These rules are still in the draft stage and not yet in effect.
Why is status a thing?
"A beast I am, lest a beast I become."
"Wanna know what I'm buying, Ringo?"
"What?"
"Your life. I'm giving you that money so I don't have to kill your ass."
Vampire society evolved the status system to let vampires release their Beast in a subtle fashion, rather than lose control to it. In addition to the general perception of Status Rating, Credit Rating (Camarilla) and vaulderie (Sabbat), it has adopted these more specific codes of social standing.
General concepts
For the purpose of these rules, 'weeks' begin on (IC time) Monday at noon Pacific. All changes to traits should go through +request.
"Accepted" is not governed by these status trait rules, instead it is a prerequisite for them.
- The Camarilla calls this "Acknowledged". You must speak with your Primogen and be formally introduced to the local Prince.
- The Sabbat calls this "Committed". You must survive Creation Rites.
- The Anarch Movement calls this "Initiated". You must prove your loyalty in combat with others of your sect.
- All status trait effects are limited to one sect (unless Alternate Identity is involved), and sometimes also by domain and/or other things.
- You automatically know the status traits of all Accepted members.
- Each week, you can inquire into N such members (N = your Leadership) and learn where / how / why / by whom it was awarded.
Positive
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These have passive effects, and can also be 'spent' once per week.
- A trait's passive effects apply as long as you still have the trait and haven't spent it earlier in the same week.
- If you have the same passive trait multiple times, its passive effects don't stack with each other.
- If you spend an Abiding or Innate trait, it comes back in effect next week.
- If you spend a Fleeting trait, you lose it.
- If you spend the same trait multiple times, its spent effects do stack with each other.
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Negative
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These have censure (social expectation) and punishment (applied if you violate censure and an officer finds out).
- Negative traits remain until either removed by someone able to do so, or a duration was specified and it expires.
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Abiding
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These depend on what position(s) you hold, and are always positive.
- If you gain a position, you gain its traits at the start of the next week.
- If you hold multiple positions, you only gain traits from one of them; the rest are effectively spent without effect. You can switch which one, which takes effect at the start of the next week.
- If you lose a position, you lose its traits before they can be spent, and those from your other position(s) remain spent without effect until the start of the next week.
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Innate
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These depend on who/what you are, and are sometimes negative.
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Fleeting
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These depend on what you do or someone else does, and are always positive.
- You're limited to a certain number of these at a time, normally 5. If you gain another, you lose one of your choice (the new one or an existing one) before it can be spent.
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Offices and Abiding traits
Camarilla
Office
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Abiding traits
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Prince
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Authority, Sovereign; Commander, unless petty
- A petty prince is one with less than four or more than eight primogen. (pages 375, 377)
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Seneschal
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Noble; Authority, while Imperator is absent
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Primogen
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Noble
- May spend to vote for or against removing the Prince (Prince removed if votes-for exceed votes-against by 4+ at end of week)
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Whip
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Noble, while their primogen is absent
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Harpy, Court Harpy
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Guardian, Noble, Prominent
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Assistant Harpy
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Guardian, at their own gatherings, while Court Harpy is absent
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Keeper of Elysium
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Enforcer, Guardian
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Sheriff
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Enforcer, Privileged
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Scourge
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Enforcer
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Age
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Abiding traits
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Elder (8th or stronger)
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Confirmed, Established, Privileged
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Ancilla (9th or 10th)
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Confirmed
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Sabbat
Office
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Abiding traits
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Archbishop
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Authority, Glorious, Ordained
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Bishop
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Blessed or Enforcer (may switch at start of new week); Ordained, at their own gatherings, if given a Blood Bath upon taking office, while Archbishop is absent
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Templar, Paladin
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Enforcer
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Ductus
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Blessed (within pack)
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Priest
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Ordained (within pack)
- May spend to award Scholar
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Anarch
Office
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Abiding traits
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Baron
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Authority, Mandate
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Constable
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Enforcer, Warrant
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Architect
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Enforcer
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Ambassador
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Established
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- Imperial Praxis equivalents: (local) Imperator ~ Prince, Duke ~ Seneschal.
- NPC only, details omitted for brevity: Inner Circle, (global) Imperator, Justicar, Archon, Alastor; Regent, Cardinal, Prisci; Ascendant, Ominous, Sacrosanct.
Specific Abiding traits
Trait
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How you get it
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Passive
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Spent
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Authority
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Prince; Seneschal, while Prince is absent
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Award Courageous, Defender, Honorable, or Loyal.
- A person can only hold one Authority-granted trait per grantor at a time.
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Commander
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Prince, unless petty
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- Give orders to anyone without Authority. If they disobey, then for the rest of that week and the next week, their Fleeting traits are ignored and they can't gain more.
- Award Enforcer to up to three people for rest of week.
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Award Courageous or Loyal to up to three people (need not be the same for all of them).
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Enforcer
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Keeper of Elysium, Sheriff, Scourge
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- Carry weapons to any gathering, including Elysium.
- Award Defender to up to two people for rest of week.
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Issue Warned to someone you legitimately believe has broken the law.
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Established
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Elder (8th)
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Anyone who clearly insults, threatens or attacks you in the presence of another becomes Warned, unless they have Authority, Commander, or Triumphant.
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Award Favored.
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Prominent
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Harpy / Court Harpy
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Award Courteous or Honorable.
- A person can only hold one Prominent-granted trait per grantor at a time.
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Order someone to leave a non-combat scene. If they don't, they become Disgraced.
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Confirmed
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Elder or ancilla (10th or stronger)
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May approach officers without formal introduction and without social penalty.
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Order a ghoul or other servant of the faction, unless it directly contradicts their domitor/etc's orders. If they refuse, you can kill them without reprisal. Can't be spent during combat.
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Guardian
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Harpy, Keeper of Elysium; Assistant Harpy, at their own gatherings, while Court Harpy not present
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Issue Warned to anyone who behaves inappropriately within your jurisdiction or does not respect the authority of your proclamations.
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Award Disgraced (aka Boonbreaker if you're Harpy, Profane if you're Keeper).
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Noble
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Seneschal, Primogen, Harpy / Court Harpy; Whip, while your primogen is absent
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Award Acclaimed or Loyal.
- A person can only hold one Noble-granted trait per grantor at a time.
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Issue Vulgar to someone who caused significant offense.
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Privileged
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Elder (8th)
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Others can't openly accuse you of lying unless they have Authority, Commander, Privileged, or Triumphant.
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Issue Vulgar.
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Sovereign
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Prince
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- Award Enforcer, Courteous, or Loyal.
- A person can only hold one Sovereign-granted trait per grantor at a time.
- Others can't openly contradict you unless they have Authority or Privileged.
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Specific Innate traits
Specific Fleeting traits
Trait
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How you get it
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Passive
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Spent
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Courteous
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Patron with Prominent
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Others setting off Awareness can't frame you for it with Subterfuge.
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Apologize for a political or etiquette gaffe you made within the past five minutes. It still happened, but can't be held against you.
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Courageous
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Patron with Authority or Commander
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You gain +1 success on one combat action per scene if following directives of someone with Authority or Commander.
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You or another person gains +1 success on one combat action unless breaking the law.
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Defender
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Patron with Authority or Enforcer
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Carry weapons to any gathering, including Elysium.
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Auto-succeed on a check to resist frenzy.
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Favored
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Patron with Established
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Anyone who openly attacks you becomes Warned unless they have Authority, Commander, or Triumphant.
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Negate a negative trait before it's applied. That person can't issue you negative traits for rest of week.
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Honorable
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Patron with Authority or Prominent
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Anyone who openly accuses you of lying must spend a positive trait (any type, without its usual effect) to do so.
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Negate all current/future orders to leave the current scene.
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Loyal
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Patron with Authority, Commander, or Noble, or Prestigious Sire merit
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If you would otherwise become Warned, it's negated and you lose Loyal instead.
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Acquire one piece of equipment or information (e.g. another person's location) from NPCs (typically ghouls or low-level vampires) within five minutes, if they can do so relatively easily.
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Praised
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Openly insulting someone with Disgraced
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None.
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Demand a trivial boon from someone who doesn't already owe you any boons.
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Triumphant
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Killing someone with Forsaken (helping is insufficient)
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VIP treatment. Feed anywhere.
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Negate the effects of all of your or another person's negative traits for an hour, even if they would otherwise prevent you from using status traits.
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Victorious
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Winning a symbel
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For rest of week in which you gained it, others who can spend to give you positive traits can do so without spending.
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Regain another trait that you just spent, or remove Warned from yourself or another within same jurisdiction where you gained Victorious.
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Specific Negative traits
Trait
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How you get it
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Censure
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Punishment
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Warned
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- Awarded by someone with Authority or Enforcer
- Violating Established or Favored
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- Duration: Rest of week and entirely of next week. If already Warned, then the existing one is instead extended by two weeks.
- Can't initiate public conversation with an officer.
- Can't contradict an officer.
- Officers may impose alternate restrictions (e.g. severed finger with order not to regrow it, or other visible mark) if it's not a significant handicap or forcing them into danger.
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- Can avoid punishment by offering minor boon to the officer.
- Gain Disgraced as well.
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Disgraced
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Violating Warned or Prominent
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- Can't carry weapons or actively use powers in the presence of an officer without their explicit permission.
- Can't feed within any faction domain.
- Can't spend or gain positive traits.
- Boons owed to you need not be repaid.
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- Can avoid punishment by offering major boon to the officer.
- Gain Forsaken as well.
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Forsaken
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- Violating Disgraced
- Issued by someone with Authority
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- Ejected from your faction and its protection. Killing you is allowed (but not necessarily ordered).
- Another with Authority may let you visit or live in their domain, but can only remove Forsaken by spending.
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References
These rules are adapted from BNS MET Vampire pages 310-318 (general), 370-380 and 400-403 (Camarilla), 416-420 and 446-449 (Sabbat), 472-474 and 481-484 (Anarch).