Shadows over the South

Full Version: Banned and Limited Character Types
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It There are four types of limits we use in this game: Semi-Limited, Limited, Temporarily Closed, and Banned.
  • Semi-Limited: These types of characters are allowed, but will come with a caveat of some kind. More than likely, these types of characters, due to ongoing plot reasons, will have special rules attached to them, or will come with certain expectations we have for how they will fit into the game's plot. No, we won't railroad you into playing them a certain way, but we also don't want you playing blind, and ending up with a nasty surprise later on because you weren't aware of something going on in the game's metaplot, for example.
  • Limited: These types of characters will require a talk with storytellers. For whatever reason, these types of characters are either considered kill-on-sight to a majority of players, their faction is seen as an enemy, or they just plain won't fit into the game's setting as of yet. If you truly have your heart set on playing a character like this, we can possibly work something out, but don't get your hopes up, and if we do end up saying yes, be advised that you are effectively playing on hard mode. No player may take one of these as their first character. They may only request to play one of these as their second character onward, after they have been active for at least one month with their first character and proving that they are capable of roleplaying on hard mode.
  • Temporarily Closed: We are not accepting sheets for these types of characters at this time. We will probably reopen them later. More often than not, there's just too many of these types of characters in the game, and for the sake of game balance and diversity, they're on hold. Far less commonly, it's for plot reasons. Please don't ask us when they'll be reopened; we promise, you'll be the first to know when they are.
  • Banned: We're not accepting these types of characters until further notice, period. Don't even ask, because the answer will be no.
CLOSED SPLATS:  Wraith (Shut Down); Hunter (Overpopulation); Vampire (Overpopulation); Werewolf (Overpopulation); Changeling (Overpopulation);

  • -
  • Lasombra Antitribu: The Sabbat have a very bad reputation in Starke, and for good reason. We have had Lasombra antitribu in the past and Camarilla Lasombra are very much an established thing in WoD, but just be warned that you're going to have to work extra hard to earn the trust of others.
  • Independent Clans (Giovanni, Ravnos): Starke and Jacksonville are Camarilla territory. Even the Anarchs have a near-nonexistent presence. If you're going to play one of these, be ready to at least pay lipservice to the local Camarilla hierarchy, and do not be surprised if you're met with suspicion and mistrust.
  • Anarchs: Make sure you know exactly what you’re doing and what you’re getting yourself into if you want to play them. While not even close to having the kind of reputation that the Sabbat have, the Camarilla will not respond well to Anarchs trying to set up shop in their territory and potentially ruining what has otherwise been a good thing going for them. If you want to play an Anarch, know that you'll quickly make enemies of the Camarilla, the rest of the supernaturals of Starke will all but certainly refuse to get involved, and since the Anarchs will be starting from scratch, the deck will be stacked against them at the beginning. But hey, what else is new for them?
  • Tal'Mahe'Ra/Inconnu: We don't really have them too deeply involved in our plot, but the STs are open to ideas.
  • Gargoyle: You'll have to show a solid understanding of the lore surrounding Gargoyles.
  • Salubri: Warrior Caste only, due to the Healer Caste being so rare. Do not let the Tremere find out what you really are. Not even the Prince will be able to protect you if they do.
  • Followers of Set (Antitribu): Really sell us on this. Followers of Set in general are severely mistrusted, and the Amenti consider them kill-on-sight. Failure to be able to convince them that you aren't actually following Set will result in a rather messy early retirement.
  • Tzimisce: Antitribu only. Tzimisce outside of the Sabbat are extremely rare, and most of them are Old Clan. Tzimisce in the Camarilla are virtually nonexistent, and what few that do join them rarely actually stay with them. If you're going to play one of these, be prepared to have to write a real Shakespearian masterpiece of a concept for us to try to sell us on it.
  • Ghouls: Ghouls are blood junkies who will do anything for their next fix, a fact that their domitors routinely exploit to turn them into vitae-addled slaves. This requires a very particular style of playing and being a glutton for punishment. We would prefer to see if you can handle other types of characters first before trying to play one of these. Note that this refers explicitly to characters who are ghouls and nothing else. Other supernatural types that can be ghouled (i.e. with the Ghoul merit) should be done in-game and NOT at character creation, but beware: For pretty much every other splat, becoming a ghoul is a good way to become an utter pariah in your community at best, and at worst, can get you killed.
  • Other Rare Bloodlines (including Laibon): Will be discussed on a case-by-case basis. We know a good plot hook when we hear one, so if you think you have a good idea, pitch it to us. 
  • Assamites: Starke and Jacksonville are Camarilla territory. Even the Anarchs have a near-nonexistent presence. If you're going to play one of these, be ready to at least pay lipservice to the local Camarilla hierarchy, and do not be surprised if you're met with suspicion and mistrust.
Temporarily Closed:
  • N/A
  • Cappodocians: They're extinct. They no longer exist. End of discussion.
  • Healer Salubri: There are only seven of these in the world, and you aren't one of them.
  • Kuei-Jin: Their mechanics are an outdated mess, and they're considered kill-on-sight for the Wu'Tian. No amount of cross-splat will change that, so to avoid a PVP mess and have to deal with their crazy mechanics, they're banned.
  • Sabbat: The Sabbat, for in-game plot reasons, have an absolutely atrocious reputation in this game, and would be considered kill-on-sight to pretty much everyone else.
  • Followers of Set: Main Clan are banned as the Amenti consider them kill-on-sight, and no Prince is going to stick their neck out for a Serpent of all things. There are simply too many Amenti in the game right now to allow Followers of Set and expect it to turn into anything other than a PVP bloodbath.
  • Baali: Yes, we know, there are literal demons in this game. The Fallen have been around long enough for other supernaturals to know that they are entirely different entities than other 'types' of demons. Low-Torment Fallen aren't stupid and know exactly what 'typical' Infernalists are like, and the Infernal Court has little patience for a potential liability, of which the Baali are definitely one, given that the Infernal Court shares Jacksonville with the Camarilla.
  • True Brujah: No Temporis. No. Nada. Zero. We're not going there. And before you ask, no, you can't use the Time Sphere as a Mage to do the same thing.

The local Sept is Uktena. Uktena Garou are highly encouraged.

  • Metis: Also called Mules derisively, playing a metis WILL subject your character to IC abuse by some NPCs should they step out of line and is not for the faint of heart. It is not so bad that Metis are unplayable, just know that Metis are not treated fairly in the Nation as a whole. Yes the Sept leaders are fairer than, say, a Fianna sept would be, but what is "fairer" when it's really just degrees of unfairness? By playing a metis you understand that this is Garou on Hard Mode. In Character you might get unfairly punished or punished more harshly. If you play a metis and find that it is not your cup of tea, let the STs know.
  • Glasswalkers: Glasswalkers are a city tribe. They prefer giant cities like NYC or LA. There is very very little reason for a GW to be in Starke, Florida... Which is kinda in the middle of nowhere. Give us a very very good reason why your GW would ever come to a wild as heck swamp with very little technological stuff.
  • Hakken: Same deal. Why are they in Starke, Florida, when they're almost never seen outside of Japan? Give us a legitimate reason, one that shows us that you know your lore, and we'll consider it.
  • Stargazers: The Tribe has left the Garou Nation to join the Beast Courts in Asia. However, if you can understand that situation and play to it in addition to an excellent backstory, you might be allowed to play one.
  • Wendigo: Their inherent animosity to a large majority of the population of the area makes this a tough sell. They're not as bad as the red talons so this tribe is only limited for now.
  • Ratkin: The Army of the Wyld. Why they are here? Because they, in more than a few cases, are extremists and don't fear utilizing their so called "asymmetric warfare", better known as terrorism.
  • Khan Bastet: The Khan are near extinct and are not easy to play. Prove to us that you understand the lore, give us a very good reason why a Khan should even be in Starke, Florida and we may consider it.
  • Lost Kinfolk: This is a royal headache for STs. We'd like to see proof you know your lore before allowing a Lost Kinfolk concept in play.
Temporarily Closed:
  • Lupus Anything: The Lupus Breed is dying, we're capped out on Lupus right now
  • Fera in General: Too many of them, they're starting to outnumber the Garou PCs. Closed until the populations even out a bit.
  • Ahroun, Theurge, Ragabash: We have too many Ahroun, Theurge and Ragabash PCs. 
  • "Special" Kinfolk: While Kinfolk are of course allowed to be played in this game, what we mean by 'special' Kinfolk are Kinfolk who also know Hedge Magick, have Gnosis or True Faith or Numina, etc. Such Kinfolk are exceptionally rare in the World of Darkness, and the in-game Sept already has several of them. Any more, and the Garou Nation - or worse, the Black Spiral Dancers  or Pentex - will start to take notice. As such, we've decided not to ban them outright, but add them to 'Limited.' If you want to make another one of these, you really need to wow us with the concept and not just want to play one for the 'kewl powerz.' Temporarily closed pending discussion amongst the STs, due to these characters proving to be a logistical hassle necessitating extra work and coordination between other STs and the Werewolf STs.
  • Glasswalkers: We have decided to close Glasswalkers due to increased tensions from a plot happening.

  • Balam, Celican and Simba Bastet: They're either already considered defunct or just too violently xenophobic to fit into the game. 
  • Black Spiral Dancers/Skindancers: They're kill-on-sight for the entire game, no exceptions.
  • Nagah: They operate in packs of 2 or 3, without exception. If they're here in Starke, it's because they're here on a mission, and that means we'd necessarily have to make brand new NPCs, and that's just a logistical nightmare that we don't want to deal with.
  • Ananasi: ST fiat.
  • Cub: St Fiat, as well, players likely wont be able to go on mission or even see other supernaturals and players, thus limiting rp potential.
  • Red Talons: Their hostility to all non-Garou - including mundane humans - makes them ill-suited to this setting.
  • Rokea: Rokea are aggressive and violently xenophobic against anything to do with the Unsea.  
  • Anything from Rage Across the Heavens is banned.
  • Hengeyokai: With the current pcs in play, adding this system is a lot of logistical hassle we just don't want to deal with right now
  • Ajaba: Seeing one outside of Africa is already like seeing a leprechaun riding a unicorn while drinking from the Holy Grail. Seeing one in Starke, Florida just breaks all willing suspension of disbelief.
  • Fomori: Banned for the same reason Black Spiral Dancers are banned.
  • Kami: These days, Kami are extremely rare, and the few Kami that do exist are pretty much all animals rather than humans, anyway.
  • Drones: Your purpose as a Drone tends to be very focused. Example of that being Shifter-based Drones are nearly always forever locked in Crinos or Hisbo type form as a Combat Drone. No chance of "individual" actions, everything is in service of the One Song. These make great NPCs, but terrible player characters.
  • Wyrm Changing Breeds: No need to even ask about it. They are inherently Wyrm-Tainted and are usually KOS for Garou and other Changing Breeds making them ill-suited for this game.
  • Kitsune: Due to actions of past Kitsune, they are no longer welcome to the area.
  • White Howlers, Bunyips, Croatans and any other "Destroyed" or "Lost" tribes: We are not bringing them back. They are gone for good.
  • Siberakh: They have no reason to be in Florida and have no reason to be involved in anything to do with the Garou Nation. 

  • N/A.
  • Technocrats: Further to the success of allowing a few Void Engineer PCs in the game, a project is currently on going to try and have playable Technocrats of all factions. Players who will take part in this 'experiment' were already contacted by the Mage ST. If you haven't been contacted by the Mage ST about this project, please do not submit or request a Technocrat characted concept.
  • Widderslainte: They have the potential of becoming Nephandi but can still choose a different path. KOS to the Technocrats but most Mystic Mage will still hear them out first.
Temporarily Closed:
  • Technocrats: See above.
  • Widderslainte: Spot already taken by a PC.
  • Marauders: Way too difficult to work into the game with our current mechanics.
  • Nephandi: Almost nothing in the entire World of Darkness is more kill-on-sight than they are.

Please note that the Changeling Core C20 is only thing to be used for a First Changeling character NOT the Player's Guide.

  • N/A.
  • Nunnehi: Their mechanics and lore differ heavily from their European equivalents, so please show us that you know these and are capable of playing them correctly.
  • Menehune: Extremely rare in this part of the world, and they tend to shun technology and civilization in general, so please show us that you know your lore and your history, and can provide a reason for why they would be here.
  • Hsien: See above. They're almost never seen outside of the Middle Kingdom, so again, show us that you know your lore and your history, and can provide a valid reason as to why they're in Starke, Florida of all places.
Temporarily Closed:
  • N/A.
  • Inanimae: Way too difficult to properly integrate into the game, given that they almost never interact with anybody but themselves, and what little interactions they do have with others are rarely the good kind.
  • Thallain: Would be an utter nightmare for the STs, and you probably wouldn't have very many opportunities to interact with other characters anyway, at least not in any way that doesn't end in immediate violence.
  • Dauntain: See above.

  • N/A.
  • Cabiri: Their mechanics are notoriously difficult even by WoD standards. We won't try to stop you if you want to play one, but speak with the Mummy STs first so that you know what to expect.
Temporarily Closed:
  • Sefekhi: Overpopulated compared to other Amenti dynasties. They have 3 as of this writing while some still have none.
  • Shuankh-sen: Beholden to nobody and nothing except themselves, which has earned them a fairly bad reputation amongst the Reborn. Allowing them would be a nightmare for the STs, given how many Reborn would want their head on a plate, and not without reason.

  • Raveners: They're allowed, but be forewarned that the current makeup of the Infernal Court will not hold much sympathy for you or your goals, and if you go around telling other types of supernaturals that you want to destroy all of creation, well... good luck?
  • Earthbound: I'm very tempted to just ban them outright. Aside from their mechanics being very difficult to integrate with the game, the Earthbound are inherently monstrous and unspeakably evil, but I guess if a player can come up with a very, very good justification for how it could work, I'm willing to hear them out. After all, it is technically possible for a player character to become one in certain circumstances.
Temporarily Closed:
  • N/A.
  • Angels (Heavenly Host): No. Just, no. Really, this should go without saying, but I know someone will ask if I don't put it here.

  • NA

  • Wayward: - Massive amounts of Justification needed, and Time as a player to observer the play style before it will even be considered. - This one is so limited assume its banned unless I ask / offer. 

  • Bystander - There are many other rolls in hunter and the other splats this is effectively just an aware person and is a primarily social character *note  you are limited to the amount of characters you can have and how long it take to gain your second character on the server before you ask Make very very sure this is what you want. 
Temporarily Closed:
  • N/A.
  • Demon Hunter X: A previous ST allowed them into the game, but any further character from this splat will require a serious talk with the Hunter ST, so that the player can demonstrate knowledge both of the lore and what will be expected of them. ( There is one that has been grandfathered in at this time but will not be open past that)


  • N/A.
  • Risen: Risen require a whole different style of play than normal Wraiths. Show us that you know the mechanics and accept the challenges involved.
Temporarily Closed:
  • Orpheus: Orpheus play entirely differently than 'normal' Wraiths they are not banned from the game but currently with ST restraints they are not open.
  • Spectres: Banned because their inherent hostility to... well... everything makes them ill-suited to a game like this.