Sabbat
Introduction
The Sabbat of San Francisco are many, and they share in a tense co-existence with the Anarchs and Camarilla. The centuries-old rivalries remain, but remain corseted and careful with the proliferation of mobile phones and live streaming to the Internet. We are on the precipice of just one final fuckup that blows the whole shit open.
Danielle Washington replaced Archbishop Adrian Soto in 2002. Adrian Soto was an Ultraconservative who ruled through fear, and he spontaneously withdrew from his appointment, ostensibly to follow Cardinal Polonia in holy war overseas. Regardless of whether that was truly the case, Danielle Washington was ordained in his stead and she obeyed the orders given from on high. She focused on disciplining the Bay Area Sabbat into more cautious observance of the Silence of the Blood.
Theme
Vampire as a sphere on Modern Nights is intended to be a street-level game, about the struggle to the top.
The Sabbat on Modern Nights is intended to be an outlet for players who want to explore more personal themes and play with the concepts of theocracy, militarism, death cults and demons in the dark. It's also the outlet for players who find intrigue in the dynamics of humanity loss, embracing and exploring the vampiric condition, and the dehumanization that undead life tends to bring. It is intended to be an environment about war, religion, vengeance and kinship, where its members view themselves as preparing the world for its inevitable apocalypse and grapple with their inhumanity. Think the Farcry game series, From Dusk Till Dawn, and 30 Days Of Night.
While we allow you to play in whichever sect you please, your character will only succeed in the Sabbat if they are, in fact, capable of handling the brutal life, navigating the fact that they are in a death cult/theocracy that doesn't suffer apostates (regardless of what they actually believe deep down), and fundamentally understand that they are no longer human. If you, as a player, do not thrive in this kind of genre, then we suggest that you consider the Anarchs or the Camarilla instead. We want you to be a happy player who feels like there's a place for you! It just might not be among the ritual fires of Esbat.
If you find yourself wanting a different environment, we recommend that you look at the meritocratic Anarchs or the more prim and reserved Camarilla, instead.
Current Leadership
- Prince: Sarah Anne Winder
- Seneschal: Farhad Sassani
- Keeper of Elysium: Charles Pang
- Harpy: Charles Pang
- Primogen
- Banu Haqim: Azar
- Brujah: Sergio DeSantis
- Nosferatu: Camile LeFebvre
- Malkavian: None
- Toreador: None
- Tremere: Magnus
- Ventrue: None
- Sheriff: Zora Pavlova
Staff Info
- Wizard: Batty
- Main Storytellers: Batty
- Helpers: Overdose-PRP, Carrie-PRP, Wintermute
- Clerical Staff: Wintermute, Cylon
Common Clans
Banu Haqim | Open |
Gangrel | Open |
Nosferatu | Open |
Malkavian | Open |
Toreador | Open |
Tremere | Open |
Ventrue | Open |
Uncommon Clans
Uncommon clans are ones that are considered oddities to have within the sect. You may play one of the following as a Camarilla character, but you will find yourself mostly disenfranchised politically.
Caitiff | Open |
Followers of Set | Open |
Gangrel | Open |
Rare Clans
Rare clans are limited. If there already is one on +census, then the sphere is closed until that character goes inactive. Please check +census for accurate information about availability.
- Lasombra Antitribu
- Carpathians (Old Clan Tzimisce)
- Samedi
Vaulderie
Packs
Esbat
Leadership
Although Modern Nights has a host of NPCs and the game design starts with NPC leaders in all positions, your character can attain any title within the jurisdiction the Holy See Of The Bay up to and including being the Archbishop. The position does need to be earned through IC play: we want to see that you will invest time in the character you are playing before giving you the responsibility of a leadership position. However, we are happy to arrange IC events leading to your taking on of the title if you are interested: simply communicate your goals as a player so that we can collaborate with you. If there are competing players who want the same title, then we will allow them to ICly compete without stacking the deck in anybody's favor. If no other player wants to compete for that title, then we will write a storyline with the end-goal being your character's acquisition of such a title.
Status
We use the Mind's Eye Theater Status System. Its intent is to promote and inform the way that the sect social rules work. While you can read about the rules in detail in the official material, here is a simplified run-down that contains enough to play. Please note that this is not actually a 1:1 explanation of the Status System.
You have Titles (called Abiding and Innate status in MET) and you have Fleeting Status. Titles are things like "Prince" and "Elder" and they apply to you so long as you are that thing. Those titles come with privileges, such as descriptions of what is within your authority, which is what you're probably used to ("A primogen represents his clan, yaddah"). But it also talks about giving people badges like "Favored" and "Honorable."
These monikers are called Fleeting Status. They are little badges you get for certain rewardable RP behavior. For example, Triumphant is a Fleeting Status awarded to people who do something risky and come out victorious. These badges give you some thematically appropriate benefit. Triumphant, for example, gives you the ability to feed wherever you like instead of at designated grounds, because you're known as Billy Badass.
Some badges are negative: Warned, Disgraced, and Forsaken. These you get for being insubordinate, breaking sect law, and so on. When you get Negative Status, this comes with some kind of attached punishment (determined by the status trait itself) and it lasts for either 30 days or until the person who administered it (or someone over their head) forgives you.
Fleeting Status traits last until either you spend them, or you get Warned. Continuing with our Triumphant example, Triumphant can be spent on auto-succeeding on a Rotschreck roll (it would not do for Billy Badass to lose his shit). Once you've spent your Fleeting Status, it's gone forever, but you can earn the same kind of status again.
You can collect up to five Fleeting Status points. You can collect multiple instances of the same kind of Fleeting Status, too. So, at any given time, you have up to 5 Fleeting Status traits, and whatever special rules go along with your title if you have a title.
Learn more on the Status page.