For the sake of this being an open venue game here is a quick guide which I assembled for a different game about a year ago to determine exactly what other supernaturals can see and sense about each other. This was created by looking at all established rules and the spirit of each venue.<br/><br/>Note: All of this is for passive observations. Blatant supernatural powers are obviously noticeable, such as Protean Claws on vampires or a Werewolf going full fuzz mode. Also note, for the purposes of this roleplay I am mitigating the effects of a Promethean's Disquiet on other supernaturals, so it doesn't turn into a 'God I hate you' Party. In much the same way Supernaturals don't invoke disbelief on mage spells, supernaturals of all types are immune to lunacy, ect ect.<br/><br/>Also note a Changelings true appearance is revealed when they run out of glamour, and a Promethean's true self is revealed when they utilize any power. Also mages have their nimbus, and the Bound's cauls are perceptible to everyone. Many of their powers become visible when one can see into twilight.<br/><br/>Vampires Looking at:<br/>Werewolves: The powers of auspex may reveal a more animal scent or an intense, vibrant aura. Blood is thick and causes rage.<br/><br/>Mages: The powers of Auspex when high enough to aura perceive will perceive sparkles in the aura. Blood is human.<br/><br/>Changelings: Auspex may reveal odd scents unique to the lost. Aura perception reveals a vibrant and twisting aura which if overplayed by the mantle. Blood causes an emotional response appropriate for the Lost's Kith and Court.<br/><br/>Bound: Auspex 1 allows the vampire to see those who are in twilight projection. Hence I allow Auspex 1 to catch glimpses of the Geist, but it is always out of the corner of the eye and fleeting. Blood is human although tastes slightly stale and disgusting due to the plasm in the veins.<br/><br/>Created: They appear mortal<br/><br/>Genius: Aura perception reveals the twisting mottled aura of a crazy person. Blood is human.<br/><br/>--------------------------------------------------------------------------<br/><br/>Werewolves looking at:  (Note, scent of taint will detect all supernatural creatures)<br/>Vampires: They smell dead. There is just something off about them.<br/><br/>Mages: They smell human<br/><br/>Changelings: They have a potent and unique scent to the lost. For example a Pig Man smells like a pig. This is contested by the mask with a Perception check vs the Losts Resolve + Wyrd. Because we don't use dice, streamline this to 'when appropriate' in the story.<br/><br/>Bound: Death Sight will reveal the Geist. Other than that they smell human unless the individual spends an extraordinary amount of time in the underworld.<br/><br/>Created: They smell downright wrong. Like a chemical bath on fire. Faint smells of preservatives are not uncommon.<br/><br/>Genius: The Wonder's will trigger Scent of Taint. Also Wonders smell off, as if not quite right with a normal machine. The Genius himself smells normal.<br/><br/>------------------------------------------------------<br/><br/>Mages looking at:  (For Aura Perception see much of the vampire section)<br/><br/>Vampires: Death Sight will reveal they are for the most part dead. Mages can sense vampires by their general splat benefits (Mages have unseen sense EVERYTHING)<br/><br/>Werewolves: Life Sight will reveal they are usually in exceptional health. Spirit sight will also reveal they are off in some way.<br/><br/>Changelings: Fate and time sights will reveal something is off. Any Mage Sight can pierce the mask with a contested Gnosis + Arcanum vs Resolve + Wyrd. Streamline this to 'When Appropriate' for purposes of this roleplay. (Note: The Acanthus when sensing or seeing Lost feel as if that person has a connection to home)<br/><br/>Bound: Speak with dead will allow perception of the Geist. Death sight will simply make it seem like something is off.<br/><br/>Created: Prometheans do not read as alive in the strictest sense. Their holy fire glows with fallen world magic. Any mage sight may pierce the illusion around the Created with a contested Gnosis + Arcanum vs Resolve + Azoth. Streamline this to 'When Appropriate' for purposes of this roleplay.<br/><br/>Genius: Mind Sight reveals that something is off. Their wonders glow with a type of non-supernal magical energy.<br/><br/>----------------------------------------------------------------<br/><br/>Changelings looking at: (Note, if the Lost Possesses the first clause of Contracts of Spellbound Autumn, all this is unnecessary as she can recognize supernaturals on sight). Note Lost can also detect the general presence of the supernatural through Kenning.<br/><br/>Vampires: They appear as they would to a normal human. Vampire emotions are bland and difficult to harvest.<br/><br/>Werewolves: They appear as they would to a normal human being. Werewolf emotions are vibrant, and the Lost finds that Rage is the easiest to gather.<br/><br/>Mages: They appear as they would to a normal human being. Mage emotions are human and can be harvested.<br/><br/>Bound: With Shade and Spirit 1 the Geist and twilight powers may be perceived. Otherwise they appear human. Sin Eater emotions are human, but often come flavored with the taste of something else, another entities darker emotional state.<br/><br/>Created: They appear as they would to a normal human being. Created emotions are chaotic and jumbled, difficult to gather as their emotions flicker like the fire within them.<br/><br/>Genius: They appear as they would to a normal human being. Genius's have human emotions which can be harvested, but always come flavored with a little bit of madness.<br/><br/>-------------------------<br/><br/>Sin Eaters when looking at....<br/><br/>Vampires: Other than seeing the death stains of centuries and any possible ghosts following them, they appear normal. Certain oracles such as Primeval will reveal they smell dead, or Stillness would reveal that they are LIKE a corpse.<br/><br/>Werewolves: Other than seeing likely numerous death stains they appear normal. Certain Oracles can provide additional info such as scent or history.<br/><br/>Mages: They appear as normal humans. Certain Oracles can provide bits of more info but usually no more than what you could get off a normal person.<br/><br/>Changelings: They appear as normal humans. The Mask can be pierced through the powers of Oracle of Boneyard, with the Bound rolling Manifestation + Psyche vs Resolve + Wyrd. Streamline this to 'when appropriate' for the purposes of this roleplay. Note the Phantasmal Oracle is a sure fire way to always break the mask.<br/><br/>Created: They appear as normal humans.  The Illusion can be pierced through the powers of Oracle of Boneyard, with the Bound rolling Manifestation + Psyche vs Resolve + Azoth. Streamline this to 'when appropriate' for the purposes of this roleplay. Note the Phantasmal Oracle is a sure fire way to always break the illusion.<br/><br/>Genius: Appear as normal mortals. Certain oracles may reveal more info about them or their wonders.<br/><br/>----------------------------------------<br/><br/>Created: (Note, certain transmutations can mitigate this, although they are rare and hence won't be directly mentioned until they come up. I am looking at you Refinement of Silver)<br/><br/>Vampires: They appear as they would to a normal person. Note enhanced senses can detect something being amiss.<br/><br/>Werewolves: They appear as they would to a normal person baring any extra effort through Sensorium.<br/><br/>Mages: They appear normal. Sensorium can provide more.<br/><br/>Changelings: They appear as normal individuals. To my knowledge Created have no easy way to break the mask.<br/><br/>Bound: Transmutations or Bestoments that allow the perception of Twilight will reveal the Geist. Otherwise they appear as normal.<br/><br/>Genius: They appear as normal. Note, the Wonders they create DO NOT register as pandorans.<br/><br/>---------------------------------------------------------------<br/><br/>Genius Looking at...<br/><br/>As far as I can tell barring any individual wonder Genius's are limited to human perceptions, and hence the base rules of humans with supernaturals apply in here in regards to perception.<br/><br/><br/><br/><br/><br/>NOTE: As to gathering place. I want you guys to decide that. My only suggestion would be either 1 neutral location in the city center, or having the location shift, with a different supernatural group hosting it each time.<br/><br/><br/><br/>