Larp:Status

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This is a quick reference for the Status Rules explained in the By Night Studios rulebook.

List by Position[edit | edit source]

The Compact
Status Source Abiding Status
Warden Enforcer, Entrusted


Camarilla
Status Source Abiding Status
Inner Circle Ascendant, Authority, Commander, Ominous
Imperator Ascendant, Authority, Commander
Justicar Ascendant, Authority, Commander
Archon Commander, Noble
Alastor Commander
Prince Authority, Commander, Sovereign
Seneschal Noble, Authority (When Prince is not present)
Sheriff Enforcer, Privileged
Keeper of Elysium Enforcer, Guardian
Harpy Prominent, Noble, Guardian
Primogen Noble
Whip Noble (When Primogen is not present)
Scourge Enforcer
Elder of the Camarilla Confirmed, Established, Privileged
Ancilla Confirmed
Architect of the Tower Architect (innate)
Prestigious Sire Loyal (Innate)


Anarch
Status Source Abiding Status
Advocate of Brighton Beach (Baron) Authority, Mandate
Constable Enforcer, Warrant
Architect Enforcer, Guardian
Watchdog (temporarily dissolved) Enforcer, Guardian
Ambassador Established (Camarilla)


Independent Alliance
Status Source Abiding Status
Shepherds of the Dead Authority, Commander, Hallowed, Prominent
Janus Guard Commander, Prominent, Celebrated
Curare Authority, Commander, Prominent, Celebrated
Doyen Authority, Commander, Celebrated (1 Doyen)
Commander, Prominent, Celebrated (2 Doyen)
Virago Prominent, Venerated, Cerberus
Guardian Enforcer, Venerated, Cerberus
Hatchet Enforcer, Earnest
Emissary Venerated, Established
Ministers (4 Max) Enforcer

Status List[edit | edit source]

Status Type Sect Passive Effect Spent Effect
Accepted Innate Independent Alliance While you possess Accepted, you are considered a member of the Independent Alliance. None
Acclaimed Fleeting Camarilla While you possess Acclaimed, you may extend the passive bonus of any one status you currently possess (which is not expended) to one individual per night. This bonus lasts for one hour, so long as they remain within 10 feet of you. You may expend Acclaimed to request that an officer of the sect share her views or offer advice, publically or privately (as you wish), about a subject that is pertinent to the domain. This may be used to further political agendas or for personal gain, such as having the Prince speak about your party in order to encourage people to go or to maneuver a rival into saying something compromising
Acknowledged Innate Camarilla While you possess Acknowledged, you are considered to be a member of the Camarilla. None
Adept Fleeting Independent Alliance While you possess Adept, Stock NPCs who are following your character’s instruction gain an additional simple action per turn. Stock NPCs can gain benefit from only one Adept status per turn. You can expend Adept to receive an additional downtime action between game sessions.
Architect Innate Camarilla While you hold the status Architect, you are granted special privileges. You may attend and witness any Judicial Conclaves (but may not speak unless given permission), and you may approach and petition any Justicar or hosting Prince at a conclave. You may spend the Architect status to place an item on the agenda as a topic for the Speaker at conclave. Unless you specifically wish to include your name, the item will be listed simply as, “Submitted for consideration by an Architect of the Camarilla.”
Ascendant Abiding Camarilla While you possess Ascendant status, you are immune to the powers of, and may contradict orders given by, any individual who does not have the Ascendant status. Expend the status trait Ascendant to give your target the negative status Disgraced or to initiate a blood hunt against your target that is global in scope. If Ascendant is expended three times to target the same individual (all from different sources), the individual is Red Listed. If you are blood hunted or Red Listed, you receive the negative status Forsaken, which applies to all Camarilla domains. Further, the possessor of Ascendant may also expend this status to issue a doctrinal edict altering the practices of the sect. The power to issue edicts is further defined by each position that provides Ascendant.
Authority Abiding While you possess Authority, you can award an individual the fleeting status Courageous, Defender, Honorable, or Loyal without expending this status. An individual can only hold a single status from your use of Authority at a time, but can benefit from repeated uses of Authority, so long as they originate from separate sources. You can expend Authority to punish or pardon another character, giving or removing the negative status Warned, Disgraced, or Forsaken.
Badass Fleeting Anarch Only received after doing something Badass, with the majority vote of the present Anarchs. At least one Anarch voting must hold an Anarch title. While you possess Badass, you can use a combat maneuver once per game without spending Willpower. You can only use this passive ability when following the directives of someone who possesses the Authority or Warrant abiding status. So long as you are not in the process of violating the laws of your sect, you may expend Badass to allow one character (yourself or another individual) to use a combat maneuver without spending Willpower.
Celebrated Abiding Independent Alliance While you possess Celebrated status, you may award any individual the fleeting status Reverent or Loyal without expending this status. An individual can only hold a single status from your Celebrated status at a time, but may benefit from repeated uses of Celebrated so long as they originate from separate sources. Further, you can issue orders to any member of your Sect who does not possess the status Celebrated, Hallowed or Authority and expect to have those orders obeyed. Those who defy you or disobey a direct order have all fleeting status traits they possess expended without effect. Fleeting traits lost in this manner are lost temporarily and return after two games or one month. Your target cannot gain any further fleeting status while under this effect. Expend Celebrated to award an individual who has caused significant offense the negative status Ribald or Warned.
Cerberus Abiding Independent Alliance While you possess Cerberus, you may award the negative status Warned to anyone who behaves inappropriately within your jurisdiction or does not respect the authority of your proclamations. You may expend the status trait Cerberus to award someone the negative status Disgraced if that individual violated an area under your responsibility. Guardians of Sacred Spaces may thus punish defilers of those spaces, calling them “Profane,” while Virago may punish someone who has been proven to have broken a legitimate boon, calling them “Boonbreaker.”
Commander Abiding While you possess Commander, you may issue orders to any member of your sect who does not possess the status Authority, and you expect those orders to be obeyed. Those who defy you or disobey a direct order have all fleeting status traits they possess expended without effect. Fleeting traits lost in this manner are lost temporarily, and they return after one month or two games. The target cannot gain any further fleeting status while under this effect. Further, you may award up to three individuals the status Enforcer for a single night, deputizing them under your command. You may expend Commander to award fleeting status to up to three characters, awarding each individual either Courageous or Loyal.
Committed Innate Anarch While you possess Committed, you are considered a member of the Anarch Movement. None
Confirmed Abiding While you possess Confirmed, you may approach any officer of the sect without a formal introduction, without social penalty You can expend Confirmed to order a non-supernatural mortal (including ghouls, revenants and the like) who is beholden to your sect to obey your instructions, unless they directly contradict with prior orders from the mortal’s master (domitor, etc.). If the target refuses, you have the authority to kill the mortal (or have her killed) without reprisal, as part of the Camarilla’s rules of social conduct. Confirmed cannot be expended in combat.
Connected Fleeting Anarch While you possess Connected, you can call upon one of the following backgrounds once per game without expending that background: Allies, Contacts, Herd, or Resources If you expend Connected, you can add 2 levels to an influence you possess, for the purpose of a single use of that influence.
Courteous Fleeting While you possess Courteous, you cannot be targeted by another character’s use of the Subterfuge skill to redirect blame for the use of a supernatural power. You can expend Courteous to overcome any political gaffe or etiquette-related error you have made in the last five minutes. The error did occur, but those who would be offended by it must accept your apology and cannot hold the error against you.
Courageous Fleeting While you possess Courageous, you can use a combat maneuver once per game without spending Willpower. You can only use this passive ability when following the directives of someone who possesses the Authority or Commander abiding status. So long as you are not in the process of violating the laws of your sect, you may expend Courageous to allow one character (yourself or another individual) to use a combat maneuver without spending Willpower.
Defender Fleeting While you possess Defender, you may carry weapons to any gathering, including restricted locations. Vampiric authorities must allow you to go armed. (Note that mortal authorities, and individuals not of your sect, are under no such agreement.) You may expend Defender when you perform an action that would cause you to gain Beast traits to reduce the number of Beast traits gained by 1. You cannot use more than one Defender status on a single sin.
Earnest Abiding Independent Alliance While you possess Earnest, you may issue orders in combat to any IA member currently within your territory and expect to have those orders obeyed. Those who disobey your direct order in combat automatically gain the negative status Aberrant. You can expend this status trait to give another Sect member the fleeting status Hood or Adept, to give (but not remove) the negative status Aberrant, or to order the punishment of a member according to the law of your domain. Those individuals who do not accept punishment in this manner receive the negative status Disgraced and the negative status Aberrant.
Enforcer Abiding While you possess Enforcer, you may carry weapons to any gathering, including restricted locations. Vampiric authorities must allow you to go armed. (Note that mortal authorities, and individuals not of your sect, are under no such agreement.) You may also deputize up to two other members of your sect, granting them the fleeting status Defender for a single night. You can expend Enforcer to issue the negative status Warned to an individual whom you legitimately believe has broken the law of your sect or local domain.
Entrusted Abiding While you possess Entrusted, you are immune to passive uses of the Authority and Commander statuses as well as a Call To Arms issued by someone with Mandate, while you are in the performance of your duties. In addition, you may leave Caliburn Island at will, without expending any downtimes or risking being caught. By expending this status, you may grant the Fleeting Status Sanctioned to allow another person to leave Caliburn Island, without expending any downtimes or risking being caught. You may also expend this status to issue one command, related to the direct security of Caliburn Island, to someone on Caliburn Island as if you had the status Commander and they were under your status jurisdiction (The normal limitations of Commander apply.)
Established Abiding While you possess Established, an individual who openly insults, threatens, or attacks you automatically receives the negative status Warned. Offenses made entirely in private, or which are subtle enough to be obscured, do not trigger this passive effect. Characters that currently possess the Authority, Commander, or Triumphant status traits are immune to this passive effect. You can expend Established to award an individual the fleeting status Favored.
Favored Fleeting While you possess Favored, you are known to have the active support of a patron. An individual who openly attacks you automatically receives the negative status Warned. Characters who currently possess the Authority, Commander, or Triumphant status traits are immune to this passive effect. If you expend Favored when someone awards you negative status, that negative status is negated before it is applied. The same character cannot attempt to award you negative status for the rest of the evening.
Gallant Fleeting Camarilla None You can expend Gallant to overcome any political or etiquette-related error you have made in the last five minutes. The error did occur, but those who would be offended by it must accept your apology, and may not hold the error against you.
Guardian Abiding Camarilla While you possess Guardian, you may award the negative status Warned to anyone who behaves inappropriately within your jurisdiction or does not respect the authority of your proclamations. You may expend the status trait Guardian to award someone the negative status Disgraced. Keepers of Elysium may thus punish defilers of Elysium, calling them “Profane,” while Harpies may punish someone who has been proven to have broken a legitimate boon, calling them “Boonbreaker.”
Hallowed Abiding Independent Alliance While you possess Hallowed status, you are immune to the powers of, and may contradict orders given by, any individual who does not have Hallowed status. Further, those with Hallowed status can award an individual the fleeting status Favored, Triumphant, or Tenacious without expending Hallowed. Expend the status trait Hallowed to give your target the negative status Disgraced or to initiate a hunt against your target that is global in scope and gives the hunted the negative status trait of Forsaken. Further, the possessor of Hallowed may also expend this status to issue a doctrinal Ordinance altering the practices of the Sect. The power to issue an Ordinance is further defined by the position that provides Hallowed status.
Honorable Fleeting While you possess Honorable, individuals who wish to openly accuse you of lying must expend one positive status (of any kind) in order to make the accusation. Even if you possess more than one Honorable trait, only one status must be expended to overcome this passive effect. You can expend Honorable during a scene in which you would otherwise be politically forced to leave. You are allowed to join the scene or remain present. When you expend Honorable in this manner, you are immune to the spend bonus of the abiding status Prominent for the rest of the scene.
Hood Fleeting Independent Alliance While you possess Hood, your Intimidate skill affects Stock NPCs with a rating of up to 3, rather than 2. You can expend Hood to sneak a one-handed weapon past detection (even supernatural or technological means).
Hardcore Fleeting Anarch While you possess Hardcore, you gain a +1 bonus to your test pool when comparing to see if you have achieved an exceptional success. This bonus is not cumulative, even if you possess more than one Hardcore status trait You can expend Hardcore to perform a combat maneuver, rather than expending a Willpower. You cannot apply both a combat maneuver purchased with Willpower and one purchased with Hardcore to the same action. This bonus is not cumulative, even if you possess more than one status trait of Hardcore.
Loyal Fleeting If you receive the Warned status while you possess Loyal, the status of Loyal is stripped without expenditure rather than applying the status Warned. You may expend Loyal 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 within five minutes of this expenditure. You cannot use Loyal to gain secret or protected information, or unique equipment, but you can use it to acquire anything that a group of ghouls or low-level vampires can acquire with relative ease.
Mandate Abiding Anarch While you possess Mandate, you can command the exile of another Anarch, forcing her to leave your territory. So long as you hold this status, that individual may not enter your territory (or a specific location within that territory, as you choose) until you relent and allow the incursion. If the exiled character enters that location, she immediately gains the negative status Loser. You may also award the fleeting status Sympathetic without expending this status. You can expend this status trait to give another Anarch the fleeting status Connected or Preacher; to give or remove the negative status Loser, Marked, or Warned; or to give (but not remove) the negative status Cherry. You can also expend Mandate to issue a Call to Arms against a specific individual or group.
Moniker Abiding Anarch You receive a +1 bonus to your defensive test pools versus uses of Intimidation and Leadership, including supernatural power pools based on those skills. While you are within 10 steps of another vampire who possesses the Moniker merit (and status) for your gang, you gain an additional +1. This benefit is cumulative to a maximum of 5. This status has no spend bonus and cannot be expended.
Noble Abiding While you possess Noble status, you may award any individual the fleeting status Acclaimed or Loyal without expending this status. An individual can only hold a single status from your Noble status at a time, but may benefit from repeated uses of Noble so long as they originate from separate sources. Expend Noble to award an individual who has caused significant offense the negative status Vulgar.
Preacher Fleeting Anarch While you possess Preacher, your words cannot break the Masquerade. If a common mortal overhears you talking, she will assume you are speaking in code or that she simply misunderstood what you said. This effect will not help you cover for such verbal breaches if the mortal already knows about vampires. If you expend Preacher while inspiring another individual about the Anarch cause, that character resists the effects of any currently active emotion-based power, or any form of blood bond, for the next five minutes.
Primus Inter Pares Innate Camarilla While you possess Primus Inter Pares, your Authority status “outranks” other possessors of Authority. Passive and expended status effects that cannot target someone with Ascendant also cannot target you, and uses of Authority cannot undo your uses of status. Primus Inter Pares may be spent to expend another character’s Authority, Established, or Privileged status without effect, or to undo any previous use of those status traits within your domain.
Praised Fleeting None You can expend Praised to claim a small favor (the level of assistance required from a trivial boon) from any other Accepted member of your sect. You cannot use this to gain a boon from a character who is already in your debt.
Privileged Abiding Camarilla While you possess Privileged, you cannot be openly or effectively accused of lying unless the accuser possesses the status traits Privileged, Commander, Triumphant, or Authority. This does not mean other characters must believe what you say, only that they cannot publically challenge its veracity. You may expend Privileged status to give someone the Vulgar negative status trait.
Prominent Abiding While you possess Prominent, you may award any individual the fleeting status Honorable or Courteous without expending this status. An individual can only hold a single status from your Prominent at a time, but can benefit from repeated uses of Prominent so long as they originate from separate sources. If you expend Prominent, an individual you target must physically leave a scene (small area or single room) for the next 10 minutes, effectively exiling them from a social situation. If they do not do so, they gain the negative status Disgraced. Prominent cannot be expended in combat.
Reverent Fleeting Independent Alliance While you possess Reverent you may extend the passive bonus of any one status you currently possess (which is not expended) to one individual per night. This bonus lasts for one hour, so long as they remain within 10 feet of you. You can expend Reverent when another character would gain Beast traits for an action that someone on your Path of Enlightenment would not gain Beast traits for performing. The other character gains no Beast traits for performing this action. Alternatively, you may expend Reverent to request that an officer of the Sect share her views or offer advice, publically or privately (as you wish), about a subject that is pertinent to the domain. This may be used to further political agendas or for personal gain.
Sanctioned Fleeting None When granted, this status allows a specifically defined breach of one sect law. You can expend Sanctioned to break that law without incurring punishment. This action is a exception to the specific law, allowed by an Authority of a domain.
Sovereign Abiding Camarilla While you possess Sovereign status, you control the praxis of a domain. You may award an individual the fleeting status Courteous, Enforcer, or Loyal without expending this status. An individual can only hold a single status from your use of Sovereign at a time, but may benefit from repeated uses of Sovereign so long as they originate from separate sources. Further, you cannot be openly contradicted within the domain where you hold praxis, unless the individual possesses either the status trait Privileged or the status trait Authority. Expend the status trait Sovereign to give your target the fleeting status Sanctioned or to initiate a blood hunt against your target. If you are blood hunted, you are considered to have the negative status Forsaken while in that Prince’s city. This has no effect if you travel to a city where you are not blood hunted. If the wielder of this status dies or is removed from praxis, your blood hunt is also removed.
Sympathetic Fleeting Anarch While you possess Sympathetic, you are considered to be a prospective member of the Anarch Movement, but are yet to prove yourself as Committed to the cause. You do not hold the rights of a full member, but can expect a minimum amount of protection from the sect if you are attacked. You cannot vote or speak at sect meetings unless your opinion is specifically asked of you.

While you possess Sympathetic, you are expected to follow all reasonable commands from Committed members of the movement. If you refuse a reasonable demand your status may be revoked by a sect officer. Holders of this status are expected to perform actions that prove themselves as Committed to the movement. Neonates may be given this status and a Committed sponsor chosen to show them the ways of kindred society.

This status expires if you gain an innate status from any sect. This status also expires after 30 days or 2 game sessions, whichever is longer.

None
Tenacious Fleeting Independent Alliance While you possess Tenacious, you have a +3 wild card bonus to resist fear frenzy. You can expend Tenacious to gain a free Willpower retest when challenging to avoid any effect that would force you to leave combat. Only one Tenacious can be spent to retest against an individual per combat scenario.
Thug Fleeting Anarch While you possess Thug, your Intimidate skill affects Stock NPCs with a rating of up to 3, rather than 2. You can expend Thug to sneak a one�handed weapon past detection (even supernatural or technological means).
Triumphant Fleeting While you possess Triumphant, you are granted special privileges at important gatherings of your sect: the best seating, advance notice of important attendees, and other advantages. You are granted the right to feed in any domain controlled by your sect. The number of downtime actions required for you to feed is reduced by 1, to a minimum of 0. You can expend Triumphant to ignore the censure of all negative status possessed by you or another character for one hour. You gain this benefit even if you have negative status that would otherwise prevent you from using status traits.
Venerated Abiding Independent Alliance While you possess Venerated, you cannot be openly or effectively accused of lying unless the accuser possesses the status traits Venerated, Commander, Triumphant, or Authority. This does not mean other characters must believe what you say, only that they cannot publicly challenge its veracity. You may expend Venerated status to give someone the Ribald negative status trait.
Veteran Fleeting Anarch While you possess Veteran, Stock NPCs who are following your character’s instruction gain an additional simple action per turn. Stock NPCs can gain benefit from only one Veteran status per turn. You can expend Veteran to receive an additional downtime action between game sessions.
Victorious Fleeting On the night you gain the Victorious status trait, other characters capable of giving positive status can give you such status without expenditure. You can expend Victorious when you expend any other status to immediately regain the spent trait. Alternately, you can expend the Victorious status to remove Warned from yourself or another character within the same jurisdiction where you gained the Victorious trait.
Warrant Abiding Anarch While you possess Warrant, you may issue orders in combat to any Anarch currently within your territory (including the Baron) and expect to have those orders obeyed. Those Anarchs who disobey your direct order in combat automatically gain the negative status Loser. You can expend this status trait to give another Anarch the fleeting status Thug or Veteran, to give (but not remove) the negative status Cherry, or to order the punishment of an Anarch according to the law of your territory. Those individuals who do not accept punishment in this manner receive the negative status Disgraced and the negative status Loser.

Status Bans and Negative Status[edit | edit source]

Ban Camarilla Anarch Independent Alliance
Lesser Ban
  • Members of the Camarilla not Embraced by one of the pillar clans. Gangrel have not yet regained their status as a pillar clan.
  • Members of the Camarilla on a Path of Enlightenment
  • Members of the Camarilla who do not have any boons registered with the Harpy
  • Members of the Camarilla who were once members of the Sabbat, within the past 10 years
  • Members of the Anarch Movement who have ever committed diablerie
  • Members of the Anarch Movement who are known to blood bond others (including enslaving human ghouls) — this ban lasts while the blood bond exists, plus an additional three months. If this ban is enacted against a specific character twice, it becomes permanent for that character.
  • Members of the Anarch Movement who were members of the Camarilla or the Sabbat within the past 10 years
  • Members of the Independent Alliance with under a year of membership
  • Members of the Independent Alliance who have been members of the Camarilla or the Sabbat in the last 10 years
  • Members of the Independent Alliance who are known to have ever committed Diablerie
Greater Ban
  • Caitiff
  • Members of the Camarilla who’ve committed diablerie
  • Members of the Camarilla who have joined within the last year
  • Members of the Anarch Movement on a Path of Enlightenment
  • Members of the Anarch Movement who have refused to participate in a local Call to Arms within the past five years
  • Members of the Anarch Movement who are responsible for large-scale (and unrepaired) breaches of the Masquerade
  • Premascine bloodline of the Giovanni not of Elder Age
  • Members of the Tlacique bloodline
Negative Status
Status Sect Censure Punishment Duration
Aberrant Independent Alliance While you carry the Aberrant negative status, you suffer the greater status ban and must wear a visible sign of your failure at all times. This badge of dishonor is chosen by the person punishing you with this status and may range from wearing a specific item, to maintaining a physical alteration such as the loss of a finger, or having the word “failure” tattooed across your forehead. If a character with the Aberrant negative status is found to break the censure of this status, she gains the additional negative status trait Warned, and the one month/two game duration of Aberrant is reset. Two games or one month, whichever is longer.
Cherry Anarch While you carry the Cherry negative status, you are the low rung on the ladder of the Anarch Movement social order. You may not speak at gang or territory meetings unless first spoken to, and you do not get a vote on topics being discussed by the gathered Anarchs of your territory. Further, a character who possesses the Cherry trait suffers the lesser status ban. If a character with the Cherry negative status is found to break the censure of this status, she gains the additional negative status trait Warned, and the three month/six game duration of Cherry is reset. Six games or three months, whichever is longer. It cannot be removed by other uses of status.
Disgraced While you carry the Disgraced status, the sect prohibits you from carrying weapons or actively using powers in the presence of an officer of your sect, unless you receive the officer’s express permission. Further, you may not feed within your sect’s territories, but must seek scraps elsewhere. A character cannot spend or gain status while she possesses the Disgraced status trait. Other characters are not required to repay boons owed to a character possessing this status. If you are found in violation of this censure by a sect officer, you can avoid punishment by apologizing and offering the officer a major boon. Anyone who publicly insults a Disgraced character gains the fleeting status trait Praised. Multiple characters can gain status for insulting a Disgraced individual, but no character can benefit from a single individual’s Disgraced censure more than once per game. If a character with the Disgraced status is found to break the censure of this status, she gains the additional status trait Forsaken. A character does not lose the negative status Warned or Disgraced when she receives Forsaken. The Disgraced status lasts as long as you hold one or more Warned negative status traits. If you do not possess a Warned negative status when you are awarded Disgraced, then the negative status lasts for two games or one month, whichever is longer.
Forsaken While you hold the Forsaken negative status, you are no longer considered Accepted by your sect. You hold no status or position, and you may be destroyed without repercussion from your sect. Society’s laws prohibiting your Final Death no longer apply to you.

A character who possesses the Authority status trait may allow you to visit or reside within her domain, but cannot remove the Forsaken negative status without an expenditure of the Authority status.

Normally a character cannot become Forsaken unless she was first Warned and then Disgraced. However, it is possible for some sect officers to declare an individual Forsaken by their sect as part of a formal hunt for that character’s Final Death. If another sect member kills a vampire who possesses the status trait Forsaken, that individual gains the status trait Triumphant. Only one character may gain status from the death of a Forsaken vampire.

A Forsaken character retains this status until she is formally forgiven by a character expending the Authority status on her behalf.
Loser Anarch While you carry the Loser (occasionally called Mongo or Gonk) negative status, you are barely considered a member of the Anarch sect. You suffer the greater status ban and must wear a visible sign of your failure at all times. This badge of dishonor is chosen by the person punishing you with this status and may range from wearing a specific item, to maintaining a physical alteration such as the loss of a finger, or having the word “failure” tattooed across your forehead. If a character with the Loser status is discovered by another Anarch to have broken the censure of this status, the holder of this status suffers a -3 penalty to her defense test pools against any Committed Anarch for the rest of the night. Further, she automatically gains the Disgraced status. Two games or one month, whichever is longer.
Marked Anarch As an exception to the rule that status cannot cross sects, characters who are not Committed can receive the Marked negative status, so long as they were Committed at some point within the last year and a day You are not welcome in Anarch lands.

If you cross into territory controlled by Anarchs, you will be harassed, taunted, and even outright attacked. Any Anarch who publicly insults a Marked character gains the fleeting status trait Praised. Multiple characters can gain status for insulting a Marked individual, but no character can benefit from a single individual’s Marked censure than once per game.

While you carry the Marked status, you are a target for Anarch rage. If you enter any Anarch territory, your car may be stolen, your mortal acquaintances attacked, and your resources purloined. When in Anarch territory, you do not have access to your backgrounds or influences. If you haven in Anarch territory, that haven will be discovered by local Anarchs within two nights. If you bring Retainers into Anarch territory, they will be destroyed the minute they leave your side. Until removed by a unanimous vote of Anarchs who live in the territory where the character was originally given the negative status.
Ribald Independent Alliance All fleeting status traits you possess are expended without effect. Fleeting traits lost in this manner are lost temporarily and return at the end of the game session. You cannot gain any further fleeting status while under this effect. If you receive a second Ribald, this negative status automatically upgrades to Warned. Further, while you hold the Ribald status and the Warned status as a result of a second Ribald, your maximum Willpower is reduced by 1. Once the Warned status is removed, your Willpower returns to normal. The night in which you are given the status.
Vulgar Camarilla All fleeting status traits you possess are expended without effect. Fleeting traits lost in this manner are lost temporarily and return at the end of the game session. You cannot gain any further fleeting status while under this effect. If you receive a second Vulgar, this negative status automatically upgrades to Warned. The Vulgar trait lasts only for the night in which you are given the status.
Warned While you carry the Warned status, you may not speak to any officer of your sect in public unless that officer first speaks to you; further, you may not contradict an officer of your sect. If you speak inappropriately, or contradict an officer, you can avoid breaking this censure by apologizing and offering the officer a minor boon. Creative officers may impose alternate restrictions. These might include cutting off the offender’s finger and ordering the Warned character not to regrow it until this status is removed or forcing the offender to bear a visible mark of failure for the duration of the status Warned. These alternate restrictions cannot be used to significantly handicap a character or to force a character into a dangerous situation. If the Storyteller believes this status is being abused, she may overrule the alternate restriction and impose the default censure instead. If a character with the Warned status is found to break the censure of this status, she gains the additional status trait Disgraced. A character does not lose the negative status Warned when she receives Disgraced. The Warned negative status lasts for two games or one month, whichever is longer. If a character receives another Warned status while she already possesses Warned, the total duration is increased by two games or one month, whichever is longer. This continues with every further application of Warned.