Anarch status cheat sheet

Positions

Baron


Constable

Architect


Ambassador

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.

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.

Mandate (abiding)

As a leader among the Anarchs, you have been given power by a popular mandate. You are supported by the will of the people.

Moniker (abiding)

You are a member of a famous Anarch gang. Moreover, you are commonly attributed to be one of the most important members of that gang, responsible for its fame (or infamy). Other members of the gang may be proud of the group’s renown, but your name is synonymous with its moniker.

Warrant (abiding)

You are granted the solemn duty to render punishment to those Anarchs who break the law of the territory or who violate the Masquerade.

Fleeting Status Traits

Connected (fleeting)

You are well known as a trusted asset, capable of providing necessary resources, be it money, equipment, information, or influence-based favors.

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.

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.

Hardcore (fleeting)

You have gone above and beyond the call of duty, placing yourself directly in harm’s way and even risking Final Death in order to complete a mission of great importance or to defend another Anarch.

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.

Preacher (fleeting)

You are recognized for teaching other vampires about libertas and the ideals of the Anarch Revolt, gathering recruits or defusing tensions within the sect and with those outside it.

Thug (fleeting)

You are known for being a strong-arm for the sect. Your area of expertise may be physical, or it may be a less tangible form of expression.

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.

Veteran (fleeting)

You have entered a conflict on behalf of the sect (a siege, pitched battle, or similar major undertaking, not just a raid or a minor brawl), and comported yourself well on behalf of the Anarch Movement.

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.

Cherry (negative)

You exhibit a dangerous naiveté about the Movement, Kindred society, goals, or unlife in general. Your inexperience has caused serious problems or harm to your fellow Anarchs.

Marked (negative)

Through your action or inaction, the entire Anarch Movement has suffered. Perhaps you have been hunted by another sect, perhaps you defected and committed treason, or perhaps you attempted to infiltrate the Anarchs on behalf of an outside organization. In any case, this censure is never given lightly.

Loser (negative)

The Anarch Movement considers you a failure, someone who cannot be trusted to live up to her word and cannot be relied upon when trouble comes knocking.

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.