Difference between revisions of "Status Traits"

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(→‎Specific Fleeting traits: Updated Loyal and what happens if you are warned (you lose it) even if you have it from the Prestigious Sire Merit - as per staff decision)
 
(63 intermediate revisions by 3 users not shown)
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<div style="background-color: #fcc; padding: 10px; font-size: 2em">
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{{Template:CamarillaNav}}
These rules are still in the draft stage and not yet in effect.
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<div style="float: right; padding-left: 25px; padding-bottom: 25px">
</div>
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__TOC__
 
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</div>  
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[[Category:Vampire]][[Category:Camarilla]][[Category:Sabbat]][[Category:Anarch]]
 
{{#css:
 
{{#css:
.camarilla { color: #00f; }
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.camarilla { color: #9400D3; }
.sabbat { color: #f00; }
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.sabbat { color: #ac6600; }
 
.anarch { color: #0c0; }
 
.anarch { color: #0c0; }
 +
.abiding { font-weight: bold !important; }
 +
.innate { font-weight: normal !important; }
 +
.fleeting { font-style: italic !important; }
 +
.negative { background-color: #ccc; }
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.moniker { text-decoration: underline; }
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.offices-office { width: 150px; }
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.trait-name { width: 100px; }
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.trait-how { width: 200px; }
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.trait-passive { width: 400px; }
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.trait-spent { width: 400px; }
 
}}
 
}}
  
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For the purpose of these rules, 'weeks' begin on (IC time) Monday at noon Pacific. All changes to traits should go through +request.
 
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.
+
"Accepted" is not governed by these status trait rules, instead it is a prerequisite for them.
* The <span class="camarilla">Camarilla</span> calls this '''Acknowledged'''. You must speak with your Primogen and be formally introduced by the local Prince.
+
* The <span class="camarilla">Camarilla</span> calls this "Acknowledged". You must speak with your Primogen and be formally introduced to the local Prince.
* The <span class="sabbat">Sabbat</span> calls this '''Committed'''. You must survive Creation Rites.
+
* The <span class="sabbat">Sabbat</span> calls this "Committed". You must survive Creation Rites.
* The <span class="anarch">Anarch Movement</span> calls this '''Initiated'''. You must prove your loyalty in combat with others of your sect.
+
* The <span class="anarch">Anarch Movement</span> 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 [[House_Rules/Miscellaneous#Alternate_Identity | Alternate Identity]] is involved), and sometimes also by domain and/or other things.
 
* All status trait effects are limited to one sect (unless [[House_Rules/Miscellaneous#Alternate_Identity | Alternate Identity]] is involved), and sometimes also by domain and/or other things.
* You automatically know the status traits of all Accepted members.
+
* You automatically know the status traits of all Accepted members. (OOC: '''+traits/view <name>''')
 
* Each week, you can inquire into N such members (N = your Leadership) and learn where / how / why / by whom it was awarded.
 
* Each week, you can inquire into N such members (N = your Leadership) and learn where / how / why / by whom it was awarded.
  
'''Positive traits''' have passive effects, and can also be 'spent' once per week.
+
<span class="moniker">Monikers</span> are also not status traits, instead they grant positive or <span class="negative">negative</span> status traits as a side effect.
 +
* These traits may be spent/removed as usual, but return (as if <span class="abiding">Abiding</span>) until/unless the moniker is also removed.
 +
* These are unrelated to the Anarch trait <span class="abiding anarch">Moniker</span>.
 +
 
 +
{|
 +
| style="vertical-align: top; width: 50%; padding-right: 25px" |
 +
 
 +
{| class="wikitable"
 +
! style="font-weight: normal" | 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.
 
* 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 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 an <span class="abiding">Abiding</span> or <span class="innate">Innate</span> trait, it comes back in effect next week.
* If you spend a Fleeting trait, you lose it.
+
* If you spend a <span class="fleeting">Fleeting</span> trait, you lose it.
 
* If you spend the same trait multiple times, its spent effects '''do''' stack with each other.
 
* If you spend the same trait multiple times, its spent effects '''do''' stack with each other.
 +
|-
 +
! style="font-weight: normal" | <span class="negative">Negative</span>
 +
| These have censure (social expectation) and punishment (applied if you violate censure and an officer finds out).
 +
* <span class="negative">Negative</span> traits remain until either removed by someone able to do so, or a duration was specified and it expires.
 +
|}
  
'''Negative traits''' have censure (social expectation) and punishment (applied if you violate censure and an officer finds out).
+
| style="vertical-align: top; padding-right: 25px" |
* Negative traits remain until either removed by someone able to do so, or a duration was specified and it expires.
 
  
'''Abiding traits''' depend on what position(s) you hold, and are always positive.
+
{| class="wikitable"
 +
! style="font-weight: normal" | <span class="abiding">Abiding</span>
 +
| 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 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 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.
 
* 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.
 +
|-
 +
! style="font-weight: normal" | <span class="innate">Innate</span>
 +
| These depend on who/what you are, and are sometimes <span class="negative">negative</span>.
 +
|-
 +
! style="font-weight: normal" | <span class="fleeting">Fleeting</span>
 +
| 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.
 +
|}
  
'''Innate traits''' depend on who/what you are, and are sometimes negative.
+
|}
 
 
'''Fleeting traits''' 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=
 
=Offices and Abiding traits=
  
 
{|
 
{|
| style="vertical-align: top; padding-right: 25px" |
+
| style="vertical-align: top; width: 50%; padding-right: 25px" |
  
 
==Camarilla==
 
==Camarilla==
{| class="wikitable offices"
+
{| class="wikitable"
 
! class="offices-office" | Office
 
! class="offices-office" | Office
 
! Abiding traits
 
! Abiding traits
 
|-
 
|-
| [[Imperial_Praxis | Imperator]]
+
| Prince
 
| <span class="abiding">Authority</span>, <span class="abiding camarilla">Sovereign</span>; <span class="abiding">Commander</span>, unless petty
 
| <span class="abiding">Authority</span>, <span class="abiding camarilla">Sovereign</span>; <span class="abiding">Commander</span>, unless petty
* A petty <span class="camarilla">prince</span> is one with less than four or more than eight primogen. (pages 375, 377)
+
* A petty <span class="camarilla">prince</span> is one with less than four or more than eight primogen. (BNS pages 375, 377)
 
|-
 
|-
| [[Imperial_Praxis | Duke]]
+
| Seneschal
 
| <span class="abiding camarilla">Noble</span>; <span class="abiding">Authority</span>, while Imperator is absent
 
| <span class="abiding camarilla">Noble</span>; <span class="abiding">Authority</span>, while Imperator is absent
 
|-
 
|-
 
| Primogen
 
| Primogen
 
| <span class="abiding camarilla">Noble</span>
 
| <span class="abiding camarilla">Noble</span>
* May spend to vote for or against removing the Prince (Prince removed if votes-for exceed votes-against by 4+ at end of week)
+
* May spend to vote for or against removing the Prince (Prince removed if votes-for exceed votes-against by 4+ at end of week; Primogen voting for removal must be reaffirmed as Primogen by their clan before regaining <span class="abiding camarilla">Noble</span>)
 
|-
 
|-
 
| Whip
 
| Whip
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| Scourge
 
| Scourge
 
| <span class="abiding">Enforcer</span>
 
| <span class="abiding">Enforcer</span>
 +
|}
 +
 +
{| class="wikitable" style="width: 100%">
 +
! class="offices-office" | Age (BNS page 22)
 +
! Abiding traits
 +
|-
 +
| Elder (8th or stronger)
 +
| <span class="abiding camarilla">Confirmed</span>, <span class="abiding">Established</span>, <span class="abiding camarilla">Privileged</span>
 +
|-
 +
| Ancilla (9th or 10th)
 +
| <span class="abiding camarilla">Confirmed</span>
 
|}
 
|}
  
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|}
 
|}
  
* NPC only, details omitted for brevity: <span class="camarilla">Inner Circle, (global) Imperator, Justicar, Archon, Alastor</span>; <span class="sabbat">Regent, Cardinal, Prisci</span>; Ascendant, Ominous, Sacrosanct.
+
* [[Imperial Praxis]] equivalents: <span class="camarilla">(local) Imperator ~ Prince, Duke ~ Seneschal</span>.
 +
* Elder and Ancilla also depend on how long you've ICly been active. (Will probably be tied to OOC time since approval and/or lifetime XP, details TBD.) Increasing Generation in the present day ''does not'' qualify you for them.
 +
* NPC only, details omitted for brevity: <span class="camarilla">Inner Circle, (global) Imperator, Justicar, Archon, Alastor</span>; <span class="sabbat">Regent, Cardinal, Prisci</span>; Ascendant, Ominous, <span class="sabbat">Sacrosanct</span>.
  
 
=Specific Abiding traits=
 
=Specific Abiding traits=
 +
 +
{| class="wikitable"
 +
! class="trait-name" | Trait
 +
! class="trait-how" | How you get it
 +
! class="trait-passive" | Passive
 +
! class="trait-spent" | Spent
 +
|-
 +
| <span class="abiding">Authority</span>
 +
| <span class="camarilla">Prince; Seneschal, while Prince is absent</span>
 +
| Award <span class="fleeting">Courageous, Defender, Honorable, or Loyal</span>.
 +
* A person can only hold one <span class="abiding">Authority</span>-granted trait per grantor at a time.
 +
| Issue or remove <span class="negative">Warned or Forsaken</span>.
 +
|-
 +
| <span class="abiding">Commander</span>
 +
| <span class="camarilla">Prince, unless petty</span>
 +
|
 +
* Give orders to anyone without <span class="abiding">Authority</span>. If they disobey, then for the rest of that week and the next week, their <span class="fleeting">Fleeting</span> traits are ignored and they can't gain more.
 +
* Award <span class="abiding">Enforcer</span> to up to three people for rest of week.
 +
| Award <span class="fleeting">Courageous or Loyal</span> to up to three people (need not be the same for all of them).
 +
|-
 +
| <span class="abiding">Enforcer</span>
 +
| <span class="camarilla">Keeper of Elysium, Sheriff, Scourge</span>
 +
|
 +
* Carry weapons to any gathering, including Elysium.
 +
* Award <span class="fleeting">Defender</span> to up to two people for rest of week.
 +
| Issue <span class="negative">Warned</span> to someone you legitimately believe has broken the law.
 +
|-
 +
| <span class="abiding">Established</span>
 +
| <span class="camarilla">Elder</span>
 +
| Anyone who clearly insults, threatens or attacks you in the presence of another becomes <span class="negative">Warned</span>, unless they have <span class="abiding">Authority, Commander</span>, or <span class="fleeting">Triumphant</span>.
 +
| Award <span class="fleeting">Favored</span>.
 +
|-
 +
| <span class="abiding">Prominent</span>
 +
| <span class="camarilla">Harpy / Court Harpy</span>
 +
| Award <span class="fleeting">Courteous or Honorable</span>.
 +
* A person can only hold one <span class="abiding">Prominent</span>-granted trait per grantor at a time.
 +
| Order someone to leave a non-combat scene. If they don't, they become <span class="negative">Disgraced</span>.
 +
|-
 +
| <span class="abiding camarilla">Confirmed</span>
 +
| Elder or ancilla
 +
| May approach officers without formal introduction and without social penalty.
 +
| 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.
 +
|-
 +
| <span class="abiding camarilla">Guardian</span>
 +
| Harpy, Keeper of Elysium; Assistant Harpy, at their own gatherings, while Court Harpy not present
 +
| Issue <span class="negative">Warned</span> to anyone who behaves inappropriately within your jurisdiction or does not respect the authority of your proclamations.
 +
| Issue <span class="negative">Disgraced</span>
 +
* Harpy does so by issuing the moniker <span class="moniker camarilla">Boonbreaker</span> (more detail at BNS 397-398).
 +
* Keeper does so by issuing the moniker <span class="moniker camarilla">Profane</span>.
 +
|-
 +
| <span class="abiding camarilla">Noble</span>
 +
| Seneschal, Primogen, Harpy / Court Harpy; Whip, while your primogen is absent
 +
| Award <span class="fleeting">Loyal</span> or <span class="fleeting camarilla">Acclaimed</span>.
 +
* A person can only hold one <span class="abiding camarilla">Noble</span>-granted trait per grantor at a time.
 +
| Issue <span class="negative">Vulgar</span> to someone who caused significant offense.
 +
|-
 +
| <span class="abiding camarilla">Privileged</span>
 +
| Elder, Sheriff
 +
| Others can't openly accuse you of lying unless they have <span class="abiding">Authority, Commander</span>, <span class="abiding camarilla">Privileged</span>, or <span class="fleeting">Triumphant</span>.
 +
| Issue <span class="negative">Vulgar</span>.
 +
|-
 +
| <span class="abiding camarilla">Sovereign</span>
 +
| Prince
 +
|
 +
* Award <span class="abiding">Enforcer</span>, <span class="fleeting">Courteous, or Loyal</span>.
 +
** A person can only hold one <span class="abiding camarilla">Sovereign</span>-granted trait per grantor at a time.
 +
* Others can't openly contradict you unless they have <span class="abiding">Authority</span> or <span class="abiding camarilla">Privileged</span>.
 +
| Award <span class="fleeting camarilla">Sanctioned</span>, or initiate a blood hunt for as long as you retain your position (target is effectively <span class="negative">Forsaken</span> within your domain).
 +
|}
 +
 +
* Imperial Praxis: Sheriff awarding <span class="fleeting">Defender</span> is two per fief, implicitly renewed weekly for standing deputies.
  
 
=Specific Innate traits=
 
=Specific Innate traits=
 +
 +
* TBD: <span class="innate camarilla">Architect, Primus Inter Pares</span>
  
 
=Specific Fleeting traits=
 
=Specific Fleeting traits=
 +
 +
{| class="wikitable"
 +
! class="trait-name" | Trait
 +
! class="trait-how" | How you get it
 +
! class="trait-passive" | Passive
 +
! class="trait-spent" | Spent
 +
|-
 +
| <span class="fleeting">Courteous</span>
 +
| Patron with <span class="abiding">Prominent</span>
 +
| Others setting off [[House_Rules/Miscellaneous#Awareness | 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.
 +
|-
 +
| <span class="fleeting">Courageous</span>
 +
| Patron with <span class="abiding">Authority or Commander</span>
 +
| You gain +1 success on one combat action per scene if following directives of someone with <span class="abiding">Authority or Commander</span>.
 +
| You or another person gains +1 success on one combat action unless breaking the law.
 +
|-
 +
| <span class="fleeting">Defender</span>
 +
| Patron with <span class="abiding">Authority or Enforcer</span>
 +
| Carry weapons to any gathering, including Elysium.
 +
| Auto-succeed on a check to resist frenzy.
 +
|-
 +
| <span class="fleeting">Favored</span>
 +
| Patron with <span class="abiding">Established</span>
 +
| Anyone who openly attacks you becomes <span class="negative">Warned</span> unless they have <span class="abiding">Authority, Commander</span>, or <span class="fleeting">Triumphant</span>.
 +
| Negate a <span class="negative">negative</span> trait before it's applied. That person can't issue you <span class="negative">negative</span> traits for rest of week.
 +
|-
 +
| <span class="fleeting">Honorable</span>
 +
| Patron with <span class="abiding">Authority or Prominent</span>
 +
| 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.
 +
|-
 +
| <span class="fleeting">Loyal</span>
 +
| Patron with <span class="abiding">Authority, Commander</span>, or <span class="abiding camarilla">Noble</span>, or Prestigious Sire merit
 +
| If you would otherwise become <span class="negative">Warned</span>, it's negated and you lose <span class="fleeting">Loyal</span> instead.  This includes if you gained Loyal from the Prestigious Sire merit.
 +
| 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.
 +
|-
 +
| <span class="fleeting">Praised</span>
 +
| Openly insulting someone with <span class="negative">Disgraced</span>
 +
| No passive effect.
 +
| Demand a trivial boon from someone who doesn't already owe you any boons.
 +
|-
 +
| <span class="fleeting">Triumphant</span>
 +
| Killing someone with <span class="negative">Forsaken</span> (helping is insufficient)
 +
| VIP treatment. Feed anywhere.
 +
| Negate the effects of all of your or another person's <span class="negative">negative</span> traits for an hour, even if they would otherwise prevent you from using status traits.
 +
|-
 +
| <span class="fleeting">Victorious</span>
 +
| 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 <span class="negative">Warned</span> from yourself or another within same jurisdiction where you gained <span class="fleeting">Victorious</span>.
 +
|-
 +
| <span class="fleeting camarilla">Acclaimed</span>
 +
| Patron with <span class="abiding camarilla">Noble</span>
 +
| Extend passive effects of one of your unspent traits to one other person for one hour as long as they remain within ten feet of you.
 +
| Ask an officer to share her views or offer advice (publically or privately as you wish) on a subject relevant to the domain (personal gain is explicitly OK as long as it's still relevant).
 +
|-
 +
| <span class="fleeting camarilla">Gallant</span>
 +
| Patron with Social Nobility merit (BNS page 405).
 +
| No passive effect.
 +
| Apologize for a political or etiquette gaffe you made within the past five minutes. It still happened, but can't be held against you.
 +
|-
 +
| <span class="fleeting camarilla">Sanctioned</span>
 +
| Patron with <span class="abiding camarilla">Sovereign</span>
 +
| No passive effect.
 +
| You're allowed by the <span class="abiding">Authority</span> of the domain to break one specific law without punishment.
 +
|}
 +
 +
<center>
 +
{| class="wikitable"
 +
! Ban
 +
! Cap
 +
! How you get it
 +
|-
 +
| Lesser
 +
| 3
 +
|
 +
* <span class="camarilla">Non-pillar clan</span>
 +
* <span class="camarilla">Path of Enlightenment</span>
 +
* <span class="camarilla">No boons</span>
 +
* <span class="camarilla">Were Sabbat within past 10 years</span>
 +
|-
 +
| Greater
 +
| 1
 +
|
 +
* <span class="camarilla">Caitiff</span>
 +
* <span class="camarilla">Diablerie</span>
 +
* <span class="camarilla">Joined within past year</span>
 +
|}
 +
</center>
  
 
=Specific Negative traits=
 
=Specific Negative traits=
 +
 +
{| class="wikitable"
 +
! class="trait-name" | Trait
 +
! class="trait-how" | How you get it
 +
! class="trait-passive" | Censure
 +
! class="trait-spent" | Punishment
 +
|-
 +
| <span class="negative">Warned</span>
 +
|
 +
* Issued by someone with <span class="abiding">Authority, Enforcer</span>, or <span class="abiding camarilla">Guardian</span>
 +
* Violating <span class="abiding">Established</span> or <span class="fleeting">Favored</span>
 +
|
 +
* Duration: Rest of week and entirety 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.
 +
|
 +
* Can avoid punishment by offering minor boon to the officer.
 +
* Gain <span class="negative">Disgraced</span> as well.
 +
|-
 +
| <span class="negative">Disgraced</span>
 +
|
 +
* Violating <span class="negative">Warned</span> or <span class="abiding">Prominent</span>
 +
* Imposed by moniker <span class="moniker camarilla">Boonbreaker or Profane</span>
 +
* Caught associating with or assisting <span class="moniker camarilla">Bloodhunted</span> within relevant domain
 +
|
 +
* 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.
 +
|
 +
* Can avoid punishment by offering major boon to the officer.
 +
* Gain <span class="negative">Forsaken</span> as well.
 +
|-
 +
| <span class="negative">Forsaken</span>
 +
|
 +
* Violating <span class="negative">Disgraced</span>
 +
* Issued by someone with <span class="abiding">Authority</span>
 +
* Imposed by moniker <span class="moniker camarilla">Bloodhunted</span>
 +
|
 +
* Ejected from your faction and its protection. Killing you is allowed (but not necessarily ordered).
 +
* Another with <span class="abiding">Authority</span> may let you visit or live in their domain, but can only remove <span class="negative">Forsaken</span> by spending.
 +
|-
 +
| <span class="negative camarilla">Vulgar</span>
 +
| Issued by someone with <span class="abiding camarilla">Noble or Privileged</span>
 +
| All your <span class="fleeting">fleeting</span> traits are spent without effect (but return at end of week) and you can't gain more until then.
 +
| If issued <span class="negative camarilla">Vulgar</span> again, gain <span class="negative">Warned</span> as well.
 +
|}
 +
 +
=Specific Monikers=
 +
{| class="wikitable"
 +
! class="trait-name" | Moniker
 +
! class="trait-how" | How you get it
 +
! class="trait-passive" | Trait granted
 +
|-
 +
| <span class="moniker camarilla">Boonbreaker</span>
 +
| Harpy
 +
| <span class="negative">Disgraced</span>
 +
|-
 +
| <span class="moniker camarilla">Profane</span>
 +
| Keeper
 +
| <span class="negative">Disgraced</span>
 +
|-
 +
| <span class="moniker camarilla">Bloodhunted</span>
 +
| Prince, Seneschal
 +
| <span class="negative">Forsaken</span>
 +
|}
 +
 +
=Symbels=
 +
 +
Symbels allow gambling with status traits.
 +
* Outcome must be reasonably uncertain, otherwise everyone loses (ST discretion).
 +
* Must be disclosed to a group of people, but not necessarily all participants.
 +
 +
{|
 +
| style="vertical-align: top; width: 50%; padding-right: 25px" |
 +
 +
==Duels==
 +
 +
Two people bet one of their traits each, and agree on the terms of the duel, e.g.
 +
* Accomplish something first
 +
* Accomplish something best within a period of time
 +
* Who arbitrates if they disagree on the outcome
 +
 +
If you don't have a trait to bet, then you can't participate in a duel.
 +
 +
While the duel is in progress, the bet traits can't be spent, but still provide their passive effects.
 +
 +
When the duel is won:
 +
* The winner regains the full use of their bet trait, and also gains <span class="fleeting">Victorious</span>.
 +
* The loser's bet trait is spent without effect.
 +
* If the duel ends without a winner, neither one gains or loses anything.
 +
 +
Examples of duels:
 +
* Whose childer is more competent, based on giving them tasks for an hour.
 +
** The childer need not be told that it's a symbel duel (though they may guess).
 +
** The childer don't gain or lose anything from it (directly, though the winner may choose to reward their childe somehow, while the loser may choose to punish theirs).
 +
* A game of chess.
 +
* Ordering their ghouls to fight to the death, or fighting each other directly to first blood or torpor.
 +
 +
| style="vertical-align: top" |
 +
 +
==Ordeals==
 +
 +
One person (the host) bets one of their traits and announces a goal.
 +
* Host arbitrates if outcome is disputed.
 +
 +
If you don't have a trait to bet, then you can't host an ordeal, but you can particpate in one.
 +
 +
While the ordeal is in progress, the bet trait can't be spent, but still provides its passive effects.
 +
 +
When the ordeal is won:
 +
* The winner gains <span class="fleeting">Victorious</span>.
 +
* The host's bet trait is spent without effect.
 +
* The host can't win their own ordeal, but can compete to raise the bar for others.
 +
* If the ordeal ends without a winner, no one gains or loses anything.
 +
 +
Examples of ordeals:
 +
* Present the prettiest piece of art before midnight. (Obvious bias, while allowed, may be penalized by the harpies.)
 +
* Abduct and present the most mortal servants of the enemy faction within three hours.
 +
 +
|}
  
 
=References=
 
=References=
These rules are adapted from BNS MET Vampire pages 310-318 (general), 370-380 and 400-403 <span class="camarilla">(Camarilla)</span>, 416-420 and 446-449 <span class="sabbat">(Sabbat)</span>, 472-474 and 481-484 <span class="anarch">(Anarch).
+
These rules are adapted from BNS MET Vampire pages 310-318 (general), 370-380 and 400-403 <span class="camarilla">(Camarilla)</span>, 416-420 and 446-449 <span class="sabbat">(Sabbat)</span>, 472-474 and 481-484 <span class="anarch">(Anarch)</span>, 317-318 (symbels), and the BNS [https://community.oneworldofdarkness.com/topic/3-vtm-faq/ FAQ] (link down as of 12/15/2020) / [https://www.oneworldofdarkness.com/errata-for-vtm errata].

Latest revision as of 16:23, 22 July 2021

Main Camarilla Page


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. (OOC: +traits/view <name>)
  • Each week, you can inquire into N such members (N = your Leadership) and learn where / how / why / by whom it was awarded.

Monikers are also not status traits, instead they grant positive or negative status traits as a side effect.

  • These traits may be spent/removed as usual, but return (as if Abiding) until/unless the moniker is also removed.
  • These are unrelated to the Anarch trait Moniker.
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. (BNS 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; Primogen voting for removal must be reaffirmed as Primogen by their clan before regaining Noble)
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
Age (BNS page 22) Abiding traits
Elder (8th or stronger) Confirmed, Established, Privileged
Ancilla (9th or 10th) Confirmed

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.
  • Elder and Ancilla also depend on how long you've ICly been active. (Will probably be tied to OOC time since approval and/or lifetime XP, details TBD.) Increasing Generation in the present day does not qualify you for them.
  • 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.
Issue or remove Warned or Forsaken.
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 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.
Confirmed Elder or ancilla May approach officers without formal introduction and without social penalty. 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.
Guardian Harpy, Keeper of Elysium; Assistant Harpy, at their own gatherings, while Court Harpy not present Issue Warned to anyone who behaves inappropriately within your jurisdiction or does not respect the authority of your proclamations. Issue Disgraced
  • Harpy does so by issuing the moniker Boonbreaker (more detail at BNS 397-398).
  • Keeper does so by issuing the moniker Profane.
Noble Seneschal, Primogen, Harpy / Court Harpy; Whip, while your primogen is absent Award Loyal or Acclaimed.
  • A person can only hold one Noble-granted trait per grantor at a time.
Issue Vulgar to someone who caused significant offense.
Privileged Elder, Sheriff Others can't openly accuse you of lying unless they have Authority, Commander, Privileged, or Triumphant. Issue Vulgar.
Sovereign Prince
  • 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.
Award Sanctioned, or initiate a blood hunt for as long as you retain your position (target is effectively Forsaken within your domain).
  • Imperial Praxis: Sheriff awarding Defender is two per fief, implicitly renewed weekly for standing deputies.

Specific Innate traits

  • TBD: Architect, Primus Inter Pares

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 issue 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. This includes if you gained Loyal from the Prestigious Sire merit. 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 No passive effect. 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.
Acclaimed Patron with Noble Extend passive effects of one of your unspent traits to one other person for one hour as long as they remain within ten feet of you. Ask an officer to share her views or offer advice (publically or privately as you wish) on a subject relevant to the domain (personal gain is explicitly OK as long as it's still relevant).
Gallant Patron with Social Nobility merit (BNS page 405). No passive effect. Apologize for a political or etiquette gaffe you made within the past five minutes. It still happened, but can't be held against you.
Sanctioned Patron with Sovereign No passive effect. You're allowed by the Authority of the domain to break one specific law without punishment.
Ban Cap How you get it
Lesser 3
  • Non-pillar clan
  • Path of Enlightenment
  • No boons
  • Were Sabbat within past 10 years
Greater 1
  • Caitiff
  • Diablerie
  • Joined within past year

Specific Negative traits

Trait How you get it Censure Punishment
Warned
  • Issued by someone with Authority, Enforcer, or Guardian
  • Violating Established or Favored
  • Duration: Rest of week and entirety 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.
  • Can avoid punishment by offering minor boon to the officer.
  • Gain Disgraced as well.
Disgraced
  • Violating Warned or Prominent
  • Imposed by moniker Boonbreaker or Profane
  • Caught associating with or assisting Bloodhunted within relevant domain
  • 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.
  • Can avoid punishment by offering major boon to the officer.
  • Gain Forsaken as well.
Forsaken
  • Violating Disgraced
  • Issued by someone with Authority
  • Imposed by moniker Bloodhunted
  • 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.
Vulgar Issued by someone with Noble or Privileged All your fleeting traits are spent without effect (but return at end of week) and you can't gain more until then. If issued Vulgar again, gain Warned as well.

Specific Monikers

Moniker How you get it Trait granted
Boonbreaker Harpy Disgraced
Profane Keeper Disgraced
Bloodhunted Prince, Seneschal Forsaken

Symbels

Symbels allow gambling with status traits.

  • Outcome must be reasonably uncertain, otherwise everyone loses (ST discretion).
  • Must be disclosed to a group of people, but not necessarily all participants.

Duels

Two people bet one of their traits each, and agree on the terms of the duel, e.g.

  • Accomplish something first
  • Accomplish something best within a period of time
  • Who arbitrates if they disagree on the outcome

If you don't have a trait to bet, then you can't participate in a duel.

While the duel is in progress, the bet traits can't be spent, but still provide their passive effects.

When the duel is won:

  • The winner regains the full use of their bet trait, and also gains Victorious.
  • The loser's bet trait is spent without effect.
  • If the duel ends without a winner, neither one gains or loses anything.

Examples of duels:

  • Whose childer is more competent, based on giving them tasks for an hour.
    • The childer need not be told that it's a symbel duel (though they may guess).
    • The childer don't gain or lose anything from it (directly, though the winner may choose to reward their childe somehow, while the loser may choose to punish theirs).
  • A game of chess.
  • Ordering their ghouls to fight to the death, or fighting each other directly to first blood or torpor.

Ordeals

One person (the host) bets one of their traits and announces a goal.

  • Host arbitrates if outcome is disputed.

If you don't have a trait to bet, then you can't host an ordeal, but you can particpate in one.

While the ordeal is in progress, the bet trait can't be spent, but still provides its passive effects.

When the ordeal is won:

  • The winner gains Victorious.
  • The host's bet trait is spent without effect.
  • The host can't win their own ordeal, but can compete to raise the bar for others.
  • If the ordeal ends without a winner, no one gains or loses anything.

Examples of ordeals:

  • Present the prettiest piece of art before midnight. (Obvious bias, while allowed, may be penalized by the harpies.)
  • Abduct and present the most mortal servants of the enemy faction within three hours.

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), 317-318 (symbels), and the BNS FAQ (link down as of 12/15/2020) / errata.