Character Regulation Bylaws

Updated 9/27/07

 

1) Interaction with Independent Chronicles

 

       A) OWBN characters may interact with non-member chronicles that are in process of applying to the network in order to investigate how the applying chronicle may best integrate into the shared universe.

            i) The Admissions Coordinator must verify an application has been submitted and under review by the independent chronicle prior to any character interaction with the non-member chronicle.

            ii) The HST of the member chronicle interacting with the applicant chronicle must send notification to the Admissions Coordinator during each month of interaction.

 

       B) OWBN characters may not bring the following into the network from a non-member chronicle:

            i) Item Cards

            ii) Supernatural powers (i.e. Disciplines/Gifts/Arcanoi/Bunk/Numinae/Magic) that require a teacher to learn as per the Character Regulation Bylaws, Section 7.

            iii) Lore knowledge

            iv) Merits or Flaws

            v) Backgrounds

            vi) History/Plot

 

2) New Character Creation

 

       A) A new player character shall be restricted to the points allowed under standard character creation in the appropriate Mind's Eye Theater rules, plus up to thirty (30) experience points.           

i) Any awards of traits, abilities, or other character statistics count towards this limit as the amount of experience that the player would have had to spend to purchase that particular statistic.

 

       B) Up to thirty (30) unspent experience from a previous character may be rolled over into the new character, however the combined total from storyteller awards and unspent experience may not total more than thirty experience points for any reason. Any awards made towards the creation of a new character must be made within three game sessions of the character entering play.

            i) These points may be spent only as Experience points, not as creation points. This spending should follow your Chronicle’s House Rules.

            ii) These points may not be allowed to purchase any power above second Basic in any out of clan Disciplines, nor above first Basic in any Clan-specific Disciplines (Chimerstry, Protean, Mytherceria, etc.).

            iii) Rare and Unusual Rules apply to how this XP is spent.

 

       C) Experience points already spent shall not be transferred or refunded to another character. Points approved by the player character’s home chronicle are considered spent.

 

3) Experience Points

 

       A) No OWBN character may earn more than eight experience points in a single month.

            i) Of these eight, no more than five may be for game attendance.

 

       B) A character may only be awarded XP by its own home chronicle.

            i) If a PC visits another chronicle and thus is eligible to earn additional XP, it is the player’s responsibility to make sure that the storyteller crew of the chronicle the player visits informs the home chronicle, by e-mail, stamped index card, etc., so that the home chronicle can award the appropriate XP.

            ii) The home chronicle is the final authority on how much XP is awarded (not to exceed the OWBN maximum of 8 per character per calendar month, of which only 5 may be awarded for attendance at games).

 

       C) XP is awarded to the character not the player.

            i) XP may only be spent on the PC to which it was awarded.

            ii) The only exception is when a PC dies or is retired, the *unspent* xp, up to the maximum allowed by OWBN rules, may be transferred to a new PC.

 

       D) Players who serve on short-term NPC duty may, at storyteller discretion, be allowed to earn some XP towards their active PC, however players of long-term NPCs should not be allowed to transfer large amounts of XP to their active PC.

      

       E) Chronicles may convert an NPC to a PC under the following conditions:

i) Chronicles must submit the full sheet to be converted to Council no less than 1 month prior to play as a PC for review.

a. The character sheet must meet all OWbN PC creation guidelines at the time of conversion.

b. Failure to submit the sheet to Council shall result in the automatic GNC of said character with no resurrection permitted.

ii) Council has 2 weeks to review the sheet and propose that the conversion fail to be permitted.

 

4) Glass Ceiling

 

       A)  Vampire PCs are restricted by the following:

            i) Any PC who drops below 8^th generation must be retired to NPC.

            ii) The highest attainable level of any discipline for a player character shall be advanced.

 

       B)       Changing Breed PCs are restricted by the following:

            i) Any PC who reaches the 6th rank (the Legend equivalent) must be retired to NPC.

 

5)    Home Chronicle

 

       A) Every OWBN player character (PC) must have one, and only one, home chronicle.

            i) A PC’s home chronicle must be a OWBN chronicle in good standing.

            ii) The player must physically attend games in that specific chronicle.

 

       B) Changing a PC’s home chronicle requires the approval of the storyteller crews of both the chronicle being left and the chronicle being joined.

            i) It is not acceptable to transfer a PC to a different home chronicle for the purposes of evading the authority of a storyteller crew or avoiding the consequences of their IC actions.

            ii) It is not acceptable to change a PC to NPC status for the purpose of transferring them, and then change them back to PC status.

            iii) Players that wish to transfer their characters but are unable to obtain their home chronicles approval and believe they are unfairly being denied transfer may ask the OWBN Executive team to mediate their dispute. Player s wishing to dispute a denied transfer must show that the transfer is being denied in bad faith; to this end they must be able to produce documentation and witnesses supporting their claims. The Executive team may refuse any case on the basis of insufficient supporting evidence.

                        (1) For the duration of the dispute the Executive team gains administrative control of the character.

                        (2) The character may not be played while the dispute is ongoing without permission of the Executive team.

                        (3) So as not to inconvenience the player any more than necessary, the dispute shall be solved within 1 calendar month of it being accepted by the Executive team, unless written consent of the player is granted.

                                    (a) Any additional time beyond a month must be agreed upon in writing by the     player in question. The Executive team shall notify Council at the beginning of this period, and when the dispute is solved. This notification shall consist of the names of the Chronicles involved and the name of the character involved, and at the end, the decision reached.

                        (4) Further information may be released at the discretion of the Executive team, but is not required. Cases that are refused need not be notified.

                        (5) The Executive team's decision on the matter will be final.

 

6) Inigo Montoya & Character Resurrection

 

       A) Inigo Montoya

            i) No single player may create multiple characters related to, allied with, or otherwise possessing knowledge of each other.

                        (1) Players who become involved in an investigation into their character’s death must report this activity to their storytellers.

                        (2) A single player’s multiple characters may eventually gain knowledge of each other but may never work together.

 

       B) Character Resurrection

            i) Definition and Process

                        (1) The resurrection of a character is considered a Rare and Unique event and as such must be approved by Council.

                        (2) Resurrections are defined as circumstances where plot is written from the point at which a scene is left off and the forward events are scripted to allow the character to return to “life” after they went through something that had caused them to reach final death or to become unplayable.

                        (3) If there is a dispute on whether a situation is a “resurrection” or not, the Head Coordinator shall arbitrate although their decision may be appealed to the Council.

 

            ii) Rewriting the scene

                        (1) A vote is not required to return a character to play by re-writing the death scene as long as:

                                    (a) The same HST is in continuous charge of the character’s chronicle

                                    (b) Less than 6 months since the death have passed.

                                    (c) After that time, or if there has been a change of HST, then the

                        STs must bring it to Council as a resurrection.

                        (2) If a character dies in their own home chronicle, or the visiting chronicle has granted the home chronicle full license to go back and change the scene, the scene is re-written by the Storytellers.

                                    (a) If a character dies while visiting another chronicle and the death is contested the characters home chronicle must contest the scene with the Storytellers who had jurisdiction at time of death in order to make arrangements with them to rewrite the scene.

                                                (i) If the scene is rewritten as per the agreement of both chronicles, then a vote is not needed because a resurrection did not occur.

                                                (ii) The request to contest a character death can be initiated anywhere from the night/scene in question to 6 months later.

                                                (iii)    A mediator may be requested at any point during the negotiations.

                        (3)   If the character’s death is not resolved to the satisfaction of all parties within 6 months of the initial protest then the matter should be taken to the Head Coordinator. The Head Coordinator shall process and propose the Resurrection and/or scene rewrite and give his or her input into the matter.

 

7) Teaching Disciplines

 

     A) While any vampire can learn any discipline, they must learn out-of-clan disciplines from a vampire who possesses that discipline in-clan unless otherwise noted in the bylaws or clan genre packets.

 

     B) Caitiff and Pander must declare three disciplines they possess as “in-clan” for teaching purposes at creation.  If any of these disciplines are not possessed in-clan by a least two clans (not bloodlines) then the character is defined as an Unusual Caitiff or Unusual Pander as befitting their sect.

 

8) Blood Magic

 

       A)  Blood Magic categories

 

       The following styles, and variations, shall be considered “blood magic”:

 

            i) Hermetic Thaumaturgy

            ii) Assamite Sorcery (aka Dur-An-Ki)

            iii) Koldunic Sorcery

            iv) Western Necromancy

            v) Voudoun Necromancy

            vi) Ahku

            vii) Wanga

            viii) Sadhan

            ix) Nahuallotl

 

       B) Blood Magic Coordination

            i) The administration of each clan’s blood magic shall be the responsibility of the individual genre Coordinators; however, a genre coordinator may appoint a sub-coordinator for this purpose.

                        (1) These coordinators shall come to a consensus on who should supervise any path or ritual not clearly defined as a single clan’s responsibility.

                                    (a) A vote of the OWBN Council may be called if a consensus cannot be reached.

            ii) Storytellers of One World by Night are required to hold to these guidelines in order to ensure consistency throughout the organization.

 

       C) MET Conversions

            i) Paths or rituals that do not exist as a MET conversion within a printed White Wolf sourcebook are required to be submitted for review to the appropriate genre coordinator within 3 months of storyteller approval.

            ii) All submissions must include a full description and suggested game mechanics; however, the genre coordinator may make any edits they feel are necessary.

 

       D) Blood Magic Packet

            i) A catalog of all converted paths and rituals within One World by Night shall be made available to the organization.

            ii) This catalog shall include full text descriptions of all paths and rituals contained therein.

            iii) It shall be updated as when necessary by the genre coordinator, as a genre proposal.

                        (1) If there are no additions to be included in the resource during a scheduled update, the genre coordinator must notify the OWBN Storyteller list.

 

       E) PCs may only have one style, or variant, of Blood Magic.

            i) In-clan disciplines that fall into the styles listed in Section 8.A are considered the one allowed variant for the respective clans/ghouls/bloodlines that possess it.

 

9) Rare & Unusual

 

This list is to be considered a guideline for all games within the network. As such, it crosses the lines of genre whether a game is focused on Sabbat vampire, changeling or werewolf. These categories are to be used as an extrapolated guideline. As character concepts are beasts of wild creativity and vast imagination, any list cannot hope to cover the scope of what the players of One World by Night wish to portray. With any system of this nature, flexibility and fluidity are a necessary component. The population types of One World by Night are likely to ebb and flow over the years, and these guidelines must be flexible to reflect the growth and change of the organization and its goals and needs.

 

       A) Genre Coordinators may propose a category assignment or re-assignment for any element type that is not well captured by these guidelines.


 

i) Classifications:

 


            ii) Groupings:

                        (1) Sect Defectors: Incorporates any character embraced or raised into one major sect of a game genre, but is no longer a member. This includes Bloodline Antitribu, City Gangrel Antitribu, Lasombra Clan Defectors (defined as those not embraced by a Camarilla-loyal Lasombra of a traditional and documented line of Lasombra), Tzimisce Antitribu, Sabbat Assamite Sorcerers and Viziers, Black Spiral Dancer Sect Defectors.

                                    (a) Notable exceptions to this grouping: Salubri Antitribu, Tremere Antitribu, and Lasombra Antitribu.

                                    (b) BSD Sect Defector: Any character who has danced the spiral/been raised by the wyrm and since left the Black Spiral Dancers.  This includes those characters who are Ronin, as well as those who join the Gaian Garou.

                                    (c) Except for the specific clans mentioned under Sect Specific Sect Defectors, Anarchs and the Camarilla are considered to both be part of the same major sect.

                        (2) Unusual Enlightened: Incorporates those on the Path of Harmony and on other out-of-genre paths.

                        (3) Near-Extinct: (includes the extinct as well): Incorporates Tremere Antitribu, True Hand Members, Sons of Discord, True Brujah, vampiric Children of Osiris, Salubri, Setite Tlacique, White Howler Throwbacks, Bunyip, Croatan, Bubasti, Ajaba, and Ceilican.

                        (4) Assamite bloodlines: Incorporates Bedoin Warriors, Byzantine Viziers, and Assamite   Web of Knives

                        (5) Assamite Faction Converts: An Assamite converting from Schismatic to Loyalist, or vice versa.

                        (6) Dispossessed to Loyalist: An Assamite converting from Dispossessed to Loyalist.

                        (7) Dispossessed to Schismatic: An Assamite converting from Dispossessed to Schismatic.

                        (8) Bastet: Incorporates all varieties of Bastet not specifically mentioned elsewhere in this document.

                        (9) Common changing breeds: Incorporates Ratkin, and Corax

                        (10) Unusual changing breeds: Incorporates Bastet, Nuwisha, Rokea and Ananasi

                        (11) Rare changing breeds: Incorporates Kitsune, Gurahl, Mokole, and Nagah

                        (12) Standard Mummies: Incorporates new mummies, Imkhu, and other Shemsu-Heru

                        (13) Non-standard mummies: Incorporates Ishmaelites, Cabiri, Asek-Sen, Capococoha, and Wu T’ian.

                        (14) Mummy cultists: Incorporates members of the Cult of Isis, the mortal Children of Osiris and the Amkhat

                        (15) Perfect Ventrue Infiltrators: A perfect “Ventrue infiltrator” is any non-Ventrue character that is attempting to circumvent the Clan Advantage by having a ‘sire? in the clan cover for them that follows with the Clan’s Lineage or impersonate/replace/pose as a Ventrue well enough to not arouse suspicion.

                        (16) Perfect Giovanni Infiltrator: A perfect “Giovanni infiltrator” is any non-Giovanni character that is attempting to circumvent the Clan Advantage by having a “sire” in the clan cover for them that follows with the Clan’s Lineage or impersonate/replace/pose as a Giovanni well enough to not arouse suspicion.

                        (17) Rare Revenants: Enrathi, Marijava, and Rafastio Revenants are to be considered a “Rare” class of character.

                        (18) Warrior Setites: Setites with Potence in clan as opposed to Obfuscate

                        (19) Sect Specific Sect Defectors: Lasombra (defined as those not embraced by a Camarilla-loyal Lasombra of a traditional and documented line of Lasombra), Tzimisce, Harbingers Of Skulls, Kiasyd, Blood Brothers, City Gangrel, Salubri Antitribu, Serpents of the Light and Tremere Sect Defectors.                   

(20) Hengeyokai. This includes any shifter from the Beast Courts as well as any Eastern   versions of the standard Tribes. (Tengu, Hakken, Stargazers, etc)

                        (21) A "Supernatural" Kinfolk is defined as any kinfolk who is a member of a non-Garou supernatural group (Vampire, Changeling, Mage, Mummy, Etc), or those Kinfolk who posses True Faith or Gypsy Magic. This specifically does NOT apply to Kinfolk with Gnosis, Gifts, or Spirit Heritage.

                        (22) Perfect Tremere Infiltrator: A perfect "Tremere infiltrator" is any non-Tremere character that is attempting to have a "Sire" or "Superior" in the clan cover for them as a member of House & Clan, or impersonate/replace/pose as a Tremere well enough to not arouse suspicion.

(23) Rogue Thaumaturgist - Any out of-clan practitioner of Tremere Thaumaturgy, Assamite Sorcery, Kuldonism, or other type of Blood Magic (not including Ahku, Wanga, Sadhana or Nahuallotl).

                        (24) Dominate Malkavians: Any Malkavian (including the antitribu) with the Dominate Discipline in-clan, either due to having such a sire, or due to some "throwback" effect at Embrace.

                        (25) Lost tribal and Breeds Gifts: Any character who learns a gift belonging exclusively to one of the extinct or lost Changing breed or Garou tribes (defined for this purpose as the Apis,          Bunyip, Camazotz,Croatan, Grondr, and White Howlers).

                        (26) Supernatural Gypsies: Gypsies who possess supernatural powers or arts through the use of blood affinities or other gypsy magic. Any gypsy character who posses any blood affinities, blood purity, a charmed samadji (piece of draba that grants supernatural abilities), etc. is considered to be classified as a supernatural Gypsy.

 

        B) Guidelines for determining R&U Category:

            i) Unique: Named characters (see category definition)

            ii) Very Rare: Blood Brothers, Harbingers of Skulls, Kiasyd, Nagaraja, Ba?ali, Old Clan Tzimisce, Assamite Faction Converts, Siberakh, Malpheans, Ferrymen, Ducheski family Revenants, Abominations,

Dharma 6+ Kuei-Jin, KJ Dhampyrs, Bane Mummies, Near-Extinct, Rare changing breeds, non-standard mummies, Ravnos rakta-sadhus, Sphere 6+ Mages.

iii) Rare: Lasombra Antitribu, Gargoyles, Unusual Caitiff, Unusual Pander, Ravnos, Samedi, Daughters of Cacophony, OWBN-specific Bloodlines, Rare Revenants, Perfect Tremere Infiltrators, True Anarch Tremere, Perfect Ventrue Infiltrators, Perfect Giovanni Infiltrators, Assamite bloodlines, Assamite Loyalists, Sabbat Assamite Viziers and Sorcerers, Dispossessed to Loyalist, non assamites on path of blood, Mariner Gangrel, Children of Damballah, Daitya, Skin Dancers, Hengeyokai, supernatural kinfolk, dead PC Wraiths, Risen, Marauders, Nephandi, Dharma 5- Kuei-Jin, Akuma, Unusual True Faith, Selkies, unusual changing breeds, standard mummies, Lost tribal and Breeds Gifts, Supernatural Gypsies, Former Erebus Residents.

iv) Coord Approval: Assamite Infiltrators, Dominate Malkavian Antitribu, Non-Assamite converts to the clan, Nosferatu Infiltrators, PCs embraced by or into Coord or Canon NPC sires/broods, PCs with history involving Coord or Canon NPCs, Relatives of famous Garou, Semi-Supernatural Kinfolk, Anarch Tremere (Pyramid loyal), non-Followers of Set with Akhu, non-Serpents of the Light with Wanga, non-Daitya or Ravnos rakta-sadhus with Sadhana, non-Tlacique with Nahuallotl, Rogue Hermetic Thaumaturgists, Rogue Necromancers, Non-Tzmisce Kolduns

v) Unusual: Salubri Antitribu, Tzimisce Kolduns, Rogue Thaumaturgists, Rogue Hermetic Thaumaturgists, Rogue Necromancers, Rogue Assamite Sorcerers, Rogue Koldonic Sorceries, Sect Defectors, Dispossessed to Schismatic, Warrior Setites, Spectres, Ghille Dhu, Chronus, Naming, Supernaturals with True Faith, Mortals with True Faith, Common changing breeds, PC sired Ravnos, Dominate Malkavians.

            vi) Noteworthy: Unusual Enlightened, mummy cultists.

 

     C) The closest “full-blood” clan Coordinator shall coordinate appropriate bloodlines and creature types.

 

            i) Assamite: All Assamite-related Rare and Unusual characters

            ii) Brujah: True Brujah

            iii) Gangrel: Mariner

            iv) Giovanni: Samedi and Harbingers of Skulls

            v) Lasombra: Lasombra anti-tribu and Kiasyd

            vi) Setite: Bane Mummies, Mummies, Children of Damballah, Daitayana, Tlacique

            vii) Toreador: Daughters of Cacophony

            viii) Tremere: Salubri and Gargoyles

            ix) Tzimisce: Koldunic Sorcery

            x) Camarilla: Unusual Caitiff

            xi) Sabbat: Blood Brothers, Baali, Unusual Pander, and Salubri anti-tribu

            xii) Changing Breeds: All Changing Breeds and Garou related R&U, Abominations

 

       D) Special cases:

 

            The following character types have unique handling procedures.  Each has been dealt with by separate council policies, and as such, appears on the R&U list and should be tracked as R&U     characters.

            i) 6th generation or better:

                        (1) PCs not permitted

                        (2) NPCs must either be notification or voted upon, at the Genre Coordinator’s discretion.

            ii) The Red List

                        (1) Shall be under the joint control of the clan of which the character was embraced and the clan that claims trophy

            iii) White Wolf Locations

                        (1) The chronicle wishing for the location must notify council two weeks (or more) prior to usage.

                                    (a) Provided there are no objections, the chronicle may utilize the location from that point onward.

                                    (b) If objection is made, a vote may be called for forbidding the chronicle from utilizing the location. The chronicle may not use that location until the voting is settled.

            iv) White Wolf Items:

                        (1) Specific unique objects mentioned in the White Wolf books (such as the True Cross, Siklos, or Hesha the Setite’s personal lap-top computer) require strict council approval.

                        (2) The chronicle wishing for such an object must present a request to the OWBN Council, detailing why the object is necessary for the plot, and the length of time that the object is required.

                                    (a) If approved, the chronicle gets the object for the length of time specified, after which the item is considered out of play. If the plot goes awry and said object ends up in the hands of a player, Council will either inform the player that the object “disappeared one day” (or some other such line), or will appoint a liaison (such as the nearest coordinator) to monitor the use of the object, if it is deemed unobtrusive to the integrity of OWBN continuity.

                                    (b)     Alternately, Council may simply decide to allow the object to be released freely into the hands of the chronicle, with no stipulation for later taking it back out of play. This may be specified before release of the object, or in response to plot development. Note that in allowing a chronicle to have, even temporarily, an object, OWBN is allowing for the possibility that said object may be destroyed, harmed, or otherwise altered due to PC and NPC interaction.

            v) Named Characters for Coordinators

                        (1) Named Characters, as defined by Character Regulation Bylaws 9.B.i, to be controlled by an appropriate Coordinator, are considered exempt from the otherwise applicable vote requirements for unique characters, instead falling under Coordinator Bylaws 3.C.iii.

 

       E) Process for Registration

 

            Rare and Unusual Characters may be submitted for registration or vote on the OWBN web site.

 

       F) Unregistered Rare and Unusual characters

            i) Chronicles that are found to be in violation of the Rare and Unusual bylaws must bring themselves in compliance within three game sessions.

            ii) Storytellers that fail to comply with Character Regulations Bylaw Section 9.F.i shall be subject to disciplinary action at the discretion of the Head Coordinator and Assistant Head Coordinators.

                        (1) Any disciplinary action must be a unanimous decision by the executive team.

                                    (a) Condemnations or Censure actions do not require Council Approval but may be overturned by a majority vote of Council.

                                    (b) The executive team may impose a more severe disciplinary action as per the procedures outlined in the Administrative Bylaws, Section 6.b.vi.

                                    (c) The executive team may request that Council oversee the disciplinary action.

                        (2) Rare and Unusual characters of a chronicle in violation are not viable for play within the network until the chronicle has returned itself to a state of compliance with the Rare and Unusual   bylaws.

 

       G) Any character that changes Classification due to the Classification being changed shall be considered grand fathered to the new Classification, and shall not require any further action by Council to approve them.

            i) This only applies to characters that change category due to Coordinator or Council action, and not to new characters or characters that undergo changes to their sheet.

 

10) Status Regulation

 

       A) Characters are limited to possessing only six permanent Camarilla status traits from other characters and NPCs, plus the highest status bonus from offices held.

 

       B) Council must vote upon each and any award of personal Camarilla status traits beyond the six personal Camarilla status traits limit.  Positional status is not considered “personal Camarilla status”.

 

11) Bloodhunts

 

       A) If a PC is considered dangerous enough, and the Princes of OWBN extend a blood hunt far enough, a PC can be considered continentally, universally, and globally bloodhunted throughout OWBN. The mechanics of such are listed below.

            i) Continental bloodhunts would require a 75% majority of the Princes of that continent extending a bloodhunt to their Domain.

            ii) Universal bloodhunts occur when a Prince from every continent existing in OWBN declares such. Continents will be regarded, for this purpose, as Europe, South America, North America, and the South Pacific region.

            iii) Global bloodhunts require a proper Conclave, a Justicar calling it, and 2 other Justicars agreeing to it. Justicar Coordinators who feel that this will be necessary should bring the appropriate proposal to Council at least 2 weeks in advance.

 

12) Accepting the Consequences

 

A) When visiting another chronicle, a player automatically has agreed to abide by all rulings of that chronicle’s storytellers and to accept the consequences of playing in that game.

            i) If a player doesn’t approve of a chronicle’s storytellers or the way a particular game does something, it is common sense that they do not attend that chronicle’s game.

            ii) It is the right of the player to bring grievances to their home chronicle’s storyteller(s) in the event of unfair adjudication by the storyteller(s) of another chronicle.

 

13) Red List

 

       A) Anathema

            All Anathema shall be under the joint controlled of the Coordinator of the clan offering Trophy and the Camarilla Coordinator. All Anathema named to the OWBN Red List shall require the name to be put forward by the Clan Coordinator whose clan will offer Trophy, and must be seconded by an additional Coordinator, either the Coordinator of the proposed Anathema (e.g.: Clan Coordinator, Changing Breeds Coordinator, Sabbat Coordinator, etc) or the Camarilla Coordinator. This is otherwise a Genre Proposal as detailed in the Coordinators Bylaws section 3.C.iii.

            i) Reasons for Becoming an Anathema

                        Crimes against the Camarilla, as determined to be appropriate by the Coordinator proposing the addition of the character to the Red List.

            ii) PC Anathema

                        There are no PC Anathema. If the proposed Anathema is a PC, his or her Storyteller must be consulted prior to the proposal. This does not give the Storyteller veto power over the proposal, but the proposing Coordinator will note in the proposal the stance of the Storyteller. This is otherwise a Genre Proposal as detailed in the Coordinators Bylaws section 3.C.iii.

 

       B) Alastors

            Alastors are a category of Archon, and therefore report to a specific clan. All Alastors shall be under the joint controlled of the Clan Coordinator of the clan they report to and the Camarilla Coordinator. The single exception to this rule is Lucinde, Ventrue Justicar. As such, Lucinde is under the single control of the Ventrue Coordinator. Any other exceptions in the future are subject to a Genre Proposal as detailed in the Coordinators Bylaws section 3.C.iii.

            i) PC Alastors

                        There are no PC Alastors. If the proposed Alastor is a PC, his or her Storyteller must be consulted prior to the proposal. This does not give the Storyteller veto power over the proposal, but the proposing Coordinator will note in the proposal the stance of the Storyteller. This is otherwise a Genre Proposal as detailed in the Coordinators Bylaws section 3.C.iii.

            ii) Ways to be named to the rank of Alastors

                        Dedication to the Camarilla as determined to be appropriate by the Coordinator proposing the addition of the character to the Alastors, or claiming to have slain an Anathema (subject to in character

investigation prior to the proposal).

           

       C) Appearance of Anathema and Alastors in Chronicles

            The appearance of Anathema and Alastors are subject to two conditions, either that their appearances are part of an ongoing plot as determined by the appropriate Coordinator and the Camarilla Coordinator, or the appearance is a single instance unrelated to an ongoing plot. Both instances require Genre Proposals as detailed in the Coordinators Bylaws section 3.C.iii., but in the case of the ongoing plot, each specific instance need not be voted on separately, but must be approved by the appropriate Coordinator and the Camarilla Coordinator after the plot proposal has passed.

 

       D) Trophy

            The reward for slaying an Anathema is Trophy, which can include but is not limited to the following:

                        Immunity to Bloodhunts (whether extant or future)

                        Breaking of a Blood Bond

                        Rite of Progeny

                        Boons

                        Monetary Rewards

                        Grant of Domain

                        Sanctioned Diablerie

                        Discipline Education

                        Indulgence (forgiveness for past transgressions)

                        Sanctioned Slaying (Rite of Destruction over an enemy, granted by the appropriate Coordinator NPC)

                        Clan Friendship

                        The individual(s) claiming Trophy usually keeps the Anathema's possessions, as well.

 

            Characters slaying an Anathema may choose to give credit to an existing Alastor, in which case they are not given Trophy (which includes not becoming an Alastor), though they should be rewarded by the Alastor. These rewards are similar in nature to the Trophy rewards, but are more limited by nature of the individual giving them. All rewards, Trophy or otherwise, for the slaying of an Anathema will be determined by the appropriate Coordinator and the Camarilla Coordinator.