31
Global Camarilla Requiem Addendum Page 1 CAMARILLA ADDENDUM: MIND’S EYE THEATRE: MASQUERADE Effective Date: 01 June 2010 Last Updated: 21 May 2010 This addendum is organized into the following sections: I. BOOKS: A listing of books specifically sanctioned for this venue. II. INTRODUCTION: Overview of the venue and Venue Style Sheets. III. CHARACTER CREATION: Rules for Masquerade character creation and character types. IV. TRAITS: Rules pertaining to the various character traits available. V. DISCIPLINES: Rules pertaining to vampiric disciplines, rituals, combination powers and ritae. VI. SYSTEMS: Rules pertaining to game systems. Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. I. BOOKS A. Clanbook Assamite (Revised) (WW2359) 1. The variant bloodline weaknesses are not used in Sanctioned Play. Instead, all Assamites use the standard disadvantages listed in Laws of the Night (Cam/Anarch Types) or Laws the Night Sabbat Guide (Sabbat Types). B. Clanbook Brujah (Revised) (WW2351) C. Clanbook Followers of Set (Revised) (WW2360) D. Clanbook Gangrel (Revised) (WW2352) E. Clanbook Giovanni (Revised) (WW2363) F. Clanbook Lasombra (Revised) (WW2362) G. Clanbook Malkavian (Revised) (WW2353) H. Clanbook Nosferatu (Revised) (WW2354) I. Clanbook Ravnos (Revised) (WW2364) J. Clanbook Toreador (Revised) (WW2356) K. Clanbook Tremere (Revised) (WW2357) L. Clanbook Tzimisce (Revised) (WW2361) M. Clanbook Ventrue (Revised) (WW2358) 1. Flavor text on page 49 aside, Ventrue cannot gain any special knowledge from tasting blood, except to determine whether or not it is blood allowed by their feeding restriction. N. Laws of the Night (Revised) (WW5013) O. Laws of the Night Anarch Guide (WW5040) P. Laws of the Night Camarilla Guide (WW5017) Q. Laws of the Night Sabbat Guide (WW5018) R. Laws of the Night Storytellers Guide (WW5021) S. Mind’s Eye Theater: Dark Epics (WW5027) T. Mind’s Eye Theater: Faith and Fire (WW5038) 1. Only the Roads are sanctioned from this product. U. To take a trait of any kind from a supplement or source book outside of the above books: Global Approval. V. The Camarilla Masquerade Chronicle makes use of all printed source material for non- mechanical setting, defaulting to Revised when the two (revised and non-revised) conflict. The settings from Dirty Secrets of the Black Hand, Kindred of the East, or Ebony Kingdom, nor any Fiction are specifically not used for the Masquerade Chronicle. If you have a question regarding a specific aspect of source material, please contact your Top Approval storyteller.

Addendum VtM 2010-06

Embed Size (px)

Citation preview

Page 1: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 1

CAMARILLA ADDENDUM: MIND’S EYE THEATRE: MASQUERADE Effective Date: 01 June 2010 Last Updated: 21 May 2010

This addendum is organized into the following sections: I. BOOKS: A listing of books specifically sanctioned for this venue. II. INTRODUCTION: Overview of the venue and Venue Style Sheets. III. CHARACTER CREATION: Rules for Masquerade character creation and character types. IV. TRAITS: Rules pertaining to the various character traits available. V. DISCIPLINES: Rules pertaining to vampiric disciplines, rituals, combination powers and ritae. VI. SYSTEMS: Rules pertaining to game systems. Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. I. BOOKS

A. Clanbook Assamite (Revised) (WW2359) 1. The variant bloodline weaknesses are not used in Sanctioned Play. Instead, all Assamites

use the standard disadvantages listed in Laws of the Night (Cam/Anarch Types) or Laws the Night Sabbat Guide (Sabbat Types).

B. Clanbook Brujah (Revised) (WW2351) C. Clanbook Followers of Set (Revised) (WW2360) D. Clanbook Gangrel (Revised) (WW2352) E. Clanbook Giovanni (Revised) (WW2363) F. Clanbook Lasombra (Revised) (WW2362) G. Clanbook Malkavian (Revised) (WW2353) H. Clanbook Nosferatu (Revised) (WW2354) I. Clanbook Ravnos (Revised) (WW2364) J. Clanbook Toreador (Revised) (WW2356) K. Clanbook Tremere (Revised) (WW2357) L. Clanbook Tzimisce (Revised) (WW2361) M. Clanbook Ventrue (Revised) (WW2358)

1. Flavor text on page 49 aside, Ventrue cannot gain any special knowledge from tasting blood, except to determine whether or not it is blood allowed by their feeding restriction.

N. Laws of the Night (Revised) (WW5013) O. Laws of the Night Anarch Guide (WW5040) P. Laws of the Night Camarilla Guide (WW5017) Q. Laws of the Night Sabbat Guide (WW5018) R. Laws of the Night Storytellers Guide (WW5021) S. Mind’s Eye Theater: Dark Epics (WW5027) T. Mind’s Eye Theater: Faith and Fire (WW5038)

1. Only the Roads are sanctioned from this product. U. To take a trait of any kind from a supplement or source book outside of the above books: Global

Approval. V. The Camarilla Masquerade Chronicle makes use of all printed source material for non-

mechanical setting, defaulting to Revised when the two (revised and non-revised) conflict. The settings from Dirty Secrets of the Black Hand, Kindred of the East, or Ebony Kingdom, nor any Fiction are specifically not used for the Masquerade Chronicle. If you have a question regarding a specific aspect of source material, please contact your Top Approval storyteller.

Page 2: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 2

II. INTRODUCTION

These rules, when used for Sanctioned play, are to be applied without change, deviation, alteration or addition by any member. Storytellers are expected to use their judgment in the World of Darkness to develop stories and enrich the flavor of the game. If a Storyteller judges that the flow of the story would be enhanced by minor exceptions to the rules (on an individual basis only), this creative license is allowed. It is required, however that Storytellers stick to the letter and intent of the rules in situations where one or more characters may die. Storytellers found to be abusing this occasional liberty are subject to review and possible disciplinary action. These licenses are not to be for such things as the approval of magic items or the allowing of players to play rare character types. The Camarilla's Sanctioned Chronicle makes use of the generic systems presented in Dark Epics, p- 70- 72. The Camarilla's Sanctioned Chronicle specifically does not make use of the Experience Trait Standards (p 97) and Changing the Rules (p 98) systems. A. Venue Style Sheets

1. Each Venue Style Sheet (VSS) will have a type, either Sabbat, Cam/Anarch, or Independent. When you create a character you also choose one of those types. a. To portray a character in a VSS of a type other than your own: Low Approval.

This approval must be part of your character record (as in, portrayed in X VSS on X date) and you must have the approval before the date of the game you wish to attend. If you do not have the approval before the date of the game, the character may not be portrayed.

b. To belong to a Sect other than the one labeled by your VSS Type: High Approval. Example: Jason wants to assign his Lasombra Sabbat member to the Independent VSS

in Tupelo. He needs High Approval to do so. After that, he must still get Low Approval from the VST for a Sabbat VSS at least the day before the game to portray his PC there (as he does for any VSS type not Independent).

c. The Approval to permanently move from one VSS type to another is the highest approval needed for the character in the new VSS Type. The player should detail all items that require higher than low approval in the new VSS type and accept that some of all of these may not be appropriate for the new VSS type or Sect.

2. A VSS must also be published in a location that is accessible and readable by all members. 3. Unless otherwise stated, Independent VSS types follow the Cam/Anarch approval levels.

III. CHARACTER CREATION A. Concepts

1. General a. Sect Positions:

i. Concepts that include holding a sect position with authority above the City level: High Approval

ii. Concepts that include holding a sect position with authority above the Regional level: Top Approval

iii. Concepts that include holding a sect position with authority above the National level: Global Approval

Concepts that include holding a sect position with authority above a local level: Lowest level covering the authority jurisdiction. For example, a Cardinal has jurisdiction over multiple regions, therefore it would be Top Approval to portray a Cardinal. A Justicar has world-wide authority, and it would be therefore Global Approval to portray a Justicar.

b. For a character to have been (in their background) a member of the their VSS Types opposing sect, such as a former Camarilla member who joined Sabbat: Mid Approval This approval imparts no usable information about the previous sect.

c. A member may have up to three characters amongst all VSS types (for example, 2 C/A and 1 Sabbat, 1 C/A and 2 Sabbat, 3 Sabbat, etc). There is no such thing as a Primary or

Page 3: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 3

Secondary character, but a player may choose not to apply their full MC XP to a character at any time. A maximum of 10 XP may be banked at character creation.

d. A players characters must be created in such a way that they will never interact with each other, even indirectly. It is the responsibility of the member to prevent their characters from becoming aware of each other (For example, you cannot play two Elders, even Pretender Elders, in the same city in the same VSS type.) Players are required to ensure that their character never benefits from the actions of another of their characters.

e. In the event of a character death, a player is required to create the new character in such a way that it is instantly and easily recognizable that the new character is not the same as the old.

f. Concepts that give characters backgrounds specific to another Supernatural type (i.e. a Kindred that used to be a Mage, Changeling, Garou, etc.) are not permitted.

g. Any historical figure or character taken from White Wolf materials or from any work of fiction, without direct, written consent of the author, may not be recognizably used as the basis for a character.

h. Masquerade approvals use the Masquerade Character Questionnaire (http://wiki.white-wolf.com/camwiki/index.php?title=Masquerade_Character_Questionnaire) for Approvals Database Justification questions. Completion and acceptance of this guide by the presiding ST is also worth 8 Experience Traits. These traits do not count towards the characters monthly total.

2. Age a. When determining age, use the total time your character has existed, be it as a human,

ghoul, in torpor, or as a Vampire. b. For every trait in Generation a member receives, they may create their character with an

additional 250 years of total age. To exceed this limitation: Top Approval. 3. Backgrounds

a. Characters with backgrounds that involve time spent in an affiliate must have written approval from that affiliates NST or delegated official for handling backgrounds for that time. NST's are encouraged to provide methods to ease and speed up this process. Any such methods will be posted on the Masquerade Wiki.

b. Characters with backgrounds that involve time spent in an non-affiliate, non-GIR area must follow the Masquerade Worldbuilder Submission Guide - http://wiki.white-wolf.com/camwiki/index.php?title=Masquerade_World_Building_Submissions

B. Membership Benefits 1. When a player gains MC, all of his Primaries may apply an additional five Experience Traits

per MC gained. If a player loses one or more MC, the Experience Traits granted to the character for the player's lost MCs must be re accounted for. These Traits are not removed from the character sheet. Instead an Experience Trait "debt" is applied which must be paid off before the character can spend Experience Traits on anything else.

2. The Generation background is free for characters, but may only be applied as follows. a. Members may elect to create a character with fewer Generation traits than they are

allowed. For every two traits a member chooses not to take, they instead gain an additional Experience Trait per MC for character creation as well as when they are awarded additional Membership Class. Example: Tommy is MC 12 and therefore receives six (6) Generation traits for his character. Not wanting to play an Elder character, Tommy "gives up" four of those Generation traits and portrays a 11th Generation character. For every two of those four traits he gave up, Tommy gets another +1 per MC to make his character. In this case, instead of MC x 5, Tommy receives MC x 7 (MC x 5 + 2). Instead of 60 XP at creation, he receives 84! When Tommy is awarded MC 13, he gets another 7.

b. If the Generation of a character changes and Generation traits are added that replace those "given up" by a player, the difference in XP between MC x5 and what they were awarded must be repaid immediately. Any overage results in XP debt.

c. Characters who are created at 8th, 7th, or 6th Generation, or who are of the Elder social class must be creating using the Masquerade Elder Creation Guide:

http://wiki.white-wolf.com/camwiki/index.php?title=Masquerade_Elder_Creation_Guide

Page 4: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 4

d. Further rules for Generation are found under Backgrounds. Member Class Generation Traits Experience Award Maximum Age

1 2 5 500 2 2 10 500 3 2 15 500 4 3 20 750 5 3 25 750 6 4 30 1000 7 4 35 1000 8 4 40 1000 9 5 45 1250

10 5 50 1250 11 5 55 1250 12 6 60 1500 13 6 65 1500 14 7 70 1750 15 7 75 1750

C. Types: Special approval is required to play vampire characters of certain clans, even if the character is Embraced during the course of play. Clans or Bloodlines not listed require Top Approval.

Camarilla/Anarch VSS Independent VSS Sabbat VSS

Low Approval

Brujah Caitiff

Gangrel Malkavian Nosferatu Toreador Tremere Ventrue

Brujah Caitiff

Followers of Set Gangrel Giovanni Malkavian Nosferatu Toreador Tremere Ventrue

Assamite Antitribu Brujah Antitribu

Gangrel Antitribu (City/Country)

Lasombra Malkavian Antitribu Nosferatu Antitribu

Pander Toreador Antitribu

Tzimisce Ventrue Antitribu

Mid Approval Followers of Set

Giovanni

Salubri Antitribu Giovanni

Serpent of the Light

High Approval

Assamite Daughter of Cacophony

Ravnos Samedi

Clan variants (such as Setite Warriors)

Assamite Daughter of Cacophony

Ravnos Samedi

Clan variants (such as Setite Warriors)

Harbinger of Skulls Ravnos Antitribu

Samedi Clan Variants

(such as Tzimisce Koldun)

Global Approval True Brujah

Baali True Brujah

Baali True Brujah

Baali

1. Ghouls a. PC Ghouls are the same approval level as their regnant. If a Ghoul changes regnants,

their approval level changes with the new regnant. b. PC and NPC (Non-Retainer) Ghouls are created using the Masquerade Ghouls Creation

Guide: http://wiki.white-wolf.com/camwiki/index.php?title=Revised_Ghouls_Guide 2. Revenants

a. Revenant PC's are Low Approval in Sabbat VSSs, High approval in Independent VSSs, and Top approval on Cam/Anarch VSSs.

b. PC and NPC (Non-Retainer) Revenants are created using the Masquerade Revenant Creation Guide: http://wiki.white-wolf.com/camwiki/index.php?title=Revised_Revenants_Guide

Page 5: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 5

D. Character Sheet Systems 1. Experience Traits

a. The maximum number of Experience Traits that a player character can earn in a month is six (6). Experience Traits gained for MC are an exception, as are the Experience Traits granted from the Character Questionnaire.

b. Experience Trait expenditures after character creation take a minimum of one week to implement, though the Storyteller can require a longer periods.

c. Overcap: A character may benefit from up to ten (10) over-cap experience per calendar year. All over-cap Experience Traits are must be recorded in the database (low approval after being awarded from a feature game, regional, national, or global convention) and must be noted in the characters experience log. Over Cap for feature games is 1, regional events and trade shows is 2, and national/global events is 3.

2. Character Sanctioning and Records a. All characters must be approved by the player's Low Approval Storyteller. A copy should

be kept up to date and on file with that Storyteller. Low Approval Storytellers register their characters with their Mid Approval Storyteller.

b. A complete character record should include a character sheet, the character's Experience Trait log, and records/verification of any special approvals made on the character.

c. An Experience Trait log will detail how starting Traits (including Free Traits) were spent at character creation and how Experience Traits earned after were spent. It will also list games attended and the Experience Traits gained for each game. Dates should be noted for each entry in the Experience Trait log. If there is uncertainty over a discrepancy between what is on the player's character sheet and the copy kept in the Storyteller's records, the copy in the Storyteller’s records will be considered accurate.

3. Character Retirement a. Since a player is limited to a specific number of characters, they will sometimes wish to

retire a character from play to allow them to utilize the slot on a new character. b. Retired characters are considered dead for all intents and purposes, and cannot be

returned to play at a later date. 4. Longevity

a. When a character leaves play for any reason other than a disciplinary action, the player receives two (2) Experience Traits for every month the retired/deceased character was in play to be applied to the character created to replace it. Once a player takes Longevity from a character, that character cannot be returned to play for any reason.

5. Non-Player Character Limitations a. The creation process of non-player characters is limited in the same manner as it is for

player characters, except that Experience Traits may be added to reflect the length of the chronicle (5 XP per month). NPC's are still subject to normal approval levels. Low Approval ST's may add 50 XP to their NPC's during character creation. Mid may add 100 Experience Points. High may add 200 Experience Points. Top Approval ST's have no restriction on NPC Experience Points. i. Non-Vampire, non-human, or non-Ghoul NPCs such as Fomori, Autumn People,

Werewolves, Non-Common Wraiths, or Hit-Marks: Top Approval. ii. Low approval Sabbat, Independent, or Camarilla clans are also Low Approval Non-

Player Characters for other VSS types. b. Certain non-player characters should remain the sole province of Global Storytellers;

specifically unique non-player characters from the source material (Caine, Gaia, the First Ronin, High King David, Charon, Voormas, etc.), and very powerful non-player characters (Methuselah vampires, Justicars, Ferrymen, Malfeans, Celestian Spirits, Changeling Kings and Queens, Garou Legends, Archmasters and Oracles, world leaders/politicians, etc.)

c. Use good judgment and when in doubt consult with your National Storyteller to see which non-player characters are appropriate for use.

d. Wraith NPCs must be created according to the Common Wraith rules (http://wiki.white-wolf.com/camwiki/index.php?title=Common_Wraiths).

Page 6: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 6

IV. TRAITS

A. General 1. The Camarilla's Sanctioned games make use of the special rules for Abilities and

Backgrounds in Dark Epics, pp 48-70. 2. Any Ability, Background, power, etc. that requires the creation of new rules mechanics or

translation of tabletop rules into MET format: Master Approval a. Once this Approval is obtained, it requires Top Approval for another to learn the item in

question from your character. b. Example: A Giovanni creates a new Necromancy Ritual. This Ritual requires Master

Approval to enter play, and it requires Top Approval for another Necromancer to learn this Ritual from a Necromancer who possesses it.

3. It is Top Approval to take a trait or merit from a clanbook for members not of that clan. Disciplines retain their normal approval level.

B. Recovering Traits 1. Temporary Attribute and Ability Traits are recovered at the beginning of the day after the end

of the session. Blood is regained as described in Laws of the Night Revised. 2. Willpower Traits are recovered naturally at a rate of one per week.

C. Abilities 1. To take a (normally Low Approval) Ability Trait from a Sanctioned MET source book that is

not part of the character's home VSS Type: Mid Approval 2. Abilities Affected by the Addendum: These Ability descriptions, and those in Dark Epics,

override any found in other venue sourcebooks: a. Linguistics: Linguistics is a single Ability, which allows a character to know languages

other then her native tongue. One Trait gives the character one (1) additional language, two Traits gives two (2), three Traits gives four (4), four Traits gives eight (8), and five Traits gives the character sixteen (16) additional languages. While most PCs are capped at five traits of an Ability, those PCs with six Traits of Linguistics know thirty-two (32) additional languages, while those with seven Traits know sixty-four (64) additional languages.

b. Lore i. Characters receive the first level of Kindred Lore, the first level of their Sect Lore (if

any), and their Clan/Bloodline Lore for free. ii. Characters receive a number of free traits in Lores equal to the number of Generation

traits they receive free for their Member Class. These free Lores cannot be spent for Lores specific to a non-Vampire genre or for Lores above 3.

iii. Any Lore x4: Mid Approval iv. Any Lore x5: High Approval v. Learning a Lore that is specific to a special approval character type, organization, etc.

(one that the character does not belong to) requires a minimum level of approval equal to the character type or group that the Lore refers to.

vi. Characters possessing Necromancy or Thanatosis as an in-clan discipline may purchase Wraith Lore as though they were a Wraith (for example, Low approval for 1-3, Mid 4, High 5).

D. Clans 1. Assamite

a. Assamite Sorcerers and Viziers [Clanbook Assamite]: High Approval. b. Characters whose concept includes membership in the Web of Knives use the normal

creation rules. 2. Caitiff

a. Caitiff characters may have no more than four (4) generation traits applied to them at character creation.

b. Known Caitiff receive the additional Negative Status Trait Caitiff. c. Caitiff only pay one Experience Trait more than normal in-clan costs for each Discipline

power they learn. Though they have no clan Disciplines of their own, Caitiff select any three Disciplines at character creation for which they require no teacher. Disciplines

Page 7: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 7

selected are subject to the normal out-of-clan approval levels at the character’s creation. The character’s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Caitiff's "default" Disciplines are Celerity, Potence, and Presence.

3. Followers of Set a. Children of Damballah [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top

Approval (Sabbat) b. Daitya [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat) c. Tlacique [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval

(Sabbat) d. Warrior Setites [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval

(Sabbat) e. Followers of Set, Children of Damballah, and Daitya use the standard rules for Followers

of Set in Laws of the Night. 4. Gargoyles

a. The ritual "At Our Command it Breathes" ceased use after the Tremere joined the Camarilla. Knowing or use of the ritual is Master Approval.

b. Gargoyles can embrace childer as normal Vampires. 5. Giovanni

a. The one-Trait wraith Retainer option for Giovanni uses the rules for Common Wraiths. For each additional Background Trait the Giovanni spends on a particular Retainer, add five Experience Traits to its character sheet (to a maximum of four additional Background Traits, or 20 Experience Traits). Retainers do not gain Experience Traits in the course of play. Because other PCs have no reasonable means of protecting themselves from such retainers, Storytellers will strictly limit their interactions in the Sanctioned game.

6. Harbinger of Skulls a. A Harbinger in his normal visage cannot initiate any Social Challenges except for the

purpose of intimidation, although he may defend against Social Challenges normally. This does not apply to the usage of Necromancy.

7. Lasombra a. The Status Trait of Lasombra granted for being a member of this clan cannot be

permanently removed but does not count in excess of the character's Status maximum. b. Membership in Les Amis Noir (Friends of the Night) Top Approval, Lasombra Only.

8. Malkavian a. As noted in their Clan Advantage, Malkavian vampires are often able to instinctually

identify one another. A Malkavian may engage an individual (once per night per individual) in a Mental Challenge (retest with Awareness) to determine if they are a Malkavian. However, it is impossible to determine if a vampire is a Malkavian while she is using powers that shield the mind (such as Mind Blank).

b. The Malkavian Madness Network cannot be used for any form of mental communication. c. Malkavian Time [Clanbook Malkavian]: Not sanctioned for use.

9. Pander a. Pander characters may have no more than four (4) generation traits applied to them at

character creation. b. Panders only pay one Experience Trait more than normal in-clan costs for each

Discipline power they learn. Though they have no clan Disciplines of their own, Panders select any three Disciplines at character creation for which they require no teacher. Disciplines selected are subject to the normal out-of-clan approval levels at the character’s creation. The character’s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Pander's "default" Disciplines are Celerity, Potence, and Presence.

10. Salubri a. Instead of two free Traits of the Generation Background, Salubri receive two free Traits in

any Vampire Background (except Generation) of their choice. This does not replace the necessary approval for any specific Background.

11. Tremere

Page 8: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 8

a. Rank: i. Starting a character with the rank of Apprentice of the 1st through Apprentice of the

4th: Low Approval ii. Starting a character with the rank of Apprentice of the 5th through Regent of the 4th:

Mid Approval iii. Starting a character with the rank of Regent of the 5th through Lord of the 4th: High

Approval iv. Characters may not start with a rank above Lord of the 4th. v. No rank should be assigned until the Storyteller examines the current in-game

hierarchy to determine the need for another character of any particular rank. After character creation, ranks are subject to the whim of appropriately ranked player and non-player characters within the established hierarchy.

vi. All Tremere ranks are required to have in excess of seven direct reports before another of the same rank is created.

b. Tremere who take part in the Vaulderie immediately gain the Infertile Vitae and Thin Blooded Flaws. They gain no Free Traits for these Flaws. Every day after the Vaulderie, the player must win a Physical Challenge against 30 Traits. The Survival Ability and Willpower may be used for retests. Any time the player loses the test the character permanently loses three Physical Traits, which can never be regained. When the character has no Physical Traits remaining, they immediately combust, and suffer Final Death.

c. To portray a "rogue" concept or have been one in the characters history: High Approval d. Membership in the Astors [Clanbook Tremere]: Top Approval. e. The Path of Blood is the default Thaumaturgy path for all Tremere characters.

12. Tzmisce a. The ability to purchase Lores does not extend to those that would require High or Top

Approval. The ability to have Revenants as retainers does not cost additional Traits. b. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use.

E. Backgrounds 1. General

a. Any Background or power that duplicates and item or power requires the same approval level as the duplicated item or power.

b. If a character gains a Background during play (keeping it more than a month), Experience Traits must be spent to pay for it. If a character loses a Background (or levels of) during play, those lost levels are held in reserve in case the character should later reacquire or develop more levels of that Background during play. Influences do not follow this restriction.

c. Unless otherwise noted, each Background is limited to five Traits, although Backgrounds representing singular things, such as items, individual Companions or Retainers, etc, are limited to five Traits each. Influences do not follow this restriction.

2. Fame a. Fame x4: High Approval b. Fame x5: Top Approval

3. Generation a. After character creation vampires may only acquire more Generation Traits through

diablerie. None of the optional rules found under the Generation chart in Laws of the Night: Revised are used in the Sanctioned Chronicle.

b. Diablerie of NPCs always fails in the 4th phase (no traits are gained). c. Diablerie of Player Characters who have been in play for fewer than six months always

fails in the 4th phase (no traits are gained). 4. Herd

a. Herd may be called upon each week, rather than each session. 5. Influences

a. Use the rules in Dark Epics (p 54) for additional Influence endeavors, and the rules in Laws of the Night: Camarilla Guide for standard Influence endeavors at levels six through ten.

Page 9: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 9

b. Military and Espionage Influences are not used in the Sanctioned Chronicle. c. Characters may purchase influences up to level 5 with freebie/experience traits. Levels

beyond five must be grown using actions from Dark Epics. No single influence may exceed ten levels.

d. Influence category above 5: Mid Approval e. Influence category above 7: High Approval f. Each Influence category within a Region should not have more than one character with

level ten, two characters with level nine, and three characters with level eight. This total is inclusive of all VSS Types within the Region. Thus, in a Region that offers Cam/Anarch, Sabbat, and Independent, one could find a Ventrue with Political 10, a Lasombra with Finance 10, and a Pander with Occult 10, and no other character in this Region, in any VSS Type, possess ten levels of the Political, Finance, or Occult Influences.

g. For the Camarilla's Sanctioned games, characters may use a number of actions each month (not session) equal to his or her Influence level. No more than twenty actions can be spent towards a single endeavor in any given month, including all actions spent for modifications. Players should register actions with their local Storyteller who will moderate their interaction with other Influences if necessary.

h. The example given in Dark Epics for Attack contradicts the system described. Banked Growth actions are lost if the Attack is successful. Ignore the example that allows the Attacked player to spend Banked actions as the result of a successful Attack.

i. Please see the Masquerade Influence Guide for more information. j. Items obtained through the Occult Influence have no mechanical effects nor can be Ritual

created items (Warded items, etc). 6. Mentor

a. NPC Mentors may not teach Disciplines. 7. Military Force [Clanbook Brujah]

a. This background is not used in the Sanctioned Chronicle. 8. Retainers

a. Each of a vampire’s Retainers dedicated to increasing her Influences maximum increases it by three levels rather than just one level. They may have an unlimited number of such retainers.

b. If a character sheet is needed for a Retainer, create it with 6-4-3 Attributes, five Ability Traits, three Humanity Traits, and 1 Willpower Trait. For each additional Background Trait spent on a particular Retainer, add five Experience Traits to its character sheet (to a maximum of four additional Background Traits, or twenty Experience Traits).

c. Retainers may take Derangements and Negative Traits to gain up to five Free Traits, but may not have Merits, Flaws, or Backgrounds (including Influence).

d. The Retainer's character sheet cannot have anything on it that requires approval above Low Approval

e. Retainers do not gain Experience Traits in the course of play. Retainers may be humans or Ghouls (or Common Wraiths where allowed) for no additional cost. These Retainers do not need to purchase the Merits typically required to be Ghouls (or Wraiths).

9. Spirit Slaves [Clanbook Giovanni] a. This Background has been modified in the Sanctioned Chronicle. Each level of this

background represents a hold upon an additional Common Wraith, with a maximum of five wraiths so held. Disregard the option to obtain a more powerful wraith, instead of multiple weaker ones.

F. Merits & Flaws 1. General

a. Vampire characters may take merits from either Laws of the Night Camarilla Guide or Laws of the Night Sabbat Guide at Low Approval.

b. A character cannot possess more than seven Traits of Merits nor take Free Traits from more than seven Traits of Flaws. Example: a vampire could take both Disease Carrier and Thin Blood as flaws, but would only gain seven (not eight) Traits for doing so. If a Merit or Flaw is no longer applicable to the character, the Storyteller should assign an appropriate number of Merit or Flaw Traits as replacements. This also applies if the

Page 10: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 10

Storyteller feels that the Merit or Flaw is being abused or ignored. These limitations may be surpassed with Top Approval.

c. Players may not choose Flaws that describe qualities already inherent to the character, such as a Lasombra Antitribu taking the Dark Secret Flaw: "true clan" while pretending to be a Brujah.

d. If the description and/or cost of a Merit or Flaw differs between this source and the Mind's Eye Theatre source book, use what is listed in this supplement.

e. Merits and Flaws like Spirit Mentor and Haunted use the rules for Common Wraiths. f. Traits gained from merits or flaws may not be used in supernatural challenges.

2. Ability Aptitude [1 Trait Merit] a. You have a natural affinity for a particular (but not combat related) Ability. You are up 2

Traits on all tests directly related to that Ability only (not with powers that would use the Ability for a retest). This bonus only applies to a single Ability (for those that require a specific focus such as Performance or Science).

3. Ambidextrous [1 Trait Merit] a. You are equally skilled at using either hand. You do not suffer the normal two Trait

penalty for performing actions with your off hand. In addition, you do not need to have the prerequisite number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a shield) in combat.

4. Animal Traits [Clanbook Gangrel] a. All of the Animal Traits listed on page 58 of Clanbook Gangrel are two Trait Merits for

Gangrel (which count against their maximum number of Merit Traits). They can be taken during character creation, or purchased after the character gains a Negative Trait due to frenzy. No more than one such Trait can be taken at character creation. Once in play characters should only take such Traits after extreme cases of frenzy (Storyteller discretion). For taking an Animal Trait during character creation, the character begins with one of the Negative Traits from the Clan Disadvantage without any Free Trait benefits. Advantages gained from these Traits do not apply if the character uses a power that substantially transforms the her body, such as Form of the Beast, Shape of the Beast's Wrath, or Mythic Form. Armor granted by Animal Traits will absorb the first wounds of the appropriate type inflicted in the session (calculated before the damage is reduced by any other power the character might have).

5. Attuned Taste [Clanbook Tremere] a. Mid Approval.

6. Bound to the Council [Clanbook Tremere] a. High Approval.

7. Code of Honor [2 Trait Merit] a. The retest granted by this merit cannot be used in supernatural challenges.

8. Consanguineous Resistance [Clanbook Giovanni] a. High Approval.

9. Destiny a. This Merit is not used in the Sanctioned Chronicle.

10. Double Betrayer [Clanbook Tremere] a. High Approval.

11. Dynamic Personality [Clanbook Brujah] a. High Approval.

12. Embraced Without the Cup [Clanbook Tremere] a. High Approval.

13. False Reflection [Clanbook Nosferatu] a. High Approval.

14. Flesh of the Corpse a. This Flaw is worth only one Trait in the Sanctioned chronicle.

15. Infamous Sire a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval

16. Iron Will [3 Trait Merit]

Page 11: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 11

a. This Merit gives the character a free retest when attempting to resist Dominate and Dementation, or when fending off other mind-influencing powers. You get three bonus Traits against magic or Thaumaturgy that both influences your mind and requires a Mental Challenge.

17. Lizard Limbs [Clanbook Nosferatu] a. The cost to re-grow a limb is the same as the cost to heal an aggravated wound,

although it doesn’t prevent the vampire from healing an actual aggravated wound during the same day.

18. Long Fingers [Clanbook Nosferatu] a. The Dexterous Trait gained from this Merit may exceed the character’s normal maximum.

19. Luck/Lucky [3 Trait Merit] a. The character gets a free retest once per session on any non-combat challenge. b. The retest granted by this merit cannot be used in supernatural challenges.

20. Magic Resistance [2 Trait Merit] a. The Traits granted by this Merit are an exception to the above rule that prohibits Merit-

granted Traits from affecting challenges for supernatural powers. 21. Mistaken Identity [1 Trait Flaw]

a. Resemblance with this Flaw to an actual player character requires permission of the player who portrays it (or the Storyteller responsible in the case of a NPC).

22. Natural Linguist [2 Trait Merit] a. You have a remarkable grasp of any languages that you speak or write (as per your

Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice the number of languages that your level of the Linguistics Ability would normally allow.

23. Nine Lives a. This Merit is not used in the Sanctioned Chronicle.

24. Oracular Ability [3 Trait Merit] a. The retest granted by this merit cannot be used in supernatural challenges.

25. Paragon [Clanbook Ventrue] a. High Approval. b. Possessing this merit grants you a patronage status from your Sire. This merit does not

add to the overall cap of status your character may have. 26. Prestigious Sire

a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval

27. Probationary Sect Member a. Any sect member, not just Elders, may treat the character as if she had only one Status

Trait. Anytime a character joins a new sect she gains this Flaw (with no benefits) for one year. Characters who started play with Probationary Sect Member (those benefiting from the additional Free Traits) do not lose the Flaw after this period.

28. Quiet Heart a. This Merit is not used in the Sanctioned Chronicle.

29. Revenant Disciplines [Clanbook Tzimisce] a. High Approval.

30. Sanguine Incongruity [Clanbook Giovanni] a. High Approval.

31. Sleep Unseen [Clanbook Nosferatu] a. High Approval.

32. Supernatural Ally [3 Trait Merit] a. You maintain a secret relationship with another supernatural creature, maybe even a

Type from another venue. Sometimes you must go to some lengths to maintain your friendship with this creature, and to keep your relationship secret. In return, he will sometimes perform small favors for you. This ally is not your retainer. It is created and controlled entirely by the Storyteller.

b. Non-vampire Supernatural Allies are Top Approval. 33. Sympathetic Bond [Clanbook Malkavian]

Page 12: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 12

a. High Approval. 34. True Faith

a. This Merit is not used in the Sanctioned Chronicle. 35. Unbondable

a. This Merit is not used in the Sanctioned Chronicle. G. Virtues & Morality

1. Characters compare current Traits on all Virtue tests, but they lose ties on them. Thus if he currently has the same number of Traits as the difficulty of the Test, the character loses the Virtue Test. If a character relents to a Virtue Test of Self-Control, Instinct, or Courage, they do not lose any Traits or gain any Negative Traits.

2. Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of the provocation.

3. To stay awake during the day requires a Courage Test vs. three Traits at the beginning of each hour. If the Courage Test is lost, the player may choose to stay awake and gain a permanent Negative Trait (either Cowardly or Submissive) or fall asleep where they are.

4. A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs three Experience or Free Traits. a. Six months must pass between purchases of Morality Traits. b. Two months must pass between purchases of Virtue Traits. c. This limit does not apply during character creation.

5. Your Storyteller may remove a Virtue or Morality Trait once a month if she feels you are not playing the character's level of Morality appropriately. For example, Conrad has five Traits of Humanity and Conscience. In the last month, Conrad ate five babies. He succeeded each of his Morality Tests, but his Storyteller still has the option of removing a Morality Trait and a Conscience Virtue Trait to reflect Conrad's unrepentant ways.

6. Approval levels for Morality paths: a. All VSS Types - Clan-specific Paths from Laws of the Night Revised for members of

that Clan: Mid Approval b. Camarilla/Anarch Characters - Any Path of Enlightenment other than Humanity: High

Approval c. Sabbat Characters - Any of the the Paths of Enlightenment from Laws of the Night

Revised and Laws of the Night Sabbat Guide: Mid Approval d. Sabbat Characters - Learn clan-specific paths if they are not a member of that clan: High

Approval e. Path of Evil Revelations: High Approval f. Paths of Night, Alternate versions [Clanbook Lasombra]

i. For Lasombra: Mid Approval ii. For all others: High Approval

g. Path of Sutekh [Clanbook Followers of Set]: i. For Followers of Set: Mid Approval ii. For all others: Top Approval

h. Road of the Beast [Faith and Fire]: Top Approval i. Road of Heaven [Faith and Fire]: Top Approval j. Road of Humanity [Faith and Fire]: Top Approval k. Road of Kings [Faith and Fire]: Top Approval l. Road of Sin [Faith and Fire]: Top Approval

H. Other Traits 1. Use of Willpower Traits

a. Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one turn in a combat situation.

b. Most Mind's Eye Theatre source books list different ways to use Willpower Traits. Rather than list them all out, we will instead list what source book uses are not allowed or are altered for the Camarilla's Sanctioned chronicle.

c. When spending a Willpower Trait to replenish all lost Traits in a category (Physical, Social, or Mental), each given category may only be replenished once in any game session.

Page 13: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 13

d. Expending a Willpower Trait grants a retest to defend against another character's Mental or Social challenge, rather than negating the challenge. This will not work against Mental vs. Physical challenges, or challenges caused by the Willpower spender.

e. Willpower may not be used to automatically succeed in Static Challenges or Simple Tests.

2. Generation Maximum and Willpower Traits a. The Generation Maximum Willpower rating for all Kindred of eleventh (and weaker)

Generation is 10. Disregard the limitations of 6 or 8 as found in Laws of the Night, p 95.

V. DISCIPLINES A. Learning

1. Follow the rules in Laws of the Night page 133 for learning Disciplines. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. Characters may not teach out of-clan Disciplines. Non-Player Characters may not teach Disciplines. For example, a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters are further limited to teaching only powers that they possess.

2. Disciplines and powers from Laws of the Night: Anarch Guide are Top Approval for non-Anarch characters.

3. To teach Advanced Necromancy or Thaumaturgy, the teacher must be eighth (or more potent) Generation, have the Discipline in-clan, and must know two paths of the Discipline through the Advanced level.

4. Basic through Advanced levels in a Discipline path must be purchased in the order listed. Superior levels need not be purchased in order, so long as the character has a Discipline in the same path from the level just below the one she wishes to purchase. For example, a Master level is required before a character can purchase an Ascendant level of a Discipline path.

5. Out-of-clan Disciplines may be taken at character creation, but this must be justified in the character's background and approved by the Storyteller. This includes Disciplines purchased with Experience Traits granted by Membership Class. Advanced (or higher) Out-of-clan Disciplines may not be taken at character creation. The Experience Traits cost for out-of-clan Disciplines has been changed to 4 Experience Traits for Basic, 8 Experience Traits for Intermediate, 12 Experience Traits for Advanced, 16 Experience Traits for Elder, and 20 Experience Traits for Master.

6. Out-of-Clan Discipline Approval Requirements a. Low Approval:

i. Animalism ii. Auspex iii. Celerity iv. Dominate v. Fortitude vi. Obfuscate vii. Potence viii. Presence

b. Mid Approval: i. Dementation ii. After character creation for Sabbat members to learn any out-of clan Basic Discipline

if the teacher is a member of the character's pack c. High Approval:

i. Chimerstry ii. Necromancy (Ash, Bone, and Sepulchre Paths) iii. Necromancy (Mortuus Path) (Harbinger of Skulls character) iv. Necromancy (Vitreous Path) (Nagaraja character) v. Obtenebration (Sabbat) vi. Protean vii. Serpentis

Page 14: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 14

viii. Thaumaturgical Countermagic (Tremere character) ix. Thaumaturgy x. Vicissitude (Sabbat)

d. Top Approval: i. Dark Thaumaturgy ii. Necromancy (Mortuus Path) (non-Harbinger of Skulls character) iii. Necromancy (Vitreous Path) (non-Nagaraja character) iv. Obeah v. Obtenebration (Cam/Anarch) vi. Thaumaturgical Countermagic (non-Tremere character) vii. Valeren viii. Vicissitude (Cam/Anarch)

e. Master Approval i. Daimoinon ii. Temporis iii. any Discipline not otherwise listed

7. In-Clan Thaumaturgy Approval Requirements Tremere Koldun Assamite Sorcerer Setite Sorcerer

Note In-clan costs Replaces Vissisitude In Clan costs

Replaces Celerity In Clan costs

4th Discipline Out-of-Clan Costs

Low Approval

*Path of Blood Elemental Mastery Lure of Flames Movement of the Mind Neptune’s Might Weather Control

*Elemental Mastery Lure of Flames Neptune’s Might Path of Blood Weather Control Path of Mars

*Lure of Flames Elemental Mastery Hands of Destruction Path of Blood Movement of the Mind Path of Father’s Vengeance

Path of Corruption Path of Blood Movement of the Mind Path of Mars Path of Conjuring Weather Control

Mid Approval

Any path not otherwise listed (from sanctioned source material)

High Approval

Biothaumaturgy, The Green Path, Mastery of the Mortal Shell, Path of Corruption (Non-Setite), Path of Shadowcrafting, Technomancy,

Vine of Dionysus Top Approval

Path of the Blood Curse, Path of Curses

Not Sanctioned

The Focused Mind, Path of Levinbold, Spirit Manipulation, Alchemy

a. Characters may change their primary path of Thaumaturgy to another with High Approval or the approval level of the path, whichever is higher.

B. Using Disciplines 1. A character cannot simultaneously use multiple powers that substantially transform the

character’s body. Such powers should be considered mutually exclusive, with the activation of one canceling any other that is active. Powers such as Shape of the Beast, Horrid Form, Skin of the Adder, and Black Metamorphosis invoke this rule, but minor transformations like Eyes of the Beast or The Tongue of the Asp do not.

2. Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in the Discipline’s description, which rarely includes weapon attacks. Be careful to note the difference between general combat bonuses (like Puissance), brawling attacks (such as Horrid Form), and even more specific attacks (like the bite bonus from The Skin of the Adder).

C. Discipline Descriptions 1. Level Equivalence

a. Six dot (●●●●● ●) Disciplines equate to Elder Disciplines in the MET system. b. Seven dot (●●●●● ●●) Disciplines equate to Master Disciplines. c. Eight dot (●●●●● ●●●) Disciplines equate to Ascendant Disciplines.

2. Animalism a. Quell the Beast: This power lasts for an hour or scene.

Page 15: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 15

b. Subsume the Spirit: The Negative Traits gained from using this Discipline are only cumulative to a maximum of five. Animals generally have between two and ten Health Levels, and between three and twelve Physical Traits, depending on size.

c. Drawing out the Beast: i. A Beast lost through use of this power returns after 28 days, if not otherwise

recovered. ii. The Optional Rules [Clanbook Ravnos] for this power are not used in the Sanctioned

Chronicle. d. Quell the Herd [Clanbook Gangrel]: Quell the Herd works on vampires, but requires a

Willpower Trait to be spent (before the mob challenge is made). e. Song in the Dark [Clanbook Nosferatu]: Not Used.

3. Assamite Sorcery [Clanbook Assamite] a. For Amr caste Assamite: Low Approval b. For any other: High Approval c. Assamite Sorcery functions as described in Clanbook: Assamite. Its paths and rituals

follow the same rules and approval levels as other Thaumaturgy. See In Clan Thaumaturgy for Assamite Sorcery paths. Assamite Sorcery versions of other Thaumaturgical paths and rituals may be taken at the appropriate approval level.

d. Awakenign of Steel: i. For practitioners of Assamite Sorcery: High Approval. ii. Not available to characters practicing other versions of Thaumatury.

4. Auspex a. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle.

i. Auspex and Obfuscate are opposing Disciplines. The examples listed under Auspex and Obfuscate in Laws of the Night conflict. Do not use the listed system of bonus Traits. Instead, players compare their Discipline levels. Precise powers (Heightened Senses, Aura Perception) do not matter, only the Discipline levels matter for this comparison (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). Note that this only comes into effect for purposes of concealment, or of piercing concealment. A character with the appropriate Auspex power active may attempt to accurately perceive characters or objects that have been rendered invisible or altered by use of Obfuscate. If the Auspex level is higher than the Obfuscate level, the Auspex user wins without a test. If it is lower, the Auspex user loses without a test. Only if the two Disciplines are of the same level is the standard challenge actually performed. To compare the Auspex vs. Obfuscate levels in a challenge, the player using Auspex announces her Auspex level. She states the level she has (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). The visual sign for this is counting numbers on fingers, one through six; one finger is for Basic, two is for Intermediate, three for Advanced, four for Elder, five for Master, and six fingers for Ascendant. The character under Obfuscate will give a verbal level or hold up fingers to show their level of Obfuscate. The same process applies to Auspex vs. Chimerstry.

b. Aura Perception: Characters using Aura Perception on an individual who is Possessed or otherwise under the control of another entity see the aura of the controlling entity only, not that of the host body.

c. Psychic Projection: Characters in Psychic Projection are limited to using perception-based powers. Any powers that require a non-static challenge can only be used while the

Page 16: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 16

character has manifested his form. Projecting characters have no access to their bodies, which prevents the use of blood for any purpose.

d. Psychic Assault: The third (kill) challenge for Psychic Assault is not used in Sanctioned play. A character can at most be put to the Torpor or Mortally Wounded health levels by this power.

5. Celerity a. Alacrity:

i. Alacrity does not grant an additional action, it simply grants the user a total bonus to their initiative equal to the number of Celerity powers they possess when activated.

b. Flower of Death: i. Other Celerity powers may be used while Flower of Death is active, but the costs for

each must be paid normally. ii. The cost for Flower of death must be paid each turn it is used.

c. Stutter Step [Clanbook Brujah]: This is an Elder power. d. Quickness [new Master power]: Your speed is the stuff of legends. With the expenditure

of a Blood Trait (in addition to Blood spent on other celerity powers) you can take an additional physical action, which takes place after the actions of all vampires using Legerity.

6. Chimerstry a. Chimerstry is meant to be a subtle and devious power. Please review the section titled

"What is Chimerstry" on page 61 of the Revised Ravnos Clan Book for a guideline on how to use Chimerstry. Storytellers are encouraged to allow characters a mental test versus the Chimerstry users permanent mental traits to disbelieve wild or blunt uses of this power.

b. Ignis Fatuus and Fata Morgana: You do not need to defeat an opponent in a Social Challenge to activate these powers. Pay the cost listed and the illusion springs into life, visible by anyone present. If a character has a valid reason to disbelieve the illusion, they may attempt a Static Mental Challenge against the illusionist’s permanent Social Traits. Success on this challenge allows the character to see through the illusion (or hear through it, smell through it, etc.).

c. Horrid Reality: To use Horrid Reality, spend a point of willpower and target an illusion created by Fata Morgana or Apparition. For the remainder of the scene you may make a social challenge to cause the illusion to attack. If the challenge is successful the target takes a maximum of 2 points of aggravated damage, 3 points of lethal damage, or 4 points of bashing damage. The type of damage inflicted by Horrid Reality depends on your illusion’s mode of attack. An illusory pistol would cause lethal damage (or bashing to vampires) while fire summoned by an illusory Warlock would cause aggravated damage. All of the challenges for Horrid Reality apply, regardless of the target's level of Auspex. Even a character who consciously realizes that your creation is illusory will be unable to disbelieve it completely enough to avoid taking damage. Damage caused by Horrid Reality fades at the end of the scene. Chimerical damage can be reduced by powers like Fortitude and may be healed normally. This power cannot be used to create non-damaging effects like staking or grappling.

d. Far Fatuus: Only Basic and Intermediate Chimerstry may be used through Far Fatuus. It is not possible to use powers like Horrid Reality with Far Fatuus.

e. Shared Nightmare (aka Mass Reality): As Horrid Reality but your illusion can affect up to 5 targets. For example, an illusory machine gun could spray bullets into a crowd or an illusory Warlock could throw a fire ball that engulfs several characters. When using Shared Nightmare test against each target separately.

f. Occlusionis: To use Occlusionis target a character and make a social challenge. If successful you inflict a controlled version of the Synesthesia derangement on your victim

Page 17: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 17

confusing his senses. For the remainder of the scene your target loses ties on all actions and he must spend a willpower to target any character other than himself. Alternately you may choose to use a diluted version of this power on every character in your line of sight. If you choose this option make a static social challenge with a difficulty equal to the number of targets your power will effect. If successful all targets gain the Synesthesia derangement and lose ties on any perception related challenge as long as they remain in your presence.

7. Daimoinon a. Fear the Void Below: The difficulty of the Courage Test caused by this Discipline is

equal to twice the number of Traits risked in the preceding Sense the Sin challenge. b. Psychomachia: The difficulty of the Courage Test caused by this Discipline is twice the

number of Traits risked in the preceding Sense the Sin challenge. The nightmare construct created is a match or near match for the character in every way, taking into account powers and equipment the character has available to them.

c. Condemnation: To clarify, the character does not permanently expend Traits to use this Discipline. Instead, Traits used to reduce those of his victim are unavailable to the character in any way until he chooses to end the curse or the victim dies. This means the Traits cannot be bid or expended, nor do they count in comparisons of Traits for ties, overbids, or other purposes.

d. Concordance: Mechanics representing ‘powers’ granted by this Discipline require Top Approval. This Discipline can be purchased multiple times.

8. Dementation a. Personal Scourge: The damage caused by Personal Scourge cannot be resisted with

Fortitude, nor is it reduced by other Disciplines (excepting Aegis, which may be used). 9. Dominate

a. The limit of one retest mentioned in the description of Dominate refers only to the use of Willpower Traits. It does not prevent the target from using Abilities, overbids, etc.

b. Mesmerism: Once triggered, the command from Mesmerism has a duration of no longer than a single scene. A victim may only have one Mesmerism implanted per mesmerist at any given time.

c. Conditioning: The victim of this power does not shake off the Conditioning as described in Laws of the Night. The victim must instead go six consecutive months (minus one month per Willpower Trait spent toward resisting the bond). The minimum period that the victim must go without being around her regnant in order to successfully shake off the Conditioning is one month. Morality Tests may apply for using this power.

d. Possession: Partially Awakened mortals, such as ghouls or mortals with Numina, may be targets of Possession. While possessing such mortals, the vampire may only access powers inherent to the physical form, such as Celerity, Fortitude and Potence, but not other supernatural powers possessed by the mortal in question. The vampire uses the blood pool and maximum expenditures per turn of her host. If a character assumes another shape before possessing, the special powers granted do not transfer with her into the possessed body. This includes such things as the bonus Mental Traits from Shape of the Beast, the Dominate/Presence immunity from Felis Negrum, and the darkness immunity granted by The Form of the Cobra.

e. Oberon’s Grail [Tremere]: i. This is an Elder level Discipline, not Master level. ii. Only vampires who possess Oberon’s Grail can restore memories lost to Oberon’s

Grail. In that case, the memories can be restored using the rules outlined under Forgetful Mind.

f. Still the Mortal Flesh: The duration of this Discipline is the user's permanent Willpower Traits in turns.

g. Far Mastery: Note that this Discipline replaces the need for eye contact, but not the need for the target to hear your voice.

10. Fortitude

Page 18: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 18

a. Aegis: The invocation of Aegis requires spending permanent Willpower or permanent Stamina-based Traits. Only Physical Traits that are Stamina-based may be spent on Aegis. Stamina and Willpower Traits expended to power Aegis must be available to bid or expend. Invoking Aegis does not prevent a successful staking of the character, unless the power is invoked before either of the staking tests are performed.

b. Personal Armor: Damage caused to unarmed attackers by Personal Armor is always bashing, regardless of the type of damage caused by the attack. Attackers do not suffer the inability to use limbs when they take damage due to Personal Armor. Personal Armor is effective against natural weaponry such as Wolf Claws and Serpents Tongue. The natural weaponry breaks and must be reactivated if the test is successful. If there is no activation cost associated with the weaponry, such as Horrid Forms bone protrusions, the damage from Personal Armor must be healed before that particular part of the transformation power can inflict its additional damage.

c. Shared Strength: Shared strength only has the option of sharing Basic through Advanced Fortitude. No Elder, Master, Ascendant, or Combination powers may be transferred though this power.

11. Koldunic Sorcery [Clanbook Tzimisce] a. The Tzimisce Koldun bloodline practices Thaumaturgy, not actual Koldunic Sorcery. b. Possession of Koldunic Sorcery (such as the Path of Sorrows): The Ways or Way of

Sorrow are not used. Koldunic Sorcerers use a variation of Thaumaturgy that is incompatible with any other version (such as Setite or Assamite Sorcery).

12. Mytherceria a. Riddle Phantastique: A character under the effects of this Discipline will temporarily

snap out of the trance if he enters imminent danger (such as an attack on himself or the rising of the sun for a vampire). He may then take whatever actions are necessary to remove himself from the danger. Once out of danger, the trance returns, with the timing of challenges restarting where it was when he left the trance.

b. Steal the Mind: If the target of this power is attacked the effect ends. 13. Necromancy

a. Necromancy is considered “blood magic” and is thus subject to Thaumaturgical Countermagic, the Magic Resistance Merit, and similar magic-affecting phenomenon.

b. Few vampires become wraiths upon suffering the Final Death, as most immediately slip into Oblivion. It requires Global Approval for a dead vampire to be an eligible target for summoning with Necromancy.

c. The Maelstrom and Nigrimancy [Clanbook Giovanni]: These rules are not used in the Sanctioned Chronicle.

d. Bone Path i. Shambling Hordes: The number of animated corpses you control at any time may

never exceed the number of permanent Willpower Traits you possess. ii. Soul Stealing: A spirit ejected through Soul Stealing may return to its body

immediately if the body is injured, although it must still perform the normal test to eject any other spirit inhabiting the body. This is true, even if the spirit is Compelled or Haunted. If the spirit is damaged enough to be Incapacitated, it returns to the body as above and regains consciousness 10 minutes later. For example, Conrad's soul is stolen from his body. Conrad's body is placed carefully in the trunk of a car. As the car is driving down the street, a bus hits the car, causing two levels of bashing damage to Conrad’s body. Conrad's soul is automatically pulled back into his body.

iii. Daemonic Possession: (a) If the original owner of a body returns to their possessed body, they may engage

in a Mental Challenge once each hour for control of the body. If the true owner succeeds, they have removed the foreign spirit and need not test again. Daemonic Possession may not be used to take a vampire's soul and place it within another vampire's body. You cannot use Daemonic Possession on yourself.

(b) For a dead PC to receive a new body with the use of this power requires Global Approval.

Page 19: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 19

e. Sepulchre Path i. Compel Soul: Compel Soul will fail if you order the wraith to perform an action that

will cause it harm (such as requiring to leave an area it is being held in by Haunting). You may not Compel a soul to remain out of its body more than one day.

ii. Haunting: You may not keep a soul out of its body by using Haunting for longer than one day.

f. Vitreous Path: This Discipline is retested with the Occult Ability, not Wraith Lore. 14. Obfuscate

a. Cloak of Shadows, Unseen Presence, Vanish from the Mind's Eye, and similar 'invisibility' powers have much the same effect, with varying degrees of skill. A character cannot benefit from layering these powers, even if someone attempts to assist him by using Cloak the Gathering in an attempt to duplicate the 'invisibility'.

b. Mask of a Thousand Faces: You may modify the specific details of clothing but not add or remove items in full. Thus, a ratty windbreaker can be made to appear as a new and stylish tuxedo jacket, but not a trench coat. Mask of a Thousand Faces cannot conceal items, nor does it increase the character's ability to conceal items with the alteration of clothing.

c. Vanish from the Mind’s Eye: A character attempting to vanish only bids one Trait regardless of the number of observers bidding against her.

d. Cloak the Gathering: Cloak the Gathering cannot be used on unwilling, torpored, or unconscious targets.

e. Mental Maze [Clanbook Followers of Set]: It costs a Willpower Trait to use this Discipline on a supernatural creature or a Partially Awakened mortal. The effects last no longer than one scene (or three turns if the subject is engaged in combat).

15. Obtenebration a. Special Effects and Optional Rules [Clanbook Lasombra]: These rules are not used in

the Sanctioned Chronicle. b. Arms of the Abyss: Potence and Fortitude cannot be added to the arms. The number

of Traits possessed by each arm is equal to the number of Discipline powers the character has in Obtenebration. For example, a character with Advanced Obtenebration would create Arms of the Abyss tentacles with five Physical Traits each.

c. Black Metamorphosis: i. This must be a tentacle-based attack, using the character’s Potence and Physical

Traits. The character may not take any sort of action itself. ii. The Clumsy Negative Trait is not cumulative with other Negative Traits inflicted by

Obtenebration. 16. Potence

a. Potence does not modify ranged combat except where specifically mentioned in the power's description.

b. Might: The use of Might is the last retest. Even if the use of Might is canceled by the opponent declaring the use of Might as well, no further retests may be performed for this challenge.

c. Imprint: Imprint causes one extra level of damage when squeezing or crushing any target. Imprint does not cause extra damage when the user is wielding a weapon. The extra damage is not limited to just affecting vampires, and it can be inflicted by biting, hugging, etc.

d. Puissance: When an attacker is using a weapon with this power and they lose the initial test to attack, their weapon shatters and can no longer be used. If the test is successfully retested or overbid, the attack still does normal damage (including any effects, such as staking). If the weapon used has the negative trait Fragile, then it breaks on a loss or tie.

e. Force [new Master power]: By spending a Blood Trait to activate this power for a scene, your strikes inflict an additional health level of damage in combat. This bonus applies to any attack in which your strength is a factor - unarmed combat or combat with melee weapons. However, use of this incredible strength always breaks any weapons that are used with it.

17. Presence

Page 20: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 20

a. Awe: You must be within line of sight of your target to use Awe. b. Summon: The Social Trait bid and the Leadership Ability used (if you elect to use one)

are considered expended regardless of the result of the challenge. The Summon power dissipates at dawn at the victim's location. Also, Summon cannot cause the subject to travel through extremely dangerous or directly damaging areas. A summoned individual will take steps to avoid danger and mitigate risk when traveling, but the Summons is broken if there is no way to reach the summoner except through dangerous or fatal territory. The summoning character's intent is not considered when determining if a situation is "dangerous". Only the condition of the physical environment is relevant.

c. Temptation [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. Effects of this power are not permanent. Instead, they last until the victim spends as

many Willpower Traits as the user spent to activate it. Each time the victim spends Willpower to resist, they stop the effects of the power for ten minutes (or one turn of combat).

d. Father Knows Best: Once per hour, the target(s) may spend a willpower and engage the user in a social test to end the effects of the power (for that target).

e. Phobia [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. Effects of this power are not permanent. Instead, they last until the victim spends as

many Willpower Traits as the user spent to activate it. Each time the victim spends Willpower to resist, they stop the effects of the power for ten minutes (or one turn of combat).

f. Corruption [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. The Setite must spend at least as many Willpower Traits as the target's Morality

rating for this power to be successful. It will then last until the target spends as many Willpower Traits to resist this discipline as the Setite has permanent Social Traits. Each time the victim spends Willpower to resist, they stop the effects of the Discipline for ten minutes (or one turn in combat).

18. Protean a. Earth Meld: Normal disturbances to the ground will not end the effects of Earth Meld,

although digging will cause the character to be ejected. b. Shape of the Beast:

i. Vampires in wolf form gain the Physical Traits Quick, and Lithe, in addition to the Sharp Trait granted by Feral Claws. The form allows them to travel an additional six un-penalized steps per action in combat during any round in which they do not attack.

ii. Vampires in bat form may only declare three Traits in challenges to harm or otherwise attack someone. (They are not limited to bidding three Traits in challenges of defense.) They can fly at their normal running speed and all attacks against them suffer a two Trait penalty. If more than five steps away from the nearest attacker, they can declare a Fair Escape unless an attacker possesses more heightened speed. Note that vampires in either "fight" or "flight" form may not make use of weapons in combat.

iii. The Sanctioned Chronicle allows the flavor text for different shapes (“Animal Forms” on p 67 of Clanbook Gangrel) for use with Gangrel characters. Non-Gangrel do not have the option of choosing different shapes, but default to the 'wolf' and 'bat' as described in Laws of the Night: Revised.

c. Animal Swarm [Clanbook Gangrel]: The animals created by this Discipline can have from one to four Blood Traits each (divided evenly between the creatures). Each creature has Physical Traits equal to three plus the number of Blood Traits it started with, and health levels as follows: Healthy, Bruised, Wounded, Incapacitated, and Dead.

d. Mythic Form [Clanbook Gangrel]: i. One Blood Trait may be spend per round on the form's ranged attack (for a maximum

of 3 Aggravated Damage).

Page 21: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 21

ii. Players must choose from the available Mythic Forms: http://wiki.white-wolf.com/camwiki/index.php?title=Mythic_Form

19. Quietus a. The maximum number of Quietus toxin coatings that may be applied to any single

weapon is three times the weapon’s normal bonus Traits. Different Quietus powers cannot be used on the same weapon, as the different poisons render themselves inert when mixed. Unless a duration is otherwise noted in the Discipline’s text, coatings of Quietus toxins last for a single session.

b. Scorpion’s Touch: Traits lost to Scorpion's Touch also apply to the comparison of ties, causing the victim to bid fewer Traits.

c. Dagon’s Call: This power takes one turn to activate. Only base Physical Traits are applicable for the comparison of ties in these Static Physical challenges, not Traits added for blood expenditure, alternate forms, etc.

d. Taste of Death: This power does two levels of aggravated damage instead of one. e. Blood Sweat [Clanbook Assamite]: To use Blood Sweat, the character concentrates for

two turns, doing nothing more than walking a step each turn, and then initiates the challenge as his action on the third turn. He expends Mental Traits (up to a maximum of three) and makes a Simple Test for each Trait expended. Each Simple Test won will cause the victim to lose three Blood Traits. Each tie causes a loss of two Blood Traits, and each Test lost will cause the victim to lose only one Blood Trait.

f. Baal’s Bloody Talons [Clanbook Assamite]: Additional damage caused as a result of winning the Simple Tests is also aggravated. A weapon may hold a maximum number of coatings equal to its normal bonus Traits. Other special enhancements of the weapon (other Quietus blood powers, wards or any other special enhancements) are destroyed as soon as the weapon is coated with Baal's Bloody Talons. As each Blood Trait degrades, the weapon loses one bonus Trait. When reduced to 0 bonus traits the weapon is destroyed as per the description.

20. Serpentis a. The Form of the Cobra: Characters using The Form of the Cobra are not affected by

the darkness rules. Also, their venom causes living beings one level of lethal damage each turn after a bite, for three turns.

b. Cobra Fangs [Clanbook Followers of Set]: i. Bitten vampires or other supernaturally resilient creatures suffer ten health levels of

aggravated damage, minus one per stamina-related physical trait the target possessed (spent traits still count for this reduction). The damage is inflicted at a rate of one aggravated damage per round until the total damage is inflicted.

ii. A Setite may only use this power on a target once per scene. c. Heart Thief [Clanbook Followers of Set]: To use this Discipline successfully, the Setite

must win a Physical Challenge and then win or tie two Simple Tests to steal a vampire's heart. These may be retested with Brawl.

21. Setite Sorcery [Clanbook Followers of Set] a. High Approval. b. All characters (even Setites) must pay out of clan Experience Traits costs for Setite

Sorcery. Setite Sorcery uses the same rules and approval levels as Thaumaturgy. The primary path of Setite Sorcery is the Path of Corruption instead of the Path of Blood. Followers of Set and Serpents of the Light who know Setite Sorcery may teach it to others as if it were an in-clan Discipline.

22. Temporis a. The optional rules in the box labeled “You Can't Get There From Here: A Storyteller

Option” are used in the Sanctioned Chronicle. No character can have both Celerity and Temporis.

b. Clotho’s Gift: The maximum number of Physical Traits a character can risk on this Discipline is equal to half the number of Temporis powers the character possesses, rounded down.

c. Clio’s Kiss: Every use of this Discipline requires High Approval. 23. Thanatosis

Page 22: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 22

a. Withering: A successful use of Withering against the head of a vampire prevents him from using any Disciplines except Celerity, Fortitude, and Potence.

b. Necrosis: This power inflicts aggravated damage rather than lethal. 24. Thaumaturgy

a. Thaumaturgical powers that require touch do not require skin contact, despite the rule on page 47 of Laws of the Night Storytellers Guide. Only effects that keep the Thaumaturge from speaking (carving out her tongue, Vicissitude) will prevent her from using Thaumaturgy. Unless a power specifically requires the subject to hear the Thaumaturge’s voice, circumstances that simply prevent it from being heard (a raging storm, Silence of Death) will not hinder Thaumaturgy.

b. While the Thaumaturgy possessed by the Tremere, the Assamites, and the Setites share game mechanics, in the World of Darkness these are widely different magical paths.

c. For a Thaumaturge to learn paths or rituals from someone possessing a different Clan's 'version' of Thaumaturgy: High Approval

d. Elemental Mastery i. Animate the Unmoving: Objects animated with this power have Physical Traits

equal to the Thaumaturge’s current Willpower and can inflict one level of damage in combat, the type of which is determined by the Storyteller.

ii. Summon Elemental: Storyteller assistance is required for use of this power. Storytellers are encouraged to be harsh towards players who make frivolous use of Summon Elemental, as it can disrupt game play if not closely monitored. This power may only be used once per session. The elemental will serve the caster for the duration of the session.

e. Green Path i. Speed the Season’s Passing: Using this power to destroy an item in combat may

require a Physical Challenge at Storyteller discretion. ii. Dance of Vines: Consult with a Storyteller to determine the exact damage and

reach of plants animated with this Discipline. f. Hands of Destruction

i. Acidic Touch: This power lasts for the duration of the scene. The vampire can choose to inflict an aggravated wound level upon an unarmed attacker, even if the Thaumaturge loses the Physical Challenge. The acid can only inflict a maximum of one aggravated level of damage per turn, regardless of the amount that comes in contact with a victim, or the means by which it does so.

g. Mastery of the Mortal Shell i. Seizure: This power lasts for one turn per Mental Trait expended by the

Thaumaturge (up to a maximum of five Traits), not one scene. If the targets life is attacked in any way she may make an immediate static metal test versus the Thaumaturge’s mental traits to end the effects.

ii. Body Failure: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of three Traits). Each turn, a vampire may "soak" the damage by winning a Static Physical Challenge against the Thaumaturge’s Mental Traits to avoid one level of lethal damage. The "Bomb" or "Win All Ties" mechanics may not be used in this Challenge.

iii. Marionette: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of three Traits). While in control of a target's body, the vampire may force the target to utilize as much Potence and Celerity as the Thaumaturge knows the target to possess (except any Superior levels). The target may utilize Fortitude as he desires.

h. Movement of the Mind i. Flight: To retain an ensnared victim, the Thaumaturge must win another Mental vs.

Physical Challenge at the end of every other turn. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion.

ii. Control: To retain an immobilized victim, the Thaumaturge must win another Mental vs. Physical Challenge at the end of every third turn. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion.

Page 23: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 23

i. Neptune’s Might i. Blood to Water: Using this power requires an action, which includes a Physical

Challenge to touch the target. A maximum of three Mental Traits may be spent on each use of this power.

j. Path of Blood i. This is the default path for all Tremere characters. ii. Blood Rage: Blood Rage cannot force a subject to commit a feat of which they are

normally incapable. It can be used to bypass the Generational limits for blood expenditure. Blood Rage cannot force a character out of torpor. If a character entered torpor due to injury, Blood Rage may be used to heal the wounds, allowing the character a single opportunity to wake prematurely. The normal cost and test for waking still apply. Additional healing does not provide additional opportunities to wake early.

iii. Blood of Potency: The Generation granted by this power only affects the character's Blood Pool size, her number of Blood Traits expendable in a turn, her ability to awaken vampires from torpor, and her interaction with powers that compare Generation. No other benefits of the lower Generation are gained. No character can reduce her effective Generation below 4th with Blood of Potency.

k. Path of the Blood’s Curse i. All levels of this path are lost, without refunding of experience or other Traits used to

purchase it, should the Thaumaturge permanently acquire a Generation below tenth. ii. Ravages of the Beast: The difficulty of the Virtue Test to avoid frenzy is four Traits.

l. Path of Corruption i. Followers of Set and Serpents of the Light with Path of Corruption do not possess

Thaumaturgy; rather they possess Setite Sorcery. A Storyteller should be consulted to help determine the exact effects of Basic Path of Corruption Disciplines. Path of Corruption uses the Subterfuge Ability for retests

m. Path of the Father’s Vengeance i. Feast of Ashes: No more than three Mental Traits can be spent when activating this

Discipline. n. Path of Transmutation

i. Gaol: Using this Discipline to trap an unwilling subject requires the Thaumaturge to make a Mental Challenge against his subject’s Physical Traits. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion. No Disciplines or supernatural powers can be exercised across the barrier created by Gaol. As stated in the power's description, a Gaol completely encapsulates the target. Once created, a Gaol may not be moved.

25. Valeren a. Burning Touch: Endurance and other similar powers do not negate the wound level

effects caused by this Discipline. b. Blissful Agony: Endurance and other similar powers do not negate the wound level

effects caused by this Discipline. 26. Vicissitude

a. Horrid Form: A character using Horrid Form is not allowed to use weapons (use of Body Weaponry excepted) due to the spikes and spines that form keeping them from appropriately holding said weapons.

27. Visceratika a. Scry the Hearthstone: Use the Auspex vs. Obfuscate interaction rules given under

Auspex instead of those in Laws of the Night. b. Armor of Terra: As a reminder, bashing damage is not halved in the Sanctioned

chronicle. c. Rockheart: This is an Elder discipline. The vampire’s innards become hard and rocklike.

Incoming damage from physical attacks such as fists, claws, swords, firearms, or explosives is reduced to half (round up), after considerations for other reductions such as armor and Fortitude. This effect does not reduce damage from fire, sunlight, or magic. In

Page 24: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 24

addition, the vampire cannot be staked unless the attacker is using Intermediate Potence or other similar strength-enhancing powers.

d. Dark Statue [Master]: By remaining completely still, the character can ignore the effects of direct sunlight. The vampire must succeed in a Courage check to do so, difficulty 3. If the vampire moves, the effect immediately ends, leaving him subject to the rules for remaining active during the day as well as being exposed to direct sunlight. If the user activates this Discipline while in contact with a building, he may use Scry the Hearthstone as if he had Bonded with it.

e. Crawling Chamber [Ascendant]: By spending three Blood Traits, the user may animate a single mass of freestanding stone up to one hundred cubic feet (Such as a ceiling, wall, floor, or statue). The animated stone has 15 physical traits and five health levels, but no other powers. Only one such creation may be directed at one time. This statue (or freestanding stone) may not be affected by further uses of Visceratika.

D. Rituals 1. General

a. Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits for Elder, 13 Traits for Master, and 15 Traits for Ascendant level Rituals). The standard casting times are 40 minutes for Elder, 50 minutes for Master, and 60 minutes for Ascendant level rituals.

b. For Necromancy, Thaumaturgy, and clan-specific sorceries, free rituals are only gained from the primary path, not all paths the character learns. (Characters will only receive a maximum of five free rituals.)

c. Rituals from Laws of the Night Storytellers Guide are Low Approval, unless noted otherwise below. Those with a Thaumaturgy path listed after their name cannot be learned unless the character possesses at least one power from that Discipline path. Necromancy and Thaumaturgy rituals from Laws of the Night Sabbat Guide require High Approval to be learned by vampires who are not members of the Sabbat venue. New rituals with a clan or sect listed in the title require High Approval to be learned by one who is not a member of that clan or sect.

d. Blood Mastery, Cobra's Favor, Court of Hallowed Truth, Dedicate the Chantry, Deny the Intruder, Inhereted Affinity, Pavis of Foul Presence, Purify Blood, Rite of Introduction, Ritual’s Recognition, Stone Slumber, and Track Transgressor, Unweave Ritual: i. Tremere: Low Approval ii. all others: High Approval

e. Power of the Pyramid and Transubstantiation of Seven: i. Tremere: Low Approval ii. All others: Not available.

f. Abandon the Fetters, Blood Certámen, Inscription, Mark of Amaranth, and Night of the Red Heart: High Approval

g. Custom rituals will not be approved h. To learn Elder, Master, or Ascendant Thaumaturgy rituals, a character must know two

paths at Advanced level and must be of sufficient Generation to learn Disciplines of equivalent level (i.e. you must be at least seventh Generation to learn Master Disciplines). The Experience Trait costs for Superior rituals are eight Experience Traits for Elder, ten Experience Traits for Master, and twelve Experience Traits for Ascendant level rituals.

2. Basic Rituals a. Necromancy Rituals

i. Call of the Hungry Dead: The lock of hair used in this ritual is destroyed during the casting.

b. Thaumaturgy Rituals i. Deny the Intruder [Clanbook Tremere]: Influence endeavors directed at a chantry

protected by this ritual require twice the normal level of Influence, and twice the number of Influence actions expended. Failure to meet these requirements causes the endeavor to fail.

Page 25: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 25

ii. The Imp’s Affliction: While under the effects of this ritual, the target has a one Trait penalty to all Physical Challenges and a two Trait Penalty to all Social Challenges. The effects of this ritual cannot be stacked with multiple castings

iii. Impressive Visage: This ritual lasts for one scene, not a full session. iv. Inscription [Clanbook Tremere]: Not Used. v. Principal Focus of Vitae Infusion: After breaking down the ensorcelled object, it

becomes a pool of the caster’s blood. To utilize this blood, a character will need to ingest this blood. As listed on page 106 of Laws of the Night: Revised, only three Traits of blood may be consumed in a turn.

vi. Purge the Inner Demon: This ritual will not help a vampire in Wassail. vii. Wards:

(a) Once cast, Wards remain on the object until it is destroyed or until the passing of a year and a day. The same ritual can be used to attune an old Ward so as to immunize a new person. Anyone who will be affected by a ward can sense it just before they touch it. When a ward is placed on a melee weapon, the weapon does normal damage, plus one lethal wound from the ward. Damage from a Ward may not be converted into aggravated damage through the use of additional powers.

(b) Characters do not receive cumulative damage from contact with multiple wards at the same time

viii. Ward vs. Ghouls: This ritual has no effect on normal humans or Mages. There is no known Warding ritual that does.

ix. Warding Circles: (a) The casting time for all Warding Circles is as normal to create a circle that lasts

until sunset, or one entire night to create one that will last for a year and a day. (b) The Tremere have access to seven Warding Circle rituals: Warding Circle versus

Ghouls (Basic, see below), Warding Circle versus Fae, Lupines, and Kindred (all Intermediate), and Warding Circle versus Spirits, Ghosts and Demons (all Advanced). Each of these Warding Circles must be learned separately. The effects against the targeted beings are the same as for Warding Circle versus Ghouls, except the affected creature is determined by the version of the ritual. All such rituals require material components equal to those of the corresponding Ward ritual, multiplied for each five feet of radius in the Warding Circle. Warding Circles cross all planes of reality, and will affect the target creatures regardless of current form.

3. Intermediate Rituals a. Necromancy Rituals

i. Call Upon the Shadow’s Grace: This ritual only works on wraiths and only on one wraith per casting.

b. Thaumaturgy Rituals i. Blood Allergy: The blood focus must be that of the target, who must also be

defeated in a separate Mental Challenge for the ritual to work. The caster does not need to be within sensory range of the target to use Blood Allergy.

ii. The Curse Belated: High Approval per use. iii. Pavis of Foul Presence:

(a) When a Presence power is used on the ritualist, she may elect to activate the ritual reflexively after the challenge. If the ritualist won the challenge to resist the Presence power used against her, the Presence user is affected by the power instead. If the ritualist failed the challenge, the Presence power is simply nullified. Pavis of Foul Presence cannot be used on Presence powers that do not directly target the thaumaturge (such as Majesty). The casting is dispelled after a single use.

(b) Non-Tremere know Pavis of Foul Presence - High Approval iv. Rutor’s Hand: Rutor’s Hand does not establish line of sight for the purpose of using

other powers.

Page 26: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 26

v. Scry: When this ritual is used to spy on someone using powers of concealment (such as Obfuscate), the caster must use Auspex to defeat his target's concealment, lest the ritual automatically fail. This is the only way that Auspex can be used in conjunction with Scry.

vi. Transubstantiation of Seven [Clanbook Tremere]: This ritual is only effective if the subject is Tremere.

4. Advanced Rituals a. Thaumatury Rituals

i. Nectar of the Bitter Rose: Top Approval ii. Stone of the True Form: The effect lasts only three turns, not a scene. The pebble

talisman becomes inert after one successful use. A character may only have one such talisman made at a time.

E. Combination Powers 1. Combination powers are listed in the Clanbooks, or are converted from tabletop sources (with

the appropriate special approval). For the Sanctioned chronicle, all combination powers cost half the number of Experience Traits as the tabletop versions (rounded up).

2. To teach a combination power she knows, a character must also be able to teach the Discipline levels that the combination power requires. For example, to teach Burning Wrath (which requires Intermediate Celerity and Intermediate Potence), a character must have Burning Wrath, Advanced Celerity, and Advanced Potence. a. Combination powers from a Clanbook for a member of that clan: Mid Approval. b. Combination powers from a Clanbook for all others: High Approval. c. No teacher is required for combination powers from Clanbooks if the learning vampire

has three Traits of Lore for the appropriate clan. 3. Combination powers based on Dominate do not work on a vampire of lower Generation than

the user. Combination powers based on Chimerstry or Obfuscate interact with Auspex is the same manner as those Disciplines normally would.

4. Birth the Vozhd [Clanbook Tzimisce]: Top Approval to learn and for each use. Possessing this power is required before a character can use the rules for creating Vozhd in Laws of the Night Sabbat Guide.

5. Calling the Thing in Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle.

6. Claw Immunity [Clanbook Gangrel]: This power is effective against shapechangers in their animal or near-animal forms (Lupus and Hispo for Garou).

7. Descent into Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle. 8. Iron Heart [Clanbook Brujah]: This power grant the user 2 bonus traits for the purposes of

comparing ties on resisting Dominate, Presence, or Mind-Controlling Thaumaturgy powers. The user may spend a Willpower to give others 1 additional trait for the purposes of comparing ties resisting the same disciplines.

9. Mask of Cathay [Clanbook Ravnos]: High Approval. 10. Pater Szlachta [Clanbook Tzimisce]: All Blood Traits spent for this power must be spent in

one turn. This is a major transformative power. Weapons cannot be wielded in this form. 11. Shroud of Absence [Clanbook Lasombra]: The Shroud of Absence has no effects on

mechanical recording devices, acting identically to Obfuscate in that respect only. A maximum of three Social Traits can be spent to raise the user's Willpower for challenges to the Shroud of Absence. They must be spent when the power is activated, and they last for the duration of the power’s use. Any attacks made out of a Shroud of Absence allow those around it to immediately test against the Shroud, even if they have recently failed to pierce it.

F. Ritae 1. The optional Performing the Rites rules in Laws of the Night: Sabbat Guide, p 140 are used

in the Sanctioned chronicle. 2. The Blood Feast: A character's blood pool cannot exceed his Generational limit by more

then half (round down) as a result of this ritae. Additional Traits are lost. 3. Fire Dance: No more than three Traits can be gained as a result of this ritae. It is suggested

than only the most impressive jumper should receive more than one Trait.

Page 27: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 27

4. The Vaulderie: This ritual purifies the blood used, removing the taint of disease and negating powers that leave lingering harmful effects in the blood. Note that unlike traditional Blood Bonds, the Vaulderie does not fade over time.

VI. SYSTEMS

A. Proxy Play 1. Proxy play occurs when one or more player characters are given to a Storyteller to portray in

the player's absence. At least 48 hours notice must be given to the Storyteller(s) involved in the proxy scene. In order to proxy a character, the player must give the Storyteller their character sheet and a brief write-up describing the characters intentions, motivations, personality, and reactions to possible situations.

2. By giving a character over to a Storyteller for proxy play, the player grants the Storyteller all rights to the character for the duration of the proxy scene. The requirements above are the minimum. If a Storyteller wishes to further limit proxy play, she should list any restrictions in the game's Venue Style Sheet.

B. Testing 1. When comparing Traits in the case of a tied challenge, no character may declare more

Attribute Traits than twice her normal maximum (counting bonuses gained from forms, powers, weapons, etc) for overbids and the comparison of Ties. Example: Michael is an 8th Generation Malkavian. Thus, he cannot bid more than 28 Traits in a challenge.

2. Comparing Traits a. When players compare Traits, they declare their maximum number of Traits. A player

may still declare fewer Traits than she actually possesses in the category if she desires. 3. Mob Rules: In order to simplify mob combat, the following rules are used:

a. First, the narrator must decide who is challenging whom among the group. This is usually obvious, but when it's not, have the players all point to the person they are challenging on the count of three. Each combatant must bid one Trait, plus an additional Trait for each person attacking her beyond the first (no more than five individuals may attack a character at a time). If the defender cannot match the required number of Traits to be bid, she automatically loses the challenge. If she does have enough Traits, she tests as normal with the leader of the group. The group has five seconds to choose the leader, and should not compare stats while doing so. If a leader is not chosen, then the leader is selected by the defender.

b. Only the leader of the group calls out Negative Traits. The defender against Negative Traits need only bid extra Traits once for each Negative Trait applicable, not each Negative Trait per person challenging.

c. The leader of the group may apply a number of bonus Traits to his total (for ties and overbids) equal to the number of people assisting him (up to four).

d. If the defender wins, she remains unharmed and can choose to affect any single member of the attacking group (usually by inflicting a wound), and the attackers lose all Traits they bid. If the attackers win, the leader may choose which attacker's victory condition applies (usually inflicting a wound), and the defender loses all of the Traits she bid. Continue the process until all who declared an action have been the target of a challenge or donated Traits as appropriate.

C. Equipment 1. The Camarilla's Sanctioned chronicle uses the simplified weapon and armor statistics

presented in Dark Epics, p 81. 2. Any weapon or armor whose statistics do not match those listed: High Approval 3. Any magic item (non Thaumaturgical Ritual created) that provides direct mechanical benefits

to players: Global Approval 4. Plot related magic items (ex: the red mystical key that makes milk sour nearby which is

necessary to solve the demon plot) that provide no direct mechanical benefits to players are available at Low Approval. These items will become dormant when taken outside the purview of the plot they are tied to.

Page 28: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 28

5. When using shields or weapons, the user must bid a number of additional physical traits equal to the number of negative traits possessed by the item(s). Negative traits may not be called on Weapons or shields.

D. Damage 1. Healing with Blood Traits is reflexive, and can be done while performing other actions. One

Blood Trait heals one level of lethal damage, or two levels of bashing damage. It requires three Blood Traits and one Willpower Trait for a vampire to heal one aggravated wound level, and the wound will not heal until the vampire arises the next night.

2. Firearms: Vampires take Bashing, not Lethal, damage from firearms. 3. Torpor: Vampires in torpor remain there for twelve weeks minus two weeks for each Morality

Trait they possess. 4. Staking: The mechanics for Staking operate exactly as written in Laws of the Night Revised

E. Metamorphosis 1. When a character is turned into a vampire, the player’s Member Class limits her starting

Generation Background (see Chapter One and Chapter Two for details). This means that the character’s Generation is either one higher than her sire’s or is the lowest that her MC allows (whichever is worse). Characters that did not already have three Discipline levels gain enough Basic in-clan Disciplines to bring them up to three.

2. Embracing any other supernatural type (such as a Werewolf, a Mage, or a Changeling) will results in the death of the one being embraced and an immediate Morality test for the Vampire.

F. States of the Soul 1. Blood Bonds

a. A character may have any number of one and two stage blood bonds. However, they may only have one three stage bond. When a three stage blood bond is achieved, all other bonds have no effect upon the thrall but still exist for purposes of determining future blood bonds.

b. When a bond “breaks” through the isolation process described in Laws of the Night, the bond is simply reduced by one stage. Through this same method, even first and second stage blood bonds can be lost. The thrall’s number of permanent Willpower Traits cannot reduce the time requirement to less than two months. Note that time will not reduce any type of blood bond that a Tremere has to the Council of Seven, as described in the Clan Disadvantage.

2. Diablerie a. Diablerie attempts on NPCs that would result in a lowering of the character's Generation

automatically fail in the fourth phase. b. All diablerie that results in a lowering of Generation constitutes an increase in the

Generation Background and must be reported to the High Approval Storyteller within one month. It must also be included in all reports to higher level Storytellers until the High Approval Storyteller acknowledges it. Each instance of diablerie that increases Generation must be noted in the character's Experience Log. This information must include date of the diablerie, the name and Generation of the character diablerized, and the name and membership number of the player of that character, or the name and membership number of the Storyteller behind the NPC. Previous diableries are not grandfathered.

c. No Experience Traits are gained from Diablerie, nor does improving Generation increase the vampire’s number of Willpower Traits. However, a successful Diablerie allows the vampire to gain one Generation Background Trait, at no cost, so long as the diablerie resulted in a lowering of Generation.

3. Golconda a. Achieving Golconda, or any step toward it, requires Global Approval.

G. Camarilla Status 1. General

a. The importance of reputation and standing is deeply ingrained in older Kindred. Though it is considered incredibly offensive to ignore or show disrespect to those with more standing, it should be noted that a straight comparison of Status Traits is not always

Page 29: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 29

appropriate to every situation. As examples, a prince is always considered to be the master of her own domain, and a character’s standing means very little in a domain where he has been blood hunted.

b. Temporary Status Traits expended are regained at the end of the month (unless they were a loan). Any extra temporary Status Traits accrued are lost at this time. This return also applies to Status Traits that cannot be permanently lost, such as those attached to currently held sect positions, and those from social class.

c. Permanent (not temporary) Status Traits may be added to a character’s Social Traits during Social Challenges. This applies to Social Challenges with members of the Camarilla in which the source of the challenge is obvious, but not to challenges where supernatural powers are involved. When characters compare Status Traits to determine social importance or credibility, only permanent Traits are considered.

d. For the purpose of the Status granting limitations in Laws of the Night, each calendar month represents one “story”. The Trait-lending system Laws of the Night assigns to Prestation is not used in the Sanctioned chronicle.

e. Status may not be bought during character Generation. 2. Patronage Status

a. Patronage Status refers to those Traits not granted by sect position or social class. (Acknowledged is considered to be Patronage Status). Camarilla vampires are limited to four such permanent Status Traits. Sect members that are not members of the common Camarilla clans (Brujah, Malkavian, Nosferatu, Toreador, Tremere, or Ventrue) have a maximum of only three. When a character receives Patronage Status, the Trait’s full name must include its source. For example, the prince of Springfield wishes to declare a member of her court to be honorable. The Trait is named Honorable from Madame Colleen, the Prince of Springfield.

b. Status granted by sect position and social class may exceed the maximums applied to Patronage Status. Characters cannot receive Status from more than one sect position and one social class at a time. Using these rules, the most Status a Camarilla member could possess is ten, as an Elder Prince of a Camarilla Clan: Acknowledged, (Patronage), (Patronage), (Patronage), Elder, Established, Venerated, Exalted, Well-Known, & Famous

3. Social Class a. Camarilla characters are divided by society into social classes determined by a

combination of their age and Generation. The classes are neonate, Ancilla, and Elder. It is common knowledge what social class a character belongs to.

b. Neonates are vampires of eleventh Generation or higher, or who have existed less then 50 years in Kindred society. It is advised that characters created of these Generations be made at less than 200 years of age, as very old neonates tend to suffer a good deal of scorn.

c. Ancilla are vampires that have proven themselves worthy of respect within Kindred society. They are known to be of the tenth (or lower) Generation, and have existed for not less than 50 years.

d. Pretender Elders are characters of the eighth Generation or better, who have not lived the centuries that true Elders have. True Elders consider age and experience to be a necessity to temper the power of Elder blood. They often fear or distrust pretenders because many pretenders get their Generation through diablerie.

e. Elder characters are known to be eighth Generation or better, and to have lived in excess of 300 years. Most Elders know of one another or have heard of one another over the span of the centuries they have lived.

f. Ancilla gain the new additional Status Trait of Ancilla. g. Pretenders gain the new additional Status Traits of Elder and Venerated. h. Elders gain the new additional Status Traits of Elder, Established, and Venerated. i. As with Status granted by sect positions, social class Status cannot be lost permanently.

The new Traits mentioned are used exclusively for social class. j. A character can begin play with a lesser social class than her age and Generation entitle

her to.

Page 30: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 30

4. Using Status a. All changes in Status must occur in a public forum (such as the local court or a regional

e-mail list). To affect those who are absent from a domain, or who are not members of a domain, an announcement must be made either over a public forum that extends outside the domain or via the Storyteller hierarchy. The ability of a prince or court officer (Primogen, Harpy, and all stations appointed by the prince) to grant or remove status can only affect Kindred physically present in the city, or those who have been in the city within the last 28 days.

b. A character cannot use her sect position to grant Status Traits to those of equal or greater standing. (e.g., if Julie has four Status Traits, she cannot give someone their fifth.)

5. Negative Status a. Any time a character can remove a Status Trait from a character, he may instead elect to

award a Negative Status Trait. Similarly, any time a character can grant or restore a Status Trait, they can remove a Negative Status Trait instead.

b. A character that possesses a Negative Status Trait is down one Trait in all comparisons of Status. A character can normally only possess one Negative Status Trait. Should another be gained, the earlier Trait is replaced with the new, and the character loses a permanent Status Trait. Examples of Negative Status Traits are Deceitful, Despised, Disreputable, Foolish, Hated, Ignorant, Incompetent, Powerless, and Reviled.

c. In Camarilla society, known Caitiff are scorned and always possess the extra Negative Status Trait of Caitiff. This is the only exception to the rule preventing a Camarilla venue character from having more than one Negative Status Trait.

6. Archons, Alastors, Astors and Justicars a. The Justicar may appoint (or create) Archons during the course of play. b. Portraying an Archon, Alastor, Red Alastor or having been one in a PC history: Top

Approval c. The Justicars themselves are completely immune to the powers and authority of the

domain stations, answering only to the Inner Circle of the Camarilla. They have four additional Status Traits granted by their position, though these Traits are not a standard set. (Thus, the most Status that an Elder Justicar could possess is eleven: Acknowledged, Elder, Established, Venerated, three additional Patronage Status Traits, and four for being a Justicar) Justicars are non-player characters created by the Master Storyteller Office.

H. Sabbat Status 1. General

a. Temporary Status Traits expended are regained at the end of the month. Any extras accrued are lost at this time. This return also applies to the permanent Status Traits that cannot be permanently lost while the station is held (like those linked to currently-held sect positions).

2. Status Maximums a. Sabbat vampires have a Status Trait maximum of eight, though Traits gained from one of

a character’s stations can exceed this maximum, as can Traits gained in recognition of having a high Morality rating. A vampire must have the Status Trait Initiated before it can have other Sabbat Status Traits.

b. Path Traits are not added to Sabbat Status on a one-for-one basis. Sabbat characters instead receive the additional Status Trait(s): i. Devoted (for a rating of three) ii. Devoted and Blessed (for a four) iii. Devoted, Blessed, and Enlightened (for a five).

c. The benefit is only applied for characters on the Paths of Cathari, Caine, Death and the Soul, Feral Heart, Honorable Accord, Metamorphosis, Night (all versions), and Power and the Inner Voice.

3. Gaining Status a. A character’s pack can grant her one new permanent Status Trait if each of them

expends one temporary Status to that effect.

Page 31: Addendum VtM 2010-06

Global Camarilla Requiem Addendum Page 31

4. Negative Status a. The Sabbat makes use of a Negative Status Trait system similar to the one described

under Camarilla Status. Sabbat can have up to two Negative Status Traits at the same time, but if they gain a third they remove the oldest Negative Status and one permanent Status Trait.

5. Black Hand & Inquisition a. Character member of the Black Hand: Mid Approval b. Character member of the Inquisition: Top Approval. c. Before this is approved, the character must have contact the ANST Masquerade for their

affiliate and worked to ensure their character has the appropriate position and information to portray the concept.

I. Other Systems 1. Damage Types

a. Bashing damage is defined as any injury that is painful but fades relatively quickly, such as kicks, punches, or tackles. Bashing damage may not be used to declare a killing blow. Lethal damage comes from bullets, swords, etc. and is intended to kill. Aggravated damage often comes from fire, or from mystical sources like the claws and teeth of supernatural creatures. It is more difficult for regenerating creatures to heal, and indeed, such creatures often take aggravated damage from exotic sources such as sunlight or silver weapons. The Storyteller is the final arbitrator on what damage type any particular source inflicts, but damage from the natural weapons and powers of supernatural creatures is very rarely considered to be bashing.

b. Contrasting rules for bashing damage are presented in some of the MET source books. To clarify, bashing damage is not halved in the Sanctioned chronicle. Living creatures heal one level of bashing damage after an hour of rest.

c. Normally creatures require a week to heal each level of lethal or aggravated damage through such means as rest and medical attention. Many supernatural creatures suffer from aggravated damage on a more frequent basis than normal humans do, and heal it more slowly than they do other damage types. Some supernatural creatures have different or faster means for healing, as described in the applicable supplements.

2. Blood Loss a. Humans (and other living beings in the World of Darkness) are considered to have a

maximum of ten Blood Traits in their bodies. They suffer a level of damage for each Trait they lose beyond two. Humans fall to Mortally Wounded when completely drained of blood. Damage suffered from blood loss cannot be healed until the blood is regained. Regenerating a Blood Trait should be treated as "healing an aggravated wound" for purposes of effects that can do so, as described above. Otherwise, humans (and other living beings in the World of Darkness) normally regenerate one Blood Trait per week.

3. Increasing Physical Traits a. Spending Blood Traits to increase physical Traits beyond the maximum established by

Generation lasts only for the duration of a single challenge. 4. Movement

a. Powers and other effects that increase a character's movement rate are not cumulative. Unless otherwise clarified in their appropriate venue supplement, a character may not attack and make use of such movement increases in the same action.

5. Two-Weapon Combat a. The Camarilla uses the Two-Weapon Combat rules in Dark Epics p 71. Ignore the rules

for Two Gun Mojo in Laws of the Night: Revised.