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,
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.