> Desert of Shadows
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05/06/19    Character Creation  
05/22/19    Characters: General  
05/23/19    Chronicle Setting  
12/08/19    Clarifications  
10/28/19    Game: Miscellaneous  
03/22/19    In Between Games  
11/21/19    Locations  
05/20/19    Status, Sects, and Objectives  
03/22/19    Terminology  
06/24/19    Website: General  
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  Frequently Asked Questions  
FAQ - Status, Sects, and Objectives
03/20/19    Clarifications on Status  
03/20/19    A look at Privileged status  
04/29/19    Lore, Downtimes, Objectives & Objective props  
03/20/19    Objective system to follow Jurisdiction  
03/25/19    Can I hold multiple positions?  
05/01/19    How do you determine when something is known to trigger a status mechanic?  
03/30/19    The intricate rules of protocol  
05/20/19    Limited release Objective cards (5/17)  
05/03/19    DoS Endgame Status Workshop notes  

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Clarifications on Status (03/20/19)


Post by Alex: https://www.facebook.com/groups/352006878143511/permalink/2394844477193064/

I've had a number of questions about Status, and this is a major part of any Camarilla setting, though naturally it's a complicated subject for a new player.

A helpful way to start thinking about status is to consider what the Ivory Tower is. The Camarilla is a society that seeks to impose order and a cultural conformity under the guise of preserving the humanity of Vampires. Naturally, in a society of immortals, these goals favor the Eldest of the society.

Now, it's not an unusual thing for a culture to value their eldest. Old age denotes experience, and suggests wisdom. Among a society of predators, this is even more true. But to my mind this isn't the main reason for the Camarilla's protocols for deference to the Elders. My view is that every Elder represents a unique ancient horror. These are creatures that are alien to the human experience. Their value structures are a hodge podge of historical norms they drag with them through time. Their interests are difficult to fathom, because their perspective is measured in centuries. They possess terrible power, and if given over to frenzy are capable of great atrocity.

What to do with such creatures? The Sabbat would tell you to eat them. The Anarchs would say avoid them. But you, my friend, are most likely in the Camarilla, where the answer is "coexist". Hence a social etiquette which guides Ancillae and Neonates and even other Elders around the potential triggers which could result in profound violence.

Furthermore, the wisdom of the Camarilla is a recognition that everyone has a shared interest in survival, but that interest vies against the desire of the Beast to dominate and control. This is most directly done through violence; but that risks survival! The social system of the Camarilla is a way by which the Beast may demonstrate dominance over others without jeopardizing the immortality so many cherish. It is a surrogate battlefield, where the loser may live see another night.

And so we have the elaborate dance of status. When we look at where status begins on page 310, we see that there are three primary types of status; Innate status, Abiding status, and Fleeting status.

Abiding Status: Abiding status traits are usually earned by holding a position within a sect.

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.

Fleeting Status: Fleeting status traits reflect a character’s notable deeds, achievements, or important patrons: deeds lauded by your sect or faction.

If we look at where Camarilla status begins on page 400, we see what status traits we have unique to the setting. Here we find out the breakdown of status delineated by age

Elders: Confirmed, Established, and Privileged
Ancilla: Confirmed 
Neonates: None

So in my next post, which will be a reply to this one, I'd like to take a look at status by tackling an example that a lot of people have some disagreement on, the trait "Privileged".


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A look at Privileged status (03/20/19)



When we look at the trait "Privileged" on page 401, it has two effects, one Passive and one Spent: 

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 publically challenge its veracity.

Spent: You may expend Privileged status to give someone the Vulgar negative status trait.

Now, as we saw, this is a trait possessed as an Abiding status of Elders of the Camarilla. Every game session, they will start with this status, along with their others. They can SPEND the status to give someone else a Negative Status, which means that they do not have it for the rest of the game session. But while they possess it, they cannot be openly or effectively accused of lying unless the accuser holds certain status traits. 

This means you cannot call a person holding this status, usually an Elder, a liar, or suggest that they are a liar, unless you yourself are an Elder with this status or a position holder that holds the other status traits, or someone holding the Fleeting status: Triumphant. 

The dispute has usually come in the form of: "Why can't my character say whatever they want to say?" 

It's a good question. Your character CAN say whatever they want to say; the status does not rob the player of agency. They simply cannot say that the person holding this status is a liar if they want to be members of the Camarilla. You as a player are deciding to be part of a Sect at character creation. You are making a choice, at creation, that you will not call a person holding this status a liar. 

Navigating status is one of the unique RP challenges of Ancilla and Neonate characters. And to my mind, it's a fun one. Imagine an Elder lying about being at the scene of a murder, with a dozen Neonates having witnessed the crime. The Neonates listen to the Elder profess his innocence to the court, and immediately go to the Sheriff to report their deepest concern that someone has infiltrated the city and is impersonating the noble Elder. The Sheriff, who does have the Privileged status, then has the choice to make; to waste her time chasing the phantom impersonator or to look into the claims of the Elder. 

Status can make things challenging, but that's the fun in it. Players getting around the corruption native to the system itself!

Remember that status doesn't cross Sect (With the exception of our non-operative Speaker). So none of this directly relates to Anarchs, for instance. But Anarch players should keep in mind that they are guests in this domain. Pushing too far against the norms of the Camarilla could have negative consequences for the Movement in the city.


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Lore, Downtimes, Objectives & Objective props (04/29/19)



As we work on DTs I wanted to talk about a few things that have come up, as well as give a heads up for some future posts. I'm likely to make a rules clarification tomorrow, and some IC posts later in the week, so stay tuned!

First, I want to make clear that no one needs to be "taught" Lore, in the way people teach disciplines. If that's something you want to be done for RP purposes, that's fine. Just know that mechanically this is not necessary.

Secondly, the first iteration of the Objective system went very well. Congratulations to all of you who strode into the fray and struggled for your goals! The only hiccup we had is that not all of these cards were assigned and handed out. Instead, some of them were hoarded. Know that when you as the leader of your group hand out cards, you must put a name on it (or 2 names). No ST will answer questions or proceed with a scene regarding a card if there is not a name attached to the card, and we will always ask to see the card before proceeding with helping you on your Objective. Remember: Leaders (That means Primogen, Sect Leaders, or Keeper, etc) cannot gain XP from these Objectives. So hoarding cards in effect will freeze them from play. Next game I know several of you have Objectives you would like to complete. Make sure that before you bring them to a ST there are one or two names on that card denoting who will receive XP.

These are not simply tasks for you to perform, after all. They're parts of a story, distributed to players.

Thirdly, when you wish to use a DT to Investigate some element of the plot, please remember to specify "how" you will be investigating. So for example, imagine that at game you fought a Sabbat pack, which then retreated, and one of you noticed the license plate of the van they drove off on. An Investigate action could be, "I want to look into that license plate using my DMV allies".

Fourthly. You might have noticed that we are trying to introduce many of our story elements as props. If you saw something from the former Scourge's home or office on game one, you may have seen how much work we put into these things. The Objective cards are also a good example. For this reason, know that there will never be another copy given of a prop that is lost. Or an Objective cards. If we give you a physical prop in the form of a letter or an item, that thing is one of a kind, and is only represented by itself. You won't be able to use it if you don't bring it, or have someone "read it" and ask us to share a digital copy. We will not. So if you have something you want to be able to show someone at some point, don't throw it away or lose it.


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Objective system to follow Jurisdiction (03/20/19)



We are generally crafting our Objective system to follow Jurisdiction. We are going to introduce Primogen Objectives in Game 1, and Clan (Or Sect) Objectives in Game 2. So if you are confused about where you would seek your Clan Objectives, think about the Jurisdiction you're under. Do you have a Primogen or an Advocate? If yes, then seek them out. If no, then if you are not a member of the Camarilla, seek out the Scourge. If you are a member of the Camarilla, seek out the Keeper of Elysium.


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Can I hold multiple positions? (03/25/19)



There was an issue discussed at the meeting that I had forgotten to relay here in the group, and that is the idea of holding multiple positions.

First, let me say, that is your right. But in our game with the Objective system, you might find that holding multiple positions creates a dynamic where you are working against yourself. There is absolutely no guarantee that the Seneschal's Objective will line up with the Toreador Primogen's Objective, or the Toreador clan Objectives, for example. A player who has chosen multiple sources of Jurisdiction will find that they're only able to operate within one each game, and that their Objectives may require the Status of the other position!

So while it is your right, I would caution against it. It might make for a frustrating experience. But then again, you might enjoy that! Who knows?



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How do you determine when something is known to trigger a status mechanic? (05/01/19)


Something is considered to be known when one of many things happens. First, the 1st narrator staff agrees in majority that the information is known to be public, 2nd if the event takes place around a sizeable portion of the domain (8-10 players,) 3rd a character with the status Privileged says that you did it, and last Head ST ruling.


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The intricate rules of protocol (03/30/19)



The first thing we have to do is understand what status is. Because there is a mechanical effect, sometimes status feels mystical. And at its VERY base level, very subtly, it is supernatural. In order to understand status, it helps to look at a few parts of the book in a certain order. First, lets start with the basis of status:

"Unless a vampire unleashes her Beast from time to time, she will slowly succumb to madness as cruel urges gradually wear down her human nature. Vampire society evolved to allow subtle releases of the Beast by codifying intricate rules of protocol.

A vampire instinctively spends her time monitoring and measuring her place in society, comparing her station against others. Like a wolf, she knows her rank in the pack and is keenly aware of any social ascent or decline. Status is the game mechanic used by Mind’s Eye Theatre: Vampire The Masquerade to express this alien behavior and translate it into out-of-game terms." --Page 310

What we learn here is that status systems evolved to allow safe, regulated indulgences of the Beast, and that Vampires spend their time paying close attention to their status, and the status of others. And most importantly: They do this INSTINCTIVELY. Meaning, it is not a voluntary process, subject to a player's agency. There is no character in a Sect of Vampires that doesn't care about status. They may not be driven to POSSESS it, but they are drawn to understand it in themselves or others. Just as with the example of a wolf in a pack; it doesn't have the capacity for not understanding its place in the pack, and that understanding requires that it know the place of others.

A little later on page 310 it says:

"All status traits associated with a vampire (or an Alternate Identity, see Chapter Three: Character Creation, page 98) are innately known and understood by all Accepted members of that vampire’s sect."

Innately known is the relevant portion here. That means understood internally, not through experience. The Beast explains how this is so. The Beast knows how to define itself in relation to others. It knows who to fear, and who it desires to kill. And when to feel both. Also on page 310:

" A status trait is a measure of a vampire’s reputation. " Later, on page

This is key. Because when we go to page 400, it says:

"Within the Camarilla, an individual’s private worth is determined first by her generation and longevity within the sect and as a vampire."

And then:

"To be considered an elder of the Camarilla, a vampire must be of a potent generation (Pretender Elder, Master Elder, or Luminary Elder) and have been known to be active for at least 300 years."

So lets put this all together. In order to avoid the degeneration of the Beast in disruptive tests of dominance that could lead to violence, Vampiric societies evolved social systems of status to allow the controlled exercise of the Beast. Because of this Beast, Vampires innately understand their status and the status of others who share that society with them. A status trait is a reflection of a Vampire's reputation. Within the Vampiric society of the Camarilla, an individual's very worth is determined by their Generation and age. In order for a Vampire to hold the status traits of an Elder, then, a Vampire must have the REPUTATION of being an Elder. It is known, innately, by the Beast of others that this being holds these traits. And these traits are developed over a long period of time.

So. Setting aside Alternate Identity; Everyone knows that an Elder is an Elder, and that to be an Elder you MUST be at least of the 8th Generation.A Lore test can then be used to determine how MUCH older than 300 years (Which is the minimum for the status) a character is, or what the Generation of their Sire was. (Which will tell you a character's ASSUMED Generation)

A character who is 6th, 7th, or 8th Gen need not be an Elder, however. But if that is the case, that needs to be put in their public bio. Unless you have the merit Machivellian Prodigy, you cannot pretend to be of a higher social rank than you are (That includes pretending to be a Luminary Elder if you are a Master Elder, or Master Elder, if you are a Pretender Elder). There is a difference between Luminary, Master, and Pretender Elder. These titles are linked to your Generation, and that is a matter that can be learned by Lore. You are a known quantity in your Sect.


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Limited release Objective cards (5/17) (05/20/19)




There is a limited release of a type of Objective....not clan Objectives....that will be introduced at game to 9 players. Unlike normal Objectives, these do not expire, though naturally they can become irrelevant if the goal can no longer be achieved for some reason. Nine individual players will receive these cards, and will have the option of sharing the XP, or not, with one other person. If you receive one of these cards, you will write the name of the person you would like to share it with. The rest of the card will work normally as an Objective.


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DoS Endgame Status Workshop notes (05/03/19)


-What is status
Presentation by Shimon K for DoS Endgame Status Mechanics Workshop 5/2/19.

Status 310
Abiding 311, 314, 401, 446, 481
Anarch Movement. See Anarch Movement,
Bans 313, 403, 449, 483
Camarilla 400
Caps 313
Earning and Expending 311
Fleeting 252, 312, 315, 402, 448, 482
General 311
Innate 312, 402, 447
Jurisdiction 314
Negative 311, 312, 316, 386, 403, 448, 483
Patrons 313
Positive 310
Sabbat 446

The Beast constantly seeks to prove its supremacy. Unless a vampire unleashes her Beast from time to time, she will slowly succumb to madness as cruel urges gradually wear down her human nature. Vampire society evolved to allow subtle releases of the Beast by codifying intricate rules of protocol.


FAQ Question: Do I automatically receive negative status when I break the rules?

Answer: Generally speaking, status isn’t magic. If you violate the rules, you’ll gain negative status when your deeds become common knowledge, either through direct observation or when your actions are described by an important vampire (like a Harpy).  Common knowlege typically requires 5 or more witnesses that are present and not involved in the status exchange, IC post to the Facebook group, or via an update to the Roll Call of Darkness details.


-IC vs OC

Status is the game mechanic used by Mind’s Eye Theatre: Vampire The Masquerade to express this alien behavior and translate it into out-of-game terms.


-Automatic knowledge

A vampire instinctively spends her time monitoring and measuring her place in society, comparing her station against others. Like a wolf, she knows her rank in the pack and is keenly aware of any social ascent or decline.  It's not an automatic or instant occurance, it's a reflection of your character paying close attention to gossip, word of mouth, official announcements within the domain, posted declarations within Elysium, etc.  Your character won't know of another individuals status change the moment it happens across town, it all depends on the speed of the rumor mill.  In Desert of Shadows this is reflected by IC posts to the Facebook group as well as updates to character details on the Roll Call of Darkness page.


All status traits associated with a vampire (or an Alternate Identity, see Chapter Three: Character Creation, page 98) are innately known and understood by all Accepted

members of that vampire’s sect.



Innate, abiding, fleeting


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.


An elder of the Camarilla gains the abiding status traits Confirmed, Established, and Privileged. Note: Kindred can only claim abiding status from a single source at one time.

Serafino might be the Harpy of his domain and an elder of the Camarilla, but he can only claim the benefits of one source of abiding status at a time. (pg 400)


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 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.

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.



FAQ Question: What is a moniker, and where is it defined?

Answer: There seems to be a line that was accidentally cut from the text. A moniker is a social class that a character possesses that grants them status or negative status. Status may be expended as usual, but returns at the same rate as Abiding Status. Negative status granted from a moniker may be removed for a game session, but always returns the next game as long as the moniker exists.


-Negative Status

The fourth category of status is negative status. Negative status is given as a punishment for poor social behavior, and it has detrimental effects. A negative status trait cannot be spent and remains until removed or until its duration expires.

Each negative status places a censure, or a restriction, on the character who possesses the trait. Characters caught breaking this censure by an officer of the sect must pay a boon to that officer or suffer the punishment attached to the 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.*** (pg 312)



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


-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


-Status Bans

Vampire sects are judgmental 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.

A status ban reduces the maximum number of fleeting status traits a character can possess. If a vampire is guilty of one of the “defects” listed under the sect’s bans, then her maximum fleeting status traits are reduced. 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.

In extremely rare cases, a character limited by a status ban can be declared exempt from the ban. Such individuals can petition their sect leadership and beg for removal of the ban. Such petitions must be carried out and approved via the social mechanics of the specific sect. For more details on gaining individual exemptions from status bans, please see the specific setting chapter for your character’s sect

(Chapter Nine: The Camarilla, Chapter Ten: The Sabbat, and Chapter Eleven: The Anarch Movement).


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.



Unless otherwise stated, all uses of status (passive bonuses or active expenditures) must target characters who have been within the jurisdiction of the individual expending the status within the last 30 days. A Prince, Archbishop, or Baron’s jurisdiction is her physical territory or domain.

A Toreador elder hosting a salon would consider the salon to be her jurisdiction, and a Black Hand member who has called for packs to help with a warehouse raid would consider that martial action to be her jurisdiction.


-Inter-sect interaction

A vampire must be Accepted in order to earn, carry, or spend the status of that sect, or to hold positions within a sect.

-Expending 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.

-Alternate Identity

A vampire can only be Accepted by one sect at a time. Willingly being Accepted by a second sect erases the vampire’s current acceptance, automatically casting her out of the previous sect. The only exception to this rule is a character who possesses the Alternate Identity background (3+ dots). A character’s Alternate Identity may be Accepted by another sect, and it may receive status and rank of that sect. However, if the Alternate Identity is discovered, the character automatically loses her acceptance, as well as all status, rank, and benefits of that sect.


-Specific Status Examples


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 offense the negative status Vulgar.



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. Offenses 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.


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.


Favored (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 Favored, 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 Favored 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.


Vulgar (negative) (Camarilla)

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.


Warned (negative)

You have been warned to cease your poor behavior. 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.


Disgraced (negative)

Your activities have placed a stain on your reputation; you are distinctly out-of-favor among your sect mates.

  • 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.


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