+req/tsn Player=I RP'd with a player not previously claimed. (3x/week)
+req/npi Player (1x/New Player)
Requiem Traditions and Laws Guide
Traditions are universal laws passed down upon Embrace.
The First Tradition: The Masquerade - "Do not reveal your true nature to those not of the Blood. Doing so forfeits you your claim to the Blood."
The Second Tradition: The Progeny - "Sire another at the peril of both yourself and your progeny. If you create a childe, the weight is your own to bear."
The Third Tradition: The Amaranth - "You are forbidden from devouring the heartsblood of another of your kind. If you violate this commandment, the Beast calls to your own Blood."
F.C. Praxis Specific Laws
Requiem Boon Guide
Prestation Explained: Boons are a means of openly formalizing agreements of debt between Kindred; the system of boons is known as prestation. Owing a boon is a formal acknowledgment that one Kindred owes another a service. When and how that service is performed is at the discretion of the Kindred holding the boon (i.e. to whom the favor is owed), within the limits of the type of boon. (MET)
Most young Kindred learn the art of prestation as the art of giving and granting favors. Modern Kindred often define it as “you scratch my back, I scratch yours.” The sanctity of the prestation system is very important to any Kindred who benefits from the existence of hierarchy and the status quo, particularly those elders who have spent centuries cultivating vast networks of debts. If it suddenly becomes acceptable to break one’s promise, then suddenly the whole of Kindred society — the entire, centuries-spanning temple of obligation and the formality of favors — becomes worthless.
Trivial: A trivial boon represents a minor favor. Examples include an introduction to an influential Kindred or granting feeding rights for a short period. (MET)
These are the easiest boons both to acquire and to satisfy. A trivial boon might consist of aiding a hungry Kindred in the finding of blood, talking a hostile vampire down from a potential frenzy, getting a neonate past the bouncer at the hottest club in the Rack, or offering crash space for a blood-drunk acquaintance who stayed out too close to sunrise. Trivial boons are easy to perform and usually have very little downside other than the effort required to execute them. Still, the Kindred observe their passage and exchange. After all, no one knows when a fellow might suddenly turn truculent and need to be reminded of the myriad little things others among the Damned do for her sake. (v20 Companion)
Minor: A minor boon denotes a notable favor, such as protecting or saving a treasured property or valuable Retainer, or granting feeding rights for some time. A minor boon is roughly equivalent to three trivial boons. (MET)
Minor boons require a Kindred to go out of her way to perform or pay off. They may have a small but permanent downside associated with them, or they may involve some amount of risk. This risk needn’t be physical. In fact, for many Kindred, the risk of social embarrassment or loss of an academic resource might be more distressing than physical harm. Examples of minor boons include casting a vote in favor of another Kindred during a convocation of elders, providing a vessel in a desperate hour, or hiding a Kindred (no questions asked) from a revenge-crazed kindred howling for her blood. (v20 Companion)
Major: A major boon represents a considerable favor, such as protection from near destruction or a long period of service above and beyond the call of duty. It is roughly equivalent to three minor boons. (MET)
A major boon can alter the flow of Kindred affairs in a domain, directly or indirectly. Boons like these invariably invite some amount of personal risk or a significant investment of effort. Major boons don’t often take place on the spur of the moment, instead representing a steady investment of time or resources with an expected long-term outcome. Examples of major boons include having a vampire declared the subject of a clan-wide vendetta, convincing a Prince to rescind a grant of hunting grounds, providing another vampire’s police Allies information on the illicit activities of a Kindred gang, or casting the opposite of an expected vote. (v20 Companion)
Life: A life boon is granted only in the most extreme cases — usually when a Kindred saves the existence of another without having any formal obligation to do so. Allies don’t owe each other life boons; such a debt is owed only under exceptional circumstances. A life boon cannot usually be repaid through multiple lesser boons. (MET)
The life boon is the rarest and most valuable of the boons observed by the Damned. Ironically, these are usually the boons most often promised or called in on a moment’s notice, despite their gravity. As their name intimates, these boons are often all that stands between a Kindred and Final Death. Examples of life boons include the obvious salvation of a Kindred from peril, but may also involve hiding a grievous secret, protecting a mortal lover, or offering an alibi without knowing what sort of horrific crime the boon-pledging Cainite is trying to hide. Some honor-bound vampires will even die to fulfill a life boon, so great is their sense of duty or their debt. Of course, such Kindred are rare in the World of Darkness. (v20 Companion)
Requiem Status Guide
• Acknowledged (or “of low standing or rank”)
•• Recognized (or “of some standing or rank”)
••• Valued (or “of significant standing or rank”)
•••• Respected (or “of high standing or rank”)
••••• Admired (or “of pre-eminent standing or rank”)
• Acknowledged members of the Praxis.
•• Hound, Whips, Deputies, Diplomats
••• Prisci, Sheriff, Harpy
•••• Master of Elysium, Envoy for the Praxis, Herald, Seneschal