Classification: Union // Open

Rules

171 records

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Name ▲ Kind Line Source
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
African Necromancy (style)SystemVampireRotB
Akhu (Setite Sorcery school)SystemVampireRotB
All the Right SpheresSystemSharedBoS
Appropriate Resonance and SynergySystemSharedBoS
Arete RollSystemSharedBoS
ArtifactsSystemSharedBoS
Attacking Your OpponentSystemSharedBoS
Attribute CategoriesSystemSharedV20, W20, M20
Avoiding CorruptionSystemWerewolfBotW
Aztec Necromancy (style)SystemVampireRotB
BackdoorsSystemSharedBoS
Background /Experience Cost for Crafted WondersSystemSharedBoS
Background /Experience-Point Costs for Charms and GadgetsSystemSharedBoS
Background TraitsSystemSharedBoS
Backgrounds (Kinfolk)SystemSharedKin
Base Quintessence CostSystemSharedBoS
Benefits of GrimoiresSystemSharedBoS
BlockingSystemSharedBoS
Bonus DiceSystemSharedBoS
BotchingSystemSharedBoS
Building the RelicSystemSharedBoS
Canonical ChangesOptional RuleSharedV20
Character Creation ExtrasSystemSharedKin
CharmsSystemSharedBoS
Cleansing the SignatureSystemSharedBoS
Computers as Instruments of FocusSystemSharedBoS
ConcealmentSystemSharedBoS
Corruption and Free WillSystemWerewolfBotW
Cracking /ReversingSystemSharedBoS
Cryptanalysis and CodesSystemSharedBoS
Destroying Someone Else’s WonderSystemSharedBoS
DevicesSystemSharedBoS
DevotionalSystemSharedBoS
Difficulty: Is it Paradoxical?SystemSharedBoS
Disarming Your OpponentSystemSharedBoS
DotsSystemSharedBoS
Eastern Necromancy (style)SystemVampireRotB
ElementalSystemSharedBoS
Employing a TalismanSystemSharedBoS
Enlightened UpgradesSystemSharedBoS
EquipmentSystemSharedKin
ExperienceSystemSharedBoS
FamiliaritySystemSharedBoS
Far from HomeSystemWerewolfCW
FetishesSystemSharedBoS
FetishesSystemSharedKin
FlavorsSystemSharedBoS
Flavors, Descriptions, and SignaturesSystemSharedBoS
Flaw Traits as FlawsSystemSharedBoS
GadgetsSystemSharedBoS
GadgetsSystemSharedBoS
Game SystemsSystemSharedBoS
Game Traits for Child-MagesSystemSharedBoS
GrimoiresSystemSharedBoS
Group CreationSystemSharedBoS
Hedge MagicSystemVampireHH2
Hedge Magic WaysSystemSharedKin
IdentitySystemSharedBoS
Impression and PersonalitySystemSharedBoS
In Farewell, RevelationSystemWerewolfCW
Incompatible Beliefs?SystemVampireRotB
Indulge Your Desires — This is Your WorldSystemWerewolfBotW
Influence on OthersSystemSharedBoS
IntimidationSystemSharedBoS
InventionsSystemSharedBoS
Locking an EffectSystemMageM20
Locus DodgeSystemSharedBoS
Look, Feel, and ConstraintsSystemSharedBoS
MAKING A BASIC BANESystemWerewolfW20
Materials: The Right StuffSystemSharedBoS
MatricesSystemSharedBoS
Merits and Flaws (Kinfolk)SystemSharedKin
Merits or Backgrounds as FeaturesSystemSharedBoS
Metaphysical EchoesSystemSharedBoS
Metaphysical PracticesSystemSharedBoS
Nahuallotl (Setite Sorcery school)SystemVampireRotB
Necromancy Paths and RitualsSystemVampireV20
Numina (Kinfolk)SystemSharedKin
Opening the Window: The Hacker’s Dice PoolSystemSharedBoS
Other EquipmentSystemSharedKin
Paradox and QuietSystemSharedBoS
Paradox, Resonance, and PeriaptsSystemSharedBoS
PeriaptsSystemSharedBoS
Permanent ParadoxSystemSharedBoS
Point Costs for TrinketsSystemSharedBoS
Points and RequisitionsSystemSharedBoS
PoisonsSystemSharedKin
Pooling BackgroundsOptional RuleSharedV20, W20, M20
Potent ResonanceSystemSharedBoS
Practice Makes PerfectSystemSharedBoS
PrimersSystemSharedBoS
PrincipiaeSystemSharedBoS
Programming, Repair, and System ArchitectureSystemSharedBoS
Psychic NuminaSystemVampireHH2
Psychic Phenomena (Kinfolk)SystemSharedKin
Psychological WarfareSystemSharedBoS
Purification: Keeping Things CleanSystemSharedBoS
Quantum ComputersSystemSharedBoS
RearmingSystemSharedBoS
Recharging PeriaptsSystemSharedBoS
RefuelingSystemSharedBoS
Relics, Cybernetics, Biocrafting, and SoulflowersSystemSharedBoS
Reshaping the SpheresSystemSharedBoS
Roleplaying and DescriptionSystemSharedBoS
Sadhana (Setite Sorcery school)SystemVampireRotB
Secret Features or FlawsSystemSharedBoS
Security Software and SysadminsSystemSharedBoS
Sentient WondersSystemSharedBoS
Similar or Opposed EnergiesSystemSharedBoS
Simple UseSystemSharedBoS
Sloppy FilingSystemSharedBoS
Social EngineeringSystemSharedBoS
Soulgems and SoulflowersSystemSharedBoS
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Classification: Union // Open Ref vampire/rule/system/trials-sabbat-inquisition

Trials (Sabbat Inquisition)

System · Vampire

Vampire

The Inquisition has unprecedented power to accuse, interrogate, and judge cases of heresy and infernalism. An Inquisitor may accuse any member of the Sabbat save the Regent, and may take anyone thus accused into custody. The individual’s priest must be present to witness interrogation, trial, and destruction, and may advocate on their packmate’s behalf. Typically, the Inquisition prefers to perform trials in public, and they are conducted with all the pomp and circumstance the Sabbat can muster.

The Inquisition listens to any accusations brought forth by a member of the Sect, but are known for putting both accused and accuser through similar degrees of torturous interrogation. While Judges perform questioning,

Knights scrutinize the rest of the Sect. The accused can request an ordeal as proof of innocence, or some form of contrition if the charges are purely heretical and do not include infernalism. However, an Inquisitor has no duty to grant such a request.

The illusion of impartial justice is important, but it is rare that an Inquisitor brings a Sect member to trial unless she is certain something will be found. Typically, the highest-ranked Judge Inquisitor judges the trial, while another Inquisitor (Judge or Knight) serves as prosecution against the accused. On particularly prominent or high-profile cases, a panel of three Inquisitors (who are never from the same pack) will jointly hear the case and render unified judgment.

An individual who has been investigated and determined to be free of infernal taint (or heresy) is given a writ of innocence called the ad cautelum. A writ of ad cautelum is an ornate document on flesh-parchment, its words written in blood and ash, which details the specific crimes and the individual’s innocence of them at the time of the writ’s creation. It is sealed with the Inquisitor’s mark and the stamp of her reliquary on blood-red wax. The security of the writ lasts for three months, during which time the individual is expected to be particularly penitent and atone for any other sins he has committed against the faith. Once the ad cautelum has expired, this individual is no longer protected by the Inquisition. He is to be watched, like any other member of the Sect, and may be investigated again if new evidence surfaces.

If found guilty, the accused is tortured and executed. Heretics are killed by gruesome means, while the sentence for infernalism is always death by fire. These punishments are made public, to revitalize the Sect’s fear and encourage other members to avoid similar fates.

Every trial is reviewed by the Regent, regardless of the trial’s outcome. If the conclusions of heresy or infernalism are found to have killed a member of the Sabbat who is innocent of either, the Judge Inquisitor who administered that punishment is destroyed for incompetence.

See also 2

Bestiary

Other Factions

  • Sabbat vampire/faction/sect/the-sabbat
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