Camarilla status cheat sheet

Positions

Prince

Seneschal


Harpy

Lesser Harpy

Primogen

Whip


Keeper of Elysium

Sheriff

Scourge

Elder

Ancilla

Abiding Status Traits

Authority

You enjoy complete control over your jurisdiction. You may issue praise and respect, or command punishment – corporal or capital – to all those within.

Commander

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.

Confirmed

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.

Enforcer

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.

Established

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.

Guardian

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.

Noble

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.

Privileged

You are a venerated member of your sect, and vampires give your opinion great weight. The sect owes you respect.

Prominent

You are society’s voice, and others listen to you on matters of propriety. You can determine which actions are proper social behavior and which actions are against the customs of your sect.

Sovereign

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.

Fleeting Status Traits

Acclaimed (fleeting) (Camarilla)

You have publically 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.

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.

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.

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.

Favored (fleeting)

You have been lauded by a patron within your clan or sect. This patron supports your advancement and shields you from harm.

Gallant (fleeting) (Camarilla)

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.

Honorable (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.

Loyal (fleeting)

You have proven your loyalty to your sect. Other individuals do not question your allegiance to sect law and custom.

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.

Sanctioned (fleeting) (Camarilla)

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.

Triumphant (fleeting)

You have publically 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.

Victorious (fleeting)

You have participated in a symbel, whether a duel or an ordeal, and emerged victorious. The sect lauds your prowess.

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.

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.

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.

Disgraced (negative)

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

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.