A World of Hurt: Toronto An Electronic Role-Playing supplement based on White Wolf's "A World of Darkness," for Mages, Vampires, and Werewolves. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= All works herein are copyright (c) 1996, Jason W. Tice, except where otherwise noted. (see the Credit section at the end of this supplement). Permission is granted to use, abuse, modify, copy, destroy, comment on, flame, tear-to-shreds, or otherwise use this document, so long as attribution is given for its use. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table of Contents 0. Forward, an Introduction of Sorts 1. Political Structure of Toronto 2. The Garou Tribes in Toronto 3. The Kindred CLans in Toronto 4. The Magi Orders in Toronto 5. Other Species, in Toronto 6. A Brief look at the Supernatural History of Toronto 7. The Toronto Supernatural Non-Aggression Pact (TSNAP) 8. Notable Organizations in Toronto 9. Notable Mortals in Toronto 10. Notable Sites & Structures in Toronto 11. Other Notes on Toronto 12. House Rules Used in Play testing for "A World of Hurt" 13. After word 14. Credits & Sources 0. Forward -- An Introduction of Sorts =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Hours of forever, coming all together at the crossroads of a minute And you and me were in it and I never saw it coming --Concrete Blonde Days and Days Hi there. This game was developed from the twisted imaginations of myself and my players. I started this originally as "Toronto by Night", but I quickly wanted to involve other species. Also, I've changed a lot of the rules, to make play a little bit easier, and to help the players understanding. (my house-rules are under the section: "House Rules", but you really don't have to follow them... do what feels right). So, because I've made so many changes to the game, I call this, my gaming world "A World of Hurt" I try to lay down a lot of the basic views of a lot of the main people and clans/tribes/orders. I leave it purposely vague, so you can create your own idiosyncrasies, and play the game the way you want. I also believe in creating a whole world, with a million different plot going on. Each person has their own little soap-opera going on--and it isn't necessarily the same one for every character you meet. It's the players choice who's soap-opera they want to get involved with... I've included a lot of "history" of Toronto, but there's still so much that can be added. Most of this has come from game-time experiences. A lot of it has been pulled from the net (see sources for more information), and a lot of it is just my own twisted ramblings. I wanted a game that was NOT combat-intensive, but had that potential. I wanted a game where the characters are essentially mind-fucked. Psychological warfare is a wonderful way to keep players interested... I wanted a game that had almost unlimited potential for growth--one that was character driven, not event driven. So, with that much... please enjoy. Everything here is background material. I may get around to writing up the game one day--but don't hold your breath. I'm working on special supplements right now: Tabitha House: the Centre of the Storm When the Apocalypse hits, this is going to be where the last stand of light will be made in Toronto. StormWatch: Riders of the Storm When the Apocalypse hits, this hardened combat team will arrive in time to keep Tabitha house from falling apart--at least long enough to awaken the ones who sleep beneath. Any comments/Criticisms/Suggestions... please drop me email at wg134@freenet.victoria.bc.ca 1. Political Structure of Toronto =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I have gone barefoot on your city's cement, seen street-lights flicker and fade with my passing, and felt the chill that rattles within you. -- Jay Wallace Urban Inheritance Normal mortals are unaware of the existence of the various supernatural species that reside in Toronto. The three main species of supernatural distinction: Kindred, Garou and Magi, formed a pact of non-aggression in 1834. They were advised by a mortal, William Lyon Mackenzie, first mayor of Toronto, on the effect elements of the pact would have on the mortal population. Although the Toronto Non-aggression pact has been in place since 1834, There is little contact between factions. Every 25 years, the Prince and one of his Primogen, meet with the two representatives from the local Council of Nine Orders (Magi), and two representatives from the local Grand Moot (Garou). The purpose is to suggest modifications to the pact, to keep it current with the times. The meetings take place at a half-moon, on or near the waters of Lake Ontario. These representatives are then required for a period of 25 years, to act as a means of ironing out inter-species grievances. If the either pact representative should die or be incapable of carrying on his duty, he shall be replaced by the highest ranking individual of the representative's order, tribe or clan. The Tribunal is composed of who speaks for ===================================== ================================== The Kindred Prince The Clans of the Camarilla The Anarch Clans All other neutral bloodlines The Voice of the Council of Nine The Tradition orders The Orphans Other Orders and chantries The Representative of the Grand Moot The 13 Tribes of the Grand Moot The Unrecognized tribes The Ronin