straight into the Elysium?
3. Is Mr Grey serious about commanding an army of werewolves?
4. Why is everybody in South Florida acting so crazy?
This includes "Why are there so many Malkavians here — possibly more than everyone else put together?" "What are you talking about, getting along with werewolves? Everyone knows werewolves kill vampires on sight!" "Why does the Ventrue prince act so freaking weird? Has he been infected by the Malkavians or something?"

There are also other, non-mystery plotlines including the Midnight Circus and the Right Hand of Death, and …

  • RIDDLE ME THIS, OR SOMETHING SPHINX SOMETHING AWFUL
  • RITE OF PASSAGE, AND PASSAGE, AND PASSAGE…
  • THE FRIEND OF THE ENEMY OF MY ENEMY
  • STREET FIGHTIN' MAN
  • BILLY JOE BARRABBAS AND THE BLUE-COLLAR MAGERY TOUR
  • HELL HATH NO FURY
  • RAGE ACROSS THE HEAVENS OF SOUTH FLORIDA
  • CARN/EVIL
  • BETWEEN A ROCK AND A HARD ROCK PLACE
  • O'TOLLEY'S
  • SUNSET HOMES

External LInks

Moscow’s Stray Dogs
By Susanne Sternthal
Financial Times January 16 2010 00:04

Shifter Info

http://www.bamkapow.com/twilight-invented-werewolves-4132-p.html

http://home.earthlink.net/~esasmor/blacklight/home.htm

http://members.shaw.ca/chaos42/faq_page1.htm

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