Independent Alliance

In the same way that the Sabbat and the Camarilla were birthed in response to the Anarch Movement, the **Independent Alliance** (IA) was also spawned from the necessity for survival. Founded less than a decade ago, the IA is the youngest of the Sects with membership consisting of the Giovanni and Followers of Set. Since its creation the IA has carved a niche for itself in the World of Darkness as black market dealers, purveyors of rare goods and providers of secure locations to conduct the questionable business of the night. Bound together by necessity, only time will tell what truly motivates these unlikely bedfellows.

## History

The Week of Nightmares was the catalyzing event behind the formation of the IA. When the massive earthquake of 1999 shook Bangladesh, both the Giovanni and the Setites paid close attention as the Ravnos Clan flew into fugue-like rages and was subsequently reduced to all but a footnote in Cainite lore. As the Red Star became more prominent in the night sky and the Sabbat began its crusades, the Followers and Giovanni came to believe the attack targeted the Ravnos Antediluvian and the pain and suffering of the Ravnos founder caused waves of dementia to sweep through the Clan of Deceivers. For the Setites, this revelation spurred an ancient quest to find their founder. For the Giovanni, the realization that the loss of their Founder could bring about their own demise gripped them with terror.

While the Sabbat’s massive offensive against the Anarch Movement and the Camarilla continued, the Giovanni sought to better secure their founder. As militant packs seized Camarilla cities and held bloody festivos to celebrate, Augustus Giovanni secured himself in Venice. From the safety of his stronghold, Augustus Giovanni set his Clansmen to the task of seizing the holdings of the Sects who were too busy

fighting for their unlives. As the Sword of Caine and the Ivory Tower tore at each other, the streets ran red with vitae; the Anarch Movement managed to avoid entering the fray as a whole, likely as a course of their decentralized nature. As the war raged between the major Sects, signs of Gehenna and Cainite lines thought long dead claimed allegiance on one side or the other. For their part, the Setites aligned with a lineage of Brujah claiming different origins from their Camarilla and Anarch counterparts as they sought their founder (Pg 33). The war between the Ivory Tower and the Sword of Caine attracted the attention of mortal Hunters and the realization of a new “Inquisition” took hold. In the chaos and loss, the Followers of Set and the Giovanni continued to profit.

### A House of Cards

In 2008, an attack devastated the palatial Giovanni compound in Venice. Of the nearly two-hundred vampires and ghouls protecting Augustus, none survived to tell the tale and the Clan’s Founder was gone. The brutal attack destroyed the wraiths bound to serve Augustus, their incorporeal forms torn apart as if cut by a thousand blades. A massive investigation was conducted by the Giovanni, but thus far the Necromancers have only been able to discern their founder still survives in physical form; he has not been destroyed or diablerized. His whereabouts, and the identity of his attackers, are still unknown. As the tides of the war began to shift, the Giovanni found themselves targeted by the Sword of Caine. Struggling to recover from the abduction of their Founder, the Necromancers began to suffer heavy losses in the confrontations. Believing that the Sabbat and their new cohorts, known as the Harbingers of Skulls, were responsible for the abduction of Augustus, the Giovanni needed allies in order to survive. The Necromancer’s hands were tied by the Promise: a treaty with the Camarilla that afforded them no protection and little benefit, especially in the face of the onslaught from the Sabbat.

With but one way to advance their cause, in 2011 Clan Giovanni sent a private declaration to the Camarilla Inner Circle stating its intention to break the Promise. The Necromancers claimed their Clan needed to fully engage with vampire society in order to survive after the repeated Sabbat attacks on the clan’s holdings. When the message reached the Camarilla, the tide had already turned in its favor over the Sabbat. These successes caused many Elders of the Ivory Tower to see the Giovanni’s declaration as impudence and a challenge to the Camarilla’s power.

Although most Kindred were outraged by the Giovanni’s statement, a small faction among the Ventrue, led by Purissimma Geiss, argued in favor of an alliance with the Necromancers. However, the Tremere and Brujah found common ground on this matter and sternly rejected any such overtures. Clan Tremere did not want another Clan with sorcerous power to swell the ranks of the Camarilla and threaten its monopoly and the Brujah had recently lost several of its own interests to the Giovanni and were in no mood to support the Ventrue or their allies. As a result, the Camarilla made no efforts to aid the Necromancers in their time of need and instead threatened a second war with the Giovanni if they were to break the promise. As news of the Giovanni’s desire to break the Promise spread, Giovanni were thrown out of Camarilla domains, refused entry to their courts, and openly slighted.

### An Alliance Borne of Necessity

During this same time, the Followers of Set found themselves besieged by the Sabbat and mortal hunters who saw the cults of the Serpents as threats to morality. With the Camarilla’s increased victories, the Sword of Caine swung at other, less well protected Clans. Like the Giovanni, the Followers of Set became a prime target as no other Clan would come to their aid. The alliance with the True Brujah only extended to academic interests and the relationship between the bloodline and the Followers deteriorated as quickly as it was forged. Clan Giovanni and the Followers of Set were alone and besieged by enemies.

When news reached the Giovanni of the similar plight of the Setites, the Necromancers sent emissaries to the temples of the Serpents. Already weakened by the attacks from the Sabbat, the Setites accepted the Giovanni’s overtures and the two Clans began a series of political negotiations. Caught between the Sabbat’s desire to slaughter Antediluvians, and the Camarilla’s refusal to publicly admit that such creatures influence the world, common bonds brought the Clans together; both clans claim independence from the Sect war, revere their Founders, cleave to Paths outside of humanity, and profit from the hypocrisy of the various Sects that look down on them.

But the Camarilla was not willing to let the Necromancers go quietly into the night. The Camarilla demanded the Giovanni return to the Promise’s restrictions and just before the two could erupt into warfare, the Followers of Set, using an untold number of centuries-old boons from dozens of highly ranked members of the Camarilla, paid the Giovanni’s debt and effectively saw the Promise broken. In exchange for their assistance, the Giovanni provided the Followers of Set access to their centuries of accumulated knowledge in Necromancy and mutual aid against the Sabbat and the mortal Hunters.

The partnership between the Setites and the Giovanni continued to grow. Together, Setite and Giovanni leaders united against the Camarilla, prevented incursions from the Sabbat and forged the beginnings of what would become a worldwide Alliance. In 2011, the relationship between the two Clans was formally solidified when their leaders met to execute “The Treaty of Alliance”.

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The elders of Clans Giovanni and Setite, for themselves and their childer, gathered together out of mutual accord, do swear and affirm the following treaty of alliance:

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I. Territory - All territory owned by either, outside of the lands of Egypt and Venice, shall be considered shared resources, to house and shelter us each within the other, as the local populace so please.

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II. Emissary - In all territories, each Clan shall have an Emissary to the other. These emissaries shall bear witness to significant business deals, offer advice and counsel, solve disputes, and give testimony back to their Clans.

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III. Punishment - No Setite shall deliver Final Death to a member of the Giovanni, nor shall a Giovanni deliver Final Death to a Child of Set, without permission from the Emissary of the accused.

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IV. Protection - Each shall go to the aid of the other, in business or in combat, to defend or aggress, to the mutual benefit of both our Clans. Both Clans shall, to their utmost, protect the Alliance and its territories from mortal awareness and incursion.

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V. Independence - Neither shall bow knee, nor join in whole nor in part, nor ally with, nor take positions wihin, the Sects of the Camarilla or the Sabbat. Personal alliances, boons, and individual agreements notwithstanding, none shall affect the part or the whole. No member of the Alliance shall render aid to a Giovanni or Child of Set who holds status in these Sects.

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VI. Religion - There shall be no law made within these territories that shall discriminate or limit the free exercise of all forms of worship, sacrifice, or the determination of a soul.

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VII. Accord - Finally, both parties agree to use every exertion to enforce peace and friendship between their Clans.

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So done for the Followers of SET, by our eternal hands, marks and seals, in the name of SET the Guardian, SET the Jackal, and SET the Creator.

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So done for all our Coscas, by the bond of Omertà, in honor of Capo Crimini Augustus Jovian Giovanni.

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Ratified in Las Vegas, in the desert of Mojave, this ninth day of May, 2011.

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The announcement of the new IA was met with cold silence from the Camarilla. Many Elders believe these two notorious Clans are far too untrustworthy to keep to such an agreement. They anticipate the severing of the Alliance will leave both groups bitter rivals and provide future opportunities in the Jyhad.

Whatever the future may hold, the arrangement has changed many things for both Clans. No longer bound by the Promise, the Giovanni freely trade and interact with members of the Camarilla and the Anarch Movement; though many Elders, including Justicars and various Princes, still hold grudges against them for breaking the Promise. Nonetheless, the two Clans have exploited their budding association and pooled their influence in the underworld by seizing control of criminal networks, mafia families and drug cartels. Consequently, they established safe houses and meeting places across the globe that are hidden from mortal hunters. As many Elysia were no longer safe, these Giovanni/Setite meeting locations became vampiric gathering points for Camarilla, Anarchs, and other independent Clans, allowing the Alliance to show its strengths.

### Other Clans

In modern nights it has become more common for Kindred who are not Mesu Bedshet or Giovanni to join the Independent Alliance. In such cases, these members of the IA must be 'adopted' by one or the other IA clan for purposes of status jurisdiction. (Note: this is not the same thing as Clan Adoption.) These members of the IA are called *Akuya* if adopted by the Setites and *Associates* if adopted by the Giovanni.

## Positions

### Regional and Global Positions

**Show Regional and Global positions**

**Shepherds of the Dead**

The ruling body of the IA are known as Shepherds of the Dead. These eight vampires, four of each Clan, are the upper echelon of the Sect and are responsible for setting its direction. Each Shepherd is said to be a formidable creature in its own right. The Shepherds meet every three years in one of the Great Temples to Set or in Venice to discuss the Sect’s future; to date, they have met fifteen times.

Collectively the Shepherds of the Dead form The Council of the Shroud; a meeting of The Council is called the “Sacred Symposium.” Through their combined might and influence the Council of the Shroud sets the direction and policies of the Sect by passing Ordinances. Passing an ordinance require six of the eight appointed members to vote in favor.

By the passage of an Ordinance the Council of the Shroud can do the following:

* Remove or appoint Janus Guard and anyone else in a lower office;
* Determine the IA’s political and social direction;
* Rule upon IA-wide issues and doctrine, including interpretation of the Treaty;
* Issue edicts to alter the fundamental doctrine, law, or custom of the Sect;
* Define methods of judgment and punishment;
* Remove or impose any Alliance status bans;
* Issuing a global hunt on any Kindred.

Individually a Shepherd of the Dead has the power to do the following:

* Order any member of their Sect to be taken into custody;
* Order any member of their Clan, that does not hold the title of Shepherd, destroyed;
* Hold immunity from the authority of any lesser Sect office;
* Call an emergency meeting of the Council of the Shroud.

Shepherds of the Dead gain the abiding status traits of *Authority*, *Commander*, *Hallowed*, and *Prominent*.

**The Janus Guard**

The Janus Guard have the authority to administer large geographical territories known as Spheres (Regions or Affiliate). Each Sphere has two Janus Guards: one Giovanni and one Follower of Set.

Appointed by the Council of the Shroud to eleven year terms, combined the Janus Guard are the regional authorities empowered to act as the eyes and ears of the Shepherds of the Dead over their specific Clan. Janus Guards enjoy immense power over the members of the IA and are regarded with awe and fear. No member of the Alliance dares refuse them, even if it aids in that vampire’s own destruction.

Empowered by the Council of the Shroud, the Janus Guards of a given Sphere have the ability to ensure an insane or criminally despotic Doyen is formally removed from power before lasting damage is done to the IA. If the two Janus Guards of a Sphere agree, they can automatically strip a Doyen of all abiding status traits related to the office. In addition, they can announce a Sphere wide hunt upon criminals of the Alliance. Such a hunt can only be removed by sanction of the Council of the Shroud. All Alliance Emissaries report directly to the Janus Guard. They can be formally removed from office with an Ordinance issued by the Shepherd's and they are immune from the prosecution of any lesser Alliance office.

A Guard’s individual authority over those who reside in their Sphere includes:

* Holding immunity from prosecution from any lesser Sect office;
* Issuing a Sphere wide hunt on criminals of their own Clan, in which the offender is to be brought in “alive”.

Combined, the two Janus Guards of a Sphere have authority to:

* Issue a writ to require the presence of any Accepted Sect member;
* Issue a Resolution to alter the laws of the Sect in their Sphere (NOTE: No Resolution will stand if it conflicts with an Ordinance);
* Remove a Doyen who resides in their Sphere and strip their abiding status;
* Issue a Sect-wide hunt on criminals and enemies of the Sect in which final death is permitted;
* Appoint Emissaries to non-Alliance domains within their Spheres.

Janus Guard gain the abiding status traits of *Commander*, *Prominent*, and *Celebrated*.

**The Curare**

The members of the Curare are the administers of The Alliance Codex. They oversee its operations, its security, and its daily machinations. The Curare are housed in a secret facility created by the IA and rarely have direct face-to-face interaction with anyone other than the Shepherds of the Dead. To all but the Shepherds, the identity of the members of Curare is unknown, as is there exact number. Nonetheless, the title of Curare demands greatly respect among the IA. Although rarely encountered, a individual Curare has authority over all members of the IA that do not hold the title of Shepherd of the Dead, including the Janus Guard itself. As such, their individual power is as follows:

* Holding immunity from prosecution from any Sect office except the Shepherds of the Dead;
* Setting up Codex Accounts for Vampires seeking to join The Alliance Codex;
* Oversee the Codex Boon registry;
* Oversee the advertising of the price specified by the buyer/seller plus the IA’s “tax”;
* Brokering the deals between buyer and seller;
* Holding the payments in escrow until the service is rendered;
* If a good is purchased, holding the payment in escrow until the good is received by the IA at which time the Curare will arrange and ensure the exchange of the payment and the good for the parties;
* Handling any refunds;
* Overseeing the Free-For-All posting forum.

The Curare gain the abiding status traits of *Authority*, *Commander*, *Prominent*, and *Celebrated*.

### Doyen

The ruler of an IA Domain is called a Doyen. In IA Domains that have at least five resident Followers of Set and at least five resident Giovanni, there are two Doyens that jointly rule over the Domain; one for each Clan. A vampire becomes the Doyen for their Clan by claiming the right to rule over their Clan in the Sect’s Domain. If successful, they have the freedom to do as they wish within their own Clan and limited authority to direct the Clansmen of their fellow Doyen. The title Doyen is gender neutral. Like a Sabbat Archbishop, a Doyen must be cunning and subtle if they hope to retain their position.

Together the two Doyens keep the peace and create local laws known as Resolutions; they also do whatever is required to keep the city orderly and safe from incursion by outside forces. Each Doyen wears many hats, including diplomat, commander-in-chief, lawmaker, patron of the arts, and judge. While their authority derives from The Treaty of Alliance, their success as a the Doyen depends as much, if not more, on their ability to manage the affairs of their Clan though skillful application of influence, persuasion, personal charisma and force of will.

Within their Domain, a Doyen rules absolutely over their Clan until they lose power and another takes their place via political maneuver or a bloody coup d’état. If a Doyen shows themselves incapable of managing their Clan, they may be forced to abdicate by their Clansmen or through an act of the Shepherds of the Dead or Janus Guard. If a Doyen suffers the Final Death or is forced from office without a clear successor the position will remain vacant for up to one month as a successor for the Clan is chosen.

During that time the remaining Doyen will rule over both Clans and the city as a whole. If, at the end of one cycle of a moon, a new Doyen does not rise up to replace the Clan’s fallen Doyen, the Shepherds of the Dead will make the appointment. In Domains that have only one Clan with more than five members, there is only one Doyen with power over all the Domain’s residents; that Doyen is from the Clan with the most members.

Members of the Independent Alliance who are not Giovanni or Setites are usually considered an associate of one of the two IA clans. Thus, in reference to "their clan", these positions refer to associates in such a fashion.

A Doyen’s individual authority over her Clan includes:

* Accepting all members of their Clan arriving in the Domain;
* Exiling the undesirable members of their Clan from the Domain;
* Declaring or revoking sacred spaces for their Clan in the Domain;
* Withdrawing support from the Virago;
* Holding the right of destruction over members of their Clan within her domain.

A Doyen’s individual authority over her fellow Doyen’s Clansmen includes:

* Securing offending members of the fellow Doyen’s Clan by any force necessary save final death;

Both Doyens must agree in order to do the following:

* Allocate feeding territory;
* Issuing hunts on criminals and enemies of the Sect where final death is proper;
* Punishing miscreants for violating the Treaty;
* Appointing and overseeing emissaries to nearby non-Alliance Domains;
* Approving new citizens that are not members of Clan Giovanni or Clan Setite;
* Exiling the undesirable Vampires that are not members of Clan Giovanni or Clan Setite;
* Appointing a Virago;
* Creating laws and courtesies (Resolutions) for the Domain;
* Appoint and remove the Hatchet.

If the Doyens cannot agree on the matters requiring consensus for action, the Virago shall act as the tie breaking vote. In Domains in which only one Clan has more than 5 members, causing the Domain to be ruled over by only one Doyen, that one Doyen has all the authority and powers listed above. In a Domain with two Doyens, individually each gain the abiding status traits of *Commander, Prominent, and Celebrated*; when acting together they gain the abiding status trait of Authority. In a Domain with only one Doyen, the Doyen gains the abiding status traits of *Authority, Commander, and Celebrated*.

A Doyen can be removed from power in the following ways:

* A bloody coup d’état followed by an IA member of the Clan declaring herself the new Doyen; or
* By Ordinance passed by The Council of the Shroud if only one Doyen rules over both Clans in the Domain; or
* By Ordinance passed by The Shepherds of the Dead of the Clan of the Doyen to be removed from power if both Clans have a Doyen within the Domain; or
* By command of the Janus Guard over the Sphere in which the Doyen resides; or
* If only one Doyen rules over both Clans in the Domain, that Doyen can be removed by petition to the Janus Guard over the Doyen’s Sphere that is signed by ⅔ of all the resident IA members in the Domain; or
* If two Doyen’s rule over the Domain, the Clan that seeks to remove its Doyen may send a petition to the Janus Guard over the Doyen’s Sphere that is signed by ⅔ of all the resident IA members of that Clan that reside in the Domain.

### Virago

Boons and scandals have always been a part of Kindred society and the Serpents and the Necromancers have always capitalized on their trade. In the Camarilla and Anarch Movement it is the Harpies that ensured that the social mores are respected and boons are properly recorded. In Alliance cities, the Virago is the equivalent of a Harpy. The Virago is the arbiter of social propriety, an enforcer of Alliance dogma and a calculating favor broker who ensures that the boon economy is secure.

As a young Sect, the IA has a vested interest in maintaining social power. The Virago’s work keeps conflicts confined to the social arena, and that in turn keeps the Alliance together. The Virago may sponsor other vampires to assist her as Lesser Viragos to help bring news, gossip, and information her way. A Virago with two or more assistants is referred to by the title “Master (or Mistress) Virago.” A Virago must have backing from both Doyen to maintain her position.

The Doyens need a strong Virago to ensure their power. As long as the Virago maintains the Doyens’ support, she continues to serve in her office. In Domains in which only one Clan has more than five members, thereby resulting in the Domain being ruled over by only one Doyen, that one Doyen appoints the Virago; the Sect encourages the Virago be chosen from the other IA Clan, if possible.
A Virago’s authority includes:

* Accepting all members of the Sect arriving in the Domain;
* Brokering and negotiating boons on behalf of members of the Domain and the Sect;
* Maintaining the official record of boons for the Domain;
* Judging and mediating conflicts over boons for the Domain and the Sect;
* Advising and informing the Doyen(s) about recent events;
* Administering praise or scandal to the vampires of the Domain;
* Appointing up to two Lesser Viragos (permanent deputies) into their service;
* Monitoring and enforcing status expenditures within the jurisdiction of the IA Domain;
* In cities with two Doyens, acting as the tiebreaker for matters that require agreement of both Doyens should they be unable to reach a consensus.

A Virago (or Master/Mistress Virago) gains the abiding status traits *Prominent*, *Venerated*, and *Cerberus* during their tenure in the office. A Lesser Virago gains no abiding status of their own, but temporarily gains the abiding status Cerberus at their local gathering, if the Master Virago is not in attendance.

### Guardian of the Sacred Spaces

The Guardian of the Sacred Spaces is designated by the Doyen(s) of a city to oversee places of import to both Clans. In a Domain with two Doyens, the Giovanni Doyen designates the places of import to the Giovanni and the Follower of Set Doyen does the same for her Clan. In a Domain with only one Doyen, the Clan with the Doyen title designates the Sacred Spaces for her Clan and the opposing Janus Guard in
the Sphere may designate the Sacred Spaces for that Clan.

Once the Sacred Spaces are designated, it is an honor to be responsible for those areas. The Guardian of the Sacred Spaces has impressive powers, but can only use them within certain strictly delineated boundaries. In the confines of those designated spaces, the Guardian has the authority to take whatever actions she feels necessary to preserve the sanctity of location.

Guardians are charged with the physical security of these revered areas, as well as, the societal ramifications of what transpires there. The Guardian does not need to approve gatherings held in the designated spaces and may not deny any member of the Alliance in good standing admittance, however, the Guardian has the right to search any vampire who requests entrance and may limit a the ability of any attendee to carry weapons or invoke the powers of the blood.

A Guardian’s authority includes:

* The authority to remove weapons from any Vampire in the sacred space;
* The authority to mandate that a specific Vampire or all Vampires may not use powers of the blood

in the sacred space;

* Using any force necessary to defend the sacred space;
* Exiling the undesirable from the sacred space;
* Commanding all mortals (including Retainers and wraiths) within the sacred space;
* Holding immunity from prosecution from the Doyen(s) or Virago when in defense of sacred space;
* Holding status jurisdiction in the sacred spaces within their physical Domain of residence.

A Guardian of the Sacred Spaces gains the abiding status traits of *Cerberus*, *Venerated*, and *Enforcer*.

### Hatchet

Best described as a combination of Sheriff, Constable and Scourge, the function of the Hatchet is to serve as the Doyen(s)’ chief enforcer and executioner. The Hatchet protects the domain from violations of the Treaty, exacting decreed punishments, and culling the city of undesirable vampires. In addition, it is the Hatchet’s responsibility to protect the alliance and its territories from mortal awareness and incursion.

Finally, the Hatchet must always be prepared to defend the domain in time of crisis. Hatchets can appoint up to four Ministers to assist them with their duties. Hatchets and their Ministers visit communal hunting grounds to ensure that everything is suitably quiet. They listen to EMTs, the police, local media, and similar sources for rumors of suspicious occurrences. The Hatchet is permitted to use any force necessary to fulfill his responsibilities as long as Final Death is not inflicted.

A Hatchet’s authority includes:

* Protecting the alliance and its territories from mortal awareness and Hunter incursion;
* Appointing up to four temporary Ministers into their service;
* Preparing and carrying out strategies for a military crisis;
* Combating enemies of the Sect;
* Protecting the Doyen(s) within their Domain;
* Destroying non-Setite and non-Giovanni Vampires who are not Accepted by the Doyen(s);
* Maintaining an armory for the defense of the Domain;
* Carrying out the punishments decreed by the Doyen(s).

A Hatchet gains the abiding status traits of *Enforcer* and *Earnest*. An appointed Minister gains the abiding status trait of Enforcer.

### Emissary

Also called Heralds or Ambassadors, among the IA the title of Emissary carries great weight for they are the Sect’s representatives to Domains that are controlled by other vampiric groups. In non-IA controlled Domains, the Emissary is the highest ranking member of the Alliance. As ambassadors, they understand the rules and courtesies of the Sect that controls the Domain in which they reside. In these hostile cities, it is the Emissary’s responsibility to socially monitor, reward, or punish other members of the Alliance.

In order to ensure there is no abuse of power, where possible each city that receives an IA envoy is assigned two Emissaries; one Setite and one Giovanni. The Emissaries speak for their clans at formal court, and perhaps more importantly, ensure the objectives of the IA are achieved. In both Camarilla and Anarch Domains, being an Emissary is a dangerous political position as it can lead to grudges and bad blood between fellow Sect members and non-Alliance Clans. All IA members entering a Domain controlled by another Sect are required by the IA to meet with their Clan’s resident Emissary, or the sole Emissary if both Clans are not formally represented. In cities with two Emissaries, in many things their authority is joint and requires both Emissaries to agree in order to act against a member of the IA.

The joint authority of a city’s Emissaries includes:

* Refusing a member of the Alliance admission into the Domain that the Emissaries oversee;
* Administering punishments or rewards to members of the Alliance;
* Speaking and negotiating for the Alliance within the Domain that they reside;
* Holding jurisdiction over all Alliance members within their Domain.

In addition, each Emissary to a Domain has the following individual duties and responsibilities:

* Collecting information and providing an educational resource;
* Gathering and utilizing boons on behalf of the Alliance;
* Maintaining a general knowledge of boons owed by Followers of Set and Giovanni and assisting in getting them out of debt where possible.

In domains with only one Emissary, they have all of the authorities and power stated above. Emissaries do not reside within IA controlled Domains. Emissaries are afforded great respect during visits to IA Domains. Emissaries report directly to the Janus Guard for their area. An Emissary gains the abiding status traits of Venerated, and Established.

## New Merits and Flaws

**Entrepreneur (2 point Merit):** Making money is easy considering the Alliance's connections and business dealings. You may take up to 7 points in Resources.

**Founder of the Alliance (1 point Merit):** You were present at the founding of the Alliance in 2011 and are considered a Founder of the IA and gain the Status Trait Loyal as an Innate status trait. Only Giovanni and Setite members of the IA may take this merit.

**Master of the Syndicate (1 point Merit):** You can call on extended resources and connections within the Alliance. As such, you gain two specialties per dot of the Allies Background. Your Background dots are also considered one higher for the purposes of how many times you can call on your Allies in a game session.

**Signed In Blood (3 point Merit):** This merit allows the IA member to solidify a deal and ensure both parties follow through on their promises. The User creates a special type of Blood Contract spelling out the terms of the deal. The names can be utterly false (not attached to a true or Alternate Identity), but the conditions must be accurate and both parties must sign it willingly without being tricked. Once the deal is complete and the conditions are satisfied, the contract becomes inert. If either party fails to fulfill the terms, they take damage per the mechanics of Blood Contract and their true identity is revealed to both the other party to the contract and the User of this power.

**Spy Network (1 point Merit):** You can call on extended resources and connections of the Alliance, and gain two specialties per dot of the Contacts Background. Your Background dots are also considered one higher for the purposes of how many times you can call on your Contacts in a game session.

**Questioned (1 point Flaw):** This Flaw is mechanically the same as the Sabbat “Mistrusted” Flaw on Pg 454.

**Outspoken (2 point Flaw):** Although you are a member of the Independent Alliance you do not believe it to be in the best interests of your Clan and you have let you opinion be known. As such, you suffer from a Lesser Status Ban. NOTE: If you already suffer from a Lesser Status Ban, taking this Flaw converts it to a Greater Status Ban. If you already have a Greater Status Ban you cannot take this Flaw.

**Spread Too Thin (3 point Flaw):** You have a tendency to overreach resulting in too many pies and not enough fingers. As such, your Resources, Influence, Contacts, and Allies can never raise above 3 each

## New Status Traits

Although the Shepherd of the Dead are often the oldest and most powerful members of Sect’s two Clans, the rest of the Alliance’s ranks are filled based on the individuals patronage, merit, and support of the status quo. Status traits honor both their past and current achievements in furtherance of the Alliance. As such, the Alliance’s hierarchy tends to lead through charisma rather than brute force. The leadership is empowered because others respect their cunning, guile, resourcefulness, and insight.

### Innate Status Traits

Accepted (innate) - To be Accepted in the IA is to be Accredited. Being Accredited means that the Vampire is considered a full member of the IA and is beholden to the authority of Doyens or Shepherds and fully protected under the Treaty. To become Accredited a character must be granted the status by a Shepherd, Janus, Doyen, or Virago. Being Accredited allows the Vampire to use their IA status on any other Accredited member who has been in their physical presence within the last 30 days.

### Abiding Status Traits

**Celebrated** - You hold a prestigious position among the Sect and are tasked with providing leadership through gentle persuasion and mild condemnation.

* Passive: 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.

* Spent: Expend Celebrated to award an individual who has caused significant offense the negative status *Ribald* or *Warned*.

**Cerberus** - You are a protector of one of the most important customs of the Independent Alliance: either the physical champion of the Sacred Spaces or the social conscience of the IA court. Your power within that specific arena is formidable.

* Passive: 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.
* Spent: 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.”

**Earnest** - You are granted the solemn duty to render punishment to those of the Sect who break
the law of the territory or who violate Treaty.

* Passive: 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*.
* Spent: 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*.

**Hallowed** - To be Hallowed makes one an ultimate authority within the IA. Those with this status have the power to alter the Sect’s future.

* Passive: 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.
* Spent: 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.

**Predominant** - You are an Elder member of the Independent Alliance (i.e. of the 8th, 7th, or 6th Generation and of Elder age). You are given due respect for your age and the contribution and credibility your membership gives the Alliance. Your words have weight.

* Passive: While you possess Predominant, you may award any individual the fleeting positive status *Honorable* or *Courteous* without expending this status. An individual can only hold a single status from your Predominant at a time, but can benefit from repeated uses of Predominant so long as they originate from separate sources.
* Spent: You can expend Predominant to award an individual the fleeting positive status *Favored* or the negative status *Vulgar*.

**Venerated** - You are a venerated member of your Sect, and vampires give your opinion great weight. The Sect owes you respect.

* Passive: 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.
* Spent: You may expend Venerated status to give someone the Ribald negative status trait.

### Fleeting Status Traits

**Adept** - You have entered a conflict on behalf of the Sect (a siege, pitched battle, or similar major undertaking, not just a raid or a minor brawl), and comported yourself well on behalf of the Alliance.

* Passive: 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.
* Spent: You can expend Adept to receive an additional downtime action between game sessions.

**Hood** - You are known for being a strong-arm for the Sect. Your area of expertise may be physical, or it may be a less tangible form of expression.

* Passive: While you possess Hood, your Intimidate skill affects Stock NPCs with a rating of up to 3, rather than 2.
* Spent: You can expend Hood to sneak a one-handed weapon past detection (even supernatural or technological means).

**Reverent** - On occasion, those who are elevated among the IA will recognize another vampire’s intelligence and ambition.

* Passive: 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.
* Spent: 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.

**Tenacious** - Your bravery and endurance in combat have gained the approval of important members in the Sect, and they have rewarded you for those outstanding efforts.

* Passive: While you possess Tenacious, you have a +3 wild card bonus to resist fear frenzy.
* Spent: 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.

### Negative Status Traits

Aberrant (negative) - The IA considers you a failure, someone who cannot be trusted to live up to her
word and cannot be relied upon.

* Censure: 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. This status lasts for two games or one month, whichever is longer.
* Punishment: 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.

**Ribald** - You’ve committed a minor offense against the Sect, enough to be scolded, but not so much as to be severely censured. Regardless of the severity, this has been seen as a hindrance to the Alliance. You should learn from your mistakes, or you will be punished more harshly.

* Censure: 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. The Ribald trait lasts only for the night in which you

are given the status.

* Punishment: 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.

### Status Bans

The following Bloodlines sufferer from a Greater Status Ban:

* Premascine bloodline of the Giovanni not of Elder Age:
	+ The Premascine are a throwback to an older lineage of the Clan and suffer from the ghastly pallor reminiscent of the Cappadocians. As such, the Giovanni are extremely suspicious of Premascine that manifest after 1444 believing them loyal to the Cappadocians. Pg 53.
* Tlacique bloodline of the Followers of Set:
	+ The native Tlacique resisted colonization and fought viciously against the invading vampires of Europe. In the end, they were overcome by Lasombra and Ventrue forces, causing them to fall back to the undiscovered depths of South America’s jungles. There, they maintain hidden temples where the old ways – and the ancient gods – are still revered. Due to their reclusive nature, they are greeted with suspicion from other Setites. Pg 48, 49.