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Ascendency and Eminence

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Ascendency and Eminence for November 2007

Clan Eminence: Ventrue (+1)

  • Daeva: (12)
    Daeva
    • Nero Talis: 3 (Priscus)
    • Wulf: 2
    • Amelia: 1
    • Jake: 1
    • Kitsune: 1
    • Morgan Mccullough: 1
    • Michael McClouth: 1
    • Mirage: 1
    • Ravin: 1


  • Gangrel (10)
    Gangrel
    • Father Thomas: 2
    • Autodefae: 1
    • Carlos: 1
    • Cole: 1
    • Fenris: 1
    • Kanis: 1
    • Nemain: 1
    • Nightwolf: 1
    • Vitani: 1
  • Mekhet: (10)
    Mekhet
    • Wesley Corso: 3
    • Juliet Summers: 2 (Priscus)
    • Lucias Hawthorne: 2
    • Joshua Lakes: 1
    • Tori: 1
    • Damian: 1
  • Nosferatu: (14)
    Nosferatu
    • Heinrich Von Rothdam: - (Priscus)
    • Diego: 3
    • Casey Timult: 1
    • Darken Vanrz: 1
    • Dom: 1
    • Dr. Dennis Allen: 2
    • Leroy: 1
    • Lucius: 1
    • Luke Devereux: 1
    • Raddick: 1
    • Sophia: 1
    • Willow Withers: 1


  • Ventrue: (23)
    Ventrue
    • Christian Michaels: 5 (Priscus)
    • Annalia Tate: 3
    • Catherine Michaels: 3
    • Carter Weiss: 3
    • James Black: 3
    • Colin Sullivan: 2
    • Michael Law: 2
    • Angelina Sullivan: 1
    • Charlotte: 1

Covenant Ascendency: Circle of the Crone (+2)

  • Carthian: (9)
    Carthian
    • Heinrich: -
    • Carter Weiss: 3
    • Dr. Dennis Allen: 2
    • Raddick: 1
    • Lucias Hawthorne: 2
    • Willow Withers: 1


  • Circle of the Crone: (17)
    Circle of the Crone
    • Christian Michaels: 5
    • Juliet Summers: 2
    • Casey Timult: 1
    • Catherine Michaels: 3
    • Jake: 1
    • Amelia: 1
    • Nemain: 1
    • Cole: 1
    • Mirage: 1
    • Ravin: 1


  • Invictus: (16)
    Invictus
    • Nero Talis: 3
    • Michael Law: 2
    • Diego: 3
    • Colin Sullivan: 2
    • Michael McClouth: 1
    • Carlos: 1
    • Angelina Sullivan: 1
    • Charlotte: 1
    • (Stephanie): 1
  • Lancea Sanctum: (10)
    Lancea Sanctum
    • Annalia Tate: 3
    • Damian: 1
    • Fenris: 1
    • Thomas Borgia: 2
    • Joshua Lakes: 1
    • Wulf: 2


  • Ordo Dracul: (18)
    Ordo Dracul
    • James Black: 3
    • Wesley Corso: 3
    • Kanis: 1
    • Vitani: 1
    • Darken Vanrz: 1
    • Leroy: 1
    • Nightwolf: 1
    • AutoDafe: 1
    • Sophia: 1
    • Tori: 1
    • Dom: 1
    • Kitsune: 1
    • Lucius: 1
    • Morgan Mcullough: 1
  • Unaligned: (1)
    • Luc Devereaux: 1

Benefits

Active MembersBonus
1-4No Bonus
5-9 +1 City Status
10-19+2 City Status
20++3 City Status

Covenant Ascendency

When a covenant achieves ascendancy, it is the dominant socio-political entity in a domain. Its ideology, organization and administrative methods imprint themselves on the city, and members find it easier to obtain certain common benefi ts from being in charge. Ascendant covenant and eminent clan benefi ts (see below) are cumulative — a single character can benefit from both in the same month. If they ever come into conflict, the covenant benefit always takes precedence.

The Carthian Movement

Ascendant Carthians find it easy to interact with the mortal world and co-exist with the mortals in the domain. By calling in a favor or otherwise greasing mortal wheels, Carthians can fi nd an improvised haven somewhere in the city on very short notice, not needing to return to their normal homes. They cannot be left without a shelter unless they are taken outside the city. Such improvised havens do not grant any of the benefits of the Haven Merit, however.

Once per month, every ascendant Carthian can also call on her resources to attract a small crowd of mortals (between 8 and 15 people, depending on how many would be available in the area). These humans help out in an activity of the Carthian’s choice, whether staging a protest outside an elder’s haven or building a simple structure for a community group, so long as the activity is fairly innocuous and in line with the Carthian’s rhetoric. This activity cannot involve anything immediately illegal beyond what might be expected of non-violent protesters. A sit-in is reasonable, but an armed uprising or robbery is not. The mortals also have no particular loyalty to the Carthian in question, so do not risk their lives or a lengthy jail sentence unless other means are used to convince them.

The Circle of the Crone

Circle members find it very easy to develop small groups of mortal followers. Most of these people are typically convinced that they’re involved in nothing more than a pagan worship circle. By making requests for help in ritual research or observances, a Circle member can use these mortals to help out with large rites (provided they don’t violate the Masquerade), or to perform tedious and mundane research and acquisition of materials involved in rites. Ascendant Acolytes thus gain the equivalent of two dots of the Allies Merit in the field most useful to pursuing their research. So, an Acolyte whose occult studies focus on the lessons of the plant world might gain an Ally in the park service or the city’s botanical garden. This is a separate instance of the Allies Merit and does not combine with any similar Merits a character may already have. This Merit cannot be used for tasks that are overtly supernatural or illegal.

While engaged in rituals and similar observations, Acolytes also gather great spiritual strength from their faith. The knowledge that their covenant is dominant in a city — represented by ascendant status — strengthens the faith of those in the Circle of the Crone, allowing each member to regain a spent point of Willpower each week as they perform their rituals (during downtime).

The Invictus

When the Invictus is ascendant, members of the First Estate are protected from the vampiric games of rumor and innuendo. An Invictus Prince cannot lose any City Status dots during a month in which his covenant is ascendant, and Harpies who are not themselves members of the First Estate must spend three points of Status for every dot of City Status they wish to remove from a member of the Invictus. Finally, no member of the Invictus can have his last dot of City Status stripped from him, unless the Prince or Master of Elysium doing so is herself a member of the covenant.

The Lancea Sanctum

When the Lancea Sanctum is ascendant, the covenant’s deep-seated belief in the righteousness of its cause combines with its influence in the city to strengthen the Sanctified ability to carry on the fight. Once per week, a Sanctified character may pray to Longinus and regain a spent point of Willpower. This prayer takes a full minute if done during a game session and approximately an hour if performed during downtime.

In a city where the Lancea Sanctum is ascendant, all Sanctified characters are further considered exempt from the authority of all Kindred officers save the Prince and Harpies — unless the officer in question is also Sanctified. The Master of Elysium cannot strip covenant members of City Status and the Sheriff cannot order them about. This exemption doesn’t provide any supernatural protection — it is merely considered unthinkable (and a sin against the city, see p. 289) to attack an ascendant Sanctified.

The Ordo Dracul

When the Ordo Dracul is ascendant, the Dragons’ confidence in their mystical abilities and the supremacy of their territory is so unshakeable that they are socially unflappable. For every dot of City Status she has at the beginning of the month (before any ascendancy bonus), a Dragon may ignore the result of a single Social (instant or extended)action performed against her that is not supernatural in nature.

What’s more, each Dragon can select a discreet territory (no more than a few city blocks) and claim it as her personal fiefdom when the covenant is ascendant. The Dragon effectively becomes regent of the area. Others who hunt there must either pay some tribute or leave at the Dragon’s discretion. The Dragon may not lay claim to a place already claimed by another unless she has a higher City Status (after the ascendancy bonus). The Ordo normally uses this privilege to ensure that members have access to all the best wyrm nests at which to perform their mystic rites, though it has certainly seen more petty application. When the covenant falls from ascendancy, all claims to territories are lost unless individual Dragons can defend them.

The Unaligned

Should the unaligned somehow become ascendant, the domain is effectively an outlaw paradise. Until they cease being ascendant, no boons involving members of that domain are valid. Other Kindred recognize the lawlessness of the domain and the futility of expecting the Traditions or Elysium to be upheld.

Clan Eminence

Kindred in the eminent clan gain more than an increase in Status. They gain access to certain special, unique resources.

Clan Daeva

Daeva almost never fail to get invitations to the most exclusive parties, and as a matter of course, eminent Daeva are automatically welcome at any social occasion — either mortal or undead — that they wish to attend.

Sometimes the most useful invitations, however, are to the sorts of soirees where emotions run high, intoxicants flow freely and no one is likely to notice a bit of indiscretion in a dark corner. If the Daeva are eminent, Succubi are never considered without a ready source of blood in their home city and require no tests to hunt to full capacity during downtime. Unless a Daeva character is under particular pressure, she begins a session of play with her full capacity of Vitae. One game session per month, a player of a Daeva character may also send her character out of play for a full hour and return with her maximum capacity of Vitae. The character must not be followed or otherwise molested for this effect to function and the player must stay out of the game for a full hour.

Clan Gangrel

When the clan is eminent, the Gangrel effectively turn their combination of human wariness and animal cunning toward the games of politics. This makes it very difficult to trap, surprise or isolate them in Kindred society. The Prince, the Master of Elysium, nor anyone else can strip a Gangrel of her fi nal dot of City Status. The Prince can still call a blood hunt, however. What’s more, any attempt to gain all but the most obvious and public information about a Gangrel through use of the Animalism Discipline fails automatically.

Once per month, a Gangrel’s player may ask the Storyteller if a situation his character is about to enter appears to be a trap. Only direct attacks or uses of supernatural powers targeted at the Gangrel are detected as “traps” for the purpose of this benefit. Attempts to lure the Gangrel into a socially scandalous situation are not detected, for example, nor are meetings that are designed to weaken the Gangrel politically.

Clan Mekhet

When the Mekhet are eminent, the Shadows’ knowledge of secrets and sharing of useful information achieves a high. Each resident Mekhet receives a number of free information snippets about other members of the domain equal to her City Status. The player should ask for this information from a Storyteller. This information is restricted to a subject’s dots in certain social Merits: Resources, Status (each type counts as a separate snippet), Herd and Retainer. A Mekhet can learn a character’s dots in Clan Status or Covenant Status, even if the Mekhet isn’t part of the clan or covenant in question.

Example: Elijah is a Mekhet with City Status 3 and his clan is eminent this month. He learns the Lancea Sanctum Status of a zealot who has made his existence hell, the wealth (Resources dots) of his Ventrue ally Javier, and the Nosferatu Status of Javier’s enforcer Cross. All this could be very useful information, indeed.

Clan Nosferatu

When his clan is eminent, the Nosferatu Priscus may use his clout to force a single other Priscus to abstain from voting in any matter to be settled by the assembled Prisci (such as naming a Harpy). A Nosferatu recognized as a Primogen may do the same in a meeting of the Primogen council. Refusal to abstain is a sin against the city (see p. 289) and usually results in punishment from the Harpy or Prince. This ability can be used only once per targeted Kindred per meeting.

In addition, the city’s Nosferatu gain effective regency over the sewer system, so any clan member may travel unseen to most urban locations, as well as safely go to ground from most city locations. The Nosferatu Priscus may extend this free passage to any number of Kindred from other clans in the domain, but must do so explicitly and in such a way as the rest of the clan is aware of it. Nosferatu (but not other allowed Kindred) automatically succeed in feeding attempts in the sewers during downtime (so long as they feed on animals or mortals), but not during a game.

Clan Ventrue

When his clan is eminent, the Ventrue Priscus may demand to change the vote of another Priscus in any Prisci votes. A Ventrue Primogen may do the same on the Primogen council. Refusal to change one’s vote is a sin against the city (see p. 289) and usually results in punishment by a Harpy or the Prince. This ability can be used only once per targeted Kindred per meeting.

In addition, Harpies may remove only a single City Status dot from the Prince (if a Ventrue), the Ventrue Priscus, and the Ventrue with the highest City Status sitting on the council of Primogen (if any). Harpies may remove only one dot from each over the course of the month.

Finally, any dots in the Resources Merit held by a Ventrue character are largely inviolate while the clan in eminent. The actions of other characters cannot reduce an eminent Ventrue’s wealth. (The Storyteller adjudicates this, telling others who attempt to undermine a Ventrue’s wealth that their efforts fail.)

Contender/Rival

Being the member of a group that is perceived as the legitimate threat to the throne has its benefits. Above all, it is harder for the powers that be to act against you. The members of a contender covenant and rival clan are thus somewhat protected from their ascendant and eminent opponents.

If an ascendant or eminent Prince or Harpy wants to remove a dot of City Status from a contender or rival Kindred, he must spend twice the Status points he normally would. This usually means spending two points per dot, but this effect can combine with the protections offered by some clans and covenants. This extra cost applies even when crossing clan/covenant lines — a Harpy of the ascendant Invictus still finds it more challenging to put a rival Ventrue in his place.

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