Cast in Shadow Standing
!!Standing Mechanics
- A faction must have at least one point of standing to have access to the ((Statler)) and it's benefits.
- The last point of standing possessed by a faction may not be given away to another faction.
- Whomever has the most standing within a faction is recognized as the leader by the ((Entity)).
- The faction with the highest standing among all its members gains control of the ((fountain)).
- In the case of a tie, the faction who most recently gained standing will control the fountain.
- Only the Entity may create or destroy standing.
- The ((elder council)) may make rules to govern the transfer and use of standing.
- All factions must be given the opportunity to discuss and ratify council standing rules.
- Council standing rules must be ratified by all present and put into writing.
- Only official council standing rules will be enforced by the Entity. For example, if a character gives standing to another character as a temporary loan, and there is no council rule requiring him to give it back, then the second character cannot be forcibly stripped of the standing and may keep it if he chooses. Such agreements are not binding nor enforced by the Entity.
- Council standing rule: Any person with standing may give his/her own standing, in any quantity, to a willing subject.
- Council standing rule: Sending a representative to an elder meeting in lieu of the faction leader does not affect either party's standing.
!!Elder Council Meetings
- The ((elder council)) will accept an authorized representative from a faction in lieu of the actual leader. This representative is chosen by the faction sending him/her and does not alter the status or standing of the leader.
- There will be no assigned seating at scheduled Elder Meetings. (6/18/10)
- The ((Chairperson of the Board)) will be the individual that represents the faction with the highest standing. (6/18/10)
- The Chairperson shall attempt to moderate meetings with no other additional powers directly granted. (6/18/10)
!!In-character Knowledge (general)
- Aggressive acts inside the Statler causes the aggressor to be removed ("bampfted").
- The fountain is a source of power.
- The fountain goes to the faction with the highest (cumulative) standing at the start of the night.
- Recognizing the Entity's faction leader grants you an additional bonus.
- Each faction has it's own ((portal)) into the Statler from another location.
- Anyone may use any portal.
!!In-character Knowledge (limited)
- Whom the Entity considers the faction leader may not be whom the characters consider the leader.
- Material from the fountain may only be consumed with explicit permission from the Entity's faction leader.
- Each faction relates the the "((Entity))" in a unique way.
- There are many permanent portals connecting to the Statler.
- Characters may not open portals, hedge gates, or cross the gauntlet in the Statler.
- The benefits for acknowledging the Entity's faction leader vary by faction.
!!In-character Knowledge (faction only)
- Vampires - Acknowledging the Entity's faction leader grants an innate knowledge of how much blood you can safely take from a person.
- Changelings - Acknowledging the Entity's faction leader allows you to meditate (rather than sleep) in the Hedge to enter dreamscapes.
- Werewolves - Acknowledging the Entity's faction leader allows you to sense loci and cross the gauntlet at double the usual range.
- Prometheans - Acknowledging the Entity's faction leader lets you cause no Disquiet when at the Statler or traveling with a group from there.
- Mages - Acknowledging the Entity's faction leader means you cause no Paradox when at the Statler and may open portals to/from there.
- Mortals - Acknowledging the Entity's faction leader grants benefits when interacting with the "normals".