There are five categories of limits we use in this game: Semi-Limited, Limited, Invite-Only, Temporarily Closed, and Banned.


CLOSED SPLATS

INVITE-ONLY SPLATS



Changeling

Semi-Limited

  • Not Available

Limited

  • 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.

Invite-Only

Temporarily Closed

  • Arcadian sidhe: Overpopulation.

Banned

  • 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.
  • Dark Kin: ST needs to read through about the Dark-Kin, but some may become limited in future.
  • Seeming - Childling: It has become an issue with the Childling seeming being played as children IC. The CTD ST team has decided to ban the seeming.
  • Wolf Pooka: If you would like to play WtA please join that venue.
  • Kinian: ST decision to not have them as PCs at this time

Demon

Semi-Limited

  • 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 the reaction from the other Council factions will probably be even worse.

Limited

  • Not Available

Invite-Only

  • Not Available

Temporarily Closed

  • Neberu/Fiends: There are currently twice as many Neberu characters as there are in the next most populous house.

Banned

  • Not Available

Special Cases

  • Angels (Loyalist Host) and Earthbound: It is not possible to start the game as either of those. However, a character might turn into either a loyalist angel or an earthbound during play, via reconciliation in the former case (see the house rules for details), or by possessing an object after being forced to abandon one's host in the latter. Taking either of these forms will preclude the character from normal participation in the game.

Hunter

Temporarily Closed for Revisions

Semi-Limited

  • Not Available

Limited

* Hermits This game relies on contact with the supernatural and other social aspects involved in the hunt that you won't find elsewhere. Hermits joining up require at least two dots in tolerance and a very good concept.

Invite-Only

* Not Available

Temporarily Closed

  • Not Available

Banned

  • 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.
  • Bystander: There are many other rolls in hunter and the other splats this is effectively just an aware mortal, which you cannot play as in the first place. As such they will be background only and played by STs.
  • Hunter's Hunted: Hunter's hunted are about mortals who hunt the things that go bump in the night. How is that different from imbuned? Imbuned have the powers to back up their fights and conflicts. Add on top of the factions presented, i.e. the Society of Leopold's, hostility towards others they are unplayable in a setting like this. We are however examining hunter's hunted and seeing what elements we may be able to take for future games.
  • Wayward: Due to the basic philosophy of the hunt, the view and mindset created in the Waywards is at odds with the intent of the council in general. With the past transgressions from Hunter as a whole, Waywards as a whole are not accepted by the main hunter groups in the area due to the risk they create. They would also be hunted down by other Imbuned.
  • Corrupted edges: Due to the presence of demons and the infernal court, I've elected that corrupted edges are only available for Antagonists or plots where you seriously fuck up. Divine edges are also banned for the time being but only because of how powerful they are. These are banned at character creation.
  • Professional hunters: Hunters who are just that, Hunters. They were born a hunter and they will die a hunter before they even think about looking for other work because the hunt is there life. Even Sam and Dean needed a few jobs now and again to keep their income going. Remember, you are a human first and hunter second. Start with a simple job/business and expand from there. I.e. a Martial Art instructor turned Martyr.

Mage

INVITE-ONLY

Semi-Limited

  • Not Available

Limited

  • 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.
  • Technocrats Technocrats must obey very strict rules and their every action is monitored by their hierarchy. They may have access to great resources but any decision they make has to be validated. Right now only members of the Perseverance Amalgam can interact with RDs under specific circumstances and through the leader of the Chantry. The Amalgam may accept only one Agent per Convention (3 currently taken).

Invite-Only

  • Whole Mage Splat If you haven't been contacted by the Mage ST about this, please do not submit or request a Mage character concept.

Temporarily Closed

  • Not Available

Banned

  • Marauders: Way too difficult to work into the game with our current mechanics. And way too often mixed up (for all the wrong reasons) with Nephandi.
  • Nephandi: Almost nothing in the entire World of Darkness is more kill-on-sight than they are.

Mummy

Semi-Limited

  • Not Available

Limited

  • 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.

Invite-Only

  • Ishmaelite Their history is complex as are their motivations and they skirt the line between friendship with the Amenti and being kill on sight. And that's just the tip of the iceberg.

Temporarily Closed

  • Mesektet: Overpopulation

Banned

  • 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. This is anyone who used the old spell of life before Osiris deleted it from reality that isn't Ishmaelite or Cabiri.

Sorcerer

Semi-Limited

  • Not Available

Limited

  • Not Available

Invite-Only

  • Technocrats

Temporarily Closed

  • Orphans (path-based sorcerers only): Orphan sorcerers are canonically quite rare, since the mystical knowledge they base their craft on is heavily guarded. They should not outnumber the number of sorcerers that are actually part of a mystical society.

Banned

  • Not Available


Vampire

Semi-Limited

  • Tremere: They have a rather complex structure and culture. Make sure you know the basics of it.
  • City Gangrel: Half the Gangrel of the Sabbat are of that bloodline, so be prepared you might get side-eyed.
  • Dominate Malkavian: Less a bloodline, more an oddity. Make sure you know how they came into being.

Limited

  • Sabbat Antitribu (including independent Tzimisze): This is a Camarilla game mainly. There has been fighting with the Sabbat in the past and even as antitribu, you will have a hard time getting the trust of the local Kindred.
  • Independent Clans: Expect to at least pay lip service to the local Camarilla. Be aware that the Giovanni will be highly distrusted by the Wraiths, and the Tremere were at war with the Assamites in the past.
  • Anarchs: They don't have any real footing in the area. The occasional Anarch is tolerated but expect side-eyes from the Camarilla.
  • Tal'Mahe'Ra: We don't really have them too deeply involved in our plot, but the STs are open to ideas.
  • Ashirra: Not much of a reason for them to be here, and no plots involving them, so you're more an independent than anything else.
  • Ghouls and Revenants: The blood bond makes it very hard, if not impossible for them to have their own free will. While sometimes necessary, most clans will look down on them. Revenants are particularly deranged due to their nature.
  • All Other Bloodlines: Will be discussed on a case-by-case basis.
  • Paths other than Humanity: Paths are inherently inhuman, and are very rare, especially among the Camarilla. This also causes every garou and fera to smell Wyrm in you. Which has its own problems.

Invite-Only

  • Inconnu: They're usually very old and powerful, extremely secretive and you can't just join them. That, and a few other things make them extremely hard to justify one in-game.

Temporarily Closed

Banned

  • Extinct clans and bloodlines: They're extinct. Pretty self-explanatory.
  • Blood Brothers: Clones created by the Sabbat.
  • Country Gangrel: Predominantly Sabbat.
  • Angelis Ater: Baali with another flavour.
  • Salubri: There's only a handful of Healers left, and the few warriors in these Nights are mostly among the Sabbat.
  • Kuei-Jin: Akin to the Setites, they're considered kill-on-sight to the Wu-Tian.
  • 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 (all variants): Considered kill-on-sight in the eyes of the Amenti, even the variants not devoted to Suthek would be very hard to justify and explain. And the Serpents of Light are predominantly Sabbat.
  • 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.

Werewolf

Garou

There are TWO Septs. An Uktena Sept in Starke (the MAIN Sept) and a Bone Gnawer Sept in Jacksonville.
Semi-Limited

  • 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 often a headache for the STs. Prove to us that you know your lore and can play the tribe well and we may consider it. As a Glasswalker, you would also most likely be under the Bone Gnawer sept.

Limited

  • Hakken: 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.

Invite-Only

  • Fera: See below.
  • Lupus: The Lupus Breed is dying as such they are limited to a cap of 4 in the game. Remember however: Lupus are wolves that can turn into man, not humans who are suddenly wolves. We expect more wolf-based RP.

Temporarily Closed

  • Kinfolk: See below.
  • Silver Fangs:Closed until we have more Garou in game

Banned

  • Anything from Rage Across the Heavens is banned.
  • Black Spiral Dancers/Skindancers/Fomori: They're kill-on-sight for the entire game, no exceptions.
  • 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.
  • White Howlers, Bunyips, Croatans and any other “Destroyed” or “Lost” tribes: We are not bringing them back. They are gone for good.
  • Triat-Tainted: Any character already tainted by the Wyld, Weaver or Wyrm are banned. Why would you want to play a character that has no mind of its own? That makes zero sense. These make great NPCs, but terrible player characters. This includes Drones, Cyberdogs, pretty much any hunted camp and Spiral Dancers.
  • Camps: Banned at Character Creation. We cannot accept Cliaths who start in Camps. Make this your goal if you'd like, and you can earn it in game.
  • Fae Blooded Merit: We're not dealing with cross-splat characters at this time. It is a massive headache for STs. All Werewolf the Apocalypse PCs will remain WtA.
  • Forced Glabro Metis Flaw + Fair Glabro combo: It's a Metis flaw for a reason. You can't hide it behind a merit. If you want the Forced Glabro Metis Flaw, meaning you have no homid form, then you can't take the Fair Glabro merit on top of it.

Fera (Invite Only)

Semi-Limited

  • Anything that isn’t listed. Talk to ST First as we have final say

Limited

  • 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.
  • Ananasi: ST fiat, we are testing this with one player only (who’s already been chosen so this is closed).
  • Balam: Normally xenophobic however with a good backstory and working with Mummy St and Teomalki’s it can be done.

Temporarily Closed

  • Ananasi
  • Kitsune: only one for now, and depending on the one allowed this may open up more.

Banned

  • Celican and Simba Bastet: They're either already considered defunct or just too violently xenophobic to fit into the game.
  • 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.
  • 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.
  • Kami: These days, Kami are extremely rare, and the few Kami that do exist are pretty much all animals rather than humans, anyway.
  • 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.
  • 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
  • Siberakh: They have no reason to be in Florida and have no reason to be involved in anything to do with the Garou Nation.
  • Swara: Paranoid as hell and there tribe mostly stays in Africa
  • Rokea: Rokea are aggressive and violently xenophobic against anything to do with the Unsea.
  • “Destroyed” or “Lost” Fera breeds: Self-explanatory. They're gone. We're not bringing them back.

Kinfolk (CLOSED Until Further Notice)

Uktena or Bone Gnawer Kinfolk are highly recommended.
Semi-Limited

  • Allowed Tribes Other Than Uktena/BG: Refer to the Garou list. Give us a very VERY good reason and backstory as to why a Kinfolk of these tribes might end up in an Uktena/BG sept and we might consider it.

Limited

  • 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.

Invite-Only

  • Not Available

Temporarily Closed

  • Not Available

Banned

  • “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.
  • Kinfolk of Hakken, Red Talon, Stargazers & Wendigo: There is no reason for these tribes' Kinfolk to be in Starke/Jacksonville.
  • Lupus Kinfolk: We're not allowing mundane literal wolves as PCs.