City Positions

Independent Alliance Positions

The Independent Alliance is currently the ruling faction in the city of Memphis. As such these city positions come with a 1 XP reward when acquired during a game or held for any entire game.

SOVEREIGN

The Sovereign is analogous to a Camarilla Prince, Anarch Baron, or Sabbat Archbishop.  They are the Kindred who is eldest or most powerful in a domain, and their word is law within the confines of the Independent Accords.  The Sovereign must:

  • Hold a regular court to address grievances and handle city matters, including Prestige;
  • Uphold and defend the Traditions;
  • Maintain an Emissary from each other member clan;
  • Allow member Bloodlines the opportunity to act as Emissary for their bloodline;
  • Obey, follow, and defend all Articles of the Independent Accords;
  • Maintain, at their individual discretion, a Chamberlain, Enforcer, and/or Steward; and
  • Recognize and defend all members of the Independent Alliance in good standing who introduce themselves within the Sovereign’s domain.

The Sovereign gains:

  • Three additional Prestige traits: Acclaimed, Eminent, and Empowered;
  • A special Prestige trait, Sovereign, which functions identically to the Prince Status Trait from the Camarilla;
  • The ability to strip Prestige from or grant Prestige to any Kindred Recognized in their domain by expending one temporary Prestige, which must be done formally at court;
  • The authority to freely recognize Kindred within their domain in open court, granting them the Recognized Prestige trait;
  • The right to levy the Lextalionis (an antiquated term for the Blood Hunt) upon violators of the Traditions by expending four temporary Prestige traits in open court—one of which must be loaned by the Emissary of the offender, if one so exists within the domain—thus removing all Prestige possessed by the target and removing their protection under the Independent Accords;
  • All powers of the Chamberlain, Enforcer, or Steward when those positions are vacant;
  • The power to reverse any decision levied by their Chamberlain, Enforcer, or Steward at the cost of one temporary Prestige; and
  • The power to make public pronouncements and decrees in open court.

Current Sovereign: Francesca Giovanni

STEWARD

The Steward is analogous to a Camarilla Seneschal, though the Steward has more responsibilities than their counterpart in the Ivory Tower.  In addition to being the Sovereign’s chief adviser and right hand, the Steward also serves as the primary point of contact for all emissaries within the Sovereign’s domain.  The Steward must:

  • Hold court in place of the Sovereign in their absence;
  • Act as ambassador between the city and emissaries from other member clans and bloodlines;
  • Maintain amicable relationships between each clan and bloodline within the city;
  • Obey, follow, and defend all Articles of the Independent Accords; and
  • Bring all matters concerning breaches of the Traditions or transgressions against member clans and bloodlines to the Sovereign immediately.

The Steward gains:

  • Two additional Prestige Traits: Honorable and Venerated;
  • The powers of the Sovereign in their absence;
  • The authority to sanctify and enforce boons between individual members of the Alliance and the domain as a whole so long as the Emissary of that individual agrees; and
  • The ability to spend one temporary Prestige to remove one permanent Prestige from anyone who refuses to repay a debt owed to the Sovereign or domain.

Current Steward: Howard Masterson

CHAMBERLAIN

Where in Camarilla society, the keeper of boons and social decorum has significant checks on the powers of the Prince and is empowered by the Primogen, in the Alliance, the Chamberlain does not have nearly as much broad or sweeping power.  The Chamberlain’s job is more akin to banker or accountant than their Camarilla counterparts, and as such, their power is distinctly limited in comparison.  Further, the emissaries do not traditionally loan the Chamberlain status.  The Chamberlain is still expected, however, to maintain proper etiquette in the use of Prestige and prestation, and they have a terrifying amount of power to do so.  The social order must be maintained, and the Chamberlain is the one saddled with the duty of protecting it.

The Chamberlain must:

  • Procure and maintain at least one permanent Elysium in the domain, including the determination and declaration of the boundaries thereof;
  • Sanctify all boons between individuals and transcribe them in an official record in the domain;
  • Monitor the use of Prestige in the domain to ensure that all Alliance laws are being observed;
  • Ensure that boons are being repaid rather than filling up the ledger on both sides;
  • Maintain fairness between parties when negotiating boons;
  • Recommend a fair price for a boon if there is a disagreement on the value of said boon; and
  • Enforce punishment on those who misuse Prestige or refuse to repay a boon.

The Chamberlain gains:

  • The additional Prestige Trait: Just;
  • The ability to sanctify any boon or written agreement between individuals as an official record of the domain;
  • The power to, at no cost, grant the Negative Prestige “Boon Breaker” to any individual who refuses to pay, denies the validity of, violates the terms of, or otherwise attempts to renege on an officially recorded boon or agreement, so long as sufficient evidence is brought before the court (those who have the Boon Breaker trait may not petition the Chamberlain or Steward to sanctify boons);
  • The discretion to remove the Negative Prestige “Boon Breaker” at no cost in open court;
  • The power to, at no cost, grant the Negative Prestige “Capricious” to any individual whose use of Prestige violates the Accords or oversteps the bounds outlined by their position—provided a majority of the recognized emissaries in the domain proclaim, in open court, that they agree with the interpretation of misuse;
  • The discretion to, at no cost, remove the Negative Prestige “Capricious,” provided that a majority of the recognized emissaries in the domain proclaim, in open court, that they agree that proper penance has been paid for the original transgression; and
  • The right to expend a temporary Prestige to strip a permanent one from someone who ignores a just use of Prestige.

Current Chamberlain: None

ENFORCER

The Enforcer is the representative of the Sovereign’s law in the domain.  Unlike the Sheriff in a Camarilla city, enforcers in the Alliance must also maintain peace on Elysium grounds in addition to providing protection for the denizens of the domain.

The Enforcer must:

  • Provide adequate protection for the Sovereign, Steward, Emissaries, and Chamberlain;
  • Protect the laws of the Sovereign and the articles of the Accords;
  • Dispense punishments as levied by the Sovereign;
  • Ensure the security of the Kindred within the domain from incursions from the Camarilla, Sabbat, or other malevolent parties; and
  • Detain suspected violators of the Traditions, Accords, or Sovereign law and deliver them to the Sovereign for judgment.

The Enforcer gains:

  • The additional Prestige Trait: Feared;
  • The right to harass or detain any Kindred within the domain who has not been Recognized by the Sovereign;
  • The power to take any Kindred into custody, so long as the Enforcer possesses a written order from the Sovereign or is a personal witness to that Kindred violating one of the Traditions; and
  • The ability to expend one temporary Prestige during open court to strip one permanent Prestige from any Kindred against which the Enforcer has conclusive evidence of a violation of the Traditions or the Accords.

Current Enforcer: None

MAGISTRATE

The last position in the Independent Alliance is one of the least often used, but it is also one of the most important.  A Magistrate is only appointed when there is a matter of guilt or innocence that cannot be agreed upon or where punishment cannot be agreed upon by the Sovereign and the accused’s respective Emissary.

The Sovereign or any Emissary may call for a Magistrate to be appointed in any matter of wrongdoing by expending one temporary Prestige and openly stating their grievances in open court.  After a Magistrate is called for, they are selected from among the Kindred in the city who have the most temporary Prestige.  Neither the Kindred who called for the Magistrate, the accused, the Sovereign, nor the Emissary of the same clan or bloodline of the accused may be selected to be the Magistrate, though those parties may loan their personal Prestige to another candidate if they so choose (as can any Kindred who is Recognized in the domain), before Prestige is counted.

Though the counting of Prestige may be delayed until a later time, the Magistrate must be selected in open court, after which point the trial begins immediately and is held in its entirety during the court in which they are selected.  Once a verdict has been declared and the punishment has been decided, the Magistrate is forced to step down from their post.

Once appointed, the Magistrate must:

  • Uphold the Traditions, the Accords, and the laws of the domain (in that order);
  • Only hear and consider testimony and evidence brought forth during the trial;
  • Determine guilt and proper punishment if guilt is found; and
  • Act as referee for any Trial by Combat, if one is so demanded (see below).

The Magistrate gains:

  • The additional Prestige Trait: Infallible;
  • The power to strip temporary Prestige from any Kindred who speaks out of turn during the proceedings by expending one temporary Prestige;
  • The authority to levy any punishment they deem appropriate as a punishment for a crime, up to and including the Final Death;
  • The right to call for any Kindred present to testify or bear witness; and
  • The power to expend a temporary Prestige to force any reluctant Kindred so called to testify—if the Kindred still refuses to bear truthful testimony, the Magistrate may strip one permanent Prestige from that witness (this power may only be used on an individual witness once).

Before the trial begins but after the Magistrate is appointed, the accused may call for a Trial by Combat rather than a traditional hearing.  The rules for a trial by combat are:

  1. The accused always challenges the accuser when a Trial by Combat is called for—if there is no definitive accuser or if there is no single accuser, the Sovereign is considered to be the accuser for these purposes;
  2. The Magistrate must define the arena of the Trial and may decide any special rules for the Trial before champions are declared;
  3. Both parties may select a champion to represent them in combat;
  4. Combats are never to be to the Final Death;
  5. Combatants who “accidentally” deliver the Final Death upon their opponents are immediately subject to the Final Death themselves;
  6. The victory condition for all Trials by Combat consist of one party surrendering or being rendered incapacitated;
  7. Victorious champions are automatically granted the permanent Prestige trait: Selfless (those who fight for their own cause do not receive Prestige);
  8. The loser of the combat and their champion (if there is one) both immediately lose a permanent Prestige; and
  9. The winner of the combat (and not their champion) determines the verdict, which then should be viewed as infallibly true by the whole of the Independent Alliance.

 

EMISSARY

The Emissary’s closest analogue in Camarilla society is a Primogen, but an Emissary is so much more than just the eldest of a clan in a city.  Emissaries are their clan’s ambassadors, monitors, executioners, and chief negotiators in a given domain.  They advise the Sovereign and lobby in the interest of their clans in the domain at large, negotiating inner- and intra-clan business.

Emissaries are the one position defined in the Accords, and as such, they are the most vital to the stability and success of the Independent Alliance as a whole.  Each member clan is expected to field an Emissary in every city within the Alliance outside of Alamut, Egypt, Mumbai, and Venice.  Just as each member clan and bloodline is different, so are the titles sometimes taken by emissaries in various domains.  Assamite emissaries are often known as Pasha (which is an honorific that replaces any surnames the Emissary might have had); Setite emissaries are sometimes referred to as Heirophants; the Giovanni call their emissaries Consiglieres; and while the Ravnos do not often use titles other than Emissary, it is not unheard of for one of them to claim one of many different titles from Seer to Maharaj.

Unlike their Camarilla counterparts, emissaries are not empowered to eject anyone from their clan or bloodline.  According to the Alliance, no Kindred may revoke the blood rights of any other Kindred—after all, one can no more stop being of their clan than they can stop being a child of Caine.  However, they are allowed to (and sometimes do) adopt Caitiff or cast-off former Camarilla members or Anarchs into their clans or bloodlines—though the system by which those Kindred earn the right to join is left to the individual Emissary.

Each Emissary, regardless of clan or bloodline must:

  • Advise the Sovereign and/or Steward in matters of the domain;
  • Maintain proper discipline and control of their clan or bloodline;
  • Act as ambassador between the city and the leadership of their clan or bloodline;
  • Report notable activities within the domain to their parent clan or bloodline;
  • Serve as judge when members of their blood have made transgressions against the court; and
  • Ensure proper recompense when one of their blood is substantively harmed by another member of the court.

Emissaries gain:

  • Two additional Prestige Traits: Beloved and Trusted;
  • The ability to expend one temporary Prestige to grant one permanent Prestige or strip one permanent Prestige from a member of their clan or bloodline;
  • The power to adopt Kindred into their clan be expending three temporary Prestige and making a formal pronouncement at court;
  • The discretion to dole out clan or bloodline resources as they see fit;
  • The ability to formally petition the other emissaries for aid in open court;
  • The right to grant another Emissary a permanent Prestige by expending temporary Prestige equal to the recipient’s permanent Prestige;
  • The right to remove one permanent Prestige from another Emissary by expending a number of temporary Prestige equal to the target’s permanent Prestige;
  • The power to reverse the decision of a Sovereign by expending one temporary Prestige, so long as emissaries from the Assamites, the Setites, the Giovanni, and the Ravnos all voice their open support for the reversal in open court;
  • The ability to remove or grant a permanent Prestige to the Sovereign by expending temporary Prestige equal to the sovereign’s permanent Prestige so long as emissaries from the Assamites, the Setites, the Giovanni, and the Ravnos all contribute at least one Prestige to the effort; and
  • The power to appoint Scribes, who act as their eyes, ears, and voices during their absence.

Current Emissaries:

  • Keats, Emissary for the Ravnos
  • Cyril Dubois, Emissary for the Followers of Set
  • April Wolfe, Emissary for the Salubri
  • Francesca Giovanni, Emissary for the Giovanni

 

Camarilla Positions

As the Camarilla hold but a small portion of territory in the city of Memphis, these positions no longer award XP for achieving or holding them and the scope of their power may be significantly less than is listed below.

PRINCE

The Prince is the highest authority in the city; his word is law. As the lord, master, and protector of all Kindred in the city, he must:

  • Hold a regular court to address grievances and handle city matters, including Status. This must be a formal event held at least once per game, preferably twice (once at the beginning and once at the end).
  • Attend all games (this isn’t a strict rule, especially if he has a Seneschal, but the position isn’t protected when he’s not there).
  • Uphold the Traditions as he sees fit.
  • Appoint and maintain a Primogen Council. He may do this in whatever manner he wishes (choosing the Primogen himself, taking the recommendations of the Clans, appointing the Clan’s chosen representative, choosing based on territory, etc.).
  • Appoint a full set of city officials – a Sheriff, Harpy, and Keeper of Elysium. He may, but doesn’t have to, appoint a Seneschal. There’s no reason why these can’t be the same person, but proper decorum suggests that they be different people.
  • Call at least one Primogen meeting during each game.

All this power comes with certain privileges, as follows:

  • The Prince automatically gains the three additional Status Traits: Exalted, Famous, and Well-Known upon attaining the position.
  • The Prince also receives a special Status trait, Prince. This trait can never be considered expended, and it counts as however many traits the Prince must bid in a Status Challenge (for instance, if the Prince is down 6 bids, the Prince trait counts as 7 traits bid). When bid, the Prince trait permits the Prince to win all ties on Status Challenges. Because it cannot be expended, the Prince trait cannot be used to retest a Status Challenge. Of course, the Prince is not required to throw his title around if he does not wish to do so, though he does not gain the benefit of the Prince trait during Challenges where it is not bid.
  • He may expend one temporary Status to grant or remove one permanent Status from any Kindred for any reason. This must be done formally at court. No more than three permanent Status may be granted to a single character per game this way.
  • He may acknowledge a Kindred, granting them the Acknowledged trait. This costs nothing, but must be done at court.
  • He may expend four temporary Status to call a Blood Hunt on a single target. Such a target immediately loses all of his permanent Status and may be killed by anyone in the city. This must be done formally at court.
  • The Prince also has all of the powers of Harpy, Sheriff, and Keeper of Elysium. He may also reverse any uses of their powers by expending a single temporary Status trait.
  • The Prince is the final authority on all disputes brought to him and on all matters of the city. He may (and is encouraged to) make pronouncements and devise systems of law and punishments that are binding upon all Kindred.

Current Prince: Otto Uhrwerk

SENESCHAL

The Seneschal is the Prince’s right hand and chief advisor. He acts in his place when the Prince isn’t present, which gives him certain responsibilities:

  • Attend all games at which the Prince isn’t present. Optimally, he should attend all games, but that’s not required.
  • Act as the Prince when he is not present. This includes performing all of the tasks required of the Prince.
  • Advise the Prince by attending meetings of the Primogen Council and meeting privately with the Prince at least once per game.

The Seneschal gains the following abilities to aid him:

  • All of the powers of the Prince when he isn’t present, or whenever the Prince gives him some token, announced at court, that denotes that he acts with the full authority of the Prince.
  • The Status Traits: Cherished and Esteemed upon attaining the position

Current Seneschal: None

HARPY

The Harpy is the master of Status. He ensures that everyone plays the game properly, and delivers appropriately harsh penalties to those who don’t. This means he must:

  • Sanctify any matters of Prestation brought to him for that purpose. Once he observes such, the words of the parties are bond, recognized by the city.
  • Adjudicate any disputes regarding Status.
  • Punish any who abuse the Status system, whether by acting above or below their station or by ignoring Status entirely.
  • Do all of the above in a reasonably fair manner. He can be crooked, but that risks losing the support of the city. Without the city’s support, the Harpy is nothing.
  • Attend all games.

The Harpy gains the following abilities to aid him:

  • The Harpy automatically gains the Status Trait: Influential upon attaining the position.
  • He receives a token from each Primogen member, imbued with one temporary Status trait that represents their favor. Since these traits are temporary, they may be revoked at any time. If more than half of these traits are revoked, the Harpy may not use his other powers, as he no longer has the support of the city. Note that this isn’t the same rule as the other city officials follow.
  • He can sanctify any written agreement between Kindred by keeping a copy for himself and signing his name to (or placing his seal or stamp on) the contracts. If either party violates the terms of the contract and the Harpy finds out, he may expend one temporary Status to eliminate one of the offender’s permanent Status. If the contract is violated in this way, the contract is also considered to be null and void. While sanctifying an agreement can be used at any time, the power to remove Status for a breach of contract may only be used at court.
  • The Harpy can, upon observing someone ignoring Status, immediately expend one temporary Status to eliminate one of the offender’s permanent Status. This power can be used via public pronouncement whenever the Harpy observes such an egregious act.
  • The Harpy can expend one temporary Status to remove one permanent Status from any Kindred if he has conclusive evidence of that Kindred’s involvement in a major scandal. While the Harpy can define what constitutes a major scandal, “conclusive evidence” must involve at least some grain of truth (even if that’s merely the word of a Kindred who has defeated the target in a Status Challenge). This power can only be used at court, and only upon presenting the evidence of the scandal. This power can’t be used to strip additional status from someone who breaks a boon, though repeatedly breaking boons can be a major scandal.
  • The Harpy can expend four temporary Status to remove one permanent Status from any Kindred that he finds acting offensively outside his station. This power can only be used at court.
  • The Harpy can expend one temporary Status to restore one permanent Status he has removed.
  • Other than the Prince, the Harpy is the final adjudicator of all Status and Prestation in the city. Save for the Prince, his rulings on such issues are final.

Current Harpy: None

SHERIFF

The Sheriff is the representative of the Prince’s law in the city. The Sheriff is not immune to the powers of the Keeper of Elysium, nor is the Keeper of Elysium immune to the Sheriff’s powers. The Sheriff has certain responsibilities:

  • Attend all games.
  • Provide adequate protection for the Prince, his entourage, and the Primogen council.
  • Mete out any punishments demanded by the Prince.
  • Ensure the security of the city against the Sabbat and those who would breach the Masquerade.
  • Capture any Kindred wanted by the Prince.

The Sheriff gains the following abilities to aid him:

  • The Sheriff automatically gains the Status Trait: Feared upon attaining the position.
  • The Sheriff may take any Kindred into his custody so long as he has a written order from the Prince (or some other token that designates that he acts in the name of the Prince) or is a personal witness to that Kindred violating one of the Traditions. If his target resists or refuses, the Sheriff may expend one temporary Status to strip the offender of one permanent Status. This power may be used at any time through public pronouncement.
  • The Sheriff may expend one temporary Status to strip one permanent Status from any Kindred against which he has conclusive evidence of violation of the Traditions or the pronouncements of the Prince. “Conclusive evidence” can include the word of a Kindred who has defeated the target in a Status Challenge. This power may only be used at court.

Current Sheriff: Rowena

KEEPER OF ELYSIUM

The Keeper of Elysium establishes, maintains, and protects the safe areas, or Elysium, of the city. This duty sometimes brings him into conflict with the Sheriff, especially in regards to protecting the Elysium grounds. The Sheriff is not immune to the powers of the Keeper of Elysium (but nor is the Keeper of Elysium immune to the Sheriff’s powers). The Keeper of Elysium has certain responsibilities:

  • Attend all games held on Elysium ground.
  • Establish, preferably in writing, and announce at court the boundaries of Elysium.
  • Enforce the laws of Elysium. In Elysium, no violence is permitted (note that that isn’t “no attacks are permitted”) and no art may be destroyed. The interpretation of these laws – specifically, what is violence and what is art – is up to the Keeper of Elysium.

The Keeper of Elysium gains the following abilities to aid him:

  • The Keeper of Elysium automatically receives the Status Trait: Honorable upon attaining the position.
  • He may expend one Temporary Status to strip one Permanent Status from any Kindred against which he has conclusive evidence of violating the laws of Elysium. “Conclusive evidence” can include the word of a Kindred who has defeated the target in a Status Challenge. This power may only be used at court.
  • He may also deny entrance or eject from Elysium any Kindred who he suspects may be planning, or is about to commit, a violation of the laws of Elysium. This can include denying entrance to those carrying weapons, for example. If the Kindred so banned refuses to leave, the Keeper of Elysium may expend one Temporary Status to strip him of one Permanent Status. This power may be used at any time through public pronouncement.

Current Keeper of Elysium: None

SCOURGE

The Scourge is at once a new and an old position – it’s a recent revival of a position from the Dark Ages, a result of fears of the Sabbat, the Caitiff, thin-bloods, and Gehenna. Many Kindred feel the Scourge is, therefore, an unworthy position, best relegated to the dustbin of history. Even those who do accept it believe it a necessary evil, and not a position of honor. When and where it exists, the Scourge’s job is to judge unacknowledged Kindred living within a city. The Scourge has certain responsibilities:

  • Search out and either detain or destroy any vampires who are living in the city, but are not acknowledged by the Prince.
  • Enforce the Traditions of Progeny, Accounting, and Hospitality, within the edicts of the Prince.
  • Attend all games.

The Scourge has several powers to aid him in this task:

  • The Scourge receives the permanent status trait, Feared, from her position.
  • The Scourge may harass, detain, or destroy without penalty any Kindred within the city who has not been acknowledged, or who was created without the Prince’s permission. This applies regardless of where this Kindred is found; the Scourge is immune to the powers of the Sheriff and the Keeper of Elysium when exercising this privilege of office. (However, harassing unacknowledged Kindred on Elysium grounds, if their goal is to present themselves in accordance with the Traditions, is deeply frowned upon and may be grounds for loss of the position.)
  • The Scourge may expend Temporary Status to strip one Permanent Status from any Kindred against which he has conclusive evidence of harboring unacknowledged Kindred or Kindred created without the Prince’s permission. “Conclusive evidence” can include the word of a Kindred who has defeated the target in a Status Challenge. This power may only be used at court.

Current Scourge: None

PRIMOGEN

The Primogen are the most powerful Kindred of the city, aside from the Prince. Together, they form the Primogen Council, a board of political power players that advise (and sometimes circumvent) the Prince. Primogen typically, but do not always, represent a Clan; while their powers are largely specific to their own Clan, they are expected to properly represent the interests of those for whom they are responsible. Primogen are required to:

  • Attend all games, at least if they want any chance of maintaining their position.
  • Attend all Primogen meetings.
  • Hold at least two meetings of the group they represent each game—preferably, one at the beginning and one at the end.
  • Maintain proper discipline and control of those they represent. The Primogen can be held accountable for their actions.
  • Attempt to maximize the power and Status of those they represent while protecting all those in good standing.

The Primogen gain the following powers to aid them:

  • Primogen automatically gain the Status Traits: Respected and Revered upon attaining the position.
  • The Primogen can expend one Temporary Status to strip or grant one Permanent Status to any member of their Clan at any time for any reason. This must be done at court. He may, and is encouraged to, establish systems of law to regulate the actions of his Clan and others he represents.
  • He may appoint a Whip, who acts in a manner similar to the Prince’s Seneschal; the Whip acts in the Primogen’s name when he isn’t present. Likewise, the Primogen may spend temporary Status to reverse the actions of his Whip. Whips receive no other special abilities or free permanent Status.
  • He may adopt any Caitiff into his Clan by expending three temporary Status traits and making a formal announcement at court. The Caitiff gains the Permanent Status trait Acknowledged if he doesn’t already have it.
  • Likewise, the Primogen may expel anyone from his Clan by expending three temporary Status traits and making a formal announcement at court. Such a disowned Kindred loses one Permanent Status trait immediately and, despite his blood, is considered Caitiff by all other Kindred of the city.
  • The Primogen controls and may dole out Clan resources as he sees fit. He may, and is encouraged to, establish systems for the distribution of these resources.
  • Each Primogen member receives one vote whenever a vote is called at meetings of the Primogen Council.
  • Any Primogen member may call a formal meeting of the Primogen Council. It is expected that the Primogen doing so asks the permission of the Prince and, if it’s permitted, invites him to the meeting.
  • The Primogen as a whole can reverse any action of any city official. They must bid a number of Status traits equal to the permanent Status of the official in question, then defeat them in a Status Challenge.
  • In the event that there are multiple Primogen from the same Clan (in a city whose Primogen are selected based upon territory, for example), powers that reference Clan still affect Clan. In these cases, the members of Clan Ventrue, for example, may have to answer to multiple masters, which creates excellent opportunities for drama. In such cases, Clans without representatives on the Primogen Council are more or less disenfranchised, but they are also not beholden to the Clan-related powers of one of the Primogen, either.
  • Members of the Primogen Council may grant permanent Status to other members of the Council by expending a number of temporary Status Traits equal to the target’s current permanent Status.

Current Primogen: 

  • Evelyn Wells, Primogen of Clan Toreador
  • Sabrina Black, Primogen of Clan Gangrel
  • Sequoia Moondust, Primogen of Clan Malkavian