End of Eternity Basic Rules Set: Status and Clan Prestige





Status
Positional Status for the Camarilla Stations
Justicar: Faultless, Feared, Just
Archon: Empowered, Feared
Prince: Exalted, Famous, Well-Known
Seneschal: Cherished, Esteemed
Primogen: Revered
Clan Whip: - has the same powers as the Primogen in her Primogen’s absence. They are the individuals who are to “motivate” the Clan’s body to serving the Primogen. However, they do not gain the Positional Status Trait (refer to Laws of the Night: Revised for more information).
Master of Harpies: Influential
Brujah Harpy: Loaned - Feared
Gangrel Harpy: Loaned - Resourceful
Independent Harpy: Loaned -Trustworthy
Malkavian Harpy: Loaned - Admired
Nosferatu Harpy: Loaned - Well-Connected
Toreador Harpy: Loaned - Famous
Tremere Harpy: Loaned - Valued
Ventrue Harpy: Loaned - Faultless
Sheriff: Feared
Deputy: Loaned - Feared
Keeper of Elysium: Honourable
Scourge: Dreaded
 
 

Positional Status for the Camarilla Stations in the End of Eternity Game
The following positions of societal authority are not necessary, per se, but they are added to the game to create greater social and political hierarchies and schisms.

Chancellor: Devoted - is second to the Seneschal, where the sseneschal is a major-domo, the Chancellor is the Prince’s attendant, secretary and chamberlain (preparing the gatherings for the Prince’s court etc.). She is to ensure the social status quo of the domain and maybe a judge (in absence of the Prince or Seneschal) in any court issues of bureaucracy.

Herald: Valued - is the Prince’s mouthpiece, it is theirr job to communicate the Prince’s edicts to those that are meant to be in the know. If the Prince convenes an unscheduled Court, then it is the Herald’s duty to alert those who must attend. It is assumed that the Heralds decrees are the Prince’s so Heralds must be both savvy and cautious if they wish to make statements that also involve self-interest. A Herald that lacks subtlety or who otherwise endangers or weakens a Prince’s position by their words courts a swift and direct Final Death.

Huntsman: Sanctioned - created by the Scourge (at the cost of a permanent Status trait), they serve as enforcers and executioners.

Primus: Eminent - Usually the eldest of the clan in the CCity. Primus are only concerned (at least openly) with getting results for their Clan, and applying pressure in any method they have to garner further resources and prestige for their people. The Primus is also the final arbiter of those who receive Out of Clan Prestige and those Clan members who wish to have their Negative Prestige lifted. Primus lecture to the Clan on lore, history and tradition as well as to the Camarilla on the virtues and merits of the Clan's actions towards the sect. This position is difficult one, for as one rises in Clan Prestige, the more likely it is that they will lose standing in the other kindred circles, appearing to be more interested in Clan matters than Camarilla matters.

Sentinel: Chivalrous - Appointed by either the Prince or the KKeeper of Elysium, Sentinels are the guardians and defenders of Kindred sacred and cultural sites. They aid the Keeper of Elysium in maintaining the Masquerade. They act martially in defence of all Kindred (read: Camarilla) against those who violate the Sanctity of Elysium and are the only kindred who may do so. Sentinels serve with gentility and grace and at all times carry themselves with an air of nobility. They also act as chaperons for Independent and Sabbat vampires who are "guests" in the Elysium.

Warden: Commendable (Loaned) - appointed by the Primogen (at the cost of a loaned Status trait) the Warden is, in actuality de facto protector of a Clan's feeding territory in the city. Wardens are also charged to aid the Keeper of Elysium with maintenance of the Masquerade in their Clan’s territory. The Warden has the right to defend their Clan’s territory by any means short of bringing the violator to the Final Death

As long as they hold their official station, no Kindred may permanently lose their Positional Status Traits, though they may be stripped temporarily.
 
 

Uses of Status (Addendum)
Permanent, not Temporary Status Traits may be added to your Social traits during a Social challenges.  This applies to any Social challenges with members of the sect in which the source of the challenge is obvious, even Discipline challenges (for example, Dread Gaze is obvious, so you may use the traits, but Summon is not). Temporary Status traits that are lost or expended are regained at the end of the month.  Any extra temporary Status traits accrued are lost at this time.  This also applies to the permanent Status traits linked to Stations that cannot be permanently lost while the station is held.

Anytime a character can remove Status trait from a character, he may instead elect to award a Negative Status trait.  Similarly, anytime a character can grant or restore a Status trait, they can remove a Negative Status trait instead. You cannot use a station's ability to grant Status to give a character more Status traits then you possess (i.e. if you have 4 Status, you cannot give someone their fifth Status trait).

Examples of Camarilla status are: Acknowledged, Admired, Adored, Cherished, Commendable, Courageous, Chivalrous, Devoted, Dreaded, Eminent (Primus or Elder), Esteemed, Exalted, Famous, Faultless, Feared, Influential, Honourable, Just, Known (Ancilla Pretenders or “young” Elders), Loyal, Praised, Respected, Resourceful, Revered, Righteous, Trustworthy, Valued, Well-Connected and Well-Known.
Other Non-Camarilla Status Traits include Recognized (Ghouls) and Tolerated (Anarch/Caitiff)
 
 

Gaining and Losing Status
The ability to grant or remove status is possessed by a Prince, Harpy or Court Officer and is only available in the Domain wherein that court resides. These court officers can affect any kindred present within Vancouver. The only ones who are exempt from this rule are the Justicars, whom transcend such local politics. Harpies may only strip status publicly during a game session. The only exception of this is to strip status of those who traveled to the city and have since left; this status can be stripped up to a month after the visit.
 
 

Status Maximums
A character’s Clan, Social Class, and possession of Station in kindred Society determine the maximum number of Camarilla Status traits that Kindred may possess.  A character can only receive one bonus trait for Station.

Caitiff Camarilla Member: 3
Independent Clan Camarilla Member: 4
Neonate (13th - 11th Gen.): 5
Ancilla (10th - 8th Gen. {Pretenders}): 6
Elder (8th - 7th Gen.): 7
Office or Station: +1
Prince: +2
Maximum Loaned Status is equal to the permanent Status (including Office) of the recipient
 
 

Negative Status
A character that possesses a Negative Status trait is down a Status trait in all comparisons of Status.  Additionally, the character loses the comparison of Status should the result of the comparison end up a tie.  A character can normally only possess one Negative Status trait.  If one should be gained while the character already possesses one, the earlier one is replaced with the new and the character loses a Permanent Status Trait.  Examples of Negative Status Traits are Blood Hunted, Boon-Breaker, Deceitful, Despised, Disreputable, Foolish, Hated, Ignorant, Incompetent, Negligent, Powerless, Reviled and Savage.
 
 

Clan Eminence
At the beginning of the month the Head Storyteller calculates the total Status traits for each of the Clans by adding the permanent Status of each member of a Clan and adding them up to a group sum. The Clan with the highest standing then becomes the Eminent Clan in the City. Note that the Prince and the Master of Harpies' Status are not added to these calculations, neither are those of long term NPCs. The second-ranked Clan is then called the Rival Eminent Clan. Both Clans gain the privileges and bonuses listed below. Socially it is assumed that both eminent Clans are in rivalry to one another for influence over of the City.

One of the factors of rivalry is that any and all Eminent Princes or Master Harpies must spend two traits to remove status from a rival clan member. This is to ensure to the other members of the Camarilla that they are not using their privilege as a scourge. Of course it is the collective will and influence of the Rival Eminent Clan that sets this social order of into being.

The following is a description of what each clan gains when they become an Eminent Clan or Eminent Rival Clan:

Brujah: The Brujah are close to mortals and thus gain the equivalent of Allies x2 available to them every session. These Allies may not aid Influences, however, though they may have skill resources or access to areas that the Brujah does not. Once per month the Brujah can gather a crowd equal to their permanent Social traits for the purpose of non-violent protest. The mortals will not risk their lives or real jail time for the vampires. Friendships or coercion allow any Brujah to find some sort of improvised and somewhat secure haven in any district or territory within the City. They may make ability tests of Leadership with a +1 bonus.

Gangrel: Because of the Clan’s strength of numbers, no one, not even the Prince, can strip a member of the Gangrel of his or her last status trait (though they can still be Blood Hunted). A blend of affinity to the city, instinct and cunning allow the Gangrel to detect ambushes or traps once per month (Narrator discretion). Any attempts of spying against the Gangrel with uses of the Animalism discipline are now at a -6 trait penalty and may not be retested. The Gangrel may now make Ability tests of Animal Ken and Survival with a +1 bonus.

Malkavian: Malkavian kindred may gain random snippets of information (at Narrator discretion) about other characters' spiritual or emotional shortcomings (Beast Traits, Derangements, Flaws and Negative traits) and other matters of interest equal to their permanent Status traits. The Malkavian are ever-watchful and thus the Children of the Moon gain a +1 on all Investigation tests. Malkavians' awareness of the City and its populace also grants them information, once per month, on one vampire of choice’s Herd, Resources, Retainers (one only) or Social Merits (again one only).

Nosferatu: The Nosferatu Primogen may order one other Member of the Primogen Council to abstain on any one issue directly affecting the Clan Nosferatu, the City, or status and prestation. To not abstain at the Nosferatu’s request is an offence punishable by the Prince, the Harpy and of course the Clan’s body, influence and staff. In the UnderCity the Nosferatu are sovereign. They may make Ability tests of Stealth and Survival at a +1 bonus. Furthermore, as long as the Nosferatu remain under the City they may find sustenance easier, gaining a +2 bloodpool (sewer animals and the homeless) per session.

Toreador: Toreador are automatically welcome at any social occasion - either mortal or kindred - that they wish to attend. Once per month the Toreador may start a Game Session or Down-Time Session with a full bloodpool. This in no way endangers the Masquerade, nor affects any Virtue or Morality tests. Toreador may make Ability tests of Academics, Crafts, Expression, Masquerade, Performance or Subterfuge at a +1 bonus. Finally, any Fame traits possessed by members the Toreador are inviolable to those outside of Clan.

Tremere: The Tremere, once per evening, may ignore any Social challenge, including Status uses, against them that are not supernatural in nature. Members of the Clan may claim minor fifes (a few square blocks each) in the City for the purpose of ritual practice and pursuit of mystic research. Others who hunt in or others wise violate the Tremere’s fife are subject to debts of prestation and/or exile. Continued trespass brings the offending party the ire and retribution of Clan Tremere. Tremere gain a +2 bonus on Occult and Ritual tests in their fifes

Ventrue: The Ventrue Primogen may demand a change of vote from one member of the Primogen on any issue before the Council, once per meeting. For the council member to refuse or ignore the Ventrue veto is an offence punishable by the Prince and/or the Harpy. In addition only the Master of Harpies, may remove Status from a Ventrue Prince, Primogen or Primus and are limited to doing so once per month. Banking and Politics twist to serve Clan ambitions and thus the Ventrue enjoy a + 1 to both Bureaucracy and Finance challenges. Finally, any and all Resources traits possessed by the Venture Clan are untouchable and cannot be damaged or reduced in any way.
 
 

Clan Prestige

Brujah: General: Brother/Sister,
Iconoclast: Bold, Dangerous, Hard, Insurgent, Maverick, Rebel, Street Savvy, Unbowed, Unrepentant
Neg. Collaborator
Idealist: Apt, Brave, Dauntless, Enlightened, Integral, Radical, Scholarly, Valorous, Wise
Neg. Fool
Individualist: Diacritic, Dissident, Liberal, Lone Wolf, Innovator, Rouge, Pariah, Reformer, Vainglorious
Neg. Conformist
Out of Clan: Friend of the Blood

Gangrel: General: Nomad
Alpha, Bard, Beta, Carnal, Fearless, Hearty, Honest, Natural, Survivor, Unbroken, Undefeated, Untamed, Wayfarer, Worldly
Neg. Omega
Out of Clan: Welcomed

Malkavian: General: Moonchilde
Aware, Cool, Enlightened, Exalted, Lofty, Mischievous, Moonstruck, Section 8, Spiritual, Touched, Visionary, Way Out, Wild, Wise
Neg. Mundane or Unenlightened
Out of Clan: Insightful, Ready-Minded or Sophisticated

Nosferatu: General: Kin
Frightful, Grotesque, Informed, Invisible, Knowledgeable, Quiet, Survivor, Tamer, Tunneller, Vigilant
Station: Brood Leader, Lady/Lord Architect, Hive Master, Warren Master,
Neg. Monster
Out of Clan: Good Neighbour

Toreador: General: Inductee
Associate, Apprentice, Journeyman, Artisan, Critic (Poseur) or Savant (Artiste), Contributor, Sponsor, Steward, Benefactor, Advocate, Advisor, Fellow, Mentor, Luminary, Master
Station: Guild Master, Master of Arts, Master of the Roses, Order of Petals
Neg. Thorn
Out of Clan: Patron

Tremere: General: Apprentice
Senior Apprentice, Regent, Lord, Pontifex, Councillor
Neg. Renegade
Out of Clan: Gifted

Ventrue: General: Esquire
Knight/Dame, Grande Knight/Dame, Nobleman/Noblewoman, Patrician, Lord/Lady, Baron/Baroness, Count/Countess, Marquis/Marchioness, Duke/Duchess, Grand Duke/Grand Duchess, King/Queen, Emperor/Empress, Sovereign
Neg. Plebeian
Out of Clan: Peer
 
 

Clan Organizations
Brujah: Anarchs, Brutes, Faction, Pack, Rants and Raves, University
Gangrel: Confederacy, Lodge, Pack, Tribe
Malkavian: Madness Network, Parodies of other Clan or Human Structures
Nosferatu: Brood, Haunt, Hosting
Toreador: Artiste, Ball, Gallants, Guild, Poseur, Salon, Society
Tremere: Circle, Convocation, House, Order, The Pyramid
Ventrue: Assembly, Board, Dignitas, House, Order, Society
 
 

Gaining Clan Prestige
To gain advancement in one's Prestige in Clan, a vote must pass by all Clan members in the City or region by a two-thirds majority. There may only be one vote per month an only one member may be magnified per vote. The Primus may veto any vote if they find the Clan member not worthy of such esteem and station. If the Clan has no Primus in the city then the Primogen gains the right to veto. Any member of a Clan whose Prestige ranking is up for increase over and above the fifth rank requires HST approval.

Brujah: Acts of daring, Anti-authoritarian acts, Causing a prominent Camarilla member to lose Status, Challenging societal norms, Changing the Camarilla from within, Disrupting or destroying others influence over the mortals, Foiling another Kindred’s power play, Motivating an Elder to taking action towards your cause, Organizing or protecting the Anarchs, Overthrowing kindred or mortal systems of rule, Supporting a Brother/Sister or Elder though adversity, Triumph over a rival (individual or group), Winning a debate, Winning fights, Winning an insult contest

Gangrel: Age, Being a Gangrel epic, Gaining territory for the Clan, Maintaining peace in the (your) Domain, Navigating through Kindred politics, Negotiating with Lupines, Possessing advanced lores, Protecting a ward (or the weak), Seeking out enemies of the Camarilla, Surviving Lupine a encounter, Survival in the City, Survival in the wilderness, Telling a Gangrel epic, Winning fights

Malkavian: Driving other Kindred to the edge of sanity, “Tearing down the walls of sleep”, Doing something that confuses the other kindred or the Camarilla in general, Using any other methodology that will be recognized by other Malkavians

Nosferatu: Acts of information that increase feeding grounds, Age, Aiding a Nosferatu in danger, Expanding the Nosferatu’s information network, Gaining information on actions of mortal influence, Gaining secrets on a rival of Clan, Gaining any secrets about Clan Tremere, Faithfully guiding the neonates into maturity, Learning City Secrets, Maintaining your Humanity, Succeeding in a risky mission from your Elder(s), Properly serving the Elders, Possessing a Clan station

Toreador: Building a cultural gallery or Salon, Breaking through the “glass ceiling”, Creation of new and masterful works of art, Defending art, beauty or love through adversity, Demonstrating insight though criticism, Discovering and leading the “next big trend” amongst mortals, Elevating the reputation of your Guild, Expanding the cultural opportunities in the City, Expanding the Elysium in the City, Granting patronage to a mortal virtuoso, Hosting a successful Ball, Humiliating a rival, Permitted entry to a Society, Publicly having a Camarilla member lose Station or Status due to your words

Tremere: See the Clan Tremere pages - Acquiring new forms of magic (any), Control over mortal influence interests, Dedication of a new Chantry, Defeating or eliminating rivals of other Clans, Discovery or destruction of a Salubri, Increasing ones Status within the Camarilla,  Maintaining the respectability of Clan Tremere, Not failing your direct superior, Proven loyalty to House Tremere, Successfully rising above your rivals in Clan, Supporting your fellow Tremere in times of trial, Victory over a higher ranking Tremere in the Rite of Certamin

Ventrue: Acquisition of mortal influence and wealth, Being aware of the Camarilla’s enemies (Anarchs & Sabbat) and their potential actions, Bold or decisive actions that maintain holdings or weaken rival positions, Destruction of a member of the Sabbat, Demonstrating patience and respectability ever to ones enemy, Deference and decorum to ones Elders, Ending an outside threat (Clan or City), Forging new connections with mortals, Gaining territory for the Clan or the Camarilla, Having control of the rulers of mortal society (Influences), Maintaining peace in the (your) Domain, Strengthening relations with other Clans, Supportive and/or co-opporative actions with other Ventrue that serve the Clan’s agenda
 
 

Losing Prestige
Losing Clan Prestige is usually done by the consensus of the Clan or by the Primus. If witness to or reported to by others of a clan member's indiscretions or errors of action and etiquette, the Primus may enter into a Social challenge against the transgressor. If witnessed by fifty percent or more of the Clan's body in the city and if successful (retest: Leadership), the Primus may remove one Prestige level from that member. Even if the body of Clan disagrees with the Primus’ action they may not vote against it until the “change of seasons” (3 months) and must treat the vampire as lower in the Clan hierarchy.
 
 

Negative Prestige
Negative Prestige is the most severe punishment a Clan can give its membership other than Blood Bond or Final Death. To be granted Negative Prestige invalidates all ranking except the General level of Clan Prestige. If an vampire with Negative Prestige loses their General Prestige traits they are considered Caitiff and pariah. Hated and despised by the Clan, if they ever cross ways with the Clan they will be attacked as a dire enemy. Some Clans do not even let it get this far, with the granting of a Negative Prestige trait the Clan or the Primus order the member to commit some great and very dangerous task for the good of the Clan in the city. This rite of contrition and tasks of penance may be on going for years or at least until the Primus or fifty percent of the Clan exonerate the transgressor and remove the Negative Prestige trait. Negative Prestige is not a light issue and should not be roleplayed as a tool of favouritism or control. It is a teaching tool, an act of severe punishment akin to a public caning that goes on for years.
 
 

Out of Clan Prestige
Receiving Prestige outside of one’s own Clan peerage is one of the highest honours a Kindred can be granted. This Out of Clan Prestige is usually only granted as a recognition of notable service to the host Clan or as payment of a large debt due to voluntary acts by an outsider that aided the Clan. Out of Clan Prestige may be granted for defending or aiding an Elder of the sponsoring Clan, elevating the Status or Influence of the Clan in the City or through adoption or open patronage of an vampire of another Clan.

Being granted Prestige from another Clan has two benefits and one hindrance. First, one with Out of Clan Prestige is seen for the most part as an ally if not friend to the sponsoring Clan. Secondly, one can call upon any member of the sponsoring Clan for aid or succor as though they too were clan members. The Primus and the Primogen cannot refuse any individual's proper and reasonable requests as they both represent the Clan in the City. The Primogen, however, can only deal with issues of Camarilla politics and standing. All other issues must be voiced to the Primus or the Clan body. In order to use this influence to garner assistance from any other member of Clan, an outside vampire with Out of Clan Prestige must win a Social challenge against the player character to which they gain a +1 trait bonus. If successful the vampire will assist or support the petitioner for the duration of an hour or a scene. The penalty to go with all of this aid is that the individual vampire with Out of Clan Prestige is seen as having one less In Clan Prestige for every Clan that offers its sponsorship unto them.

Players may have up to two (2) Out of Clan Prestige traits, maximum, from two different clans. If these Clans become Eminent and Rival in the City on any given month, then the player character must give up the Prestige trait granted to them by the Rival Clan. This is because the Eminent Clan does not wish to see divided allegiances with in it ranks, nor from those whom they grant support and patronage. If the player character cannot see it within themselves to sever ties with the Rival Eminent Clan, they may give up both traits of Out of Clan Prestige and attempt again to curry favour with their former patrons or adoptive brotherhood. Remember too that the dropping or refusing of Prestige from the Eminent Clan is a great insult and should never be done publicly. A quiet back room discussion with the Primus or the Clan body is advised. Once sponsorship and/or Prestige is granted to an outsider, the loss or refusal of it can come with many repercussions. This is the boon and the bane of shared loyalties.
 
 
 
 
 

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