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Once a vampire has been Accepted by a sect, she may hold positions and earn status traits in that sect. A status trait is a measure of a vampire’s reputation. It represents a small amount of power and influence. When a character expends a status, she is using her political leverage in vampiric society. Vampires reward, punish, and reap benefits by expending status, and they often hold specific traits of status that are particularly applicable to their long-term goals. Status traits can be either positive or negative.

All status traits associated with a vampire (or an Alternate Identity) are innately known and understood by all Accepted members of that vampire’s sect. For each dot of the Leadership skill a vampire possesses, she can learn the details of another vampire’s specific status trait, once per night.

The following information is learned via this method:

  • Name of the patron who awarded the status trait
  • Location where the status trait was earned
  • The story of how and why the status trait was awarded

Becoming Accepted

When a vampire joins a sect, she becomes Accepted by that sect. She is welcomed and has the rights, privileges, and responsibilities of membership. A vampire must be Accepted in order to earn, carry, or spend the status of that sect, or to hold positions within a sect. Killing an Accepted character is usually a breach of that sect’s law and custom, and is often harshly punished by others of that sect.

Accepted is not a status. It is a simple binary state indicating that a vampire is part of a specific sect. It does not count toward a vampire’s total status, and it cannot be expended or removed. A character can be cast out of a sect, losing her acceptance within that sect. If this happens, the character loses all positions and cannot carry, earn, nor spend the status of that sect. Ghouls, revenants, Retainers and other non-vampire servants cannot become Accepted by a vampire sect, nor can they hold status or position.

Positive Status

Positive status traits have two mechanics: a passive mechanic and a spent mechanic. When your character possesses a trait of positive status, the character continually gains the effect of that status trait’s passive mechanic. Passive effects of status traits can’t be stacked. Even if you possess a status trait twice, when the passive effect is triggered, your character gains the benefit only a single time.

You can expend a status trait to invoke its spent mechanic. A character can expend more than one status at a time, utilizing their spent effects simultaneously. Unlike passive effects, a character can spend two status with the same trait name at the same time and gain both spent effects. If you spend a status trait, you lose the trait’s passive bonus.

If a spent trait was abiding or innate, it will return at the beginning of the next game session. At that time, your character regains the passive benefit of the trait. Spending an abiding or innate status trait has no effect on the sect position or intrinsic quality that provided the status; your character still retains the position or the quality. If a fleeting trait is spent, it does not return. Fleeting status is like a bullet in a gun; once you use a fleeting trait, it is gone forever.

Negative Status

Negative status traits reflect stains on a character’s reputation, as an obvious reminder of disfavor. Negative status is always well-known to other vampires in the character’s sect. A character with negative status must wear a sticker, badge, or some other obvious sign of their sullied reputation. Any player can ask to learn the specific negative
traits a character possesses.

Certain abiding or fleeting status traits can be spent to give another individual negative status. This status cannot be refused, and each negative status places a specific censure (or a restriction) on the character possessing it. If caught breaking this censure by an officer of the sect, they must pay a boon to that officer in bribe or suffer the punishment attached to the negative status trait.

Negative status is given as a punishment for poor social behaviour, and it has detrimental effects. A negative status trait cannot be spent and remains until removed or until its duration expires. Unlike the varied traits of positive status, there are only three distinct negative status traits that apply to all settings: Warned, Disgraced, and Forsaken. Other settings may have more negative status, to reflect a sect’s distinct social punishments.


Unless removed, negative status lasts for a period of time specific to each status. The character (or Storyteller) who levied the negative status trait in the first place can remove it for free; other characters can also remove negative status by expending certain specific status traits.

Earning and Expending Status

A character earns status traits by many different means: through deeds, through patronage from more influential vampires, or through holding leadership positions within the sect. Positive status traits fall into three categories: abiding, innate, or fleeting.

A status trait can be expended with a simple action. To do so, the vampire must make some sort of announcement or proclamation regarding the status she is expending and the outcome of the expenditure.

Abiding Status

Abiding status traits are usually earned by holding a position within a sect. So long as a vampire continues to hold that position, abiding status refreshes at the beginning of each game session.

If a character loses a sect position during a game, any unspent abiding status she was carrying from that position is immediately removed (she cannot expend it as she is losing the position). Even if the character has more than one sect position, she does not gain the second position’s abiding status during this game. Also, when a character gains a new sect position, she does not gain that position’s abiding status until the beginning of the next game.

Example: In the Camarilla, Marisa is playing a character who is both Seneschal and Malkavian Primogen. She earns an abiding status trait from both positions, but must choose only one source to carry into the game. She chooses the position of Seneschal, and she marks the relevant abiding status trait from that position onto her sheet.
During that game, Marisa’s character expends her abiding status to punish a wrongdoer. For the rest of the night, she does not possess that abiding status. Her character is still the Seneschal, but carries no current status from the position.
Later that night, praxis is seized, and the princedom changes hands. Marisa’s character is not chosen to be Seneschal, but retains the post of Malkavian Primogen. Marisa cannot add the Primogen’s status to her sheet until the beginning of the next game session.

When judging how dangerous a political rival might be, a character should consider that rival’s status traits carefully — both those currently at the rival’s disposal and those which have been spent, but are abiding and will return at the beginning of the next game session.

Innate Status

Innate status is similar to abiding status, but rather than being granted by a position, it is a part of some intrinsic quality possessed by a vampire, usually a merit or a flaw. So long as your character has the intrinsic quality, this status refreshes at the beginning of each game session. Some innate status traits, such as those granted by flaws, are detrimental to the character.

Fleeting Status

Fleeting status traits reflect a character’s notable deeds, achievements, or important patrons: deeds lauded by your sect or faction. You receive fleeting status in one of two ways:

  • Patronage from another vampire, given when a patron expends her own status to grant fleeting status to another. The recipient of patronage status loses her trait if the patron dies or if her patron loses the position that allowed her to offer the patronage. Such status can only be received by a character of the same sect who has been under the patron’s authority within the past 30 days. This could be someone who has visited the domain of a Prince or attended an elder Toreador’s party. A character can refuse a patron’s offer of a fleeting status trait, though to do so is considered insulting.
  • Fleeting status can also be granted by the Storyteller when a character accomplishes great deeds. If a character does not accept a fleeting status at the time it is earned (through deed or patronage), it is lost.

These traits can be expended once, and they do not refresh after being used. Once a character receives a trait of fleeting status, she may hold the trait without spending it for as long as she wishes. The status remains on her character sheet until expended. Elders often closely hoard their status traits for decades or centuries until they find just the right moment to use them.

A character can possess a maximum of 5 fleeting status traits at any time. If a character with 5 fleeting status earns or is granted another fleeting status, the player must choose which status she will keep, up to a total of 5. She cannot immediately expend a status as that status is being replaced; the status removed is lost without expenditure.

Example: Mal has 5 fleeting status, gained over a year’s play in the Camarilla setting. At game, he does something heroic and is granted the fleeting status trait Triumphant. He must immediately choose to take that Triumphant trait and relinquish another fleeting status trait currently in his status pool, which vanishes without the opportunity to expend it, or he must refuse the Storyteller’s offer of the Triumphant status trait. Mal chooses to refuse the fleeting status trait of Triumphant. At a later time, Mal expends a trait of his fleeting status during the course of a session. Even though he now has a free “slot,” he cannot go back and pick up the previously granted Triumphant trait; he has already refused it, and it is no longer available.

 


Quick and Dirty: Positive Status - has Passive (always on unless trait spent) and Spent (has to be activated) benefits. Abiding (normally granted through position) and Innate (due to vamps character) refresh on a new session, Fleeting don't (one use only) Negative status cannot be spent, only removed or expired.


Status Caps

A vampire’s status cap is the maximum number of status traits that vampire can carry into game. A vampire can carry the following into game:

  • All status from one abiding status source
  • All innate status
  • Up to 5 fleeting status
  • All negative status currently affecting the character; with no maximum number

Patrons

A vampire who awards status to another is lending her name and reputation as a patron to the vampire who receives such a gift. As long as the recipient holds this status, she carries a piece of the patron’s reputation, and her actions reflect on that patron. This system of patrons and vassals ties vampire society together as strongly as the custom of boons. Those vampires living outside of this custom are often discounted as irrelevant — and unlikely to be missed if they should disappear

 


Status Traits

Accepted

To be Accepted in the Camarilla setting is known as Acknowledged.
  • Acknowledged: Accepting the Camarilla’s Acknowledgement makes you an official member of the Camarilla, beholden to the authority of a Prince and fully protected under the Traditions. To use your Camarilla status within a city, you must be Acknowledged by the Prince of that domain. Global officers of the Camarilla, such as a Justicar, are immune to this limitation.

Camarilla Abiding Status Traits


Ascendant (abiding)

You are an ultimate authority within the Camarilla. Your voice can shake political mountains and alter the sect’s future.
  • Passive: While you possess Ascendant status, you are immune to the powers of, and may contradict orders given by, any individual who does not have the Ascendant status.
  • Spent: Expend the status trait Ascendant to give your target the negative status Disgraced or to initiate a blood hunt against your target that is global in scope. If Ascendant is expended three times to target the same individual (all from different sources), the individual is Red Listed. If you are blood hunted or Red Listed, you receive the negative status Forsaken, which applies to all Camarilla domains. Further, the possessor of Ascendant may also expend this status to issue a doctrinal edict altering the practices of the sect. The power to issue edicts is further defined by each position that provides Ascendant.

Authority (abiding)

You enjoy complete control over your jurisdiction. You may issue praise and respect, or command punishment – corporal or capital – to all those within.
  • Passive: While you possess Authority, you can award an individual the fleeting status Courageous, Defender, Honorable, or Loyal or without expending this status. An individual can only hold a single status from your use of Authority at a time, but can benefit from repeated uses of Authority, so long as they originate from separate sources.
  • Spent: You can expend Authority to punish or pardon another character, giving or removing the negative status Warned or Forsaken.

Commander (abiding)

You are a sword of your sect, empowered by the highest leadership to enforce justice anywhere within the sect’s dominion. You can administer punishments, both corporal and social, as you see fit.
  • Passive: While you possess Commander, you may issue orders to any member of your sect who does not possess the status Authority, and you expect those orders to be obeyed. Those who defy you or disobey a direct order have all fleeting status traits they possess expended without effect. Fleeting traits lost in this manner are lost temporarily, and they return after one month or two games. The target cannot gain any further fleeting status while under this effect. Further, you may award up to three individuals the status Enforcer for a single night, deputizing them under your command.
  • Spent: You may expend Commander to award fleeting status to up to three characters, awarding each individual either Courageous or Loyal.

Confirmed (abiding)

You are a staunch member of the sect, trusted to know and uphold sect laws. You are given more credibility and respect than those who are new or untested.
  • Passive Bonus: While you possess Confirmed, you may approach any officer of the sect without a formal introduction, without social penalty.
  • Spend Bonus: You can expend Confirmed to order a non-supernatural mortal (including ghouls, revenants and the like) who is beholden to your sect to obey your instructions, unless they directly contradict with prior orders from the mortal’s master (domitor, etc.). If the target refuses, you have the authority to kill the mortal (or have her killed) without reprisal, as part of the Camarilla’s rules of social conduct. Confirmed cannot be expended in combat.

Enforcer (abiding)

You are authority’s right hand. You have the power to enforce society’s laws and to ensure punishment for those who break the codes of your sect or defy the will of the local authority.
  • Passive: While you possess Enforcer, you may carry weapons to any gathering, including restricted locations. Vampiric authorities must allow you to go armed. (Note that mortal authorities, and individuals not of your sect, are under no such agreement.) You may also deputize up to two other members of your sect, granting them the fleeting status Defender for a single night.
  • Spent: You can expend Enforcer to issue the negative status Warned to an individual whom you legitimately believe has broken the law of your sect or local domain.

Established (abiding)

You are a voice of a faction within the sect, possibly the leader of a clan, pack, or gang. Your words are respected, and others seek your advice in difficult decisions.
  • Passive: While you possess Established, an individual who openly insults, threatens, or attacks you automatically receives the negative status Warned. Offences made entirely in private, or which are subtle enough to be obscured, do not trigger this passive effect. Characters that currently possess the Authority, Commander, or Triumphant status traits are immune to this passive effect.
  • Spent: You can expend Established to award an individual the fleeting status Favored.

Guardian (abiding)

You are a protector of one of the most important customs of the Camarilla: either the physical champion of Elysium or the social conscience of the Kindred court. Your power within that specific arena is formidable.
  • Passive: While you possess Guardian, you may award the negative status Warned to anyone who behaves inappropriately within your jurisdiction or does not respect the authority of your proclamations.
  • Spent: You may expend the status trait Guardian to award someone the negative status Disgraced. Keepers of Elysium may thus punish defilers of Elysium, calling them “Profane,” while Harpies may punish someone who has been proven to have broken a legitimate boon, calling them “Boonbreaker.”

Noble (abiding)

You are responsible for guiding a small faction of your sect, offering gentle persuasion and mild condemnation. While you hold this office, you must guide your fellows and provide a Noble example.
  • Passive: While you possess Noble status, you may award any individual the fleeting status Acclaimed or Loyal without expending this status. An individual can only hold a single status from your Noble status at a time, but may benefit from repeated uses of Noble so long as they originate from separate sources.
  • Spent: Expend Noble to award an individual who has caused significant offence the negative status Vulgar.

Privileged (abiding)

You are a venerated member of your sect, and vampires give your opinion great weight. The sect owes you respect.
  • Passive: While you possess Privileged, you cannot be openly or effectively accused of lying unless the accuser possesses the status traits Privileged, Commander, Triumphant, or Authority. This does not mean other characters must believe what you say, only that they cannot publicly challenge its veracity.
  • Spent: You may expend Privileged status to give someone the Vulgar negative status trait.

Prominent (abiding)

You are society’s voice, and others listen to you on matters of propriety. You can determine which actions are proper social behaviour and which actions are against the customs of your sect.
  • Passive: While you possess Prominent, you may award any individual the fleeting status Honorable or Courteous without expending this status. An individual can only hold a single status from your Prominent at a time, but can benefit from repeated uses of Prominent so long as they originate from separate sources.
  • Spent: If you expend Prominent, an individual you target must physically leave a scene (small area or single room) for the next 10 minutes, effectively exiling them from a social situation. If they do not do so, they gain the negative status Disgraced. Prominent cannot be expended in combat.

Sovereign (abiding)

You hold praxis over one of the domains of the Camarilla. So long as you are within your domain, your order is inviolate according to the Second Tradition.
  • Passive: While you possess Sovereign status, you control the praxis of a domain. You may award an individual the fleeting status Courteous, Enforcer, or Loyal without expending this status. An individual can only hold a single status from your use of Sovereign at a time, but may benefit from repeated uses of Sovereign so long as they originate from separate sources. Further, you cannot be openly contradicted within the domain where you hold praxis, unless the individual possesses either the status trait Privileged or the status trait Authority.
  • Spent: Expend the status trait Sovereign to give your target the fleeting status Sanctioned or to initiate a blood hunt against your target. If you are blood hunted, you are considered to have the negative status Forsaken while in that Prince’s city. This has no effect if you travel to a city where you are not blood hunted. If the wielder of this status dies or is removed from praxis, your blood hunt is also removed.

Camarilla Innate Status Traits


Architect (innate)

You fought for the Camarilla during the Anarch Revolt and were present at the signing of the Treaty of Thorns. You are considered one of the founding members of the Camarilla.
  • Passive Bonus: While you hold the status Architect, you are granted special privileges. You may attend and witness any Judicial Conclaves (but may not speak unless given permission), and you may approach and petition any Justicar or hosting Prince at a conclave.
  • Spent Bonus: You may spend the Architect status to place an item on the agenda as a topic for the Speaker at conclave. Unless you specifically wish to include your name, the item will be listed simply as, “Submitted for consideration by an Architect of the Camarilla.”

Primus Inter Pares (innate)

When a conclave is called, the Prince who hosts the conclave is considered First Among Equals. She gains this status for the duration of the conclave.
  • Passive: While you possess Primus Inter Pares, your Authority status “outranks” other possessors of Authority. Passive and expended status effects that cannot target someone with Ascendant also cannot target you, and uses of Authority cannot undo your uses of status.
  • Spent: Primus Inter Pares may be spent to expend another character’s Authority, Established, or Privileged status without effect, or to undo any previous use of those status traits within your domain.

Camarilla Fleeting Status Traits


Acclaimed (fleeting)

You have publicly protected the Masquerade or otherwise upheld the Traditions when they were in jeopardy. You have been lauded by the sect. Your friends, allies, and hangers-on bask in the glory of your acclaim.
  • Passive: While you possess Acclaimed, you may extend the passive bonus of any one status you currently possess (which is not expended) to one individual per night. This bonus lasts for one hour, so long as they remain within 10 feet of you.
  • Spent: You may expend Acclaimed to request that an officer of the sect share her views or offer advice, publicly or privately (as you wish), about a subject that is pertinent to the domain. This may be used to further political agendas or for personal gain, such as having the Prince speak about your party in order to encourage people to go or to manoeuvre a rival into saying something compromising.

Courteous (fleeting)

Your words and actions are always the height of Kindred courtesy. You are known to adhere the customs of your sect and provide a genteel role-model for others.
  • Passive: While you possess Courteous, you cannot be targeted by another character’s use of the Subterfuge skill to redirect blame for the use of a supernatural power. For more information on the Subterfuge system mechanic, see Chapter Three: Character Creation, page 97.
  • Spent: You can expend Courteous to overcome any political gaffe or etiquette-related error you have made in the last five minutes. The error did occur, but those who would be offended by it must accept your apology and cannot hold the error against you.

Courageous (fleeting)

You have often thrown yourself into battle or controversy, and the tales of your exploits have spread through the sect. You are known for your courage and competitive prowess.
  • Passive: While you possess Courageous, you can use a combat manoeuvre once per game without spending Willpower. You can only use this passive ability when following the directives of someone who possesses the Authority or Commander abiding status.
  • Spent: So long as you are not in the process of violating the laws of your sect, you may expend Courageous to allow one character (yourself or another individual) to use a combat manoeuvre without spending Willpower.

Defender (fleeting)

You have been chosen to protect the citizens of your sect, in part or in whole, and as such, you are allowed to carry weapons into peaceful gatherings.
  • Passive: While you possess Defender, you may carry weapons to any gathering, including restricted locations. Vampiric authorities must allow you to go armed. (Note that mortal authorities, and individuals not of your sect, are under no such agreement.)
  • Spent: You may expend Defender when you perform an action that would cause you to gain Beast traits to reduce the number of Beast traits gained by 1. You cannot use more than one Defender status on a single sin.

Favoured (fleeting)

You have been lauded by a patron within your clan or sect. This patron supports your advancement and shields you from harm.
  • Passive: While you possess Favoured, you are known to have the active support of a patron. An individual who openly attacks you automatically receives the negative status Warned. Characters who currently possess the Authority, Commander, or Triumphant status traits are immune to this passive effect.
  • Spent: If you expend Favoured when someone awards you negative status, that negative status is negated before it is applied. The same character cannot attempt to award you negative status for the rest of the evening.

Gallant (fleeting)

You have fulfilled a great boon-debt (such as a blood boon or a life boon) to an individual of significance within the Camarilla (such as an elder of the Camarilla, a Prince, or even a Justicar). That vampire’s good word travels far, convincing others to allow you a bit of latitude in your social dealings.
  • Passive: The Gallant status has no passive bonus.
  • Spent: You can expend Gallant to overcome any political or etiquette-related error you have made in the last five minutes. The error did occur, but those who would be offended by it must accept your apology, and may not hold the error against you.

Honourable (fleeting)

In a world of lies, deception, and subterfuge, you are known for your sterling reputation. Your word is solid enough that it can even protect others; all you need do is give your oath on their behalf.
  • Passive: While you possess Honourable, individuals who wish to openly accuse you of lying must expend one positive status (of any kind) in order to make the accusation. Even if you possess more than one Honourable trait, only one status must be expended to overcome this passive effect.
  • Spent: You can expend Honourable during a scene in which you would otherwise be politically forced to leave. You are allowed to join the scene or remain present. When you expend Honourable in this manner, you are immune to the spend bonus of the abiding status Prominent for the rest of the scene.

Loyal (fleeting)

You have proven your loyalty to your sect. Other individuals do not question your allegiance to sect law and custom.
  • Passive: If you receive the Warned status while you possess Loyal, the status of Loyal is stripped without expenditure rather than applying the status Warned.
  • Spent: You may expend Loyal to acquire any one piece of equipment or general information (such as the known location of another character) on short notice. This assistance comes from NPC minions of your sect within five minutes of this expenditure. You cannot use Loyal to gain secret or protected information, or unique equipment, but you can use it to acquire anything that a group of ghouls or low-level vampires can acquire with relative ease.

Praised (fleeting)

You have rightfully obeyed the custom of status, enforcing peer pressure on an individual who has been socially incompetent, or otherwise upholding the social norm. Your presence is welcomed in the territories of your patron.
  • Passive: The Praised status has no passive benefit.
  • Spent: You can expend Praised to claim a small favour (the level of assistance required from a trivial boon) from any other Accepted member of your sect. You cannot use this to gain a boon from a character who is already in your debt.

Sanctioned (fleeting)

You have been granted permission to be an exception to the laws of the sect. This responsibility is not conferred lightly, and misuse of this status will be punished in turn.
  • Passive: Sanctioned has no passive bonus.
  • Spent: When granted, this status allows a specifically defined breach of one sect law. You can expend Sanctioned to break that law without incurring punishment. This action is a exception to the specific law, allowed by an Authority of a domain.

Triumphant (fleeting)

You have publicly defeated an impressive enemy of the sect without aid or otherwise performed a critical and life-risking service to your sect. When this event occurs, you gain the status trait of Triumphant.
The status trait Triumphant can only be given by NPCs. For more information on gaining this status, check the setting guide for your chronicle or speak with your Storyteller.
  • Passive: While you possess Triumphant, you are granted special privileges at important gatherings of your sect: the best seating, advance notice of important attendees, and other advantages. You are granted the right to feed in any domain controlled by your sect. The number of downtime actions required for you to feed is reduced by 1, to a minimum of 0.
  • Spent: You can expend Triumphant to ignore the censure of all negative status possessed by you or another character for one hour. You gain this benefit even if you have negative status that would otherwise prevent you from using status traits.

Victorious (fleeting)

You have participated in a symbel, whether a duel or an ordeal, and emerged victorious. The sect lauds your prowess.
  • Passive: On the night you gain the Victorious status trait, other characters capable of giving positive status can give you such status without expenditure.
  • Spent: You can expend Victorious when you expend any other status to immediately regain the spent trait. Alternately, you can expend the Victorious status to remove Warned from yourself or another character within the same jurisdiction where you gained the Victorious trait.

Camarilla Negative Status Traits


Each negative status trait has a censure, a prohibition placed upon the holder’s activities. These prohibitions are not magical or supernaturally enforced; they are social restrictions that the character is expected to obey for the period she holds this negative status. If a sect officer discovers that a character is in violation of a censure, the censured character suffers the penalties assigned by the trait’s mechanical systems.

 

Disgraced (negative)

Your activities have placed a stain on your reputation; you are distinctly out-of-favour among your sectmates.
  • Censure: While you carry the Disgraced status, the sect prohibits you from carrying weapons or actively using powers in the presence of an officer of your sect, unless you receive the officer’s express permission. Further, you may not feed within your sect’s territories, but must seek scraps elsewhere. A character cannot spend or gain status while she possesses the Disgraced status trait. Other characters are not required to repay boons owed to a character possessing this status. If you are found in violation of this censure by a sect officer, you can avoid punishment by apologizing and offering the officer a major boon.

Anyone who publicly insults a Disgraced character gains the fleeting status trait Praised. Multiple characters can gain status for insulting a Disgraced individual, but no character can benefit from a single individual’s Disgraced censure more than once per game.

The Disgraced status lasts as long as you hold one or more Warned negative status traits. If you do not possess a Warned negative status when you are awarded Disgraced, then the negative status lasts for two games or one month, whichever is longer.

  • Punishment: If a character with the Disgraced status is found to break the censure of this status, she gains the additional status trait Forsaken. A character does not lose the negative status Warned or Disgraced when she receives Forsaken.

Forsaken (negative)

You have broken society’s boundaries so often that the sect has ceased to grant you its protection. Although you may or may not be actively hunted, your death would not count as a breach of sect law.
  • Censure: While you hold the Forsaken negative status, you are no longer considered Accepted by your sect. You hold no status or position, and you may be destroyed without repercussion from your sect. Society’s laws prohibiting your Final Death no longer apply to you.

A character who possesses the Authority status trait may allow you to visit or reside within her domain, but cannot remove the Forsaken negative status without an expenditure of the Authority status. A Forsaken character retains this status until she is formally forgiven by a character expending the Authority status on her behalf.

Normally a character cannot become Forsaken unless she was first Warned and then Disgraced. However, it is possible for some sect officers to declare an individual Forsaken by their sect as part of a formal hunt for that character’s Final Death. If another sect member kills a vampire who possesses the status trait Forsaken, that individual gains the status trait Triumphant. Only one character may gain status from the death of a Forsaken vampire.


Warned (negative)

You have been warned to cease your poor behaviour. Should you continue acting in this manner, you will be severely punished for your continued malfeasance.
  • Censure: While you carry the Warned status, you may not speak to any officer of your sect in public unless that officer first speaks to you; further, you may

not contradict an officer of your sect. If you speak inappropriately, or contradict an officer, you can avoid breaking this censure by apologizing and offering the officer a minor boon.

Creative officers may impose alternate restrictions. These might include cutting off the offender’s finger and ordering the Warned character not to regrow it until this status is removed or forcing the offender to bear a visible mark of failure for the duration of the status Warned. These alternate restrictions cannot be used to significantly handicap a character or to force a character into a dangerous situation. If the Storyteller believes this status is being abused, she may overrule the alternate restriction and impose the default censure instead.

The Warned negative status lasts for two games or one month, whichever is longer. If a character receives another Warned status while she already possesses Warned, the total duration is increased by two games or one month, whichever is longer. This continues with every further application of Warned.

  • Punishment: If a character with the Warned status is found to break the censure of this status, she gains the additional status trait Disgraced. A character does not lose the negative status Warned when she receives Disgraced.

Vulgar (negative)

You’ve committed some minor grievance against the Camarilla, enough to be scolded, but not so much as to be severely censured. You should learn from your mistakes, or you will be punished more harshly.
  • Censure: All fleeting status traits you possess are expended without effect. Fleeting traits lost in this manner are lost temporarily and return at the end of the game session. You cannot gain any further fleeting status while under this effect. The Vulgar trait lasts only for the night in which you are given the status.
  • Punishment: If you receive a second Vulgar, this negative status automatically upgrades to Warned.

Status Bans

A status ban reduces the maximum number of fleeting status traits a character can possess. Those who adhere to society’s ideals are honoured as epitomes of the sect’s ideals. Those who behave in opposition to those standards are hampered and limited in their ability to socially advance. If such a reduction occurs during a session, any positive status traits the character holds above the number proscribed by that ban are immediately lost before they can be expended.

Vampire sects are judgemental institutions, with very strong ideals of right, wrong, and “appropriate.” To maintain the status quo, each sect recognizes certain status bans: limits on the levels of prominence “unworthy” vampires can achieve.

Status bans represent peer deterrents and general denunciation. Those who adhere to society’s ideals are honored as epitomes of the sect’s ideals. Those who behave in opposition to those standards are hampered and limited in their ability to socially advance.

Lesser Ban
A lesser ban is a petty prejudice, one that has limited or minor effects, causing individuals suffering under this ban to be at a mild disadvantage in their society. A character under a sect’s minor status ban has her maximum possible number of fleeting status reduced to 3. Abiding status is unaffected.

Greater Ban
A greater ban significantly censures an individual’s political ambitions. A character under a sect’s major ban has her maximum possible number of fleeting status traits reduced to 1. Abiding status is unaffected.

Lesser Bans:

  • Applies to members of the Camarilla not Embraced by one of the pillar clans.
  • Applies to members of the Camarilla on a Path of Enlightenment
  • Applies to members of the Camarilla who do not have any boons registered with the Harpy
  • Applies to members of the Camarilla who were once members of the Sabbat, within the past 10 years

Greater Bans:

  • Applies to known Caitiff
  • Applies to members of the Camarilla who’ve committed diablerie
  • Applies to members of the Camarilla who have joined within the last year

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