Sabbat

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Introduction

The Camarilla of San Francisco are many, and they share in a tense co-existence with the Anarchs and Sabbat. 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. The most populous clan has traditionally been Ventrue, and the rarest specimens have been Gangrel, especially since the desertion of Mirko Mirkonen. This Praxis has had no Gangrel primogen since the late 90s, as is the case with the Camarilla at large. The Schismatics have taken their political seat.

Van Nuys was Prince of San Francisco before Winder, having taken the position in a 1996 coup to dethrone the ineffective (and late) Vannevar Thomas, but for all his aspirations, his four year reign was marked as chaotic, disorganized, and flooded with recalcitrant Anarch refugees from the bloody quagmire in Los Angeles.

After the creation of the Mandarinate in 2000, several esteemed members deserted for more competent and cooperative pastures nearby like Palo Alto and San Jose, some announcing their departure. Three elders staunchly opposed to the Cathayan regime simply disappeared, not affording their constituents the decency of a farewell. In 2001, things changed: a formal party was announced, and before the Court Van Nuys announced his abdication and his acquiescence to the authority of Miss Sarah Anne Winder. In 2010, the Mandarinate was brought down.

Theme

Vampire as a sphere on Modern Nights is intended to be a street-level game, about the struggle to the top.

The Camarilla on Modern Nights is intended to be an outlet for players who thrive in an environment where their IC lives are cloak and dagger conspiracies in a Machiavellian world, navigating the confidence games and long cons of those in power both real and perceived. It is intended to be an environment where nothing is for free, and boons are a currency integral to buying one another's loyalty, which cannot be otherwise guaranteed. Think West Wing, Designated Survivor, and House of Cards.

While we allow you to play in whichever sect you please, you should expect your experience in the Camarilla to involve courtly life, navigating the boon economy, Camarilla structure and hierarchy, and veiled threats and double-talk. If you, as a player, do not thrive in this kind of backstabbing genre, then we suggest that you consider the Anarchs or the Sabbat instead!

Current Leadership

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.

Debts