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Requiem Status Guide

16/02/2012
Table of contents
Introduction
City Status
Clan and Covenant Status
Status Levels
Status in other Domains
Gaining and Losing Clan/Covenant Status
Benefits of Status
Ignoring Status
The Status Strip
FAQ
Appendix A - General Sins/Deeds
Appendix B : Example Sins/Deeds (Clan)
Clan Daeva Sins and Deeds
-
Deeds:
Sins:
Clan Gangrel Sins and Deeds
-
Deeds:
Sins:
Clan Mekhet Sins and Deeds
-
Deeds:
Sins:
Clan Nosferatu Sins and Deeds
Deeds:
Sins:
Clan Ventrue Sins and Deeds
Deeds:
Sins:
Appendix C : Example Sins/Deeds(Covenant)
Ordo Dracul
Local: Status 1 (The Lowly)
Local: Status 2 (The Lower Majority)
Regional: Status 3 (The Upper Majority)
National: Status 4 (The Commanders)
National: Status 5 (The Ultimate Authority)
Invictus
Status 1:
Status 2:
Status 3:
Status 4:
Status 5:
Introduction
Status in the Requiem game should be fluid, interesting and a part of the social play aspects of the chronicle. This
hasn’t been the case currently, and that is a real shame. To help get you involved and interested in the Status
game we have written this document to go through status as it stands in the game, and help you get involved.

Status, when it relates to the Vampire Society, is a measure of your relative respect/worth as well as an indication
of past and present deeds. When stagnation occurs, it becomes more important to Kindred, and the games of
status become a part of an evening’s entertainment.
City Status
City Status is one of the easier to deal with. City Status represents your “pecking order” in the place where you
stay, and add to the Eminence and Ascendancy battles.

The vast majority of Status movement is dealt with by court officers. The Requiem core book has details on how
these officers can affect your standing, and in addition there are modifications to how these work based on which
clan/covenant is ascendant/eminent.

From time to time your local ST may intervene in order to modify your, or another PC’s, city status. This is usually
in response to some large event, and the impact it has on the city. Things like Boon breaking, bloodhunts and
ignoring status may also be triggering this occurring. Your ST will be keeping a close eye on what is going on,
making sure that what is happening is fair and balanced.
Clan and Covenant Status
Clan and Covenant status is a little more complicated, and requires a lot more Storyteller work. It also provides
increased benefits for your character.
By possessing one point of status in a clan/covenant you are allowed access to that factions email list. You may
also gain access to your Covenant’s powers/abilities if this is your True covenant. There are a lot of reason to “play
the game”.
Status for clan/covenant is national is scope, in that it can have an effect nationally, but it is local in “flow”. At the
local level a clan/covenant may have small factional infighting and struggles for respect. Perhaps your clan may
have large domain goals? Perhaps your work in your covenant has brought them to prominence in the city?
Your local storyteller will be keeping an eye upon your actions (or inaction) in the domain. When you have done
enough to be raised in status your ST will let you know to add that additional status level to your sheet.
Congratulations!
Other times you may find your status dropping. Perhaps you haven't been as active? Perhaps you opposed a
covenant goal? Or perhaps you made a mistake? Such is the ebb and flow of the requiem!
However these lofty levels do have a requirement that they must be maintained and worked on. It is only too easy
to lose what you have gained when at the highest levels of the Danse Macabre.

Status Levels
Levels of Status roughly equate to the following:
1. (Acknowledged or ‘of low standing or rank’) Newly released from sire or newly joined the Covenant.
Shouldn’t stay this level of status for more than about 6 months unless the character does nothing.
2. (Recognised or ‘of some standing or rank’) The ‘average Joe’, done some stuff locally and helped.
3. (Valued or ‘of significant standing or rank’) The Cream of the Crop in the domain for that Clan or
Covenant, and with a reputation that is spreading to other domains.
4. (Respected or ‘of high standing or rank’) A well respected member who has out of domain members come
to them for advice.
5. (Admired or ‘of pre-eminent standing or rank’) Beyond compare, a powerful member respected
universally.

Status in other Domains


Your standing reflects your respect within your group for your local domain. In other domains, a part of your
standing is kept. You are considered to be at -2 to your status when in anther domain (minimum of 1)
Gaining and Losing Clan/Covenant Status
Most Status gains/losses are now controlled by the storytellers. Your local ST will administer the status for your
clan/covenant,.
You no longer need to submit an approval for Status. Your visible actions in game will provide the detail that’s
needed. The Storytellers will do the rest.
As a guide, the storytellers will be looking at the Deeds/Sins as put in the Requiem books and this document. These
are guidelines, and are not hard and fast rules for what is needed for a status increase/decrease. However they
provide a guide for what sort of actions can be helpful in affecting your status
Inaction can have a powerful effect on your status. if you are not seen to be acting at your status level, or are not
seen, then over time your status will degrade. Again, there are no hard and fast rules, but it is better to be known
than unknown!
Benefits of Status
Status has several benefits.
The first is social: Status gives people an idea of how “Made” you are. Having a high standing gives a certain cachet.
In addition, when there is a disagreement, accusation, debate or argument, the convention is usually followed that
the person with higher status is considered the authority.
In game mechanic terms status gives a bonus to social rolls made with others. Your difference in status is applied
as a bonus/penalty to mundane rolls. Now, we usually don’t have rolls, so players are encouraged to role play this
difference with each other. Treat those higher in status with a little bit more respect in your RP!

Ignoring Status
You can choose to ignore the benefits of Status as detailed above. If a player chooses to use a social skill, you can
choose not to apply their bonus. You can also give back talk, lip , or even ignore their word/respect.
However, the act of ignoring status is a big one, and should be reported, when it happens, to your ST. It is
considered a sin at Status 1, and may result in your own character losing status, whether through a player led strip,
or by your Storyteller adjusting your status accordingly.
The Status Strip
Sometimes, you just can cope. Sometimes that little idiot just keeps mouthing off, or making mistakes. Who does
he think he is!
In those cases you can call for a strip of the characters clan or covenant status.
To do this you need to contact the ANST Requiem, or send a post to your groups email list. The ANST team will
begin the process, set a time limit, and start the process.
The mechanics for status removal are listed in the addenda. You need to get an amount of status, factoring in
anyone opposing the strip, above the level needed. If it is successful in the timeframe, congratulations! The target
will lose a point of status.
It can be a little bit stressful to be on the receiving end of a status strip. The important thing to bear in mind is that
status is fluid, and its removal is not a reflection on your portrayal, but just of current circumstances. You can get it
back, it just may take some time and effort. And this is not an insult or offence against your character.
NOTE: Status stripping is a representation of an OOC mechanic. It requires some suspension of disbelief from all
the players and ST’s involved. So it should be borne in mind: Being stripped of status is not a killing offence. It is
just a adjustment of respect. Storytellers will not look kindly upon situations in which characters are targeted due
to this mechanic.
FAQ
THE FOLLOWING IS A LIVING DOCUMENT AND SUBJECT TO

MODIFICATION. THESE SUGGESTIONS ARE JUST THAT:

SUGGESTIONS, AND ARE NOT HARD AND FAST RULES FOR

WHAT MIGHT CONSTITUTE THE RAISING OR LOWERING OF

STATUS. BE NICE, AND HAVE FUN


Appendix A - General Sins/Deeds
Appendix B : Example Sins/Deeds (Clan)
This is a living document. Feel free to add in what you might think of as goo sins/deed for your clan and/or
covenant.
These are just a guide, and are not “hard and fast” rules!

Clan Daeva Sins and Deeds

Deeds:
Level five:
● Creating a need or niche which no more than four other PCs can fulfil.

Level four:
● Become the pinnacle of beauty and grace
● Display a masterful technique in hunting
● Display an ability to incite passion in mortals
● Becoming Prince of a city
● The size of your kindred herd

Level three:

Level two:
● Holding a successful Salon
● Start a trend that takes off
● Known to be building up commercial assets in your domain
● The size of your kindred herd (one or more player characters)

Level one:
● Known to be a Daeva, and to have been released from childehood (the minimum requirement for Status
1, without which no other status can be claimed).

Sins:
Level five:
● Blood-bonding a kindred
● Embracing too many childer
● Being remembered for that dire Salon
● Found not to of been ghouled before the embrace
● Known to of publically denounced the Testament of Longinus

Level four:
● Killing a Daeva
● Breaking any of the Traditions
● Being bonded to too many kindred
● Committing a social faux pas

Level three:
● Being named or associated with anything that is considered a failure including hunting
● Losing a covenant or city position
● Losing your niche
● Dressing or following the normal fashions
● Known to earth meld, i.e. not spending the night at a hotel if you could

Level two:
● Feeding from down and outs
● Once trash always trash (You really do need to work hard on this one)
● Not knowing your family is a crime
● Boasting about your bloodline over clan
● Breaking ones word or backing out on any deal

Level one:
● Though a weakness it is still something frowned upon, refusing to enact your vice is sin worthy. Of
course, kindred need to know your vice in the place
● Feeding on Animal blood
● Publically seen to be suffering from hunger frenzy
Clan Gangrel Sins and Deeds

Deeds:
Level five:
● Successful in maintaining a humanity of one over several years in play.
● Known to have won the hunt against a particular savage Draugr or even several

Level four:
● Holding the position of Prince
● Known to be a Gangrel mentor of some repute (three or more PC pupils in play)
● Preventing the death of mortals if possible

Level three:
● Known to have undergone a pilgrimage or well travelled. (Genre Approval minimum 1000 word write up
of your characters travels to be posted to the clan list with approval number)
● Known to of mentored a clan member who is status three or higher

Level two:
● Known to have a Gangrel Mentor
● Known to dress quite well
● Known to owe boons or be willing to pay for things

Level one
● Known to be a Gangrel, and to have been released from childehood (the minimum requirement for Status
1, without which no other status can be claimed).

Sins:
Level five:
● To fail to successfully hunt
● Committing diablerie (The Gangrel are not too bothered about it)
● To have a vice of either Greed or Gluttony
● It is considered impolite not to have a second language

Level four:
● Never done a pilgrimage outside the UK
● Failure to have some form of permanent body change not hidden on display
● Known to have a high humanity (five or above)
● Holding a position in a covenant
● To owe a blood or life boon to anyone
● Known to have lost a public fight of some description

Level three:
● Failure to provide a gift to a teacher
● Torpor another Gangrel
● Putting Covenant over Clan
● Failure to overcome the beast
● Running away from a fight

Level two:
● Killing another Gangrel
● Breaking your word to anyone (Ones word should not be given lightly)
● Running away from a fight

Level one:
● Breaking you word to a Gangrel
● Embracing when on humanity one very close to creating a Draugr
● Creating a Draugr
Clan Mekhet Sins and Deeds

Deeds:
Level five:
● Gone to great risks to uncover occult lore. Must have been done multiple times and over an extended
period of time, must have been successful, and should have placed the character at personal risk to
achieve.
● Gone to great risks to protect the clan. Must have been done multiple times and over an extended period
of time, must have been successful, and should have placed the character at personal risk to achieve.
● Gone to great risks to investigate situations. Must have been done multiple times and over an extended
period of time, must have been successful, and should have placed the character at personal risk to
achieve.
● An important figure in a clan organisation with significant powers - e.g. granting or removing membership,
directly influencing the actions of a number of clan-members. etc.

Level four:
● Securing noteworthy occult resources for the clan that could have been taken by another clan (e.g.
getting a book of rituals that was being offered to the Mekhet and the Ventrue).
● Securing noteworthy lore or secrets that are of benefit to the Clan (e.g. creating a bloodline, discovering
how an enemy is blocking the powers of Auspex, or uncovering the identity of a serial killer preying only
upon Mekhet).
● Active in events organised, undertaken, or hosted by a clan organisation.
● Active and prominent member of a clan organisation.
● Known to have taken some significant risk on behalf of the clan.

Level three:
● Known for occult lore, and with a track record of either teaching it or of using it for the clan's benefit in
significant ways.
● Known for martial prowess, and with a track record of either teaching it or of using it for the clan's benefit
in significant ways.
● Known for investigative prowess (research, supernatural, or espionage), and with a track record of either
teaching it or of using it for the clan's benefit in significant ways.
● Being recognised as the Priscus of a Domain by the clan.
● Known member of a clan organisation.
● Has invented and taught Devotions for the benefit of the clan as a whole (Devotions based on bloodline
disciplines do not count).
● Acting as an avus to a bloodline.
● Having at least three PC childe or clan subordinates who are status 2.
● Coming out way ahead in a deal.
● Recognition for being the person other Mekhet go to for information.
● Be the best of what you do, and do it with precision.
● Achieving goals without those involved noticing you pulling the strings (e.g. stopping a political coup
without being blamed by the people who were foiled).

Level two:
● Getting good results from scholarly pursuits.
● Getting winning some small fight in a graceful way (Finesse not Power).
● Being the childe of or subordinate to someone in the clan of higher standing (status 4+).
● Making the Mekhet look good.
● Being known as the 'go to' person for something scholarly/mystic.
● Not getting caught
● Recognition for being the person people go to for information.

Level one:
● Known to be a Mekhet, and to have been released from childehood (the minimum requirement for Status
1, without which no other status can be claimed).

Sins:
Level five:
● Sacrificing clan interests to other matters (There must be an observable detriment to the Mekhet while
undertaking an action for Covenant/Cotarie/Prince/Etc.).
● Placing clan-mates in significant and life-threatening danger.

Level four:
● Refusing to teach clan-mates in good standing (at least status 2, unless the item in question is considered
to be more of a secret in which case status 3), when it would be practical to do so (you can, of course, ask
for compensation).
● Losing scholarly or occult items/records/ materials/etc.
● Dealing in secrets too cheaply.
● Losing out in mental challenge.
● Being seen to act rashly/stupidly, and garnering a bad rep for the Clan.

Level three:
● Having one's childer or clan subordinates bring significant troubles upon the clan (as long as the childe or
subordinate is of at least status 3).
● Destroying scholarly or occult items/records/materials/etc.
● Being spotted doing something you should not.

Level two:
● Significantly screwing over your clan-mates or treating them on the same level as just another set of
customers (sell things to them, but do it at trade costs rather than with a mark-up, for example).
● Breaking promises to clan-mates

Level one:
● Known to be Brood.
● Selling Clan secrets such as Hollow Mekhet, post-mortem Embrace, Shadow Cults (with the exceptions of
Cults that are specifically multi-clan, such as the Moriai which accept Daeva, but in that case selling the
secret to any of the other clans), secret bloodlines (such as the Iltani), etc.
Clan Nosferatu Sins and Deeds

Deeds:
Level five:
● Being prepared publicly to put clan first, over and above any other important commitments they hold and
over and above any other fraternities they belong to, whether it be covenant or coterie. There must be
some element of risk involved in making this assertion, and so the Nosferatu must have a minimum of 3
ranks of status in the organisation that is being put second to clan.
● Known in clan and out of clan to have Libraries & knowledge (This includes information on other venues in
game) that almost all the other clans' scholars come to this Nosferatu for their research material. This is a
Non-Necropolis merit related, this should also include other venues coming to this character for
information, e.g. A Mage coming to this Nosferatu to find out something about a cult. NOTE: Stealing the
artefacts’ and relics from others to build this Library is an option.

Level four:
● Slaying an enemy to the clan in a manner that shall inspire fear and respect among the Clan.
● Holding surface domain (This is Prince, Tyrant, Dictator, but this is NOT power sharing via a council, as you
are the sole leader).
● Nosferatu Priscus with a large player base, +5 Local regularly attending Nosferatu characters, with an
expansive Necropolis. (List of regular characters complete with the dots purchased to be provided to
ANST).
● Stealing Artefacts, Relics, Occult scriptures or Items from non clan members to sell, give, or allow access
to the clan.
● Known to be a Nosferatu to come to for more mundane non-supernatural information over whole clans.
Just what did the Gangrel talk about at a reputed national gathering. Knowing what item all of the
Mekhet are looking for.

Level three:
● Stealing mundane items from non clan members to sell, give, or allow access to the clan that have a
minimum criteria of requiring high approval to be used in game. E.g. Military grade equipment,
explosives, cutting edge technology etc. mostly Black Market, but some financial obfuscation as well to
get hold of legal items.
● Known to be a Nosferatu to come to for more mundane non-supernatural information over several cities.
● Power over others, ideally courtly or covenant positions but this also includes portfolio in boons,
blackmail material, Blood bonds or Dominated thralls.
● Holding a surface domain as part of a power sharing scheme or court.
● Age: A Nosferatu who was established prior to falling into torpor or +50 in age. (A sufficient background
written for the VST)
● To be known to have a greater understanding of what it is to be of another clan than someone of that
clan, while still embracing your own innate monstrosity e.g. being able to out talk a Daeva on art, or out-
hunt a Gangrel in the wild, while still being alien, monstrous, Nosferatu.
● Known to have the ability to locate, converse with, and control ghosts.

Level two:
● Known to be a Nosferatu to come to for more mundane non-supernatural local information e.g. The
minutes of the last Ventrue Clan meeting. Knowing exactly *what* those Daeva are up to in the Hotel on
Thursday nights... etc. Blackmail material may vary depending on its worth to the clan.
● Becoming Priscus over three or more regularly attending player characters.
● Making a contribution to a Necropolis *Necropolis merits only*.
● Embracing one's monstrosity. The Nosferatu are born cursed, more so than any other Clan. But while the
other clans deny their beasts and maintain the facade of humanity, the Nosferatu revel in the curse they
are blessed with. Though obfuscating and misdirection are valid hunting tools of the bogeyman, simply
fading from sight to lead a quiet life is frowned upon. The Nosferatu wear the trappings of civility, fashion
and etiquette not to make the less of target for snobbish Ventrue, but to enhance the juxtaposition of
monster and gentleman.
● Known to be useful in certain areas like out of clan disciplines, or unique merits, or skills and
specialisations. I.e. becoming a mentor or teaching Wormtongue.
● Offering Nosferatu a safe space to crash if the heat is on, or helping a new member of the Nosferatu in
town by showing them where the good places to feed are and not just the places they're allowed to feed
are. After all it's about banding together and being clan, if not family.

Level one:
● Known to be a Nosferatu, and to have been released from childehood (the minimum requirement for
Status 1, without which no other status can be claimed).

Sins:
Level five:
● Succumbing to permanent derangements. The Nosferatu understand that within each of them is a curse -
the beast that haunts the blood. Whether they embrace or deny it, it is always their beast that they
interact with. And whether they embrace or deny it, they always do so in an equal (or superior)
relationship with their beast. Those who succumb to their beasts show weakness in the face of their
eternal curse and should be shown no respect for their inability to control themselves. Nosferatu value
power over others, and the beast is the ultimate other. Before a Nosferatu can have power over others,
he needs to have power over himself - whether this be his beast, or the paranoia that accompanies his
hunting, a Nosferatu must appear strong in the face of others and not constantly at war with himself.
● Destroying or losing scholarly/occult items/records/materials owned by non clan members.

Level four:
● Hiding your true Nosferatu nature within Kindred society *They accept their looks and take pleasure in
displaying their unique disfigurements to creep out members of the court. The use of Obfuscate level two
in court is not a sin, because this disguises one's predatory nature or taint, not your alienness, and stealth
and misdirection are tools of the Nosferatu.
● Selling information on Nosferatu to non-Nosferatu e.g. Nosferatu (A) sells information of Nosferatu (B)'s
Haven to a Ventrue. Regardless of whether Nosferatu (A) and (B) have any enmity, or whether the
Ventrue then kills Nosferatu (B), Nosferatu (A) has committed the sin of selling clan secrets to an outsider.
If Nosferatu (A) sells the information to Nosferatu (C), however, then this is not a sin as the Nosferatu are
keeping things 'in-house'.
● Failure to help or offer aide in maintaining the characters local Necropolis, in some manner. *loss of a
family member does not apply, if actions are taken over time to recoup the dots if possible*

Level three:
● Revealing to those not of the blood the existence of your Necropolis
● Selling out a Nosferatu to other clans. e.g. If Nosferatu (A) has a problem with Nosferatu (B) then
Nosferatu (A) should use another Nosferatu (C) to resolve the issue. Hiring a Mekhet or Gangrel hit squad
is a sin against keeping Nosferatu problems in house.
● Stealing Scholarly/occult items/records/materials from the family and selling them to someone not of the
clan

Level two:
● Destruction of a Necropolis. In total or partially this includes selling security information on the Undercity
in question.
● Destroying or losing scholarly/occult items/records/materials owned by family members
● Divulging information on Nosferatu bloodlines to those not of the clan
● Falsely accusing a family member so it becomes the target for a Haunt Hunt.

Level one:
● To be publically named in a Haunt Hunt as the target.
● The Nosferatu embrace and master their alienness, they do not succumb to it- those that succumb to the
monstrosities in their heart by accepting devil worship are considered anathema to other Nosferatu. E.g.
being a member of organisations like Brood, VII, or any other diabolic faction. Those Nosferatu who make
dark pacts with strange devils, who join the diabolic factions of Belials Brood and VII relinquish all power
and become slaves to the dark ones - they become Anathema to the Nosferatu who fight and struggle
with their curse every day. Though they may exhibit new and mighty attributes, they have no power over
themselves or any other as their dark gods play them for puppets. For it should be remembered, that
there is a difference between the alien monster within each Nosferatu and Evil Daemons that Belials
Brood cavort with. And that even Monsters should sometimes be afraid.
Clan Ventrue Sins and Deeds

Deeds:
Level five:
● Head of a large lineage, ideally ten or more player characters.
● Highest house Status, when the house has five or more active Ventrue player characters
● Maintaining a high humanity of five or more
● Displaying an overt lack of mercy when the time comes *think role playing wrath without actually having
wrath*

Level four:
● Holding position of Prince in your own right
● Holding Priscus position in a domain with five or more Ventrue player characters
● Resolving situations without the use of dominate
● Being publically subject to an eulogy by a character two status ranks above your character i.e. five when
you were three

Level three:
● Holding power in a domain as part of a council
● Publically known to have an exclusive power base within your own city
● Holding the Priscus position of less than three active player characters in your domain
● Holding a covenant position that rules over all clans
● Being publically subject to an eulogy by a character two status ranks above your character i.e. four when
you were two
● Known publically as the Ephor of a domain with three or more Ventrue player characters

Level two:
● Gaining a power base within a city without the aid of others and become a Hegemon of a known area of
power
● Known to be in a lineage
● Holding a Whip position
● Holding a position in court
● Being publically subject to an eulogy by a character two status rank above your character i.e. three when
you were one
● Known to have a derangement, and can overcome its negative effects to their advantage.

Level one:
● Known to be a Ventrue, and to have been released from childehood (the minimum requirement for Status
1, without which no other status can be claimed).

Sins:
Level five:
● Known to have no derangements, it is known that Ventrue are susceptible to derangements therefore a
Ventrue that has no derangements has probably never displayed attributes that ensure they always win.
It is considered a clan deed to overcome that which could hamper them.
● Failure to be part of a lineage (Adoption is acceptable)
● Losing any house/lineage status
● It is discovered your character has the vice of Sloth

Level four:
● Asking for refuge from the Sun
● Failure to maintain a haven suitable for Ventrue guests
● Refusing to create childer if that candidate can grant you power in some manner
● Publically drawn into a duel or combat.
● Resolving a dispute with violence
● Failure to respect age

Level three:
● Losing a position in court especially by politics and after expenditure of boons
● Publically apologising for your mistakes
● Known to support some form of inappropriate fad. Example liking WWF wrestling
● Publically requesting aid in regards to gaining a power base
● Known to try and get rid of a derangement
● Being blood-bond to a Ventrue
● Failure to keep ones word
● Using dominate to resolve a kindred political situation
● Accused of breaking any tradition
● Proven to be a King *A Puppet of another*

Level two:
● Being thrown out of a covenant
● Publically known to of broken your word
● Committing Diablerie
● Being blood-bond to another kindred
● Found guilty of breaking any tradition
● To be found to suffer from Malkavia
● Refuse a Ventrue refuge from the Sun

Level one:
● Being a member of the Brood
Appendix C : Example Sins/Deeds(Covenant)

Ordo Dracul
Local: Status 1 (The Lowly)
Description
Reserved mostly for newcomers to the Covenant this represents those who have joined but yet to learn beyond
their first Coil. On the other hand, it also represents those who have been cast down so far that they are second
only to persona non grata. To use a Corporate analogy, think of a "trainee" or "reprimanded employee".

Deeds & Requirements


. Regular attendance at covenant gatherings. (You have to be a known face to gather status in the first place)
. Active participation in regular covenant activities (This includes research, field projects, etc.)
. The Kindred has either one or no Coils, or they have been busted down to this level as the result of a status
strip due to acts against the covenant.

Sins
. Deliberately betraying or destroying a covenant member. (You can't really get any worse than murder and
betrayal if you are deliberately and very physically trying to undermine a Covenant)
. Deliberately betraying covenant secrets (Such as: teaching Spoiling to those outside of the Ordo Dracul;
teaching an outsider ALL there is to know about the Covenant, in effect allowing the other party to buy an Occult
Specialisation in "Ordo Dracul").

Local: Status 2 (The Lower Majority)


Description
Status 2 and 3 is where a good 80+% of the members of the Covenant should be. They are autonomous and
generally command their own destinies and research projects, but have very little voice when it comes to forging
Covenant policy. To use the Corporate analogy, think of a normal "employee" or "member of staff" level.

Deeds & Requirements


.. Recognizing covenant leaders and obeying their edicts. (It works in office politics unfortunately - those who
generally stroke the ego of those above them stand above the lowest of the low, i.e. Status 1).
.. Promoting loyalty among fellow members of the covenant. (Essentially representing the Kindred as being a
team player. They can be autonomous, but as long as they show through their acts that they are working to further
Covenant philosophy, then they are on the right track).
.. The Kindred possesses between 2 and 6 dots of Coils.

Sins
.. Deliberately stealing from or directly harming a covenant member. (This also notably includes deliberately
subverting or sabotaging their path and research towards transcendence)
.. Unintentionally destroying a covenant member. (Manslaughter is a real world crime. It's no different in
Requiem).
Regional: Status 3 (The Upper Majority)
Description
Status 2 and 3 is where a good 80+% of the members of the Covenant should be. These individuals have risen to be
members of trust and respect in both their home and neighbouring territories. To use the Corporate analogy, think
of a "team leader" or "lead advisor" role within the office.

Deeds & Requirements


... Designing plans or removing obstacles in ways that advance the goals of the covenant. (This is pretty open to
interpretations, but it could include such things as: manipulating the local political scene to allow Ordo ascendancy
that is held for a significant time thereafter; securing ownership and access to a key physical site so that other
covenants do not tamper with it, such as a Wyrms Nest or Avernian Gate; etc.)
... Serving the covenant significantly above and beyond the expected. (The easiest one to recognize here would
be a mentor to others who, in addition to their own pursuits, aids as many others as they can in learning Coils so
that they too might advance towards transcendence).
... The Kindred possesses between 5 and 7 dots of Coils.
... The Kindred may join the ranks of any of the three major Sworn factions, having been brought in by an
existing member (i.e. they do not HAVE to be Status 3 to join, but once they join, they can BECOME Status 3, if they
have the appropriate merits of their deeds to support them).

Sins
... Unintentionally stealing from, betraying or otherwise directly harming a covenant member. (Leaders and
those in middle-management don't screw others over - or at least don't get caught doing it as they try to climb the
ladder anyway.)
... Unintentionally betraying a covenant secret. (The key words here is 'unintentionally' and 'a', as in singular -
one they could potentially forgive, depending on the subject. more than one, then see the Status 1 sin).

National: Status 4 (The Commanders)


Description
You are a Commander. You have power over others in the Covenant, whether it be martial command (such as for
high ranking Axe) or the head of a large faction (coterie, research group, domain of Ordo, etc.), you still take orders
from someone above you, but there are far more below than above at this point. To use the Corporate analogy,
think of a "regional manager" role within a company.

Deeds & Requirements


.... Defining an overall goal for the covenant and organizing members to achieve it. (You've lead a project through
from start to finish. You've instigated research into a topic, got your hands dirty in the field and come back with
the rewards to share amongst the covenant. This could be the founding of a new Bloodline, finding concrete
evidence of the path to transcendence, the discovery of a new coil, etc.).
.... Assuming a position of recognized leadership within the covenant. (The key word here is "recognized". It's all
well and good proclaiming you are a given title, but unless others actively acknowledge and respect that, it means
nothing).
.... The Kindred possesses 5 or more Coils AND is Sworn, or possesses 7 or more Coils and is un-Sworn.

Sins
.... Deliberately disrespecting, lying to or giving bad information to a covenant member of equal or higher
standing. (This is fundamentally a breach of trust when considering those of higher standing. Those who can not be
trusted to act as a team and in harmony with those beside them can not be expected to be efficient leaders to
those beneath them either.)
National: Status 5 (The Ultimate Authority)
Description
You are the pinnacle of authority in the Covenant. Your word is law. When you speak, it becomes policy and others
follow. A shining paragon of example in the field that has brought you here. However, you do not necessarily rule
alone. To use the Corporate analogy, think of a "board member" or "controlling partner" role within a company.

Deeds & Requirements


..... Acting to position the covenant to achieve eminence or ascendancy. (We don't mean domain level here, we
mean nationally. If you've been instrumental in reshaping the political map to make it to so the covenant has a
controlling interest in the majority of domains, THAT is the mark of an Admired Ordo scholar).
..... Performing an otherwise monumental act for the covenant. (This really depends on the circumstances. It
could be anything from stopping - or winning - an inter-covenant war. It could be the unification of an entire
academy. If the deed is of such magnitude as this, you'll know it when you hear about it).
..... The Kindred possesses 7 or more Coils and is Sworn. (You don't get this high in the covenant without having
joined one of the Sworn factions).

Sins
..... Deliberately disrespecting, lying to or giving bad information to a covenant member of equal standing. (If you
undermine anyone else who has devoted as much time and effort as you have to reach this position, you are not
only disrespecting them, but disrespecting the covenant that they have bettered as a result of their actions. You
insult not only them, but everyone when you insult someone with Status 5, and therefore are not worthy of the
position yourself).
Invictus
Status 1:
Most Status 1 Invictus are new vampires – or new members of the covenant -- just beginning their political careers,
although a few slackers or screwups can find themselves demoted to this level.

Status 1 sins:
Betraying your liege lord.
Revealing privileged information to outsiders without good reason.
Publicly disregarding the stability of an Invictus domain (you can screw up and endanger the Masquerade; that's
life. But you can't act as if screwing up and endangering the Masquerade doesn't matter).

Status 1 deeds:
Carrying out the orders of your liege diligently.
Applying yourself to lessons from older vampires; working hard to improve your lot.
Treating your betters with the respect they've earned.

Status 2:
A lot of Invictus spend their careers here, especially those uninterested in politics. Soldiers, scholars, socialites or
craftsmen, they devote themselves to their own pursuits, happy to be protected by the structure of the Covenant
and to serve it as required, but concerned with executing policy rather than making it. Others are more ambitious
vampires, paying their dues on their way to the top.

Status 2 sins:
Publicly denigrating the Invictus (as opposed to members of the Invictus).
Breaking your sworn word, publicly given – especially to another Unconquered.
Disobeying your liege lord.

Status 2 deeds:
Demonstrating a high degree of excellence in your chosen field, particularly when working in an extant tradition.
Protecting and preserving old customs or beliefs.
Aiding other members of the Invictus, especially senior members, if asked (although reasonable reciprocation may
be expected).
Teaching and assisting new members of the Invictus.

Status 3:
Valued members of the Invictus are the Covenant's managerial class: officers, teachers, lesser lords and learned
advisors.

Status 3 sins:
Showing no intention of participating in a fealty chain (it's perfectly acceptable not to have received a satisfactory
offer yet, but it's wrong to behave as though you can go it alone forever).
Recruiting or supporting unsuitable candidates for membership in the Invictus.
Failing to serve your liege lord effectively or failing to protect and support your vassals.
Status 3 deeds:
Sponsoring qualified candidates to the Invictus or to a group within the Covenant (e.g. the Thorned Wreath, a
Guild, etc.).
Publicly demonstrating the success of traditional approaches to problems. Not deviating from correct conduct
even in the face of danger.
Leading groups of Invictus to success in an important endeavour, such as securing eminence in a city or winning a
military campaign.

Status 4:
These vampires are the decision-makers within the Invictus. Princes, heads of major Guilds, lords of noble lines,
they are expected to be consummate experts in their chosen fields and to deal as fairly and justly with their fellow
Unconquered as they deal ruthlessly with the Covenant's enemies.

Status 4 sins:
Suggesting that failure resulted from outdated methods.
Proposing formal innovation of any kind (most Respected Invictus who think this kind of thing is needed make sure
to do so through younger, less respectable proxies).
Relying too much on personal effort rather than delegation, at least in public (the Invictus is an organisation and
runs on everyone doing their part – failure to delegate implies a lack of trust in one's subordinates).
Boorish or uncivilised behaviour, even towards one's enemies. The Unconquered do not cease to be Unconquered
simply because their opponents may be barbarians.

Status 4 deeds:
Taking Praxis of a domain for the Invictus.
Founding a House or Guild.
Recruiting a prominent member of another Covenant to the Invictus.
As a note: the Invictus don't care about scoring short-term points. They care about long-term achievement. An
Invictus vampire who takes Praxis of a domain, only to see her rule overthrown and a rival Covenant get in, is likely
to lose as much status as she gained, if not even more. The Invictus philosophy encourages waiting and seeing,
while the Invictus structure means that bold moves are the only way to get ahead. Balancing the two is the key to
success in the Covenant, and requires very precise judgement.

Status 5:
These Kindred are legends, the closest things to kings and queens among the Damned. At a word from them,
careers are made or broken and the fates of domains are sealed. However, power brings its own problems. Every
word of the Admired among the Invictus is carefully scrutinised by envious underlings looking for a chance to make
their move.

Status 5 sins:
Any action, however slight, that might be seen to reflect poorly on the Invictus.

Status 5 deeds:
Elevating the Invictus to power in several domains simultaneously.
Leadership of a very large number of Invictus on a project of the utmost importance.

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