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Vampire House Rules

 

 

Using Blood to blush

This rule has been shifted to allow for vampires that are on Paths of Enlightenment to use their blood to appear human. However the expendature has not been shifted in cost, and thus since they are not on humanity it will cost them 8 blood to activate.

 

 

Quietus Discipline Power: Dagon's Call

The contested stamina roll of Dagon's Call is ignored if this power is utilized on mortals. Mortals are unable to soak or resist Lethal damage in almost all cases and thus this is an irrelevant roll. If used on a mortal, the system will be that the Assamite spends 1 point of willpower and then rolls their Stamina with a difficulty of the victim's permanent willpower. Each success inflicts one level of lethal damage on the victim.

For the purposes of the Stamina roll involved, the Assamite may add their dots in Fortitude to their Stamina roll when using this power on any target, mortal or supernatural.

For the purposes of defining a mortal, it should be assumed that this refers to any NPC or character who is wholly human.

 

 

The Status Game
When creating your vampire character, be sure to check out Character Creation House Rules: Vampires and Status

Status is the central focus of many Kindred's existence. It represents the amount of power and social prestige a character has within vampire society. Those of lower status are expected to show respect to those of higher status. As one's status increases, one is granted more rights and powers within the hierarchy of the Camarilla. Within a city, the prince typically (though not always) has the most status. Neonates generally have little status, while anarchs and most Caitiff have no status (excepting Camarilla loyal Caitiff). In-between are the power hungry ancillae and elders who continually jockey for position in hopes of increasing their status.

Common Status Traits include: Admired, Adored, Cherished, Esteemed, Exalted, Famous, Faultless, Feared, Honorable, Influential, Just, Praised, Respected, Revered, Trustworthy and Well-Known. Though other adjectives can be used depending on the deed which gained you recognition.

Several positions or stations exist which give their holders great sway over the status of other Kindred. These posts are greatly sought after and jealously guarded by those who hold them. Only powerful elders can attain many of these positions, but ancillae and even a precocious neonate or two may hold a few


Gaining and Losing Status
Once "accepted" by the prince, a neonate acquires a single Status Trait. This initial Trait is Acknowledged. During the course of a chronicle, the character may gain or lose Status. This is often a game unto itself that is often monitored and arbitrated by the players which can and often does form cliques and rivalries. Play it up folks!

Characters may gain Status by helping to preserve the Masquerade, doing favors for the prince or an elder or saving an elder's unlife. They may also gain it by overthrowing the holder of a station and assuming her mantle, granting it in return for a boon, or defeating a Sabbat menace in the city. The possibilities are endless; the point is to get your fellow Kindred to view you as more than just another Lick.

Status can be lost for a multitude of reasons, as well, such as making an enemy of an elder, ignoring a boon or refusing to recognize another Kindred's Status. You can also lose it as a result of breaking the Masquerade, committing diablerie or breaking any of the Six Traditions. Obviously, if you plan to commit such acts, it's best to ensure that no one is around to report your actions.


Using Status
Players usually begin with one Status Trait, representing the fact that they have been presented to the prince and accepted by the Kindred of the city. You can use Status in any applicable Social interaction and can add them to your Social clout for social interactions. You can also choose to ignore another character's Status, but by doing so, you risk losing status of your own (be careful how rebellious you choose to be!) if word of the offense spreads to the Harpies.

If you happen to offend less influential people, you may lose favor in the eyes of your peers but it is likely your status will be unaffected. Ah, the perks of the elite. It would seem that anarchs and Caitiff have an advantage in this case, seeing as they have little to no Status to lose. (Some anarch groups, however, have their own form of Status.) However, having no Status usually hurts more than it helps. Elders almost never grant favors to anarchs ( they are untrustworthy and have no Status to back their deals), rarely give them the benefit of the doubt and are much more likely to vent their full wrath on them (it is much easier to pick on characters who have no political backing). Also, by not having Status, anarchs and often, Caitiff are considered outside the Camarilla's protection and are thus extremely vulnerable in times of crisis.

Although paying lip service to your elders has its price, the benefits are almost always worthwhile—receiving protection, gaining the benefit of the doubt and getting favors granted. Therefore, as a general rule, it is considered prudent to possess and preserve at least some status.


Examples of Status
The following are some examples of the uses of Status:

 

  • Status is a measure of a character's credibility. In any situation where there is an open debate between Kindred (one Kindred's word against the other), Status is used as the determining factor. The same is true in the case of accusing another of a crime in which there is no concrete evidence. In all such cases, the character with the most Status is the one whose word is accepted.

  • You may give Temporary Status to another to show your favor, though the individual to which you give the Status must return it immediately upon the asking. (This is the only way a character's Temporary Status can rise above her Permanent Status rating.) You can use loaned Status exactly as you would use your own, but you can only give one Trait of Status to any one person in this fashion.

  • You must posses at least one Trait of Status (your own or one borrowed from someone else) in order to petition the prince for any reason, such as when gaining feeding grounds or accusing someone of a crime.

  • Anyone of higher Status may remove Permanent Status from those lower than themselves at a cost of one Permanent Status Trait per Trait removed.

  • You may grant Permanent Status to another of your own clan if he has less than half of your Status. The cost for such a boon is one Status Trait, and the boon must be made publicly, such as during a meeting of the primogen or another such gathering.

  • A clan may remove one Status Trait from its elder by expending a group total of Status Traits equal to the elder's Permanent Status. The primogen may also lower the prince's Permanent Status in the same fashion.



Stations
Kindred can hold seven stations, each of which grants Status within a city. Of course, there may be more than this, but these are some of the most common. Certain responsibilities and powers are inherent in each of these stations, and all powers that a station confers are lost if a character is removed from or relinquishes it.


The following is list of these seven stations:

The Prince

  • The prince of a city automatically gains three additional Status Traits: Exalted, Well-Known and Famous. He can never lose these Traits permanently while remaining prince.

  • The prince can remove one Permanent Status Trait from someone though this must be done publicly and it must be chronicled usually by the Harpy.

  • The prince can grant Permanent Status Traits to any Kindred, but again it must be done publicly and it must be chronicled, usually by the Harpy. No more than two status can be conferred by a prince to any one Kindred within the space of a full month. Handing out status like candy makes it worthless and will often incur the wrath of your Primogen, if not the entire population of your city. Don't be frivolous!

 

Seneschal

  • The Seneschal gains the following two additional Status Traits: Cherished and Esteemed. The character cannot lose these Traits permanently while remaining Seneschal.

  • The Seneschal can act in the prince's stead when the prince is out of the city. He is therefore entitled to all of the powers of the prince, although the prince may reverse or revoke them at any time.

 

Primogen

  • Primogen members each receive the additional Social Trait: Revered when they join the primogen. As long as a character remains on the primogen, she cannot lose this Trait permanently.

  • Primogen may grant or remove Status to or from any member of their clan at a cost of one Status for each Trait granted or removed.

 

Harpies

  • The leader of the Harpies receives the additional Social Trait: Influential upon attaining the position. As long as the character remains the leader, he cannot lose this Trait permanently.

  • The Harpy automatically gets one Status Trait from each member of the Primogen (The Primogen do not lose their own status for doing this), who bestow these Status Traits to demonstrate their support of the Harpies. The Harpy, in turn, may use these Traits however she desires, even against the owner. Thus it is NOT wise to upset a city's social conscience. The Harpy should keep a record of all status they have had a hand in adding or removing.

  • The Harpy may remove one Status Trait from a Kindred who has backed out of a boon or is part of a major scandal. There is no cost for this, although there must be a grain of truth to the scandal. The Harpy must produce some sort of evidence at a gathering of Kindred, at which time the Status Trait is removed.

  • The Harpy may restore Status he has removed at a cost of one Status Trait per Trait restored.

  • The leader of the Harpies may sponsor lesser Harpies by giving another Kindred a Status Trait of his own. A lesser Harpy may remove status as well at the cost of one Status Trait, this may only be done so long as a lesser Harpy retains the Status given by their leader, once expended the lesser Harpy no longer retains this power but beware, often the word of a lesser harpy in the right ear is seen as more powerful than the word of an elder.

 

Whips

  • Whips have the same powers as the Primogen, although they do not gain an additional Status Trait.

 

Sheriff

  • The Sheriff gains the additional Social Trait: Feared when he attains the position. While he remains Sheriff, he cannot permanently lose this Trait.

  • The Sheriff may demand that any Kindred within the city accompany him for questioning or judgment. Failure to do so causes the offender to lose one Status Trait.

  • The Sheriff is immune to the powers of the Keeper of Elysium.

 

Keeper of Elysium

  • The Keeper of Elysium gains the additional Status Trait: Honorable upon attaining the office. As long as the character remains the Keeper, he cannot permanently lose this Trait.

  • The Keeper may immediately remove one Status Trait from any Kindred he catches breaking the Masquerade. If he does not witness it himself, sufficient evidence must be brought forth. This removal costs the Keeper nothing.


Prestation
Prestation is the art of cutting a deal, an invaluable resource for those who know how to use it. Consequently, those ignorant of its applications should beware. Technically, Prestation is defined as the system through which one Kindred becomes officially indebted to another for services rendered. In actuality, it is something much more complicated—and deadly.

When striking a deal, players should make clear who's doing the favor and who's receiving it. Except in cases of mutual favors, there should always be a bestower and a receiver. The receiver owes a boon to her bestower which must be categorized as a trivial, minor, major, blood or life boon.

The only way for a receiver to rid herself permanently of a boon is to repay or ignore the favor. By ignoring a favor, the receiver not only certainly costs the Kindred Status, but also risks the bestower's ire. If the bestower is a minor Kindred, the receiver who ignores a boon may only temporarily lose a Status Trait (the Status Trait returns the next month). However, if the bestower has considerable social influence, word may spread of the receiver's offense, causing the permanent loss of a Status Trait, especially if word gets to the Harpies. Furthermore, when the receiver disregards a major, blood or life boon (regardless of the bestower's standing), the receiver loses Status. Breaking boons is considered a major social faux pas among vampires. When a deal is cut (a favor is arranged), both parties should agree on the nature of the favor and any other stipulations or additions. Kindred who bestow boons usually require only one thing: "You may not take any physical action against me for the duration of this boon." In terms of the story, the receiver may seek to eliminate the bestower rather than repay the favor, but the bestower can use the legal terms of their agreement as protection from harm. It is usually a good idea to clarify agreements in writing and to have both parties sign the document to assure its validity


Boon Examples:

  • Trivial: Any minor task that would not cause risk to life, limb, status or property. Such as, I need $500 cash, get me an invitation to an exclusive party anonymously. Get me the word on the street. Generally nothing lasting more than an evening.

  • Minor: Any minor task that would not cause risk to life, limb or status. This may cause the loss of property. Up to $1,000 in cash, the use of your personal jet for a month, use of your influence for a week, tasks that won't last more than a weeks time.

  • Major: A major task that will not cause risk to life or limb, but may harm status or property: Up to $10,000 cash, the execution of your favorite ghoul, use of your status in a social gathering, your vote in the next primogen meeting, your personal invitation to an elite party, co-sign on a property loan, teaching of a common discipline. Tasks that won't last more than a months time.

  • Blood: A major task that can cause harm to you but not risk your life: Up to $100,000 in whatever currency, teaching of an exclusive discipline you know, the permanent loan of up to two status, your votes on the Primogen seat for the next six months, you will embrace a childe for the one you owe, utilizing your vitae to wake someone else from torpor, tasks that can take up to a years time to complete.

  • Life: Just about anything within your power up to an including sacrificing your life for the person you owe. Sucks to be you.

Discipline Changes
Status Game Top
Gaining and Losing Status
Using Status
Stations
Prestation
Anchor 2
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