GUIDE: Playing Vampire Politics

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GUIDE: Playing Vampire Politics

...Also Known As EN's Vampire Survival Guide 101


So you want to play the vampire politics game? While this isn’t for all players, some concepts require stepping into the game more than others. This guide is an out-of-character reference for players who want to know how to go about doing things in a currently courtless city. Playing politics isn’t the only way to gain status and territory, but the goal is to help explain what is expected of you the player to advance toward your own in-character, and sometimes out-of-character, goals.

Thinking out of the box is always welcome and appreciated so if you have any questions or want some assistance from your ST team please don’t hesitate to reach out. We are here to help you progress your stories.

The Masquerade

Chapter 2 “All Night’s Society” in VtR 2e is a good reference to read in general about vampire society, power structure, and more. In relation to the Seattle game here on EN, Seattle is a place where there is no longer an infrastructure to enforce The Traditions. However, enforcing The Traditions transcends what’s required of Kindred just being in a princedom. Instead, this is an expectation for all kindred regardless if there is a Prince watching. This means that Masquerade or Tradition violations can and should be looked down upon if you’re not secretive about it. You may lose status, or gain status, based on what you do in regard to the masquerade as well.

No one wants to end up being hunted by hunters. You don’t need a prince to have other vampires deem you as a threat.

The Traditions

The Three Traditions are reproduced below:

For a more detailed explanation please refer to VtR 2e pages 59-62.

Player versus Player (PvP)

While our team is structuring the plot to be more Player versus Environment (PvE) focused, Vampire is, in many ways, a game where politics and conflict happen between players more so than some other gamelines. Our team sees Player versus Player (PvP) as any action that puts two players in conflict with each other in any way. This could Social Maneuvering, blood bonding, attempts at causing vitae addiction, combat, lying, discipline powers, or any other merit, action, or power that is being used on another player. 


While our venue does not focus on it, we allow PvP and don’t prevent it from happening.There are some important parameters though where we believe that it is important that with as much non-consensual powers in play that these In Character (IC) actions do not result in animosity or hostility between players Out of Character (OOC). It’s also in the interest of fairness for players losing control over their characters, something the vampire book comments on frequently as important, that mechanics are used and enforced fairly. Text based roleplaying games, and the books, are not always worded clearly and thus we require the following of our players.


When a PvP action is initiated in a room, players must:

  • State the intent OOCly in the roleplay room. 
    • Example) Susie makes eye contact and commands Bobby, “Kiss my shoes.”. (Intending to use Dominate)
  • The player can either consent to the interaction and participate, or they can call for a ST if the player believes there is a mechanic issue or would feel more comfortable with a ST overseeing the situation. 
    • Example 1
      Bobby: Bobby looks away immediately and doesn’t make eye contact, knowing better since he’s the ghoul of a venture. (Bobby wouldn’t meet eye contact)
      Susie: ((We could roll initiative to see who’s faster if you’d like. Would that work, or would you prefer a ST present?))
      Bobby: ((Let’s roll initiative, that makes sense.))
    • Example 2
      Bobby: Bobby meets Susie’s eyes intensely, not realizing he’s about to be dominated. ((That works for me, do I get a roll to contest?))
    • Example 3
      Bobby: ((You know, I think we should pause and see if an ST is available to observe.))
      Susie: ((No problem!))


It’s important for everyone involved to remember that while the powers IC don’t allow for the character to voluntarily opt out, that doesn’t mean we need to make it a “feels bad” moment for the player. Ultimately, rivalry  and conflict can be fun as well as drive interpersonal stories beyond the main plot we have prepared for you. Just remember that the game is about having fun and for everyone involved; as the book states “…consent on the player side is very important if everyone is to have fun.” [VtR 2e page 298]

Raising Status

Status as a merit is defined in VtR 2e pages 123-124. It provides a number of advantages as well as requires upkeep. Make sure to read this section when considering what group you’re looking to raise status in.

Rules-As-Written: Kindred Status

This section is a massive block quote from Vampire The Requiem 2e page 113. It explains the basics of Kindred Status and how they function with the mechanics of the game. Emphasis and color have been added by the team to draw attention to important parts. 

Within Kindred society, there exist three types of Status: City, Clan, and Covenant. Each function as the Status Merit on p. 123, within its purview. City Status allows its advantages within the scope of the assigned city. Clan Status only functions within its designated clan, and Covenant Status similarly within the chosen covenant.

City Status reflects a vampire’s sway in the city, whether official or unofficial. There’s no specific dot rating tied to a given position. For instance, a Prince may have three dots of City Status, if the city doesn’t respect his authority as much as the Sheriff with five dots.

Clan Status reflects notoriety and recognition within the clan. Typically, a character with high Clan Status is iconic within the clan. A character with five dots of Ventrue Status is whom most Kindred think of when they speak of the clan Ventrue. Kindred recognize a low-Status character as a frequent collaborator within clan circles. A character may not gain Status in a clan to which she does not belong. 

Covenant Status is generally tied to positions and direct authority within the covenant structure. A character with five dots of Covenant Status is a regional leader within the covenant, and a character with one dot has minor responsibilities to their organization of choice. Additionally, each covenant has available Merits that scale depending on Covenant Status dots. A character could theoretically gain Status within multiple covenants. Most of the covenants will allow members to dabble in other organizations, so long as they don’t share secrets. The Ordo Dracul, for example, will not stop a member from attending Sanctified mass. But the moment she shares her knowledge of the Coils, she’ll find her Requiem cut abruptly short. Her combined dots in one type of Status (City, Clan, or Covenant) cannot exceed five, and she may never have as many dots in her affiliated group as she does to the group to which she belongs.

City Status

As mentioned in Kindred Status (VtR 2e page 113), City Status reflects your sway or influence/power within a city. It’s about how much you’re respected more than any title or position. This means, with the status of Seattle’s court, it is rough to try and gain city status. It will take effort to build influence in the city, though there is less resistance to new kindred doing so with no current court structure at the start of the game. Vampire Politics is one way to gain influence, but also deeds and your reputation can help as well.

You do not need to be a social character in order to gain respect and influence in a city, but it does help to have some social NPCs or PCs on your side to help spread the word. For instance, the terrifying 300-year-old Gangrel who’ll rip your throat out if he doesn’t like how you look at him may not be a social character, but he certainly has a certain measure of respect and influence for his age as well as any deeds he’s done in the city.

In Seattle, City Status will be slower than typical to gain through play alone, and effort by the player should be expected. Each dot will require more work than the previous dot and your storyteller team might reward you in your giftbox with status (city) as well as plot and scene accomplishments.

Clan Status

Clan Status reflects notoriety and recognition within the clan. A name that carries weight or recognition. Typically, a character with high Clan Status is iconic within the clan. This means how much you’re known within your Clan and can be position or negative. Clan status is the hardest of the status’ to earn but it transcends city limits as well as covenant limits. It also has narrow use when making rolls and is largely a roleplay factor if you’re not a type of social character or status-focused character.

Covenant Status

As mentioned in Kindred Status (VtR 2e page 113), Covenant status is the most fluid and easy to gain. This is especially true of Seattle since most of the NPCs you’ll encounter are Covenant-based NPCs at the start of the game. Covenants span across cities and some ideals are shared while others have fractioned into factions. Doing boons/favors for your covenant NPCs/Supporting Cast as well as simply performing well as a covenant member in resolving plot is a great way to earn respect within your covenant.

You may have dots of status in multiple covenants. However, keep in mind, you can only have a total of 5 dots in any combination of covenants. So if you have Covenant Status 5, you cannot have status in any other ones. Conversely, being a dual member of covenants also means you cannot raise past a certain point. Most covenants are amiable to sharing their members, but sharing secrets between them can be met with hostility and status loss.

Gaining Titles

As mentioned in Kindred Status (VtR 2e page 113) Covenant Status is tied to titles and positions, but City Status is not tied to titles and positions in the 2nd edition. So gaining a title in the City at Status 1 is as accessible as Status 5. It depends 100% on your actions and communication. 

What can you do to gain a Title/Position?

Here are some ideas of what you can do to be proactive in gaining positions/titles in our game.

  • Communicate the goal with your Storyteller Team.
  • Social Maneuvering other NPCs to support your position.
  • Demonstrate your ability to have that position to your superiors.
  • Gain notice from important NPCs and PCs.
  • Claim the title, gain the status later, and see who opposes you. 
    • Warning: This could be dangerous or futile!

Remember that IC Actions have IC Consequences, and IC consequences can be good or bad. At the end of the day, we want to help you and your character reach all your character goals. Don’t be afraid to pitch a title/position to the team… we will help guide you on how to get there.

Why do Titles/Positions Matter?

Earning a title is a way to help solidify your social gains. Titles are a reward that comes with privileges and responsibilities. 

Once you earn a position or a title it can be difficult for your enemies to remove.Your popularity, your Status, might ebb and flow but your title can stand resolute against such vagaries of the Dance. Status and sway change more fluidly but your experience and knowledge performing a title assist in ensuring your position in a group isn’t as easy to change.

City Positions/Titles

Seattle’s Court has vanished and one of the early game goals for the players is to rebuild the structure. You’re in the perfect position to claim a position because none of them will be occupied by an NPC at the start of the game. Don’t be shy if that’s what you want. Go for it. Gain players and NPCs support and claim the titles you want. Please note that if you claim a city title and then vanish, your ST team will not defend your title for you. Other people can depose you and your character idle de-sanctioning could mean you lose all progress towards a prominent position. Please communicate with your ST team if you need to be away from the game for an extended period of time and you have a title/position of note.  Example Positions/Titles These are some traditional positions/titles. Please keep in mind that 2nd edition gives a lot more freedom to create more/new titles than 1st edition so these are just examples. You are free to reference 1st edition titles if you’re looking for more examples. Don’t feel bound to only use these though and you are free to create new titles too.
  • Prince – The kindred in charge at the top of vampire politics and in control of the large Domain, usually a city.
  • Seneschal – the right hand to the Prince. Responsibilities include asset management, scheduling, screening inquiries to the Prince, management of favor among and given to the elders, and other governmental tasks within the Domain.
  • Primogen – The representative of a covenant or clan on a council for the prince.
  • Sheriff – The official city law & masquerade enforcers of the city. 
  • Deputy – Assistants to the Sheriff of the City.
  • Hound – The hitmen/enforcers of the prince.
  • Keeper of Elysium – Someone who runs and owns an Elysium recognized in the city.
  • Harpy – an official and unofficial position. Harpies are the opinion leaders and the trend-setters to whom other Kindred look when it comes to matters of taste, style, philosophy, or politics. They are the social/information/blackmail powerhouses of a domain. 

Clan Positions/Titles

In the second edition, the only clan position that seems to have survived is the Primogen (Clan) if it exists in a domain. This means that any titles/positions that you can earn in a clan will be created through roleplay. How the players bring their clans together to be organized will help determine how many titles/positions will be available.

Covenant Positions/Titles

Covenant Status is tied to a position or title as mentioned in VtR 2e page 113. However, in second edition these positions/titles are not flushed out. This is a good thing for the Storytellers and the players as it allows us to be flexible in creating our own positions and customizing what a position looks like and what it’s functions could be. Your creativity is the limit for this, especially since the entire court of Seattle will depend on what the players as to what it looks like. Your covenant will be what you make of it in this city, but keep in mind that Covenants stretch across city limits as well.

Example Titles

These are some traditional positions/titles. Please keep in mind that 2nd edition gives a lot more freedom to create more/new titles than 1st edition so these are just examples. You are free to reference 1st edition titles if you’re looking for more examples. 

Carthian Movement

These examples come from VtR: Carthians (1e book) and the VtR 2e core.

  • Magistrate: The Magistrate acts as the arbiter of Carthian Law, codifying it and settling disputes over its application.
  • Myrmidon: The Myrmidon acts as an impartial figure of authority to settle disputes about ideology.
  • Sheriff: Unlike other Sheriffs, Carthian Sheriffs enforce Carthian Law within the domain, not only the edicts of the Prince. This is a City Title that can be reflected as a Covenant Title if Carthians are in power.
  • Bailiffs: Bailiffs act as the strong hand of Carthian officials, restraining vampires that have offended Carthian Law and keeping the peace during tribunals.
  • Clerk: Clerks work in the administration of Carthian offices, keeping the bureaucracy going.
Circle of the Crone

Here is a handy resource for 1e Circle of Crone Positions. These examples come from VtR: Circle of the Crone (1e book) and the VtR 2e pages 49-52.

  • Hierophant: Hierophants act as high priests of their cults and find a spiritual balance between them, when two cults begin to clash.
  • Chorus: The “Chorus” is an umbrella term for novices who seek introduction into the Circle and have yet to be tested in its ways.

Here is a handy resource for 1e Invictus Positions. Otherwise, some of the examples from Invictus VtR 2e are:

  • Notary (VtR 2e 116, Requires Merit Purchase, Status: Invictus 2+) – A professional witness to declarations and recitations of Oaths. May be called on to authenticate the content and context of any vow/ oath they were borne witness to.
  • Knight (VtR 2e 191, Requires Oath Purchase, Status 2+) – An Oathsworn soldier with membership in an Order of Knighthood (Sir or Dame Knight)
  • Moderator (VtR 2e 187, Requires Merit Purchase, Status, Status: Invictus 2+) – Your character moderates part of an Internet communications network for the First Estate. This carries with it access, privileges, and worldwide connections.
  • Councilor – A member of the Inner Circle of a City.
  • Advisor – Primogen’s Covenant Title.
Lancea et Sanctum

These examples come from 1st edition mostly, but the LS tends to use titles that are familiar ones of the church. They are more flexible than the mortal equivalent titles and sometimes, the titles are counter-intuitive to what they actually do. 

  • Archbishop – The Archbishop is the leader of the covenant in a city and is often prince.
  • Bishop – When there is no Archbishop, the Bishop leads the covenant in a domain. While most cities only have one Bishop, larger ones can have as many as five (these cities tend to have an Archbishop).
  • Cardinal – a rare position when Bishop and Archbishops are combined into one person.
  • Inquisitor – keep the Sanctified (and sometimes other covenants) free of heresy and traitors. More common in cities held by the LS.
Ordo Dracul

This is a handy reference for Ordo Dracul Positions from 1st edition. There are a few positions called out specifically in 2e:

  • Voivode (SOTC 65-69 , Requires City title of Prince) – An Ordo Dracul Prince.
  • Kogaion (VtR 2e 46, Status: Ordo Dracul 5) – Local Keeper of Ordo Dracul activities and Wyrm Nests. They are supported by Commanders.
  • Commanders (Status: Ordo Dracul 4) – Dragons who have reached a status of at least 4 and who act as arbiters for Juris Draconis, the jurisdiction within the Ordo. Many of them a part of the Sworn and are thus bound to their specific oaths.
  • Nest Guardian (SOTC 197, Requires Merit Purchase, Status: Ordo Dracul 1+) – Your character has been entrusted with defense of a Wyrm’s Nest.
  • Twilight Judge (SOTC 198, Requires Merit Purchase, Status: Ordo Dracul 4) – Your character is a Twilight Judge of the Ordo Dracul, a respected position trusted with rendering final judgments in internal debates. Multiple Twilight Judges can exist within a given domain; however, when one rules, the ruling is considered final.
  • The Sworn (VtR 2e 114, Requires Merit Purchase, Status: Ordo Dracul 1+) – Your character is not only a member of the Ordo Dracul, she’s sworn to serve one of its branches.
  • The Impaled (SOTC 197,  Requires Merit Purchase, Sworn) – The Impaled are a warrior subsect of the Ordo Dracul that prioritizes pushing the Kindred bodies to extremes in order to become something greater. As their name suggests, this often takes the form of impaling oneself.
  • Slaves (Status: Ordo Dracul  0 to 1) – Members of the Ordo Dracul without mentors and not yet Sworn.

Boons & Favors

They come in many forms but for most Kindred when they’re talking about favors they mean Prestation which is formalized favor trading. Favors traded this way are usually named Boons just to make things clear. The nature and history of Prestation is a complicated one but forming a Boon is as simple as asking for a favor for someone and agreeing to owe them a Boon. A smart Kindred makes sure that their Boon is made formal by making sure enough people know that you are owed such a Boon, which is many domains the task is given to a or multiple Harpies.

Boon Types

Boons have, over the years, come in a few recognized varieties as follows;

  • Trivial; The bread and butter of favor trading that makes the undead world go round. It represents the smallest of favors such as providing an introduction to another Kindred, useful advice or warning of danger, help covering a social faux-pas or maybe even a few bucks to get you home.
  • Minor; These are the first category that one might consider a real favor. They typically involve some inconvenience and a night or more of effort. The important thing is they rarely involve outright danger
  • Major; These aren’t traded as often as Trivial or Minor Boons but they do come up often enough. These usually come with significant social capital costs, time investments and maybe some danger if things go badly. This sort of favor might result in requiring you to give insight into some forbidden knowledge, reveal a terribly embarrassing or dangerous secret, teaching a forbidden rite or protecting an enemy
  • Blood; These aren’t used in all domains and instead use Major Boons. Typically these represent something similar but there is an expectation blood will be shed in order to repay it.
  • Life; The rarest boon that should only be given in rare circumstances when a vampire saves the life of another vampire when not required to do so due to social circumstances. Owing a life boon can be a tragic situation. To many vampires, owing a life boon is the equivalent of being an unreleased childer. To owe a life boon is to surrender all of your own will to whom you owe the boon to until you have saved the life of the one that owns your life boon. 

Boons are relative. Someone might ask for a Trivial Boon while another might ask for a Minor or Major Boon for the same thing. For example, a Nosferatu might be desperate for a few bucks to rent a hotel room and offer a Minor Boon while a Ventrue might require thousands of dollars for the same favor. Determining what sort of Boon to offer and ask for is an art that some Kindred make their Requiem.

There is a benefit to owing Boons, however. It does no good if you die before people can cash out your debt. Not only that, Boons can accumulate a sort of interest. A vampire that owed a Boon as a fledgling but is now an Elder is much more valuable. However, owing too many and some might decide it’s not worth their time to gain more from you. The flipside can happen as well. If you are owed Boons by many it might become more favorable if you were to disappear before you can call those in.

The Vampire-specific Social Maneuvering Rules can be found in VtR 2e on pages 173 to 175. These rules also include notes about boons and leveraging for kindred, so there is that additional advantage that boons can be used to assist in these actions.

One last thing that happens in many Domains, especially more established ones, is favor trading. It’s possible for a vampire to give an owed debt to ‘sell’ it to another Kindred so long as all parties are made aware. This has led to some very unpleasant situations so do be careful who you make your enemy.

Claiming Territory

At the start of the game, the current Vampire venue will have no claimed territory for the venue. There will be, formerly claimed territory, that the players can explore and reclaim or decide to leave unmanaged and unexplored. 

To claim territory there are no requirements except your ability and confidence to manage and defend that territory. Please refer to the Eternal Noire 3.0 Map when deciding on a territory to claim.

When claiming territory, please keep the following in mind:

  • You’re not omnipresent and all-knowing of what happens in the territory.
  • Without supernatural assistance, usually you will not be able to tell if someone who’s entered your territory is another supernatural. Please ensure you’re not metagaming, as it is against site policy and could result in PPS. 
  • Use it for a roleplay opportunity, rather than trying to keep other players out. Territory doesn’t inherently mean other players shouldn’t come into it, but rather you’re taking responsibility for managing the Masquerade Enforcement and Herd/Blood management of the area. 
    • A smart vampire would use this opportunity to befriend other supernaturals and make deals/trade boons to enforce territory and gain information. 

Available Mechanics

There are ways to represent your territory claim through mechanics that can help you mechanically through the game. These can be personalized and don’t need to be taken all at once by everyone but this list helps give some ideas on what you can do with a territory.


  • Feeding Grounds (VtR 2e 112)
  • Haven (VtR 2e 112)
  • Herd (VtR 2e 112)
  • Kindred Status (VtR 2e 113)
  • Lex Terrae (VtR 2e 116)
  • Safe Place (CoD 54)
  • Sanctuary (SotC 193)

This is not a complete list and there may be more options available and added here.


We will be using the Starting Vitae rules on page 95 of Vampire the Requiem 2nd edition to minimize how much tracking is required, and certain merits add to these feeding roles.

Please read the VtR House Rules page for more information.

Blood Bonding & Vitae Addiction

There are a lot of reasons for a blood bond to occur ICly, and they may happen between NPCs, between NPCs and PCs as well as between PCs.


Blood Bonds

Before we dive into how the blood bond works and why it exists, we should clear up some very clear definitions of what the Blood Bond is in 2nd edition.


What is a Blood Bond?

“While addictive, Vitae carries a far more sinister effect for those who drink it: the blood bond. A blood bond, also called a Vinculum, is a strand of powerful, one-sided emotion borne of Vitae. Someone subject to a blood bond finds himself drawn to, wanting, needing, devoted to, and even loving the one from whom he’s fed.” [VtR 2e 99]


Who do Blood Bonds effect?

Essentially everyone. While elders are immune from vitae addiction after a certain blood potency, they are not immune to blood bonds. All kindred (even elders), who get a resistance, and mortals, who do not get a resistance roll. [VtR 2e 99-100, Paraphrased]

What are Blood Bond mechanics?

  • Any time a character imbibes a point or more of Vitae, it creates or reinforces a blood bond. The bond comes in three stages, usually at the first, second, and third drinks. [VtR 2e 99-100]
  • To resist Kindred characters must spend a point of willpower to resist a blood bond attempt, and roll Blood Potency – Number of Vitae points ingested, and the willpower spent does not add any bonus to this roll. If successful, the Kindred resists the blood bond, but suffers Vitae addictions as normal (this is a separate resistance roll). [VtR 2e 100, Paraphrased]
  • “Mortals have no such defense.” [VtR 2e 100]
  • There are three stages of vinculum, only one can be done per night. The three stages are listed on VtR 2e page 100, they come with their own mechanics so please look them over. Once you reach stage 3, all other blood bonds shatter and you only are bonded to the regnant that holds the 3 dotted bond.
  • Per Rules-As-Written, the blood bond, if not renewed, shatters after 1 year. “The blood bond lasts a year from the most recent drink. Full or partial, the bond disintegrates after that time. Outside waiting out the year, methods for diffusing the bond — save for an overwhelming third-stage bond — are unreliable myths at best. The year limit isn’t quite on a calendar…it can vary by a few days or weeks. We simplify to a year for easy gameplay.” [VtR 2e 100]


Does that mean I lose control of my character?

VtR 2e page 298 covers how to roleplay a blood bond as a PC ghoul, and how it should not necessarily take away all of the player’s agency over the character.


Do I need to tell another player I am attempting to blood bond them?

While there is no requirement to tell the character IC, you should be informing the player OOC. If for any reason you don’t want to tell the player, you have to involve a Storyteller. Players who attempt to covertly force another player character into a blood bond must involve a Storyteller or the action will be null and void, and may be subject to retcon, PPS, or even ejection from the venue depending on severity.

Vitae Addiction

Anytime anyone drinks Vitae, whether Kindred or Mortal, there is risk of Vitae Addiction.

“Any time a character drinks Kindred Vitae, he must roll Resolve + Composure, with a –1 die penalty for each point consumed. If he fails, he gains the Persistent Addicted Condition (see p. 301). Any time he’s faced with further opportunities to drink Vitae, he must indulge, succeed in a Resolve + Composure roll, or gain the Deprived Condition. If a character tempts him with Vitae, she may make a Contested roll (usually Manipulation + Persuasion or something similar) against his Resolve + Composure.” [VtR 2e 99]

Social Maneuvering

For a step-by-step reference, please refer to the Eternal Noire Player’s Guide page here.

As a reminder, opening doors is not an action restricted to social dice pools only.This roll need not be Social. Fixing a mark’s car with Intelligence + Crafts could open a Door just as easily as writing her a song or poem with Presence + Expression.” (VtR 2e 175) As such, don’t feel pressured to only use Social Maneuvering with social attributes and skills. It can be anything that makes sense within the story and, as always, chat with your Storyteller Team if you have any questions about what you can use to open doors.

Player-Versus-Player Social Maneuvering

“This is more of a rule’s clarification, rather than a house rule, as it is to clarify what is already in the books and how we will be implementing it on Eternal Noire. We will be using the rules that are located in the core Chronicles of Darkness book (p. 81-84) in regard to any social rolls being made upon fellow players. The suggested rule in Vampire the Requiem 2e (Page 173) is NOT IN USE on EN. These rules are simplified and reiterated here for your convenience, but please make sure to read the entire sections referenced here in this clarification.”

In the Vampire Venue, please always use a Downtime Action for Social Maneuvering attempts. Social maneuvering can be done versus players or versus NPCs. We will be following the same step-by-step guide for both situations but PvP Social Maneuvering may take longer due to the involvement of another player. NPC Impressions are tracked by your Storyteller Team, and improving your impressions with NPCs will take a number of social maneuvering actions and base time per action that vary depending on the starting impression level. Players have control over the impression of their character as reasonable.

Also remember that while we use Social Maneuvering Rules for players, we do not require them to accept results and as rules as written they can opt to take a condition instead. You may be better off in some situations just roleplaying with the other player than trying to force Social Maneuvering. The Vampire-specific Social Maneuvering Rules can be found in VtR 2e on pages 173 to 175. These rules clarify using Humanity and other terms that are specific to the vampire game.

Please refer to Eternal Noire Player’s Guide page on Social Maneuvering.