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0 – 08/18/20
Canada at Midnight
Vampire: the Masquerade
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Vampire: the Masquerade


Status Quickstart
This is a quick reference guide designed to assist players in understanding the basics of
Canada at Midnight’s Vampire: the Masquerade Status system. It does not supersede the
Status Guide, and players should familiarize themselves with the ​Status Guide​ as they can.
However, this Quickstart provides basics for new players to get involved right away.

What is Status?
Like a wolf, a vampire knows their rank in the pack and is keenly aware of any social ascent or
decline. We represent this through Status, a mechanical representation of the relationships of
power and station between Kindred.

At its core, this Status system can be summarized as “you have tokens that you can turn in to
activate any effect that the token would activate”. There are three kinds of tokens: Valor,
Conviction and Cunning. These have no passive effects. You turn them in, and you get an effect
in exchange. ​Status has no effect in combat.

❖ Every Camarilla, Anarch or Emissary character can turn their tokens in to use any
appropriate Universal spends on page 5 and 6 of the Status Guide. If you have a Valor,
you can turn it in to get any one of the three available benefits. The same goes for
Conviction or Cunning.

❖ Camarilla characters and Anarch characters ​also ​get Sect-specific options.


➢ In the Camarilla, you get options based on your character’s Social Class set out
on pages 7 and 8 of the Status Guide.
➢ In the Anarchs, everyone can use any of the options set out on page 16 of the
Status Guide.

❖ You also get options to spend your Status based on your Officer position.

➢ These are set out on pages 9 through 13 of the Status Guide for the Camarilla.
➢ These are set out on pages 16 through 18 of the Status Guide for the Anarchs.

Write your options on your Status Sheet, which is a printable quick reference that lets you see
what Status tokens and options you have on one double-sided page (see the last two pages of
this document). ​To spend a Status, simply tell your Storyteller you want to spend a Status to get
one of the listed effects and mark the Status use off on your sheet!

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What Types of Status Are There?
There are four types of Status in the game: Innate status, Abiding Status, Fleeting Status, and
Monikers. These all stack. All of them provide Valor, Conviction or Cunning tokens.

❖ Innate Status​ comes from your Social Class in the Camarilla (Neonate, Ancilla or Elder).
Anarchs always get 2, no matter their age or generation. These reset at the beginning of
each game session.

➢ In the Camarilla, each game, Neonates get to choose one Status token that they
bring into that game. Ancillae get to pick two, and Elders get to pick three.

➢ Example:​ Ashley is an Ancilla of the Camarilla. In September’s game, she


chooses to bring one Valor and one Conviction for her Innate Status. This resets
at her next game. She could choose different Innate Status in October if she
wanted to.

❖ Abiding Status​ comes from positions. For example, the Scourge of a Domain gets +1
Valor token. The Baron gets +1 Valor, +1 Conviction and +1 Cunning. This resets at the
beginning of each game session.

❖ Fleeting Status​ is given to you from people with positions or social classes that allow it.
These can be a mix of Valor, Conviction or Cunning. Characters can carry up to 5 total
fleeting status by default. Characters with a Lesser Status Ban may carry 3. Characters
with a Greater Status Ban may carry 1. Status Bans work as normal from BNS: VtM
rules. A Fleeting Status goes away when it is spent by the player who owns it.

➢ Example:​ An Elder uses her Commendation ability to reward Ashley for a


Cunning plan. This Fleeting Cunning Status sticks with her until spent, or
discarded because of her 5 Status cap.

❖ Monikers​ are temporary modifiers that give or remove Status that are given by various
positions, such as the Baron, Prince or Harpy. There are Greater and Lesser Status
Monikers. Some are positive. Some are negative.

➢ Lesser Status Monikers provide minor bonuses or penalties to Status (+1 Valor,
-1 Cunning, etc.) and last one OOC month.

➢ Greater Status Monikers provide significant bonuses and last for specific
amounts of time set out in the Status Guide.
■ For example, Triumphant adds +1 Valor and +1 Conviction (and provides
other benefits), and lasts until the holder is Disgraced or Forsaken.
■ For further example, Disgraced provides -2 Valor, -2 Conviction and -2
Cunning, and provides other consequences. It can be removed if forgiven
by the Prince/Baron, or expires after 3 months.

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➢ If a character is out of the Status tokens that a negative Moniker would remove,
the character giving the negative Moniker chooses which Status takes the loss
instead.

➢ Getting a negative Moniker temporarily removes a token for the duration, but it
does not permanently remove a Fleeting Status trait (see Example 2 below!)

Examples
❖ Ashley is a Camarilla Ancilla who is the Primogen of her Clan. She has a Fleeting Valor
and a Fleeting Cunning from Elders given for great deeds in the past. She was just given
the positive moniker Favored for helping the Prince out with a political issue. Her status
is calculated as follows:
➢ Innate: She is an Ancilla, giving her two Status Traits. She chooses +1
Conviction and +1 Cunning this month.
➢ Abiding: She gains +1 Valor as a Primogen.
➢ Fleeting: She holds +1 Valor and +1 Cunning.
➢ Monikers: Favored adds +1 Conviction.
■ Ashley thus has 2 Valor, 2 Conviction and 2 Cunning tokens she can
spend on any of her available Status options at her game.

❖ Charlie is a Camarilla Ancilla Scourge. Things went poorly for him because he really
upset his Prince, so he was Disgraced. Earlier in the night, he had been given the
positive Moniker Acclaimed, and the negative Moniker Foolish. He holds a Fleeting Valor
and a Fleeting Conviction. His status is calculated as follows:
➢ Innate: He is an Ancilla, giving him two Status Traits. He chooses +1 Valor and
+1 Cunning this month.
➢ Abiding: He gains +1 Valor as a Scourge.
➢ Fleeting: He holds +1 Valor and +1 Conviction.
➢ Monikers: Acclaimed adds +1 Valor. Foolish removes -1 Cunning. Disgraced
removes -2 Valor, -2 Conviction and -2 Cunning.
■ Charlie has a total of 4 Valor, 1 Conviction and 1 Cunning tokens before
deductions.
■ The Foolish moniker gives him -1 Cunning, reducing his Cunning to 0.
■ He loses -2 Valor, -2 Cunning and- 2 Conviction for Disgraced.
■ Charlie has 2 Valor left, but the Disgraced Moniker drives his Cunning
and Conviction below 0. He can only afford to pay 1 Conviction of the 2,
and he has 0 Cunning. As Charlie still owes 3 tokens, the Prince decides
to reduce his remaining Valor to 0 instead.
■ As he is tapped on Status, Charlie comes into the game with no Status.
Poor Charlie! He still holds his Fleeting Statuses and they give him tokens
for the next game, but the tokens have been taken for this game.

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Vampire: the Masquerade
Status Sheet
Write in your status expenditure options on the appropriate line. We recommend printing these
two pages on a double-sided piece of paper and attaching it to your character sheet!

VALOR: CONVICTION: CUNNING:

MONIKERS

UNIVERSAL OPTIONS

❖ Defender: ​Spend 1 Valor when an action you take on behalf of your Domain or clan would earn
you Beast Traits. Reduce the number of Beast traits gained by 1.

❖ Valor’s Reward: ​ Spend 1 Valor in downtime to have been given access to additional feeding for
the month. This reduces the number of downtimes you require to feed in that month by one.

❖ Proclaimed Deed:​ Spend 1 Valor to publicly proclaim that you shall undertake an quest of value
to the Domain or your Clan that is not otherwise assigned to you. This must be a 3+ difficulty
Simple or Complex Quest. Simple quests must be tackled alone, but others may indirectly help
via patronage. Complex quests may be undertaken by up to five Kindreds, all of whom must
spend the status. If you succeed in this quest, you gain the Victorious Moniker.

❖ Honored Words:​ Spend 1 Conviction to prevent any from challenging your statements as false
or dishonorable for 5 minutes. Countered with 1 Conviction or 1 Willpower.

❖ Oathbound: ​Spend 1 Conviction when you make an agreement. If either party fails to uphold the
agreement they gain 3 Beast traits. Countered with 1 Conviction or 1 Willpower spent at the time
the Oathbound status is used.

❖ Calm Demeanour: ​Spend 1 Conviction to gain a +2 bonus on a Frenzy test outside of combat.

❖ Wordplay: ​Spend 1 Cunning to force a target to tell you two things about a topic of choice. One
of these things must be true as far as they know. Countered with 1 Cunning or 1 Willpower.

❖ Ready Assistance: ​Spend 1 Cunning to acquire any one piece of equipment or general
information (such as the known location of another character) on short notice. This assistance
comes from NPC minions of your Sect or Clan within five minutes of this expenditure.

❖ A Friend in Need:​ Spend 1 Cunning to claim a small favor (the level of assistance required from
a trivial boon) from any other Accepted member of your Sect, or if you are Unaligned, a member
of your Domain. You cannot use this to gain a boon from a character who is already in your debt.

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SECT STATUS OPTIONS (write in yours from pp. 7-8 for Camarilla, pp. 16 for Anarch!)

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COURT POSITION (write in yours, from pp. 9-13 if Camarilla, pp. 16-18 if Anarch!)

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