A collaborative World of Darkness
live-action role-playing game community

BYLAWS: R&U Bylaws

The Bylaws of One World by Night

One World by Night (OWbN) is a network of international Live Action Role Play (LARP) chronicles. These chronicles are brought together for the purpose of sharing a broad and colorful story that extends past each city’s borders. We believe in the sovereignty of each chronicle, so far as it does not impugn upon the cohesiveness of the organization as a whole. We further believe that treating each chronicle, and by extension each player, with respect is the bedrock upon which sound cooperative Storytelling takes place.


Rare and Unusual Bylaws of One World by Night
Last Revised: April 15, 2014

  1. Definition of the Rare & Unusual Bylaws
    1. This list is to be considered a guideline for all games within the network. As such, it crosses the lines of genre whether a game is focused on Sabbat vampire, changeling or werewolf. These categories are to be used as an extrapolated guideline. As character concepts are beasts of wild creativity and vast imagination, any list cannot hope to cover the scope of what the players of One World by Night wish to portray. With any system of this nature, flexibility and fluidity are a necessary component. The population types of One World by Night are likely to ebb and flow over the years, and these guidelines must be flexible to reflect the growth and change of the organization and its goals and needs.
    2. All Restrictions that may require Chronicles or Players to seek approval from, or make notification to, Coordinators or Sub Coordinators regarding IC aspects of the game such as, but not limited to, Character types, powers, merits, magical items, must be made directly to The Rare and Unusual Bylaws or the Character Regulation Bylaws by a proposal to council, detaining the changes to the bylaw, with the exception of changes or additions of specific paths or rituals of blood magic and restrictions under Coordinator Bylaw 3.C.ii.1.c.
      1. Such Proposals shall be considered Rules, Game Mechanics or Organizational Proposals, and thus may be notified in their entirety to the Player Base.
      2. Listings in the Bylaw may be by category, with each example not specifically enumerated, as long as a source for further clarification is given, and the category is clearly defined.
    1. Rules On current characters, restrictions and requirements
      1. Restrictions and requirements for notification must be placed in the R&U or Character Regulation Bylaws to be valid. Characters with approvals under former restrictions are considered to be grandfathered without exception or exemption if similar or identical restrictions are added to the bylaws unless clearly stated in the proposal. Should restrictions and requirements for notification that exist within genre packets, but were not added to the bylaws during the former grace period, and the bylaws later changed to add similar or identical restrictions, then grandfathering must be given to all such characters that exist at the time of passage of the proposal, without exception or exemption unless clearly stated in the proposal. Any question or dispute regarding restrictions, grandfathering or other aspect of this bylaw section may be brought to council for settlement. However if passed, council agrees this proposal's section, entitled, Rules On current characters, restrictions and requirements, may not be exempted without a separate individual vote for each such exemption.
  1. Classifications of Rare & Unusual Categories
    1. Genre Coordinators may propose a category assignment or re-assignment for any element type that is not well captured by these guidelines.
    2. Restrictions and Definitions of the Classification Categories:
      1. Unique:
        1. PC: Majority Vote, NPC: Majority Vote and logged with the Archivist
          1. All characters published in White Wolf books.
          2. Historical figures, real-life persons.
          3. Fictional personas used as character concepts (ex: Caine, Vlad “Dracula” Tepes, the vampire Lestat, former President Bill Clinton, Sir Lancelot, wrestling person “The Rock”, etc.)
      1. Very Rare:
        1. PC: 2/3 Majority Vote, NPC: Simple Majority Vote and logged with the Archivist
          1. Characters of very small groups in the World of Darkness.
          2. Creatures of very extreme power levels.
      1. Rare:
        1. PC: Majority Vote, NPC: Notification to Council and logged with the Archivist
          1. Includes characters of small groups and bloodlines
          2. Characters of a power level where free inter-game interaction could become a concern.
          3. Characters of types considered fringe to a main genre.
      1. Coordinator Approval:
        1. PC: Appropriate Coordinator Approval and Logged with Archivist, NPC: Appropriate Coordinator Approval and Logged with Archivist.. (Reference Section 5, “Appropriate Coordinators for R&U”)
          1. Includes characters that push genre boundaries, or are rare in genre.
      1. Unusual
        1. PC: Notification to Council, NPC: Logged with the Archivist
          1. Includes characters of slightly unbalancing power levels or are members of larger groups that stand outside of mainstream genres, which are noteworthy enough to be brought to the attention of neighboring games before use.
      1. Noteworthy
        1. PC: Logged with the Archivist, NPC: Logged with the Archivist prior to second appearance in game.
          1. Characters of groups that, while not of a category that would warrant council intervention, should be tracked for the purposes of population-keeping and genre maintenance.
      1. Coordinator Notify
        1. PC: Notification to Coordinator and logged with Archivist, NPC: Notification to Coordinator and logged with Archivist.
          1. Includes characters that should be monitored for genre adherence.
  1. Guidelines for determining R&U Category
    1. Unique
      1. PC: Majority Vote, NPC: Majority Vote and logged with the Archivist.
      2. Unique Characters Named Characters
    1. Very Rare
      1. PC: 2/3 Majority Vote, NPC: Simple Majority Vote and logged with the Archivist
      2. Abominations Kiasyd Old Clan Tzimisce
        Bane Mummies Kingdom of the Ebony
        Kingdom Legacies/Laibon*
        Very Rare Changing Breeds*
        True Brujah Nagaraja Salubri
        Cappadocians Near Extinct & Extinct* Siberakh
        Ducheski Family Revenants Non-Garou walking the Spiral* Sphere 6+ Mages
        Non-Standard Mummies* Ferrymen Earthbound Fallen
        Use of the Infernalist Power “Forsaken” by PCs or NPCs
        *See Groupings and Definitions of Types of Rare & Unusual, Section 4, for more information.
    1. Rare
      1. PC: Majority Vote, NPC: Notification to Council and logged with the Archivist
      2. Character Resurrection (*R&U-6.A.v) Lost Tribal and Breed Rites Selkies
        Children of Damballah Marauders Skin Dancers
        Daitya Nephandi Standard Mummies*
        Extended Play Supernatural Possessed* OWBN-specific Bloodlines Vampires becoming Human*
        Former Erebus Resident PC Supernatural to PC Wraith* Rare Changing Breeds*
        Geographically Inappropriate Bastet* Unusual True Faith Stargazers
        Hengeyokai* Rare Revenants* Vampires Embraced from Extinct Revenant Lines*
        Lasombra Antitribu* Risen Lost Tribal and Breed Gifts*
        Samedi Garou/Spirit Offspring Vampires changing Clan/Bloodline*
        Out of Parent Genre powers as Infernal Investments.
        PCs may learn basics with Council Vote,
        NPCs may learn up to Level 6 but must notify.
        *See Groupings and Definitions of Types of Rare & Unusual, Section 4, for more information.
    1. Coordinator Approval
      1. PC: Appropriate Coordinator Approval and Logged with Archivist, NPC: Appropriate Coordinator Approval and Logged with Archivist. (Reference Section 5, “Appropriate Coordinators for R&U”)
      2. Akuma (Political, Lesser, Greater)* Assamite Sorcerers Tremere Characters
        Anarch Combination Disciplines taught
        to non-Anarch player characters*
        Grimoires and Principae Pefect Tremere Infiltrators*
        Anarch Tremere Hajj PCs with Merit Family Allegiance (see Ravnos Packet)
        Any non-Ravnos Learning Advanced Chimestry (or higher) Heretical Sabbat infiltrating another Sabbat Faction
        (see Sabbat Faction packet)
        Rarity 2 or 3 Sabbat Inquisition
        Thaumaturgy (see Sabbat Faction Packet)
        Assamite bloodlines* Associates Infernal Faction Ravnos Lore 4 or higher for non-Ravnos
        (see Ravnos packet)
        Assamite Faction Converts* Infiltrating a Sabbat Faction and becoming
        Locally Important or higher (see Sabbat Faction packet)
        Ravnos NPCs of 8th generation or lower
        Assamite Infiltrators Kineticism Discipline (see Sabbat Faction packet) Ravnos of Gypsy or Indian lineages (see Ravnos packet)
        Assamite Loyalists Klaivesmithing and Grand/Great/Bane Klaives* Ravnos PCs lower than 11th gen and/or member of
        Sabbat/Camarilla/Anarch(Regular/PhuriDae/ Brahman/Ratka-Sadhus)
        Baali and Merit: Apostate (Baali) Infernal Cults including Advantages or Disadvantages Ravnos Ratka-Sadhus
        (see Setite Sorcery and Ravnos packets)
        Blood Brothers Leaving the Black Hand Dragon Blooded
        Camarilla Assamites without Probationary Sect Membership* Marijava Revenants Natib Athirat
        Camarilla Vampires on Sabbat Paths of Enlightenment* Mariner Gangrel Restricted Garou Camps (see Groupings for list)*
        Camarilla with the Gaijin/Gweilo or Court Appointment Merits* Moncada’s Legionaries (Sabbat and Lasombra
        Coord Approval; see Sabbat Faction Packet)
        Sabbat Assamite Viziers
        Characters with the Reputation Merit* Sabbat Faction Leader Status for Player Made Sabbat
        Factions (see Sabbat Faction packet)
        Player Created Abyss Mysticism Rituals
        Clan Frienship: Ravnos (see Ravnos packet) Non-Assamites Converts to Clan Assamite Sabbat Faction Nationally Important NPCs
        (see Sabbat Faction packet)
        Combination Discipline Eyes of the Enlightened
        (see Sabbat Faction packet)
        Non-Assamites on Path of Blood Sabbat Inquisition Hermetic Thaumaturgy
        Sabbat and Tremere Coord Approval; see Sabbat Faction packet)
        Daughters of Cacophany Non-Lasombra Camarilla members with Obtenebration Sabbat Inquisitor Only Rituals (see Sabbat Faction packet)
        D’habi Revenant Family Nosferatu Infiltrators Sabbat Sadhana users (see Setite Sorcery packet)
        Dharma 6+ Kuei-Jin Sect-Specific Sect Defectors* Pre-Week of Nightmares Ravnos antitribu
        Discipline techniques and Combination Disciplines which
        require Chimestry as a prerequisite for Non-Ravnos
        Out of Clan Blood Magic* Special Kinfolk*
        Disparate/Craft Mages PC Supernatural to NPC Wraith* Supernatural Gypsies*
        Dominate Malkavians and Dominate Malkavian Antitribu* PCs with history involving Coordinator or Canon NPCs Supernaturals with Hedge Magic/Numina*
        Ability: Babel Infernal Ranking Background* Temporis Discipline
        Einherjar PCs with Samedji (see Ravnos packet) Udja-Sen Mummies
        PCs with the Combination Disciplines:
        Scourge of the Thrall, Nightmare Curse or Craft Ephemera
        Unusual Caitiff/Pander* Black Hand
        The Dispassionate Kairos Geographically Appropriate Bastet*
        Gurahl Non-Anarchs with Anarch Lore 4+ Anarch Lore 5
        Anarch Curses* Assamite Merit: Dual-Blooded Non-Assamites with Assamite Lore 3+
        Assamite PCs starting at Rank 1+ Assamite PCs advancing to Rank 3+ Baali Lore
        Infernal Merits and Flaws requiring Approval* Infernalism Pacts* Baali Hive Mother creation outside of the Swarm Embrace
        Combination Disciplines or Discipline Techniques requiring
        Daimoinon for non-Baali
        Fallen Lore Tremere with Dark Thaumaturgy
        Removing, Escaping or Undoing Infernal Pacts* Blessed Merit* True Brujah Lore
        Non-Brujah with Brujah Lore 4+ Brujah Lore 5 Non-Brujah Learning Brujah Only
        Combination Disciplines*
        Dark Age Brujah Combination Disciplines* Rending Ability Gangrel Flaw: Extinct Animal Form
        City Gangrel Embraced outside of Americas City Gangrel Embraced before 1870 Gangrel Combination Disciplines or
        Gangrel created Custom Combination Discipline*
        Gangrel Paths of Enlightenment* Non-Sabbat Gangrel on Sabbat Paths of Enlightenment* Daitya Lore 3+
        Setite Merits: Agent of Prophency and Apostate Setite Flaw: Nameless Setite Clan Positions*
        Mortis Lasombra Abyss Mystics Sabbat Inquisitors (see Sabbat Faction packet)
        Paladins (see Sabbat Faction packet) Praetorians (see Sabbat Faction packet) Prsicus (see Sabbat Faction packet)
        Templars to Cardinals, Prisci, Consistory Members or
        the Regent
        Occult Underground Membership (see Sabbat Faction packet) Switching Roles in the Occult Underground
        (see Sabbat Faction packet)
        Occult Underground Bacaban NPCs with Sadhana Learning Bacaban outside the Occult Underground
        Black Hand Membership 4+
        (see Sabbat Faction packet)
        Black Hand Magi
        (see Sabbat Faction packet)
        Black Hand holding a position above Ductus
        (see Sabbat Faction packet)
        Black Hand Contracts
        (see Sabbat Faction packet)
        Black Hand Dominions
        (see Sabbat Faction packet)
        Bloodlines joining the Black Hand
        (see Sabbat Faction packet)
        Dominion’s Second PCs
        (see Sabbat Faction packet)
        Non-Sabbat who join the Black Hand
        (see Sabbat Faction packet)
        Non-Sabbat with Black Hand Lore
        (see Sabbat Faction packet)
        Black Hand Magi Dur-An-Ki
        (see Sabbat Faction packet)
        Sabbat with Black Hand Lore 3+ Black Hand Aljusuri
        (see Sabbat Faction packet)
        True Enochian Linguistics Ability Tal’mahe’Ra Lore Zillah’s Tears
        Salubri Antitribu Flaw: Adonai’s Disgrace Salubri Antitribu Merit: Blooding by the Code
        (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        Salubri Blooding Ritual
        (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        Born Again Warrior Merit
        (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        Non Warrior Salubri to Warrior Salubri
        (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        Modern Salubri Warrior Bloodline
        (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        Original Salubri Warrior Bloodline
        (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        Ventrue Society or Order Membership* Ventrue Clan Prestige (Dignitas)*
        Ventrue Lore 4+ for Non-Ventrue Ventrue Lore 5+ Ventrue Combination Powers taught to non-Ventrue*
        Sielanic Thaumaturgy 7th Generation or lower Samedi NPCs NPCs teaching Advanced Thanatosis
        Nictuku PCs and NPCs Friends of the Night Greek Gangrel
        Perfect Giovanni Infiltrators* Nonstandard Tremere* Nosferatu Lore 3+ for a non-Nosferatu
        SchreckNET Lore of any level for a non-Nosferatu Warrens Lore of any level for a non-Nosferatu Animal Magnetism for a non-Nosferatu
        Blood Apocrypha for a non-Nosferatu Feral Imbuing for a non-Nosferatu Non-Sabbat with Valeren Discipline
        Obeah Discipline Harbingers of Skulls Non-Gargoyles with the Discipline: Visceratika
        Non-Gargoyles with the Discipline: Flight Gargoyle Variants* D'habi Revenant Family
        Diabolism Investments or Dark Thaumaturgy listed at rarity 3 and higher “Rebirth” from Hell of a PC
        Davana Ravnos Ravnos changing/joining a sect from Independent
        to Sabbat/Anarch/Camarilla
        Ventrue Clan Positions & Titles*
        Perfect Ventrue Infiltrators*
        *See Groupings and Definitions of Types of Rare & Unusual, Section 4, for more information.
    1. Unusual
      1. PC: Notification to Council, NPC: Logged with the Archivist
      2. Characters with Clan Enmity or Clan Friendship Ghille Dhu True Faith
        Chronus Naming Tzimisce Kolduns
        Common Changing Breeds* Oprichniki Revenants Sect Defectors*
        Demonic Interaction (see notes for specifics)* Warrior Setites* Dispossessed to Schismatic*
        Learning of Rite of the Death Bear by Gurahl Gargoyles Post week of nightmares, Independent,
        11th generation or higher Ravnos
        *See Groupings and Definitions of Types of Rare & Unusual, Section 4, for more information.
    1. Noteworthy
      1. PC: Logged with the Archivist, NPC: Logged with the Archivist prior to second appearance in game.
      2. Unusual Enlightened* Mummy Cultists*
        *See Groupings and Definitions of Types of Rare & Unusual, Section 4, for more information.
    1. Coordinator Notify
      1. PC: Notification to Coordinator and logged with Archivist, NPC: Notification to Coordinator and logged with Archivist.
      2. Infernal Merit: Demonic Tutor Neo-Einherjar Black Hand Membership 3+
        (see Sabbat Faction packet)
        Black Hand PCs with the rank of Consultant, Cadet,
        Rookie or Agent (see Sabbat Faction packet)
        Black Hand PCs with the role of Census Taker, Shakar, Remover,
        Emissary or Watch Commander (see Sabbat Faction packet)
        Dominion’s Second NPCs
        (see Sabbat Faction packet)
        Infernal Merits and Flaws requiring Notification* Assamite Leopards of Zion and Sisterhood of the Erinyes Non-Salubri with Valeren 5: Vengence of Samiel
        Anarch Notoriety Flaw Brujah with Brujah Lore 4 Courts of Blood
        Ventrue with Ventrue Lore 4 Anarchs possessing Anarch Lore x4 Characters learning a combination discipline including Dementation as one
        of the powers who is not a Malkavian.
        Custom Combination Disciplines with Dementation
        *See Groupings and Definitions of Types of Rare & Unusual, Section 4, for more information.
  1. Groupings and Definitions of Types of Rare & Unusual
    1. Sect Defectors
      1. Incorporates any character embraced or raised into one major sect of a game genre, but is no longer a member.
        1. This includes Bloodline Antitribu, City Gangrel Antitribu, Lasombra Clan Defectors (defined as those not embraced by a Camarilla loyal Lasombra of a traditional and documented line of Lasombra), Tzimisce Antitribu, Sabbat Assamite Viziers, Black Spiral Dancer Sect Defectors.
        2. Notable exceptions to this grouping: Salubri Antitribu, Tremere Antitribu, and Lasombra Antitribu.
        3. BSD Sect Defector: Any character that has danced the spiral/been raised by the wyrm and since left the Black Spiral Dancers. This includes those characters who are Ronin, as well as those who join the Gaian Garou.
        4. Except for the specific clans mentioned under Sect Specific Sect Defectors, Anarchs and the Camarilla are considered to both be part of the same major sect.
    1. Sect Specific Sect Defectors
      1. Lasombra (defined as those not embraced by a Camarilla-loyal Lasombra of a traditional and documented line of Lasombra), Tzimisce, Harbingers Of Skulls, Kiasyd, Blood Brothers, City Gangrel, Serpents of the Light, Gargoyles and Tremere Sect Defectors.
    1. Near-Extinct and Extinct
      1. Incorporates Tremere Antitribu, Cappadocians, True Hand Members, Sons of Discord, Vampiric Children of Osiris, Salubri, Setite Tlacique, Ahrimanes, Anda, Lhiannan, Noiad, Lamia, White Howler Throwbacks, Bunyip, Croatan, Bubasti, Ajaba, Ceilican, Apis, Khara, Camazotz, Grondr, and Extinct Revenant Families.
        1. True Hand Members: The organization of the True Hand is dead. Former members and those that share their beliefs are not restricted, but gain no mechanical benefits or organizational support. I.E. this does not cover Remnants of the True Black Hand.
    1. Changing Breeds Groupings
      1. Common changing breeds
        1. Incorporates Ratkin, and Corax
      1. Geographically Appropriate Bastet – Bastet of tribes listed below where the game’s IC location is in the same location as the Bastet tribal location. All Bastet are at least Coord Approval unless listed as a higher rarity elsewhere in this document.
        1. Bagherra – Africa, Middle East, South Asia
        2. Balam – Central and South America
        3. Non-Hengeyokai Khan – India and Nepal
        4. Pumonca – North America and Andes Mountains
        5. Qualmi – North America above 41 degrees lattitude
        6. Simba – Africa and India
        7. Swara – Southern Africa
      1. Geographically Inappropriate Bastet - Bastet not in areas listed as appropriate to type listed in Geographically Appropriate Bastet (excluding those varieties listed as higher in rarity level in this document). Location for the purposes of this Bylaw is the IC location of the game in which the Character is located. If the Character is created in a Geographically Appropriate location and then transfers to a Geographically Inappropriate location they will need to go through the R&U process for Geographically Inappropriate Bastet before the transfer is completed.
      1. Rare changing breeds
        1. Incorporates Nuwisha, Rokea and Ananasi
      1. Very Rare changing breeds
        1. Incorporates Kitsune, Mokole, and Nagah
      1. Lost tribal and Breeds Gifts
        1. Any character who learns a gift belonging exclusively to one of the extinct or lost Changing breed or Garou tribes (defined for this purpose as the Apis, Bunyip, Camazotz, Croatan, Grondr, and White Howlers).
      1. Klaivesmithing and Grand/Great/Bane Klaives
        1. The creation of silver weapons/fetishes by Garou, including but not limited to klaives, in any aspect other than performing the Rite of the Fetish" will be Coordinator Approval.
        2. All Grand, Great, and Bane Klaives, regardless of how they are acquired in game will need Coordinator Approval.
      1. Garou/Spirit Offspring
        1. Characters with the “Spirit Parent” Merit.
        2. Any offspring of a Garou/Spirit mating.
      1. Non-Garou walking the Spiral
        1. Non-Garou characters walking or having walked the Black Spiral (aka Shattered Labyrinth or Black Spiral Labyrinth) of Malfeas.
      1. Extended Play Supernatural Possessed
        1. Extended Play for the purposes of this bylaw is considered to be continued play beyond 6 months from the date the character comes to fall under one of these categories. A PC falling in this category must be propped for vote in a manner that lets the vote occur prior to the 6 month point or must be shelved from the 6 month point until the vote is completed.
        2. Supernatural Possessed: Any supernatural entity (including Vampires, Dhampyrs, all Changing Breeds, Mages, Changelings, Imbued Hunters, Mummies, and Kuei-jin) possessed by a Triatic or Gaian Spirit, inhabited by a Triatic or Gaian Spirit or gaining Spirit-based powers, benefits, or taints in a manner consistent with being a Kami, Drone or Fomori. This category specifically does not include any creature defined elsewhere in the bylaws as Semi-Supernatural.
          1. Triatic Spirits are defined as Sprits of the Weaver, Wyld, or Wyrm.
          2. All Supernatural and human Gorgons are hereby prohibited as, by definition, Gorgons are created exclusively from naturally occurring animals, plants, or minerals.
    1. Mummy Groupings
      1. Standard Mummies (with the exception of Udja-Sen)
        1. Incorporates new mummies, Imkhu, and other Shemsu-Heru
      1. Non-standard mummies
        1. Incorporates Ishmaelites, Cabiri, Asek-Sen, Capococoha, and Wu T’ian.
      1. Mummy cultists
        1. Incorporates members of the Cult of Isis, the mortal Children of Osiris and the Amkhat.
    1. Vampire, Clan-Specific, and Ghoul Groupings
      1. Perfect Ventrue Infiltrators
        1. A perfect “Ventrue infiltrator” is any non-Ventrue character that is attempting to circumvent the Clan Advantage by having a ‘sire’ in the clan cover for them that follows with the Clan’s Lineage or impersonate/replace/pose as a Ventrue well enough to not arouse suspicion.
      1. Perfect Giovanni Infiltrator
        1. A perfect “Giovanni infiltrator” is any non-Giovanni character that is attempting to circumvent the Clan Advantage by having a “sire” in the clan cover for them that follows with the Clan’s Lineage or impersonate/replace/pose as a Giovanni well enough to not arouse suspicion.
      1. Perfect Tremere Infiltrator
        1. A perfect "Tremere infiltrator" is any non-Tremere character that is attempting to have a "Sire" or "Superior" in the clan cover for them as a member of House & Clan, or impersonate/replace/pose as a Tremere well enough to not arouse suspicion.
      1. Assamite Groupings
        1. Assamite bloodlines
          1. Incorporates Bedouin Warriors, Byzantine Viziers, and Assamite Web of Knives
        1. Assamite Faction Converts
          1. An Assamite converting from Schismatic to Loyalist, or vice versa.
          2. Dispossessed to Loyalist: An Assamite converting from Dispossessed to Loyalist is registered simply as “Assamite Loyalists.”
          3. Dispossessed to Schismatic: An Assamite converting from Dispossessed to Schismatic.
      1. All out of clan blood magic (this includes Non-Tremere with Hermetic Thaumaturgy (Tremere), Non-Assamite Sorcerers with Assamite Sorcery/Sihr/Dur-An-Ki (Assamite), Non-Serpents of the Light with Wanga (Setite), Non-Giovanni or Harbringers of Skulls with Western Necromancy (Giovanni), Non-Samedi or Serpents of the Light Voudoun Necromancy (Samedi), Non-Koldunist Tzimisce with Koldunism (Tzimisce), Non-Tacique with Nahuallotl (Setite), Non-Lasombra with Abyss Mysticism (Lasombra), Non-Daitya with or Rakta-Sadhu Ravnos with Sadhanna (Setite or Ravnos), and Non-Setites with Akhu(Setite)) is obtained through Coordinator Approval of the clan coord that claims it (Stated in parentheses next to the Blood Magic types above).
      1. Paths of Enlightenment
        1. Unusual Enlightened
          1. Incorporates those on the Path of Harmony and on other out-of-genre paths.
        1. Gangrel Paths of Enlightenment
          1. Includes Path of the Hunter, Path of the Nomad, Path of Via Einherjar and Path of Via Aesirgard.
        1. Non-Sabbat Gangrel on Sabbat Paths of Enlightenment
          1. Includes any Gangrel on the Path of Caine, Path of Honorable Accord or Path of Orion that is not a member of the Sabbat
      1. Rare Revenants
        1. Enrathi, and Rafastio Revenants are to be considered a “Rare” Revenant.
      1. Extinct Revenant Families
        1. Basarab Family Revenants, Danislav Family Revenants, Vlaszy Family Revenants, Khavi Family Revenants, Krevcheski Family Revenants
      1. Vampires Embraced from Extinct Revenant Families
        1. Vampires with Disciplines sets and/or flaws that are a result of their mortal lineage from the following Revenant families: Basarab Family Revenants, Danislav Family Revenants, Vlaszy Family Revenants, Khavi Family Revenants, Krevcheski Family Revenants
      1. Warrior Setites
        1. Setites with Potence in clan as opposed to Obfuscate
      1. Dominate Malkavians
        1. Any Malkavian (including the antitribu) with the Dominate Discipline in-clan, either due to having such a sire, or due to some "throwback" effect at Embrace.
      1. Unusual Caitiff/Pander
        1. This defines any Caitiff or Pander that has clan-specific disciplines as their chosen “in-Clan” disciplines, per Character Regulation Bylaw 7.C. The appropriate Coordinator is the Coordinator for the Clan the special discipline belongs to.
      1. Reputation Merit
        1. The purpose of this proposal is to reflect and regulate the nature of a merit that has come to represent how well a character is known throughout the organization as a whole, as opposed to within their home chronicle or region alone.
        2. The Merit: Reputation shall require Coordinator approval of the appropriate Sect Genre Coordinator (i.e. Camarilla Coordinator for Camarilla vampires, Sabbat Coordinator for Sabbat vampires, Anarch Coordinator for Anarch vampires) before being purchased and/or claimed by a vampire PC. Coordinator-controlled NPCs with this merit must be notified to the appropriate Coordinator. Chronicle-specific NPCs will only need to be notified to the appropriate coordinator if the NPC is going to be using that Reputation outside their own home chronicle.
      1. Anarch Combination Disciplines taught to non-Anarchs
        1. Anarch-only combination disciplines (those listed in the LotN MET Anarch Guide, p. 54-65) require approval from the Anarch Coordinator prior to being taught to a non-Anarch player character.
      1. Camarilla Vampires on Sabbat Paths of Enlightenment
        1. Any vampire who is a member of the Camarilla on the following paths of enlightenment, regardless of the printed white wolf version: Path of Feral Heart, Path of Caine, Path of Cathari, Path of Death and the Soul, Path of Honorable Accord, Path of Lilith, Path of Metamorphosis, Path of Night, Path of Orion, Path of Power and the Inner Voice, and Path of Redemption.
      1. Anarch Curses
        1. Requires Anarch Coordinator approval.
        2. Includes the following rituals: Death Wrath, A Curse Upon Thy House, Mark of the Beast.
      1. Setite Positions
        1. A PC holding the position of Heirophant, Lieutenant or Captain.
      1. Gangrel Combination Disciplines
        1. Gangrel Created Custom Combination Disciplines
        2. Any of the following Combination Disciplines: Aura of the Accursed Rage, Beast’s Vigor, Bear Skin, Enhance the Wild Ride, Ennoia’s Mastery, Fenris Talons, Ghost Song, Loki’s Gift, Read the Winds, Shared Entombment, Shattered Fog, Stone Meld, Wild Heart, Wintering.
      1. Nonstandard Tremere
        1. Nonstandard Tremere are defined as Tremere who have replaced Auspex, Dominate, or Thaumaturgy with another Discipline.
        2. Tremere with the Throwback Flaw or the Natural Vicissitude Merit (Obeah, Valeran, or Vicissitude as an In-Clan Discipline). The Tremere Coordinator will seek approval from the Salubri or Tzimisce Coordinators before approving Tremere with the Throwback Flaw.
        3. Telyavic Tremere. Telyavic Tremere are defined as Tremere who have replaced Dominate with Presence and/or practice Sielanic Thaumaturgy.
      1. Ventrue Combination Powers taught to non-Ventrue
        1. Includes any of the following: Approximation of Loyalty Absolute, Aura of Inescapable Truth, Denial of Aphrodite’s Favor, True Tongue, Distant Friend and Lifesong
      1. Brujah Combination Disciplines
        1. Non-Brujah Learning Brujah Only Combination Disciplines
          1. Includes Pulse of Undeath, Burning Wrath, Iron Heart, Scourge of Alecto and Iron Glare. Any non-Brujah learning these require Coordinator Approval.
        1. Dark Age Brujah Combination Disciplines
          1. Includes Command the Wary Steed, Espirit De Corps, Quicksilver Contemplation are Coord Approval.
      1. Ventrue Clan Prestige (Dignitas)
        1. PCs or NPCs with Clan Prestige: Ventrue at level 4 or higher.
        2. NPCs starting with more than 6 Dignitas Recognitions.
        3. PCs starting with more than 1 Dignitas Recognition.
        4. PCs or NPCs earning any of the following Dignitas Recognitions.
          1. Alph, House, Laurel Crown, Lineage, Sovereign’s Honor.
        1. PCs starting with any of the following Dignitas Recognitions.
          1. Archon, Daley Prize, Dobrynya’s Blade of the 2nd, Dobrynya’s Blade of the 3rd, The Equerry Esteemed, House, Iron Circlet Devoted, Jade Badge, Light Bringer, Peerage, Proctor, Procurator, Puppet’s Hand, Surname, Sword Renowned, Tainted.
        1. Creation of Custom Dignitas Recognitions.
      1. Vampires changing Clan/Bloodline
        1. Any non-Kuei-Jin vampire who, through whatever means, changes their Clan.
          1. The following exceptions are allowed: characters inhabiting another body for 1 month or less, Baali Apostates/Converts, Setite Apostates, Children of Osiris, anyone who is adopted by another Clan but does not actually alter their own Clan/Bloodline and those infiltrating another Clan/Bloodline but still retain their original Clan/Bloodline.
          2. Characters that change Clan/Bloodline to a Clan/Bloodline that have additional R&U restrictions must follow the approval process for the new Clan/Bloodline as well.
      1. Vampires becoming Human
        1. Any non-Kuei-Jin vampire who, through whatever means, reverts to being a human.
          1. Vampire Characters may become human or ghoul temporarily for up to 1 month without being restricted by this bylaw. Characters may not be embraced or change to any other supernatural creature other than Ghoul during this time.
          2. Vampire Characters turned mortal via the Infernal Investment "Rejuvenation" are exempt and follow the guidelines of said Investment.
      1. Ventrue Society or Order Membership
        1. Membership, Promotion, and Demotion in Ventrue Societies or Orders, including:
          1. PUBLIC SOCIETIES: The Hague
          2. MAJOR SOCIETIES AND ORDERS: Assembly of Colors, Knights of the Blood, White Cross
          3. MAJOR ANTITRIBU ORDERS: Black Cross, Knights of the Blood (Antitribu)
          4. EXCLUSIVE SOCIETIES AND ORDERS: Crimson Sceptre, Ermine Robe, Hawk Royale, Procuratori, Sisterhood of Amastris
      1. Gargoyle Variants
        1. Any Gargoyle that is mechanically different from those presented in Laws of the Night: Guide to the Camarilla
        2. Any Gargoyle that is not a member of the Anarchs or the Camarilla is considered a variant as well.
        3. Any Gargoyle that continues to serve Clan Tremere and is not considered "Free".
      1. Ventrue Clan Positions & Titles
        1. Clanwide Positions & Titles, including:
          1. Directors / Ephors
          2. Elders / Strategoi
          3. Troubleshooters / Lictors
          4. Agents at Large / Tribunes
        1. Regional Positions & Titles, including:
          1. Managers / Praetors
    1. Kinfolk Groupings
      1. A Special Kinfolk is defined as a character with the Supernatural Kinfolk Merit or that is considered to be Kinfolk (via the Kinfolk Merit, genetic relation, or other effects), excepting basic Mortals. The Supernatural Kinfolk Merit requires approval from the Changing Breeds Coordinator and the Coordinator of the appropriate creature type.
    1. Hengeyokai
      1. This includes any shifter from the Beast Courts, any Eastern versions of the standard Tribes(Tengu, Hakken, etc), and all Stargazers.
    1. Supernatural Gypsies
      1. Gypsies who possess supernatural powers or arts through the use of blood affinities or other gypsy magic. Any gypsy character who posses any blood affinities, blood purity, a charmed samadji (piece of draba that grants supernatural abilities), etc. is considered to be classified as a supernatural Gypsy.
    1. Restricted Garou Camps
      1. The following Garou camps are specifically Coordinator Approval:
        1. Bitter Hex, Bringers of Eternal Peace, Children of Bat, Cyber Dogs, Dead Goddess Cult, Eaters of the Dead, Ivory Priesthood, Judges of Doom, Loki's Smile, Man Eaters, Masks, Mother's Fundamentalists, Path Dancers, Society of the Bitter Frost, Society of Nidhogg, Sword of Hiemdall, Temple of Artemis, Umbral Pilots, Ymir's Sweat
    1. Infernalism Groupings
      1. Demonic Interaction
        1. This includes specifically: Demonic powers and Ranking of any Demons Summoned, the Summoning itself and the creation of a Demon.
      1. Characters Seeking Infernalism
        1. Characters seeking Infernal Investments or dark Thaumaturgy of rarity 3 or higher are to be approved by by the Demon Coordinator.
        2. Diabolism is to be approved by by the Demon Coordinator.
      1. Dark Thaumaturgy or other Infernal Investments
        1. Infernal Investments
          1. PCs gaining infernal investments or Dark thaumaturgy of a rarity of 3 or higher are to be approved by the Demon Coordinator before they are granted. The Coordinator reserves the right to deny any/all Investments or Dark Thaumaturgy of a rarity of 3 or higher a character wishes to take should they prove to powerful, inappropriate or in violation of this packet.
          2. NPCs gaining Infernal Investments are expected to keep Investments within the parameters and constraints of this Packet.
      1. Infernal Ranking Background/PCs with Infernal Ranking
        1. A PC Infernalist’s rise and fall through the the ranks of power within Hell is at the discretion of the Demon Coordinator.
      1. Use of the Infernalist Power "Forsaken"
        1. “Forsaken” is the advanced power of the Dark Thaumaturgy “Path of the Unspoken.” It is regulated under R&U Bylaw 3.B.i.
      1. Infernal Merits and Flaws
        1. Infernal Merits requiring Coordinator Approval
          1. Unbound Diabolist and Demonic Heritage
        1. Infernal Merits requiring Coordinator Notify
          1. Beloved Disciple, Demonic Tutor
        1. Infermal Flaws requiring Coordinator Notify
          1. Cruel Master
        1. Blessed Merit
          1. While this Merit is not from an Infernal source, it is governed by the Demon Coordinator and requires Demon Coordinator Approval.
          2. Sabbat members of the Inquisition or the Order of St. Blaise must acquire Sabbat Coordinator approval for this merit.
      1. Infernal Investments
        1. Mask of Innocence, Rejuvenation and Relentless
      1. Infernalism Pacts
        1. Removing, Escaping or Undoing Infernal Pacts*
          1. This includes any method by which a character is able to break free of his or her Pacts. It will take Demon Coordinator approval to remove, escape or undo any Infernal Pact.
    1. Kindred of the Ebony Kingdom Legacies/Laibon
      1. Akunanse, Guruhi, Ishtarri, Kinyonyi, Naglopers, Osebo, Shango, Xi Dundu, Mla Watu and Nkulu Zao.
    1. Wraiths
      1. "PC Supernatural to PC Wraith" and "PC Supernatural to NPC Wraith"
        1. For purposes of R & U this includes only those PCs that were supernatural creatures prior to death. Vampires, Shape Changers, Fey, et cetera. Quasi-supernatural creatures such as kinfolk or ghouls are not considered to fall into this designation, nor are mortals.
    1. Kuei-Jin
      1. Akuma (Political, Lesser, Greater)
        1. Political Akuma will be defined as anyone who has been declared Akuma by an Ancestor of the various Kuei-jin courts and holds the flaw "Akuma".
        2. Lesser Akuma will be defined as anyone who has entered into Iris Bulb Commerce with a Yama King to sell their soul in parts to the Yama Kings.
        3. Greater Akuma will be defined as anyone who used the Ritual the Pact of Ebony and Scarlet Jade(or equivalent effect) to sell their soul wholesale to the Yama Kings.
      1. Characters with the Gaijin/Gweilo or Court Appointment Merits
      2. Characters with the Gaijin/Gweilo Merit and/or the Court Appointment Merit: Any character with the Gaijin/Gweilo Merit and/or the Court Appointment Merits as detailed on page 121-122 of Laws of the East.
    1. Hedge Magic
      1. Supernaturals with Hedge Magic
        1. Unless part of a canon group that specifically allows the use of Hedge Magic/Numina, no major supernatural type (Vampire, Werewolf, Mage, Changeling, etc.) may possess Hedge Magic/Numina. If the character is part of a group that is able to utilize these abilities (Uktena Path Dancers, Bubasti, Runewise Gangrel, etc) that character must obtain Coordinator approval from their appropriate Genre Coordinator unless more stringent R&U guidelines apply.
  1. Appropriate Coordinators for R&U
    1. The closest “full-blood” clan Coordinator shall coordinate appropriate bloodlines and creature types.
      1. Assamite: All Assamite-related Rare and Unusual characters, Shango
      2. Brujah: True Brujah, Osebo
      3. Gangrel: Mariner, Akunanse
      4. Giovanni: Harbingers of Skulls, Samedi and Mla Watu
      5. Lasombra: Lasombra Antitribu, Kiasyd, Xi Dundu, Friends of the Night
      6. Setite: Bane Mummies, Mummies, Children of Damballah, Daitayana, Tlacique, Kindred of the Ebony Kingdom Followers of Set
      7. Toreador: Daughters of Cacophony, Ishtarri
      8. Tremere: Gargoyles
      9. Tzimisce: Blood Brothers, Koldunic Sorcery, Naglopers, Dragon Blooded
      10. Camarilla: Camarilla Vampires on Sabbat Paths of Enlightenment
      11. Sabbat: Camarilla Vampires on Sabbat Paths of Enlightenment, Erset La Tari, Black Hand, Natib Athirat
      12. Changing Breeds: All Changing Breeds and Garou related R & U, Abominations
      13. Nosferatu: Guruhi, Hajj
      14. Ravnos: Rakta-Sadhus, Kinyonyi, Davana (shared with Ventrue)
      15. Ventrue: Davana (shared with Ravnos)
      16. Demon: Ba’ali, D'habi Revenant Family
      17. Salubri: Salubri Antitribu, Nkulu Zao, Wu Zao
  1. Special Cases
    1. The following character types have unique handling procedures. Each has been dealt with by separate council policies, and as such, appears on the R&U list and should be tracked as R&U characters.
      1. Vampires 6th generation or better
        1. NPCs must either be notification or voted upon, at the Genre Coordinator’s discretion. PCs are not permitted.
      1. The Red List
        1. Shall be under the joint control of the clan of which the character was embraced and the clan that claims trophy.
      1. White Wolf Locations
        1. The chronicle wishing for the location must notify Council two weeks (or more) prior to usage.
          1. Provided there are no objections, the chronicle may utilize the location from that point onward.
          2. If objection is made, a vote may be called for forbidding the chronicle from utilizing the location. The chronicle may not use that location until the voting is settled.
      1. White Wolf Items:
        1. Specific unique objects mentioned in the White Wolf books (such as the True Cross, Siklos, or Hesha the Setite’s personal lap-top computer) require strict council approval.
        2. The chronicle wishing for such an object must present a request to the OWBN Council, detailing why the object is necessary for the plot, and the length of time that the object is required.
          1. If approved, the chronicle gets the object for the length of time specified, after which the item is considered out of play. If the plot goes awry and said object ends up in the hands of a player, Council will either inform the player that the object “disappeared one day” (or some other such line), or will appoint a liaison (such as the nearest coordinator) to monitor the use of the object, if it is deemed unobtrusive to the integrity of OWBN continuity.
          2. Alternately, Council may simply decide to allow the object to be released freely into the hands of the chronicle, with no stipulation for later taking it back out of play. This may be specified before release of the object, or in response to plot development. Note that in allowing a chronicle to have, even temporarily, an object, OWBN is allowing for the possibility that said object may be destroyed, harmed, or otherwise altered due to PC and NPC interaction.
      1. Published Canon Characters for Coordinators
        1. Characters that have been published by White Wolf are to be automatically considered controlled by the appropriate Coordinator and are thusly exempted from voting requirements to use these unique characters.
          1. Should there be a conflict of custody of a published cannon character, the parties seeking joint control of the character may petition the Executive Team for mediation. The most typical result of said mediation if all parties have a legitimate claim will be a binding agreement made similar to the concessions made for Methuselahs in Character Regulation Bylaws, Sections 14, parts A & B. This binding agreement will then be logged with the Archivist for future parties to access.
          2. Council may object to the use of a particular published cannon character by a Coordinator, and may propose that it not be used for the remainder of the term of that Coordinator should there be significant concern by the Organization that the published cannon character is not being used responsibly for the Organization.
      1. Character Resurrection
        1. Reference Character Regulation Bylaw, Section 6.B, for the specific administrative process of this rare and unique event.
      1. Camarilla Assamites without Probationary Sect Membership
        1. A Camarilla Assamite character that enters play without the "Probationary Sect Membership" flaw will need to have Coordinator Approval from the Assamite Coordinator, as well as either a Genre Coordinator with a Justicar or the Camarilla Coordinator. This Coordinator Approval process will fulfill the requirements to remove the flaw.
        2. A Camarilla Assamite character that is embraced in-game by a sire who has had their Probationary Sect Membership removed through the Conclave or R&U Process as listed above are exempt from R&U Bylaw 6.A.viii and are not Rare & Unusual.
      1. Sabbat Factions,
        1. Leaving a Sabbat Faction
          1. A member of the Sabbat who leaves one Sabbat Faction they have joined to at least the locally important level. Those who do such are required to be notified the Sabbat Coordinator. See Sabbat Faction Packet.
        1. Locally important Member of a Sabbat Faction
          1. A Member of a Sabbat Faction who has joined the “rank” of Locally Important are required to be notified to the Sabbat Coordinator. See Sabbat Faction Packet.
        1. Sabbat Faction, Order of St. Blaise Mentor
          1. The Mentor Background provided by the Sabbat Faction, the Order of St. Blaise, is required to be notified to the Sabbat Coordinator. See Sabbat Faction Packet.
        1. Joining the Sabbat Faction, the Fabians
          1. A PC who joins the Order of St. Blaise Faction of the Sabbat Fabians is required to be notified to the Sabbat Coordinator. See Sabbat Faction Packet. See Sabbat Faction Packet.
        1. Sabbat Inquisitor Only Rituals
          1. The Thaumaturgical Rituals created by and used exclusively by the Sabbat Inquisition are unavailable for those outside the Sabbat Inquisition. See Sabbat Faction Packet.
        1. Sabbat Cult of Lilith Ignoblis Ritae
          1. The Sabbat Ritae of the Cult of Lilith is only allowed to be taken by the Hierophants of the Cult of Lilith. See Sabbat Faction Packet.
        1. Sabbat Faction Regionally Important NPCs
          1. NPCs of the Regionally Important “Rank” of a Sabbat Faction are required to be notified to the Sabbat Coordinator. See Sabbat Faction Packet.
      1. Salubri Special
        1. Salubri Antitribu Hierarchy Positions (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        2. Salubri Antitribu Ritae (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        3. Blooding Rituals (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
        4. Salubri Combination Disciplines (See Inheritors of Fury: A Guide to OWbN Salubri & Antitribu)
      1. Black Hand Specific Powers and Abilities
        1. Certain Combination Disciplines and abilities are specifically allowed only to members of the Black Hand.
          1. Black Hand Combination Disciplines include Circumspect Revelation, Lessons in the Steel, Masque of Judas, and Sympathetic Encryptor
          2. Black Hand Abilities include Art of Memory and Black Hand Sign Language
      1. Characters with Dementation
        1. Characters may not possess Dementation if they do not also have a Derangement.
      1. Gangrel NPC only Powers and Merits
        1. Certain Combination Disciplines and Merits are specifically allowed only to Gangrel NPCs and are not permitted to PCs.
          1. Gangrel NPC Only Combination Disciplines include Itugen’s Embrace, Shared Strength and Steal the Terrible Swiftness
          2. Gangrel NPC Only merits include Rune Wise
  1. Process for Registration
    1. Rare and Unusual Characters may be submitted for registration or vote on the OWBN web site.
    2. A character that was not previously considered R & U, but a change occurred and that character would now be classified as something that is currently listed as an R&U category under the R&U Bylaws (Section 3), must comply with the registration requirements and processes for that Category change in the R&U system. Characters that avoid this registration process are in violation of the R&U Bylaws.
  1. Unregistered Rare and Unusual Characters
    1. Chronicles that are found to be in violation of the Rare and Unusual bylaws must bring themselves in compliance within three game sessions.
      1. Should the chosen method of compliance be to remove the R & U violation from play within three game sessions instead of properly registering it, any and all long-term gains and benefits to player characters (PCs) and non-player characters (NPCs) shall be immediately removed as well. This is up to and including disciplines, gifts, skills, lores, items, or other similar benefits.
      2. Any character which qualifies for Rare and Unusual that is brought into play (either through background or at-game roleplay) to specifically benefit a player character (PC), be it as a Mentor or Elder Boon Merit or other mechanics for giving benefits or other items of experience expenditure to player characters (PCs), must be properly registered through the Rare and Unusual Registration. If it has not been properly registered, the benefiting player character (PC) immediately loses anything gained from the character in Rare and Unusual violation.
    1. Storytellers that fail to comply with Character Regulations Bylaws may be subject to Council Proposal for disciplinary actions as described in Section 6 of the Administrative Bylaws.
      1. Players who have lied or otherwise deliberately obstructed the truth or cheated for the purposes of circumventing and thus violating the Rare and Unusual Bylaws for gains for their player characters (PC) may be subject to Council Proposal for the administrative death of said player character (PC) in addition to any disciplinary actions in Section 6 of the Administrative Bylaws.
    1. Rare and Unusual characters which are specifically found in violation of R&U compliance are not viable for play until their home chronicle has resolved said character's conflict to a satisfactory state of R&U compliance and registration.
  1. Grandfathering
    1. Any character that changes Classification due to the Classification being changed shall be considered grand fathered to the new Classification, and shall not require any further action by Council to approve them.
      1. This only applies to characters that change category due to Coordinator or Council action, and not to new characters or characters that undergo changes to their sheet.
      2. There shall be a 30-day grace period to submit information to the archivist for any character that changes classification due to the classification being changed unless otherwise stipulated in a classification change vote.
    1. New blood magic packets which change the rarities of blood magic will not require existing characters that legitimately possessed that blood magic prior to the packet's adoption to seek further action to continue to possess that blood magic. Those characters shall be considered grandfathered to this new rarity classification, unless otherwise stipulated in Council-approval of the new packet or the proposal for said packet.
      1. This only applies to characters that change blood magic rarity category due to Coordinator or Council action, and not to new characters or characters that undergo changes to their sheet.
      2. There shall be a 30-day grace period to submit information to the archivist and appropriate genre Coordinator for any character that changes classification due to the classification being changed unless otherwise stipulated in a classification change vote.
Type: 
Bylaws
Public: 
Publicly Accessible
Last Updated: 
Thursday, April 3, 2014

Packet File (Public)