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Home Log in Camarilla UK |
ThemeNo one truly wishes to be Evil. No man begins his life looking at the path he is to take and says: "I shall do terrible things". The worst evils are done with the sense that good is being done. The truly terrible acts are done when you convince yourself you are the only force for good, opposing evil. Can a man, who does evil in the name of good, be shown that? If he is shown, can he change? Can he choose to deviate from his path? Or will he stand to it, keep to his evil acts, ignore the wisdom that opens his eyes. What would a man in that position do? What would you do? MoodThe mood will be one of hope. The hosts are hoping to inspire the awakened to new levels of partnership and encourage academic cooperation. Friendships will be forged, alliances made and matters of the Southern Consilium settled. With no major threat at the door of Awakened society the hopeful mood might extend to deal with matters internal. SettingInvitationsThe Awakened of Cambridge request the honour of your presence at Sedgwick House On the occasion of the reopening of the Academy of the Royal Cambridge Geological Society. Short presentations for research seminars are invited for the day. Full evening reception to follow. RSVP. Call for papersThe Royal Cambridge Geological Society and the Aurora Initiative jointly invite brief presentations on any aspect of current or recent research in magic and the supernatural as part of the conference celebrating the reopening of the Academy of the Royal Cambridge Geological Society. Presenters should be prepared to spend no more than 5-10 minutes discussing developments in their research, with time allotted for questions. Storytelling MechanicsProxiesNo proxies will be accepted to the Regional Awakening game. Character guidelinesStarting Mana will be utilising the system detailed in MET : Awakening. Mages with a Mana diary will be allowed to use this if it is signed off by their Storyteller. The following precast system will be used. Players will be allowed one Mage Sight Spell, one Mage Armour and one additional spell to be active before time-in. These three spells will be treated as if the mage drew a 6 for their casting test. Mana must be spent as normal or these spells. Any other spells will be cast in game during time-in, without exception. |