Status Traits
These rules are still in the draft stage and not yet in effect.
Contents
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 by 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 traits 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.
Abiding traits 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 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
Specific Abiding traits
Specific Innate traits
Specific Fleeting traits
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).