The Red List
The Camarilla's 13 most-wanted — Anathema, Alastors, blood hunt mechanics, and Lextalionis.
The Red List is the Camarilla’s global most-wanted registry — a roster of no more than 13 Kindred (and rarely, mortals) declared enemies of the Sect. Every vampire on the list is permanently subject to a worldwide blood hunt. Each entry is called an Anathema.
System Overview
Naming an Anathema: Requires two concurring Justicars at a special conclave. Evidence and testimony must be presented. A simple majority of Justicars does not suffice — two must agree and sign.
Rank: Numbered 1–13; lower numbers indicate greater threat. Ranking reflects assessed danger to the Masquerade and Camarilla stability, not simply power level.
Scope: The Red List operates entirely outside Prince jurisdiction. Princes cannot modify, suspend, or influence it. Any Kindred who encounters an Anathema is “suggested” to report the sighting immediately.
Termination: An Anathema cannot be removed from the list until Final Death is confirmed. No calling off, no clemency, no parole.
History: Originated at the Convention of Thorns, 1504. The seven founding Justicars signed the original charter. The list was kept secret from rank-and-file Kindred until exposure in the 1930s.
Blood Hunt vs. Red List
| Feature | Blood Hunt (Lextalionis) | Red List |
|---|---|---|
| Count limit | None | 13 maximum |
| Calling authority | Prince of domain | Two Justicars via conclave |
| Scope | Specific domain(s) | All Camarilla-held domains |
| Participation | All domain vampires obligated | Vampires “suggested” to report sightings |
| Reward | Varies; may result in boon | Trophy + Clan boons (see below) |
| Termination | Can be called off | Cannot; Final Death only |
| Target label | “The hunted” | “Anathema” |
Lextalionis — “an eye for an eye” — is the legal principle underlying both instruments. A blood hunt called by a Prince under Lextalionis makes all vampires within that domain legally obligated to pursue and destroy the target. Failure to participate risks the Prince’s displeasure and potential Tradition violations.
Trophy and Clan Boons
Each Anathema’s hunt is sponsored by a Trophy Clan — a clan with a vested interest in the Anathema’s destruction. The Trophy Clan offers boons to whoever delivers Final Death.
Public boons may include: immunity to blood hunts, right to create progeny, financial/material rewards, life boon, domain grant, Discipline teaching, forgiveness for past transgressions, sanctioned slaying, safe passage, clan friendship, specialized training, haven grants, retainers or ghouls.
Secret boons (negotiated privately with Trophy Clan elders) may include: sanctioned diablerie, ability to recommend a new Alastor candidate, access to Trophy Clan restricted lore, learning the Anathema’s own secrets, blood bond breaking, high-level Thaumaturgy ritual access, or placement of retainers in a city of the Alastor’s choosing.
Alastors
Alastors are the Camarilla’s designated Anathema hunters — Kindred granted special authority and resources in exchange for dedicating their unlives to the Red List.
Appointment
Two routes to becoming an Alastor:
- Destroy an Anathema — automatic appointment upon confirmed Final Death and presentation of evidence
- Dual nomination — two Justicars jointly nominate a candidate; the candidate is reviewed on: Generation (lower preferred), Clan (Ventrue, Nosferatu, Gangrel favored), sire relationship, prior rank (Archons preferred but not required), region, and proposed role/task
Appointment is permanent. The only way out is removing the Mark of the Trophy, which is itself treated as a crime against the Camarilla.
Perks on Appointment
- Blood bond to existing regnant severed
- Access to rare Discipline training (Trophy Clan-dependent)
- Financial resources and safe havens in Camarilla cities
- 13 nights guaranteed hospitality in any Camarilla-held domain
Duties
- Stay focused on the Red List; personal vendettas are secondary
- Follow chain of command: Red Alastors above, Justicars above them
- Evaluate Tradition violations in context of operational necessity
- Clean up Masquerade breaches caused during hunts
- Find moles and spies within Alastor networks
- Collect and preserve evidence on Anathema
- Infiltrate enemy territory (Sabbat, independent domains) when required
- Team up on priority targets; choke off Anathema support networks
- Maintain contact via ShreckNet and encrypted channels
- Fulfill Trophy Clan wishes within reason
Limits and Punishments
Alastors cannot use Sect resources for purely personal gain. They are not immune to investigation by Josians. Punishments for going rogue escalate: branding, blood bond, loss of domain, forced torpor, Final Death.
Red Alastors
A supervisory tier above standard Alastors. Promoted by a pair of Justicars. Red Alastors oversee regional operations, coordinate hunts from Camarilla-held cities, and operate more openly than rank-and-file Alastors. They still bear the Mark of the Trophy and still hunt directly when needed. They function entirely outside a Prince’s jurisdiction.
Archons and the Red List
Archons serve Justicars directly. Many also hold Alastor status — the roles overlap historically. Archons have authority in inter-domain incidents and can coordinate with Alastors when jurisdictions intersect. Some Archons pursue Alastor status specifically for the status boost and broader operational authority it provides.
Josians
Josians are Archons specializing in infernalist hunting — a parallel to Alastors but focused on vampires who have made pacts with demons. They collaborate with Alastors on Anathema with confirmed infernal ties (Dylan Bruce, Valerius Maior, Francisca Santos). As of current V20 metaplot, Josians have not yet received the Mark of the Trophy; they wish for the same recognition Alastors receive.
Mark of the Trophy
A thaumaturgical tattoo created by Tremere, applied at a Trophy conclave. The ink is mixed with the Alastor’s blood; the ritual is performed during the appointment ceremony.
Detection mechanic: Any Kindred with Thaumaturgy 3+ can sense the Mark. Spend 1 Blood Point and roll Perception + Occult vs. difficulty equal to the Alastor’s current Willpower. Success reveals the tattoo (normally concealed by sorcery).
Hospitality right: The Mark grants guaranteed hospitality (minimum 13 nights) in any Camarilla-held domain; Princes are obligated to honor this.
Subversion: Dylan Bruce (Anathema #12) has reverse-engineered the Mark to identify and kill undercover Alastors. Some Kindred have begun calling it the “Mark of the Beast” as a result.
Red Ordeal
An alternative punishment for Camarilla transgressors short of blood hunt. The offender is forced to perform tasks benefiting Alastor operations: test new rituals, serve as combat training targets, perform covert work under Alastor supervision. They are forbidden to speak of the experience afterward.
The 13 Anathema
Ranked by threat to the Camarilla. Generation listed where known.
| # | Name | Clan | Gen | Trophy Clan |
|---|---|---|---|---|
| 1 | Kemintiri | Followers of Set | 4th | Ventrue |
| 2 | Rabbat | Nosferatu | 7th | Nosferatu |
| 3 | Raymond Narcisse | Toreador | 8th | Brujah |
| 4 | Kyoko Shinsegawa | Tremere | 10th | Toreador |
| 5 | Christopher Barrow | Mortal (Hedge Magician) | N/A | Gangrel |
| 6 | Alex Swift | Gangrel antitribu | 8th | Gangrel |
| 7 | Germaine | Brujah | 6th | Toreador |
| 8 | Francisca Santos dos Rodrigues | Lasombra (poss. Angellis Ater) | 9th | Brujah |
| 9 | Ayisha Jocastian | Malkavian | 8th | Ventrue |
| 10 | Karen Anatos | Gangrel | 6th | Gangrel |
| 11 | Valerius Maior | Tremere antitribu | 7th | Tremere |
| 12 | Dylan Bruce | Ventrue antitribu | 6th | Tremere |
| 13 | Petaniqua | Malkavian antitribu | 5th | Malkavian |
#1 — Kemintiri
Clan: Followers of Set | Generation: 4th | Blood Pool: 50 (max 10/turn)
Disciplines: Obfuscate 9, Presence 9, Serpentis 9, Bardo 7, Thaumaturgy 7, Auspex 6, Celerity 5, Fortitude 5, Necromancy 5, Dominate 5
The most dangerous Anathema. A Set elder who has infiltrated the Camarilla for centuries, impersonated a Ventrue Justicar (the Ventrue have never forgiven this), and compiled endless Masquerade violations across multiple continents. Kemintiri’s capacity for identity-assumption via Obfuscate and Serpentis makes conventional detection near-impossible. Generation-level blood pool and Discipline ratings make direct confrontation suicidal for most Alastor teams.
Operational note: Kemintiri may be operating as a Camarilla official at any given time. Evidence of her presence requires Auspex-based investigation or occult triangulation.
#2 — Rabbat
Clan: Nosferatu | Generation: 7th | Blood Pool: 20 (max 4/turn)
Disciplines: Animalism 5, Obfuscate 5, Potence 4, Fortitude 4, Protean 3, Dominate 2
Special Flaw: The Scourge (7-point)
Carrier of a vampire-specific plague. The Scourge spreads through blood exchange: any vampire who feeds from Rabbat or donates blood to her contracts it. Mechanical effect: infected vampires must spend one additional blood point per night on top of normal maintenance costs. Only one confirmed carrier exists. The Nosferatu list her as their own Trophy because no other clan wants the operational exposure.
The Scourge is not curable by known Thaumaturgy. Every Alastor briefed on Rabbat is told explicitly: do not feed from her under any circumstances, do not allow her blood to enter a wound.
#3 — Raymond Narcisse
Clan: Toreador | Generation: 8th | Blood Pool: 15 (max 3/turn)
Disciplines: Auspex 4, Celerity 4, Presence 4, Fortitude 3, Dominate 2, Potence 2
A Toreador aesthete with Noddist connections and suspected infernalist ties. His precise crimes against the Camarilla are documented in sealed Justicar records. The Brujah Trophy sponsorship reflects a political grudge as much as genuine threat assessment — Narcisse has agitated in domains where Brujah elders hold power. He is considered survivable by a competent Alastor team if cornered; the difficulty is finding him.
#4 — Kyoko Shinsegawa
Clan: Tremere | Generation: 10th | Blood Pool: 13 (max 1/turn)
Disciplines: Auspex 2, Celerity 2, Thaumaturgy 2 (Path of Blood 2), Potence 2, Fortitude 2, Dominate 1
A former Camarilla Scourge who went feral after a failed operation. She killed a Nosferatu Archon, attacked the Sheriff of Las Vegas, and has been functioning as an uncontrolled predator ever since. Mechanically the weakest Anathema by raw stats — but her listing reflects the Masquerade threat she poses by operating openly and the message her survival sends to would-be rogue Camarilla enforcers. The Toreador Trophy derives from a slain Toreador Primogen she destroyed during her initial break.
#5 — Christopher Barrow
Clan/Type: Mortal (Hedge Magician) | Generation: N/A
Numina: Hedge Magic — Alchemy 5, Curses 5, Divination 5, Healing 4; Psychic — Astral Projection 4, Pyrokinesis 4, Telekinesis 5
Willpower: 9
Special item: Eyes of Melampus (relic; grants +3 Awareness dots, can exceed normal maximum; must be kept together to function)
The only mortal on the Red List and the only Anathema whose threat derives entirely from mundane criminal enterprise amplified by supernatural resources. Barrow operates a global supernatural slave trade — trafficking vampires, ghouls, and other supernaturals to buyers across multiple continents. His Numina combination (Divination for intelligence, Telekinesis for remote force, Pyrokinesis for destruction) makes him dangerous without being directly combative. His Eyes of Melampus relic grants extraordinary situational awareness.
Operational note: Barrow is mortal and can be killed by mortal means. The challenge is his network, his foreknowledge, and his organization — not his personal combat capability.
#6 — Alex Swift
Clan: Gangrel antitribu | Generation: 8th | Blood Pool: 15 (max 3/turn)
Disciplines: Protean 5, Fortitude 5, Celerity 4, Animalism 4, Obfuscate 3, Obtenebration 2, Dominate 2, Potence 2
A Sabbat military strategist responsible for systematic attacks on Camarilla cities. Swift plans and leads coordinated pack operations against Camarilla domains, then extracts before the response arrives. She has tortured at least one Camarilla Archon and returned him alive — the message being more important than the kill. Her Discipline spread (Protean + Fortitude + Celerity for personal combat; Animalism + Obfuscate for reconnaissance) makes her effective in both roles. Obtenebration reflects Sabbat cross-Discipline training.
#7 — Germaine
Clan: Brujah | Generation: 6th | Blood Pool: 30 (max 6/turn)
Disciplines: Celerity 6, Presence 5, Potence 4, Fortitude 4, Obfuscate 3, Dominate 2, Auspex 2
The most controversial Red List entry. A Brujah political agitator with operations in Chicago and California who was placed on the list through Toreador clan pressure rather than genuine Sect-level threat. Her listing is widely regarded among Anarchs as proof that the Red List is a political instrument, not a security one. Mechanically, she is a credible threat — 6th Generation, combat-oriented Disciplines — but her crimes are primarily political defiance rather than Masquerade violation or mass killing.
Chronicle note: Germaine’s presence on the list makes any interaction with her politically loaded. Alastors who hunt her are enforcers of Toreador interests. Alastors who ignore her are politically unreliable.
#8 — Francisca Santos dos Rodrigues
Clan: Lasombra (possibly Angellis Ater) | Generation: 9th | Blood Pool: 14 (max 2/turn)
Disciplines: Daimoinon 4, Dominate 4, Obtenebration 4, Thaumaturgy 3, Dark Thaumaturgy (multiple rituals), Obfuscate 3, Auspex 2, Celerity 2, Fortitude 2, Potence 2
An infernalist who opens hellgates and actively works to awaken Baali Methuselahs. She may possess the Book of Tobit and the preserved bones of a dead god — artifacts with unknown but significant ritual potential. Josians are the primary Camarilla force working against her; Alastors coordinate with them on confirmed infernal operations. Her Daimoinon access distinguishes her as connected to demonic patron networks, not merely a Kindred who studies infernalism academically.
Operational hazard: Dark Thaumaturgy rituals she deploys have non-standard effects not covered in Tremere reference libraries. Alastors are briefed to assume she has unpublished ritual capabilities.
#9 — Ayisha Jocastian
Clan: Malkavian | Generation: 8th | Blood Pool: 15 (max 3/turn)
Disciplines: Obfuscate 4, Auspex 3, Dementation 3, Celerity 2, Fortitude 2, Dominate 2
Derangement: Believes she has direct access to the memories of vampires she has diablerized
Listed primarily for distributing the Book of Nod publicly worldwide — a Masquerade breach of the first order, putting definitive proof of vampiric existence into mortal hands. She is also a confirmed serial diablerie practitioner. Her Malkavian Derangement causes her to act on “memories” from her diablerized victims, making her behavior unpredictable in ways that do not map cleanly to tactical threat assessment.
#10 — Karen Anatos
Clan: Gangrel | Generation: 6th | Blood Pool: 30 (max 6/turn)
Disciplines: Fortitude 3, Protean 3, Potence 2, Presence 2, Celerity 2, Animalism 1
A Hollywood actress operating a media empire. She publicly ghouled a fan on live television and now commands a streaming platform with massive reach. She appears unaware that Kindred politics exist at all — she has simply been doing what she wants for centuries and has built a mortal power base that makes her a passive Masquerade threat by structural position rather than active malice. Her 6th Generation rating means she is genuinely dangerous in direct confrontation despite her non-combat focus.
The controversial aspect: Anatos is not deliberately working against the Camarilla. Her listing reflects the Sect’s assessment that her continued existence and media platform constitute an ongoing Masquerade risk regardless of intent.
#11 — Valerius Maior
Clan: Tremere antitribu | Generation: 7th | Blood Pool: 20 (max 5/turn)
Disciplines: Thaumaturgy 6, Dominate 6, Auspex 6, Dark Thaumaturgy 5, Fortitude 5, Obfuscate 3, Obtenebration 3, Presence 3, Celerity 2
One of the most Discipline-intensive Anathema. Maior is suspected to be possessed by or operating as a vessel for either the Roman sorcerer Varro or a demon named Nubarus — the distinction matters because the countermeasures differ. He has caused mass Masquerade breaches worldwide and maintains connections to body-jumping rituals that may allow him to survive Final Death by transferring consciousness. The Tremere Trophy reflects a clan obligation to contain their own antitribu defectors.
Operational hazard: Confirming Final Death against Valerius Maior requires occult verification that destruction of the body actually ended him. Standard staking-and-burning protocols may be insufficient.
#12 — Dylan Bruce
Clan: Ventrue antitribu | Generation: 6th | Blood Pool: 30 (max 6/turn)
Disciplines: Dominate 4, Fortitude 5, Daimoinon 3, Dark Thaumaturgy 5, Presence 3, Obfuscate 3, Auspex 2, Celerity 2, Potence 2, Vicissitude 2
Additional: Sabbat Black Hand member
An infernalist and Sabbat Black Hand operative who has reverse-engineered the Mark of the Trophy to identify and systematically kill undercover Alastors. This makes him an existential threat to the entire Alastor program — not just a dangerous individual Kindred. His subversion of the Mark is the single most operationally dangerous action taken by any Anathema in the list’s history. All active Alastors are briefed to assume Bruce knows their identity until the Mark’s vulnerability is corrected.
The Tremere Trophy reflects the Pyramid’s institutional interest in fixing the security breach he exploited.
#13 — Petaniqua
Clan: Malkavian antitribu | Generation: 5th | Blood Pool: 40 (max 8/turn)
Disciplines: Dementation 7, Auspex 6, Obfuscate 6, Dominate 5, Celerity 5, Thaumaturgy 5, Fortitude 3
Notable Abilities: Manipulation 7, Brawl 6
Special Flaw: Methuselah’s Thirst (7-point) — cannot feed on mortals; must feed on vampires or enter torpor
A 5th Generation Methuselah functioning as a Sabbat Inquisitor who has turned her attention from infernalists to entire clans. She is systematically targeting Malkavian and Toreador elders for destruction. Her Methuselah’s Thirst means she must feed from vampires — which simultaneously makes her predictable (she will go where Kindred are) and makes any Alastor team she encounters a potential feeding opportunity. Her paranoia and Dementation make her behavior uncontrollable even by the Sabbat.
Methuselah’s Thirst (7-point Flaw): The afflicted vampire cannot feed from mortal vessels. All blood must come from other vampires. Failure to feed from a vampiric source causes torpor on the normal schedule.
Alastor Character Creation
Alastors use standard vampire character creation (V20, Chapter Three). The following specifics apply to Alastor-focused play.
Concept
Start with the circumstance of appointment: did the character kill an Anathema (automatic appointment) or was the character nominated by two Justicars (selective process)? The motivation for hunting — revenge, glory, Camarilla loyalty, venal opportunism — shapes the character’s Natures, Demeanor, and long-term decisions.
Attributes
Alastors skew toward high Mental (investigation and planning) or high Physical (combat and endurance). Most veteran Alastors have solid spread across all three categories because the hunt requires both.
Abilities
Prioritize: Alertness, Stealth, Investigation, Streetwise (Talents/Skills). Knowledges: Occult, Politics, and whichever specialized discipline the Alastor is known for — Law, Medicine, or academic fields depending on investigative style. The Alastor supplement specifically flags that high-Generation Alastors are often tasked with tech-heavy intelligence work, so Computer and related Knowledges matter for that type.
Backgrounds
The following Backgrounds are recommended or specifically noted as important:
Allies — Critical. Mortal Allies for grunt work (surveillance, research, legwork) reduce pressure on Kindred. Mortals are expendable assets in ways that vampires are not, but working with them risks Masquerade exposure. Balance accordingly.
Alternate Identity — Many Alastors maintain deep-cover identities in the Sabbat or Anarch Movement to pursue specific Anathema. A 3-dot Alternate Identity allows plausible infiltration of non-Camarilla domains for extended periods.
Armory — Weapon caches matter for Alastors because they often operate far from stable supply lines. See Hunters Hunted II for full Armory dot descriptions; Alastors often invest here specifically.
Contacts — The most consistently useful Background. Contacts in multiple cities, including mortal-level watchers paid or Conditioned to report on unusual activity, allow Alastors to maintain passive surveillance networks across domains. Even minor clues picked up by a network Contact can break a cold trail on an Anathema’s movements.
Generation — Lower Generation is preferred by the Justicars for combat-focused roles. Higher-Generation Alastors are steered toward specialist positions: research, auditing, interrogation, infiltration. A 12th-Generation Alastor who survives does so through specialization and support roles, not direct confrontation with 5th-Generation Methuselahs.
Mentor — Many Alastors have a senior patron: a Red Alastor, an experienced Archon, or occasionally a Justicar. The Mentor Background represents access to this resource for advice, operational guidance, and political interference on the Alastor’s behalf.
Retainers (Ghouls) — Useful for the same reasons as Allies but more durable and discreet. The challenge is maintenance: Alastors who never stay in one city for more than a few months find ghoul upkeep difficult. Ghouls may be placed in fixed locations as stationary assets rather than traveling with the Alastor.
Status — Many Alastors carry Status from their Archon background or from having earned a Trophy. This Status opens Prince cooperation when visiting domains on the hunt.
Disciplines
Alastors do not receive any automatic Discipline access beyond their Clan norms, but they share techniques learned in the field. Three combination Disciplines have spread through Alastor networks and are known to some proportion of active Alastors:
Quick Sight (Auspex 1, Celerity 2) — Cost: 1 BP. Duration: 1 scene. The Alastor can observe fast-moving objects (arrows, bullets, Celerity-enhanced movement) as if at normal speed. Roll Wits + Alertness to interpret details; difficulty depends on object speed (typically 6–7). Useful for tracking Celerity-using Anathema or countering ambush.
XP cost to learn: 9.
Iron Facade (Fortitude 1, Obfuscate 3) — Roll Manipulation + Subterfuge, difficulty 6. Duration: 1 scene (or until Incapacitated). The Alastor appears unwounded regardless of actual health level, making it impossible for opponents to judge fighting capacity. Does not heal or reduce penalties; purely perceptual. Auspex exceeding the Alastor’s Obfuscate sees through the facade.
XP cost to learn: 10.
Badger’s Hide (Fortitude 1, Protean 4) — Cost: 1 BP. Duration: 1 scene. Skin hardens into a durable hide. Piercing attacks (stabbing knives, impaling spears, crossbow bolts) have their damage halved after soak; any attack that penetrates deals a minimum of 1 health level regardless.
XP cost to learn: 12.
Lucinde’s Revenge (Dominate 4, Fortitude 4) — Generation-based protection against Presence: only Kindred of lower Generation than the user can affect them with Presence powers. A 9th-Generation Alastor is immune to Presence from 10th-Generation and above. Specifically counters the Anathema’s social and emotional manipulation capabilities.
XP cost to learn: 25.
Alastor Merits and Flaws
Merits
Trophy Allegiance (4 pt. Merit) — The character has killed an Anathema and earned a Trophy from the Trophy Clan. Word has spread. Members of that Clan offer −2 difficulty on friendly Social rolls and occasional small favors (haven use, loaner vehicles, intelligence access). Only available to Alastors who have killed an Anathema; not available by Justicar nomination alone.
Other V20 Merits particularly suited to Alastors (no mechanical changes): Bruiser, Daredevil, Coldly Logical, Concentration, Useful Knowledge, Code of Honor, Eidetic Memory, Iron Will, Open Road (if available in chronicle), Boon.
Flaws
Trophy Arrogance (4 pt. Flaw) — The character has been abusing the Trophy Clan’s generosity — demanding resources beyond what was promised, throwing the kill in the Clan’s face, making excessive demands on local Kindred. The Clan’s goodwill is exhausted. This Flaw represents the social cost of entitlement following a major kill. Only available to Alastors who killed an Anathema; not available by nomination.
Other V20 Flaws particularly suited to Alastors: Addiction, Vengeful, Dark Secret, Enemy, Narc, Dark Fate.
Alastor Investigation Mechanics
The following mechanics govern how Alastors — and Archons — pursue investigations against Anathema and other Kindred criminals.
Gathering Evidence
Alastors pursuing an Anathema rely on a multi-source intelligence chain. Contacts in multiple cities serve as passive watchers. A successful Wits + Investigation roll (difficulty 6–8 based on Anathema precautions) allows the Alastor to synthesize scattered reports into actionable location data.
When building a case for a conclave or Justicar report, the Alastor must accumulate evidence supporting:
- The Anathema’s identity (confirmed, not assumed)
- Current operational base or region
- Recent Masquerade violations or Camarilla crimes
- Associates, ghouls, and allies who could be leveraged
Each category requires at least one Wits + Investigation or Intelligence + (relevant Knowledge) roll. Failure produces incomplete intelligence that may cause operational errors later.
Going Undercover
Alastors with an Alternate Identity Background can embed in Sabbat packs or Anarch gangs to gather intelligence on Anathema with Sect affiliations. The cover requires active maintenance:
- Monthly Manipulation + Subterfuge roll (difficulty = the Sect contact’s Perception + Occult, maximum 9) to sustain the cover identity against suspicion.
- If the Alastor is required to commit acts that violate Camarilla Traditions to maintain cover, the Justicars accept this under operational necessity doctrine — but only if there is a clear operational purpose.
- Extended undercover assignments (months to years) require periodic contact with the Alastor’s chain of command. Breaking contact for more than three months without reason triggers an internal inquiry.
Confirming Final Death
Standard staking and burning is insufficient for several Anathema (particularly Valerius Maior, whose body-jumping abilities are suspected). Confirming Final Death requires:
- Physical destruction of the body (fire preferred; stake alone does not suffice)
- An Auspex-based scan of the site by an Alastor or Tremere assistant to verify no residual vampiric presence
- A written report filed with the presenting Justicars and the Trophy Clan
Without all three steps, the Anathema is classified as “unconfirmed destroyed” and the Trophy is not awarded.
Bloodhunt Mechanics (Player Character Context)
When a blood hunt is called against a target in the player characters’ domain:
- All vampires in the domain are obligated to participate or face the Prince’s displeasure and potential Tradition violation charges.
- Killing the hunted vampire during an active Bloodhunt is legal and generates no social penalty.
- Evidence of participation (witnesses, the body) protects against accusations of sheltering the hunted.
- The hunt can be called off only by the Prince who declared it. A Red List Bloodhunt cannot be called off by anyone.
- Princes cannot call off or modify a Red List hunt at all; this is outside their jurisdiction.
For player characters who are Alastors hunting an Anathema into a Prince’s domain: the Alastor operates outside the Prince’s authority and cannot be legally refused entry or assistance, but the Prince can make the experience difficult through non-cooperation, withheld information, and redirected Sheriffs.
Council of Scales
An informal Camarilla group (drawn primarily from Brujah, Nosferatu, Tremere, and Ventrue) that studies Tradition law and quietly monitors the Red List nomination process. The Council meets quarterly. It has no formal authority but influences nominations, investigates Prince misconduct, and occasionally challenges Anathema listings it considers politically motivated (see: Germaine, #7). Its existence is known to senior Camarilla officials but is not widely publicized.