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setting:banned_and_limited_list

There are five categories of limits we use in this game: Semi-Limited, Limited, Invite-Only, 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.
  • Invite-Only: Invite-Only means that the Storyteller will come to you to offer a chance at playing one of these types. Do not ask us. We want to see that you are a good player and understands the lore as well as how WE play the game here in Shadows over the South, before we might consider inviting you to create a character of these types.
  • 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

  • Kinfolk (Closed For Renovations)
  • Sorcerer
  • Teomallki (Closed for Renovations)

INVITE-ONLY SPLATS

  • Fera
  • Mage
  • Wraith


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

  • Arcadian sidhe: These are extreme difficult to portray.

Temporarily Closed

  • Not Available

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.
  • 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 if you go around telling other types of supernaturals that you want to destroy all of creation, well… good luck?

Limited

  • Not Available

Invite-Only

  • Not Available

Temporarily Closed

  • Neberu/Fiends: The current number of Neberu player charecters is equal to the number of PCs in the four least populous houses combined. They'll remain unavailable until the house distribution is a bit less lopsided.

Banned

  • Not Available

Special Cases

  • Angels (Loyalist Host) and Earthbound: It is not possible to start the game as either of those. However, it is technically possible for a character to 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 latte. Taking either of these forms will preclude the character from normal participation in the game.

Hunter

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 is very much at issue with Starke and the current setting. 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

  • Sefekhi: Overpopulated compared to other Amenti dynasties. They have 3 as of this writing while some still have none.

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

No path above 3 is allowed at character creation. The 'Equal for All' rule (Sor. Revised, p. 45) is in effect.

Semi-Limited

  • Not Available

Limited

  • Pure Psychics

Invite-Only

  • Technocrats

Temporarily Closed

  • Not Available

Banned

  • Not Available


Vampire

Semi-Limited

  • Not Available

Limited

  • 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, Assamites, and 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. For Assamites in particular, we had a plot where they went to war with the Tremere in the past, so expect some hostility. Ditto with the Giovanni and Wraiths in general. For Setites, see below.
  • 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.
  • All 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.

Invite-Only

  • Not Available

Temporarily Closed

  • Not Available

Banned

  • 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.

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.

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

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.
  • Kitsune: Due to actions of past Kitsune, they are no longer welcome to the area.
  • 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.
setting/banned_and_limited_list.txt · Last modified: 2024/Nov/30 21:08 by zechstein