Status Traits

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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 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.
Negative 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.
Abiding 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.
Innate These depend on who/what you are, and are sometimes negative.
Fleeting 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.

Offices and Abiding traits

Camarilla

Office Abiding traits
Prince Authority, Sovereign; Commander, unless petty
  • A petty prince is one with less than four or more than eight primogen. (pages 375, 377)
Seneschal Noble; Authority, while Imperator is absent
Primogen 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)
Whip Noble, while their primogen is absent
Harpy, Court Harpy Guardian, Noble, Prominent
Assistant Harpy Guardian, at their own gatherings, while Court Harpy is absent
Keeper of Elysium Enforcer, Guardian
Sheriff Enforcer, Privileged
Scourge Enforcer

Sabbat

Office Abiding traits
Archbishop Authority, Glorious, Ordained
Bishop 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
Templar, Paladin Enforcer
Ductus Blessed (within pack)
Priest Ordained (within pack)
  • May spend to award Scholar

Anarch

Office Abiding traits
Baron Authority, Mandate
Constable Enforcer, Warrant
Architect Enforcer
Ambassador Established
  • 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 How you get it Passive Spent
Authority Prince; Seneschal, while Prince is absent Award Courageous, Defender, Honorable, or Loyal.
  • A person can only hold one Authority-granted trait per grantor at a time.
Commander Prince, unless petty
  • 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.
Award Courageous or Loyal to up to three people (need not be the same for all of them).
Enforcer Keeper of Elysium, Sheriff, Scourge
  • Carry weapons to any gathering, including Elysium.
  • Award Defender to up to two people for rest of week.
Issue Warned to someone you legitimately believe has broken the law.
Established Elder (8th) Anyone who clearly insults, threatens or attacks you in the presence of another becomes Warned, unless they have Authority, Commander, or Triumphant. Award Favored.
Prominent Harpy / Court Harpy Award Courteous or Honorable.
  • A person can only hold one Prominent-granted trait per grantor at a time.
Order someone to leave a non-combat scene. If they don't, they become Disgraced.

Specific Innate traits

Specific Fleeting traits

Trait How you get it Passive Spent
Courteous Patron with Prominent Others setting off Awareness can't frame you for it with Subterfuge. Apologize for a political or etiquette gaffe you made within the past five minutes. It still happened, but can't be held against you.
Courageous Patron with Authority or Commander You gain +1 success on one combat action per scene if following directives of someone with Authority or Commander. You or another person gains +1 success on one combat action unless breaking the law.
Defender Patron with Authority or Enforcer Carry weapons to any gathering, including Elysium. Auto-succeed on a check to resist frenzy.
Favored Patron with Established Anyone who openly attacks you becomes Warned unless they have Authority, Commander, or Triumphant. Negate a negative trait before it's applied. That person can't award you negative traits for rest of week.
Honorable Patron with Authority or Prominent Anyone who openly accuses you of lying must spend a positive trait (any type, without its usual effect) to do so. Negate all current/future orders to leave the current scene.
Loyal Patron with Authority, Commander, or Noble, or Prestigious Sire merit If you would otherwise become Warned, it's negated and you lose Loyal instead. 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.
Praised Openly insulting someone with Disgraced None. Demand a trivial boon from someone who doesn't already owe you any boons.
Triumphant Killing someone with Forsaken (helping is insufficient) VIP treatment. Feed anywhere. 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.
Victorious Winning a symbel For rest of week in which you gained it, others who can spend to give you positive traits can do so without spending. Regain another trait that you just spent, or remove Warned from yourself or another within same jurisdiction where you gained Victorious.

Specific Negative traits

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).