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Dragonfire

Intrigue (politics and negotiation): 3
Action (combat and challenges): 3
Mystery (enigmas and investigation): 4
Drama (ceremony and characterization): 4
Darkness (probability of player character death or corruption): 2

THEME/MOOD:
A meeting on the high seas.  The RMS Olympic rises again, the resurrected skeleton of a great ship, captained by the Bound and crewed by the dead.  The world’s one and only true ghost ship.
But there is a mystery: Why now?  And why all the invitations?  A ghost ship, anchored over the wreck of the RMS Titanic, inviting all Bound to come and enjoy its luxury.
The theme of the game is “The Danse Macabre”.  The Olympic is crewed entirely by ghosts, its few living crewmembers going unseen.  All the luxuries of the old cruise ships have been provided, from opulent fist class cabins to the finest foods and wines.  But there is something…off…about the whole experience.  Perhaps it is that the rooms are furnished with artifacts from wrecked ships the world over.  Perhaps it is that strange, slightly salty stale taste to the food; a taste hidden, or at times highlighted, skillfully by master chefs, but every bite reminding you of the watery grave of Davey Jones’ locker that passes below. 
At the same time, the mood is celebrant.  The Captains of the Olympic exalt in the decadence of their ship, and of the grave-good furnishings they’ve placed within it.  Its design, its course, and its destination are deliberate, and the air of death and the dread of the deep are played up to maximum effect.  This is something to celebrate, something to exalt in.  A Flesh Fair on the high seas!  Dance away your cares, take pleasure where you will.  Take what you can, and give nothing back.

VENUE RULES
The only sanctioned venue book for CAiNE Geist 2010 is Geist: The Sin-Eaters.  PCs with rules from any books other than the Geist corebook must bring printed, or in some other way recorded, copies of the rules for traits they possess not from that book.  Failure to do so may result in STs ruling that a given trait fails to activate, or cannot be used.  (Ex. If your PC has the Merit “Well-Traveled” from World of Darkness: Reliquary, you must bring a copy of the rules for this Merit with you, or else an ST may rule that you cannot use it) 
Challenge resolution, as per the Minds Eye Theater corebook, is by cards or fingers (a single d10 may be used in a pinch).  These are the only sanctioned means of performing challenges (other than meditation) that will be considered valid.  Players are encouraged to use mediation and narration as the first stage of challenge resolution before resorting to throwing chops.  STs and Narrators are instructed to offer this method first when players call for them to help resolve challenges.

CHARACTER RESTRICTIONS
Only sanctioned characters for the Geist venue may be played at this game.  Any non-Sin-Eaters must be accompanied by a Sin-Eater PC in order to board the Olympic.
PCs with High, Top, and Global approvals must log those Approvals with the Geist Lead no less than 2 weeks prior to CAiNE 2010.  Failure to do so may result in you not being allowed to use your approval items at the game.
All those with approvals to play Vacant, Sacrosanct, Wretched, or any other antagonist character type MUST contact the venue lead no les than 2 weeks prior to game.  Failure to do so will result in being unable to portray your character at game.

PROXY RULES
Though proxy play is permitted by the Camarilla rules supplements, character proxies are not allowed for CAiNE '10.

TRAVEL RISKS
.PCs are assumed to have been ferried from one of a half dozen ports along the Eastern coast of the United States, thus PCs who wish to bring equipment with them are limited only to what they could legally carry within their country of origin (assuming they didn’t have to take a plane to get to a given location, then logic applies).  There are no travel risks in getting to the Olympic, however once on board PCs will only have access to the equipment that they could reasonably bring with them (contents of two suitcases).

VENUE-SPECIFIC RULES

Plasm, Willpower, Health
All PCs begin the game with FULL Plasm, Willpower, and Health.  Please keep a strict watch on how much you spend/lose of each.  However, as it’s the first game of the venue, we’re gonna throw you a bone and assume you came in fully juiced.

Manifestations
Manifestations will be handled according to the Addendum, although the following powers will always require notification to the Storytellers:
-The Boneyard: Please contact an ST before activating the Boneyard, noting which Key is being unlocked in using it.
-Powers Affecting the Olympic: Any Manifestations, particularly those of the Industrial Key, which would directly affect the Olympic must be signed off on by the STs before they can commence.

Ceremony
Preference will be given to Ceremonies physically acted out in game (within reason).  Each Ceremony has a time increment on it.  Rolls will be made beforehand, and acted out over the necessary time period.  STs and Narrators may decide to make a Ceremony take longer or shorter than listed, as is dramatically appropriate.

Entering the Underworld
The Underworld around the Olympic has been designed by the ST team.  Entering the Underworld or researching it must be directed at the Storytelling team.  Entering the Underworld may require you to be taken to a separate area of the game space.