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4Q2011 cha ge a e i ed i Red. 2Q2011 cha ge a e i ed i B e. Cha ge g a ai ab e a b I. The G de R e II. Ve e A. Ve e S e Shee III. S ce A. O i a R e B. Sa c i ed B IV. Cha ac e C ea i A. C ce B. M e be hi Be efi C. Ge e a i D. T e E. Cha ac e Shee S e V. T ai A. Ge e a B. Rec e i g T ai C. Abi i ie D. C a E. Bac g d F. M e i & F a G. Vi e & M a i H. O he T ai VI. Di ci i e A. Lea i g B. U i g Di ci i e C. Di ci i e De c i i D. Ri a E. C bi a i P e VII. S e A. P Pa B. Te i g C. E i e D. Da age E. M e a h i F. S a e f he S G. Ca a i a S a H. Sabba S a I. O he S e

I. The G de R e 1. I a i a i d i g a ga e e i he e he e i a e he e idi g ST' deci i i c ide ed be c ec . If a e i ha fi i hed ai e hei c ce he ST. A e 2. The W d f Da e i a e i g ha dea i h ad i a i . I i he e ibi i f he a e if he e e i he ga e a a i . 3. If ha e hi g i he i e f he Ca a i e e, i he i e g b a ea be ech ica ha g ( ga ).
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ea i g he e a d he i e e a i a d a ica i he e f, a e di ag ee i h ch a deci i , he h d ai i he ga e a i e he a dge a a ea i h he ST chai . ic i c di g, b i i ed , dea h, abd c i , ab e a d e idi g ST if he bec e c f ab e i h a f he he e a' i e e a i f he b , de a ib e d e ag e di g ega d a ica f c h e, d ' d i . D

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4. The World of Darkness utilizes extremely disturbing themes. While characters can and do commit awful acts, this is never an excuse to traumatize a player. It is the responsibility of all storytellers and players to ask if the players of PCs targeted for inclusion in traumatic acts (e.g., sexual violence, human sacrifice, etc.) are comfortable participating, and to offer options such as fade to black or alternate scene otherwise. II. Venues A. Venue Style Sheets 1. Each Venue Style Sheet (VSS) will specify a type, either Sabbat or Cam/Anarch. 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 obtain 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. The Approvals for Cross-Venue play do not include conventions or feature games, both of which are Top Approval for Camarilla or Sabbat PC Cross-Venue. c. 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 Cam/Anarch 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. d. 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. e. Cross-Venue approvals must be listed in the approving ST s report for a period of one year. The listing must include the character name, home VSS type, and player name. f. Political units such as a Camarilla Domain or Sabbat Diocese must belong to a VSS in order to be supported by sect status. Each VSS may only be home to one such political unit. Entirely NPC domains and diocese are not limited in this fashion. g. Players may only have one character that is of Elder Generation (6th, 7th, and 8th) in each VSS type (Sabbat and Cam/Anarch). Any other character may not be of Elder Generation. Players who portray Elder characters may create another using the earned XP of the retired character at the time of this addenda release. h. Independent VSSes are removed and are now Cam/Anarch VSSes. i. At the time of this Addenda release, players who portray characters of Elder Generation (6th, 7th, 8th) may retire their characters and create another to replace it with all earned XP. Characters that are retired in this fashion must be taken out of play immediately. If this option is chosen, the player determines earned XP for games, downtimes, and Project M anifold, then applies that earned XP to the new character, which will have its own M C Experience, and Character Creation Document Experience. Players may not take longevity XP from the retiring character and apply it to any other. j. At the time of this Addenda release, players who portray characters of High or greater clan/bloodline rarity may retire their characters and create another to replace it with all earned XP. Characters that are retired in this fashion must be taken out of play immediately. If this option is chosen, the player determines earned XP for games, downtimes, and Project M anifold, then applies that earned XP to the new character, which will have its own M C Experience, and Character Creation Document Experience. Players may not take longevity XP from the retiring character and apply it to any other. III. Sources A. Optional Rules 1. Unless specifically noted within this document, the M asquerade chronicle does not make use of any "Optional" rules identified in the sanctioned books listed below. B. Sanctioned Books 1. Clanbook Assamite (Revised) (WW2359) 2. Clanbook Brujah (Revised) (WW2351) 3. Clanbook Followers of Set (Revised) (WW2360) 4. Clanbook Gangrel (Revised) (WW2352) 5. Clanbook Giovanni (Revised) (WW2363) 6. Clanbook Lasombra (Revised) (WW2362) 7. Clanbook M alkavian (Revised) (WW2353) 8. Clanbook Nosferatu (Revised) (WW2354) 9. Clanbook Ravnos (Revised) (WW2364) 10. Clanbook Toreador (Revised) (WW2356) 11. Clanbook Tremere (Revised) (WW2357) 12. Clanbook Tzimisce (Revised) (WW2361) 13. Clanbook Ventrue (Revised) (WW2358) a. 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.
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Laws of the Night (Revised) (WW5013) Laws of the Night Anarch Guide (WW5040) Laws of the Night Camarilla Guide (WW5017) Laws of the Night Sabbat Guide (WW5018) Laws of the Night Storytellers Guide (WW5021) M ind s Eye Theater: Dark Epics (WW5027) M ind s Eye Theater: Faith and Fire (WW5038) a. Only the Roads are sanctioned from this product. 21. The Book of Nod a. Possession of any part of this book outside of those allowed by Lores (below): M aster Approval 22. The Erciyes Fragments a. Possession of any part of this book outside of those allowed by Lores (below): M aster Approval 23. Revelations of the Dark M other a. Possession of any part of this book outside of those allowed by Lores (below): M aster Approval 24. Encyclopedia Vampirica a. This book is not in play nor used in this chronicle. 25. To take a trait of any kind from a supplement or source book outside of the above books: Not approved at this time. 26. The Camarilla M asquerade 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, Ebony Kingdom, nor any Fiction are specifically not used for the M asquerade Chronicle. If you have a question regarding a specific aspect of source material, please contact your Top Approval storyteller. IV. Character Creation A. Concepts 1. General a. For a character to have been (in their background) a member of an opposing Sect to their VSS, such as a former Camarilla member who joined the Sabbat: M id Approval. This approval imparts no usable information about the previous sect. b. 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 Secondary character, but a player may choose not to apply their full M C XP to a character at any time. A maximum of 10 XP may be banked at character creation. c. 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. Players are required to ensure that their character never benefits from the actions of another of their characters. d. 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. e. Concepts that give characters backgrounds specific to another Supernatural type (i.e. a Kindred that used to be a M age, Changeling, Garou, etc.) are not permitted. f. 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. g. Completion and acceptance of this the M asquerade Character Questionnaire by the presiding ST is worth 8 Experience Traits. These traits do not count towards the characters monthly total. h. Characters may be updated within the first three months they are in play to account for new players or encountering a new system. The approval level for this update is the maximum approval level of the character or character traits. Clan, Generation, or Sect may not be changed in this update. This update may only be performed once per character. i. A player is limited to one character whose clan or bloodline is High Approval or greater. There is no grandfathering for current characters in play. At the time this addenda is published, players who have characters in violation of this rule may elect for a rewrite at the highest approval level of their character. Players who elect instead to retire a character in violation of this rule may create another using the earned XP of the retired character. 2. Sect M embership and Positions a. Concepts that include holding a sect or clan position with authority above the City level: High Approval b. Concepts that include holding a sect or clan position with authority above the Regional level: Top Approval c. Concepts that include holding a sect or clan position with authority above the National level: Global Approval d. Concepts that include holding a sect or clan 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. 3. 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 Generation Trait a character receives, they may create their character with an additional 250 years of total age. To
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exceed this limitation: Top Approval. 4. 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 M asquerade Wiki. b. Characters with backgrounds that involve time spent in an non-affiliate, non-GIR area must follow the M asquerade Worldbuilder Submission Guide. B. M embership Benefits 1. When a player gains M C, all of his characters may apply an additional five Experience Traits per M C gained. If a player loses one or more M C, the Experience Traits granted to the character for the player s lost M Cs 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. In the situation where an officer has been loaned M C for their position and the player no longer has that loaned M C after completing their full term in that office, any characters with more generation traits than what can be portrayed by their current, non loaned, M C lose additional xp equal to their M C until they regain the appropriate M C, possibly resulting in xp debt. If a player loses M C for any other reason, characters of generation greater than what can be portrayed by their current, non loaned, M C are removed from play until the player has sufficient M C to portray them again. C. Generation 1. The Generation background is free for characters, but may only be applied as follows. a. M embers 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 M C for character creation as well as when they are awarded additional M embership Class. Example: Tommy is M C 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 M C to make his character. In this case, instead of M C x 5, Tommy receives M C x 7 (M C x 5 + 2). Instead of 60 XP at creation, he receives 84! When Tommy is awarded M C 13, he gets another 7.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 M C x5 and what they were awarded must be repaid immediately. Any overage results in XP debt. b. Characters who are created at 8th, 7th, or 6th Generation, or who are of the Elder social class must be creating using the M asquerade Elder Creation Guide. c. Further rules for Generation are found under Backgrounds. M ember Class Generation Traits Experience Award M aximum age 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 2 2 2 3 3 4 4 4 5 5 5 6 6 7 7 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 500 500 500 750 750 1000 1000 1000 1250 1250 1250 1500 1500 1750 1750

D. Types 1. Special approval is required to play vampire characters of certain clans, even if the character is Embraced during the course of play. 2. Cam/Anarch VSS
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a. Low Approval - Brujah, Caitiff, Gangrel (Independent/Anarch), M alkavian, Nosferatu, Toreador, Tremere, Ventrue b. M id Approval - Followers of Set, Giovanni, Assamite (Warriors [All], Viziers [Schismatic]), Gangrel (Camarilla) c. High Approval - Assamite (Viziers [Loyalist/Dispossessed], Sorcerers [All]), Daughter of Cacophony, Warrior Setites, Dominate M alkavian, Ravnos, Samedi, Tlacique, Tremere (Anarch) d. Top Approval - Any Unlisted Clans, Bloodlines, or Variants e. M aster Approval - True Brujah, Blood Brothers, Baali, Nagaraja, Salubri 3. Sabbat VSS a. Low Approval - Assamite Antitribu, Brujah Antitribu, Gangrel Antitribu (City / Country), Lasombra, M alkavian Antitribu, Nosferatu Antitribu, Pander, Toreador Antitribu, Tzimisce, Ventrue Antitribu b. M id Approval - Salubri Antitribu, Serpent of the Light c. High Approval - Dominate M alkavian, Giovanni, Harbinger of Skulls, Ravnos Antitribu, Samedi, Tzimisce Variants (Kolduns, Revenant Disciplines) d. Top Approval - Any Unlisted Clans, Bloodlines, or Variants. e. M aster Approval - True Brujah, Baali, Nagaraja, Salubri 4. 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 M asquerade Ghouls Creation Guide. 5. Revenants a. Revenant Families Revenant PC s are Low Approval in Sabbat VSSs, and Top approval on Cam/Anarch VSSs. i. Bratovich, Grimaldi, Obertus, Zantosa: Low Approval for a Sabbat VSS. Top Approval otherwise. ii. Oprichniki: High Approval for a Sabbat VSS. Top Approval otherwise. b. PC and NPC (Non-Retainer) Revenants are created using the M asquerade Revenant Creation Guide. E. 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 M C are an exception, as are the Experience Traits granted from the Character Questionnaire and M anifold Project. 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 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 M id 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: 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. M ember Service Awards: The M asquerade Chronicle makes use of the M ember Service Awards as defined by the M ST s office. For members who display behaviors above and beyond what is expected of every member in regards to losing their characters, their next may by awarded +1 XP per month added to their longevity at Top Approval and +2 at M aster. These awards are the exception, not the rule and they will only be awarded in the rarest of circumstances. 6. Non-Player Characters a. Approval levels for Non Player Characters (NPCs) are the same as they are for Player Characters. Non Player Characters may be created at 15th through 6th generation at Low Approval. Experience Traits may be added to reflect the length of the
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chronicle (5 XP per month). Low Approval ST s may add 50 XP to their NPC s during character creation. M id 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-M arks: 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 (M ethuselah vampires, Justicars, Ferrymen, M alfeans, 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. V. 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. Starting Willpower: Starting Willpower for all Vampires of 15th - 10th generation is 5 traits. M aximums are unchanged. Experience Traits for Willpower are refunded for dots purchased that are now lower than a characters starting Willpower. 3. It is Top Approval to take a trait, merit, or flaw from a clanbook for members not of that clan. Disciplines retain their normal approval level. 4. Any Ability, Background, power, etc. that requires the creation of new rules mechanics or translation of tabletop rules into M ET format: Global Approval. a. Once this Approval is obtained, it requires Top Approval for another to learn the item in question from your character. B. Recovering Traits 1. Temporary Attribute and Ability Traits are recovered at dawn 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 M ET source book that is not part of the character s home VSS Type: M id Approval 2. Ability Specializations may be taken in individual discipline powers, not whole disciplines. 3. Ability Specializations may only be taken in discipline powers the character possesses. 4. 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 M ember Class. These free Lores cannot be spent for Lores specific to a non-Vampire genre or for Lores above 3. iii. Any Lore x4: M id Approval iv. Any Lore x5: High Approval v. Learning a Lore that is specific to a special approval character type, organization, etc. (that the character does not belong to) requires approval equal to the approval level for that 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 (i.e. Low approval for 1-3, M id 4, High 5). vii. Characters may select pages from the Book of Nod, the Erciyes Fragments, or Revelations of the Dark M other for every level of Kindred, Camarilla, Sabbat, or Clan Lore they have above x3. These are not required, and can be claimed after the Lore purchase. viii. No character that does not already have approval for it may possess page 120 of the Book of Nod. ix. Black Hand Lore: 1-3 M id Approval, 4-5 High for Black Hand Characters. 1-5 Top for all other characters. x. Storytellers are encouraged to require multiple sources of knowledge for gaining lores, but do not need to follow the exact
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guidelines described in Dark Epics p.52. c. M editation: Replace the mechanic for M editation as follows, "A character may spend a trait of meditation in downtime to regain a Willpower Trait. The M editation ability refreshes one month after it is used." d. Politics: As long as the character possesses one trait of politics, they know the number of status traits of any member of their sect. They may spend a trait to learn the specific traits a character within their sect possesses. Sect Lore greater than x1 allows basic (name, known clan) knowledge of individuals with five or more Status Traits of that sect. e. Rituals: This Ability may only be possessed by characters that are currently members of the Sabbat. f. Awareness: The mechanics for the Awareness ability from Laws of the Night are used. This is in addition to the Noticing Powers rules from Dark Epics. g. Art of M emory (New Ability) i. Low Approval for Black Hand members. Top approval for all others. ii. You are trained and proficient in the secret Black Hand techniques of memory encryption. You have the ability to retain and store information within your own mind by encrypting the information into a symbolic language of unrelated images. You can then recall that information at a later date and translate it back into its root form. If one reads the mind of someone skilled in this Ability, all the intruder is likely to get is a jumbled series of seemingly random images. This ability is useful as a retest against any attempts to retrieve information from your mind such as through the use of Auspex, Dominate, Thaumaturgy and Torture. In addition, when targeted by invasive uses of Auspex, you may expend a level of this Ability to remove or replace a single specific piece of information such as names, numbers, places or passwords. h. M alkavian Time (M alkavian only): A M alkavian with this ability can filter and control images and scenes within the M alkavian M adness Network, including those created by other M alkavians. If one character wishes to modify another character's vision, dream, or scene within the M adness Network, the character with the greater rating of M alkavian Time wins with ties becoming a corrupted amalgam of both particular flavors of madness. Characters may lend their M alkavian Time to another for purposes of this conflict, effectively acting to support that character's version of the vision, dream, or scene. D. Clans 1. Assamite a. Characters whose concept includes membership in the Web of Knives use the normal creation rules. b. It is High Approval for Assamites to have been part of the Camarilla prior to the Schism. 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: Cai iff. c. Caitiff may only possess one of their known starting disciplines that is higher than low approval. d. Caitiff who choose Thaumaturgy as one of their known starting disciplines must define the type (Koldunism, Tremere, Assamite, etc). e. 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 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. Followers of Set , Children of Damballah, and Daitya use the standard rules for Followers of Set in Laws of the Night and follow the same approval levels. 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 M aster 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
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excess of the character s Status maximum. b. M embership in Les Amis Noir (Friends of the Night): i. M embership in the Friends of the Night for Lasombra during the chronicle: High approval, which must include IC sponsorship by five (5) current Friends. ii. M embership in the Friends of the Night for Lasombra at character generation: Top Approval. iii. M embership in the Friends of the Night for Lasombra-Antitribu: Top approval. iv. M embership in the Friends of the Night for non-Lasombra: Not Sanctioned. 8. M alkavian a. As noted in their Clan Advantage, M alkavian vampires are often able to instinctually identify one another. A M alkavian may engage an individual (once per night per individual) in a M ental Challenge (retest with Awareness) to determine if they are a M alkavian. However, it is impossible to determine if a vampire is a M alkavian while she is using powers that shield the mind (such as M ind Blank). b. The M alkavian M adness Network cannot be used for any form of mental communication other than the global M alkavian list. c. M alkavian Time [Clanbook M alkavian]: M echanics for this ability are found in the abilities section above. d. Sybl s Tongue, Babble, The Call, and Scrawl: M alkavian characters only. 9. Pander a. Pander characters may have no more than four (4) generation traits applied to them at character creation. b. Pander may only possess one of their known starting disciplines that is higher than low approval. c. Pander who choose Thaumaturgy as one of their known starting disciplines must define the type (Koldunism, Tremere, Assamite, etc). d. 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 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: M id 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. M embership 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. 13. Ventrue a. Ventrue Clan ranks use approvals and descriptions from the Ventrue Clan Ranks Guide. b. When feeding a Ventrue may make a Static M ental Challenge vs 10 traits to determine the victim's general generation (+/-2 Traits), health, and whether they are suitable to the Ventrue's feeding restriction. E. Backgrounds 1. General
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2. 3.

4. 5. 6.

7. 8. 9.

a. Any Background or power that duplicates an 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. Allies: This background may be used to perform a standard influence action, but may not be used to perform meta-actions such as Attack, Block, Boost, Combine, Defend, Follow, Growth, Stealth, Trace, or Watch actions. Fame a. Fame s maximum range for modifying other backgrounds is changed as follows (M odified by Affiliate per their makeup): i. Fame 1: Local Domain Boundaries ii. Fame 2: Bordering Domains (within same state) iii. Fame 3: State/Territory/Province iv. Fame 4: M ulti-State/Region/M ulti-Province - High Approval v. Fame 5: Nation - Top Approval Generation: 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. Herd: Herd may be called upon each week, rather than each session. Influences a. Use the rules in Dark Epics (p 54) for additional standard Influence endeavors, and the rules in Laws of the Night: Camarilla Guide for standard Influence endeavors at levels six through ten. b. M ilitary 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: M id 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, and Sabbat, 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. Items obtained through the Occult Influence have no mechanical effects nor can be Ritual created items (Warded items, etc). j. Characters may only have influences in their home domain. M entor: NPC M entors may not teach Disciplines. M ilitary Force [Clanbook Brujah]: This background is not used in the Sanctioned Chronicle. 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). A Retainer sheet is created by the approving ST for the character, not the player and should represent a individual who has realistic traits. Ghouls and Revenant Retainers always start with one trait of Potence and may be created with additional Disciplines. c. Retainers may take Derangements and Negative Traits to gain up to five Free Traits, but may not have M erits, 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 M erits typically required to be Ghouls (or Wraiths).
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f. Wraith Retainers for Non-Giovanni: Top Approval. 10. Spirit Slaves [Clanbook Giovanni]: 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. M erits & 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 M erits 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 M erit or Flaw is no longer applicable to the character, the Storyteller should assign an appropriate number of M erit or Flaw Traits as replacements. This also applies if the Storyteller feels that the M erit 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 M erit or Flaw differs between this source and the M ind s Eye Theatre source book, use what is listed in this supplement. e. M erits and Flaws like Spirit M entor and Haunted use NPCs created using the rules for 5 dot Common Wraiths Retainers. f. Traits gained from merits or flaws may not be used in supernatural challenges. g. The Thin-Blooded flaws from Laws of the Night: Anarch Guide may be taken regardless of sect. 2. Ability Aptitude [1 Trait M erit]: 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: 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]: All of the Animal Traits listed on page 58 of Clanbook Gangrel are two Trait M erits for Gangrel (which count against their maximum number of M erit 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 M ythic 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]: M id Approval. 6. Bound to the Council [Clanbook Tremere]: High Approval. 7. Code of Honor: The retest granted by this merit cannot be used in supernatural challenges. 8. Consanguineous Resistance [Clanbook Giovanni]: High Approval. 9. Double Betrayer [Clanbook Tremere]: High Approval. 10. Dynamic Personality [Clanbook Brujah]: High Approval. 11. Early Riser: Characters with this merit do not need to test during the first hour of light to stay awake and rise without a test during the last hour of light. 12. Embraced Without the Cup [Clanbook Tremere]: High Approval. 13. False Reflection [Clanbook Nosferatu]: High Approval. 14. Flesh of the Corpse: 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. Infertile Vitae: This is a two trait flaw in the Sanctioned Chronicle. 17. Iron Will: Replace the text in Laws of the Night with: Whenever you would regain a Willpower Trait, you regain two instead. 18. Lizard Limbs [Clanbook Nosferatu]: 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. 19. Long Fingers [Clanbook Nosferatu]: The Dexterous Trait gained from this M erit may exceed the character s normal maximum. This trait does not stack with transformation powers. 20. Luck/Lucky: The character gets a free retest once per session which may not be used in either combat or supernatural challenges. 21. M agic Resistance: The Traits granted by this M erit are an exception to the above rule that prohibits M erit-granted Traits from
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affecting challenges for supernatural powers. 22. M aw [Clanbook Gangrel]: A character using this merit may drain an additional point of blood or inflict an additional level of damage when biting, not both. 23. M istaken Identity: 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). 24. Natural Linguist: 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. 25. Nine Lives: This M erit is not used in the Sanctioned Chronicle. 26. Oracular Ability: The retest granted by this merit cannot be used in supernatural or combat challenges. 27. Oversized Fangs: The damage from the fangs does not stack with any other damage bonus from transformative powers nor dulled bite. 28. Paragon [Clanbook Ventrue] [Ventrue Only] a. High Approval. b. Further guidelines on six-point backgrounds can be found at http://www.mst-office.net/masquerade-addenda/masqueradeguides/ventrue-merit-paragon/ 29. Prestigious Sire a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval c. 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. 30. Probationary Sect M ember: 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 M ember (those benefiting from the additional Free Traits) do not lose the Flaw after this period. 31. Revenant Disciplines [Clanbook Tzimisce]: High Approval. 32. Sanguine Incongruity [Clanbook Giovanni]: High Approval. 33. Sleep Unseen [Clanbook Nosferatu]: High Approval. 34. Supernatural Ally [3 Trait M erit] 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. 35. Sympathetic Bond [Clanbook M alkavian]: High Approval. 36. True Faith: This M erit is not used in the Sanctioned Chronicle. 37. Unbondable: This M erit is not used in the Sanctioned Chronicle. G. Virtues & M orality 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. 2. If a character relents to a Virtue Test of Self-Control, Instinct, or Courage, they do not lose any Traits nor gain any Negative Traits. 3. Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of the provocation. Bonuses to resist frenzy such as Heart of Darkness, Calm Heart, etc. count towards an individual's Instinct rating for purposes of determining if they automatically frenzy. 4. Talking a vampire out of Frenzy with a Social Challenge as described in La s of the Night:Re ised requires at least three turns to perform. 5. 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. 6. A new Virtue Trait costs two Experience or Free Traits and a new M orality/Path Trait costs three Experience or Free Traits. a. Six months must pass between purchases of M orality Traits. b. Two months must pass between purchases of Virtue Traits. c. This limit does not apply during character creation. 7. Your Storyteller may remove a Virtue or M orality Trait once a month if she feels you are not playing the character s level of M orality appropriately. For example, Conrad has five Traits of Humanity and Conscience. In the last month, Conrad ate five babies. He succeeded each of his M orality Tests, but his Storyteller still has the option of removing a M orality Trait and a Conscience Virtue Trait to reflect Conrad s unrepentant ways.
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8. Approval levels for M orality paths: a. All VSS Types: Clan-specific Paths from Laws of the Night Revised for members of that Clan: M id Approval b. Camarilla/Anarch Characters: Any Path of Enlightenment other than Humanity: Top Approval c. Sabbat Characters i. Any of the the Paths of Enlightenment from Laws of the Night Revised and Laws of the Night Sabbat Guide: M id Approval ii. Learn clan-specific paths if they are not a member of that clan: High Approval d. Revenants are on a Sabbat Path of Enlightenment. It is High Approval to be on Humanity, or any other (Non Sabbat) Path of Enlightenment. e. Path of Blood: M id Approval for Loyalist Assamites. Top Approval for all others. f. Path of Evil Revelations: High Approval g. Paths of Night, Alternate versions [Clanbook Lasombra] i. For Lasombra: M id Approval ii. For all others: High Approval h. Path of Sutekh [Clanbook Followers of Set]: i. For Followers of Set: M id Approval ii. For all others: Top Approval i. Road of the Beast [Faith and Fire]: Top Approval j. Road of Heaven [Faith and Fire]: Top Approval k. Road of Humanity [Faith and Fire]: Top Approval l. Road of Kings [Faith and Fire]: Top Approval m. Road of Blood [Veil of Night]: Top Approval n. Road of Sin [Faith and Fire]: Top Approval 9. Changing from one M orality Path to another makes uses of the M orality Path Change rules. H. Other Traits 1. 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. M ost M ind 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 M ental), each given category may only be replenished once in any game session. d. Expending a Willpower Trait grants a retest to defend against another character s M ental or Social challenge, rather than negating the challenge. This will not work against M ental 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. f. The Generation M aximum 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. VI. 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. NonPlayer 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 M aster level is required before a character can purchase an Ascendant level of a Discipline path. 5. Elder and M aster level powers may be purchased as if they were M aster or Ascendant level disciplines by paying the higher cost associated with that level. For example, a 7th generation vampire could choose to forgo purchasing either of the current M aster level Auspex powers and instead purchase an Elder level power such as Clairvoyance instead for 15xp. Purchasing a power in this fashion grants no additional benefits for the discipline, but counts as the higher level for purposes of comparisons and interactions, such as Auspex vs. Obfuscate. 6. 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 M embership Class. Advanced (or
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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 M aster. 7. Learning Thaumaturgy out of clan does not give the learner any special access to rituals. They must find teachers or other sources for all of their rituals. 8. 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. M id 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 with a Vinculum rating of at least 6. c. High Approval i. Chimerstry ii. Necromancy (Ash, Bone, and Sepulchre Paths) iii. Obtenebration (Sabbat) iv. Protean v. Quietus vi. Serpentis vii. Setite Sorcery viii. Thanatosis ix. Thaumaturgy (including Rituals) x. Vicissitude (Sabbat) d. Top Approval i. Dark Thaumaturgy ii. M elpominee iii. Necromancy (M ortuus Path) iv. Necromancy (Vitreous Path) v. Obeah vi. Obtenebration (Cam/Anarch) vii. Thaumaturgical Countermagic (Tremere character) viii. Valeren ix. Vicissitude (Cam/Anarch) e. M aster Approval i. Daimoinon ii. Temporis iii. Thaumaturgical Countermagic (non-Tremere character) iv. Any Discipline not otherwise listed 9. Thaumaturgy Approval Levels: a. Tremere: i. Low: Path of Blood*, Elemental M astery, Lure of Flames, M ovement of the M ind, Neptune s M ight, Conjuration, Transmutation, Weather Control ii. High Approval: Biothaumaturgy, Green Path, Hearth Path, M astery of the M ortal Shell, Path of Shadowcrafting, Technomancy, Vines of Dionysus iii. Top Approval: Blood s Curse, Corruption, Curses, Father s Vengeance, Hands of Destruction, Path of M ars, Onieromancy, Technomancy b. Tzimisce Koldun: i. Low: Elemental Master *, Path of Blood, Green Path, Lure of Flames, Neptune s M ight, Weather Control ii. High: Biothaumaturgy, Path of Father s Vengeance, Hands of Destruction, Hearth Path, Path of M ars, Onieromancy iii. Top: Curses, M ovement of the M ind
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c. Assamite Sorcerer: i. Low: Lure of Flames*, Awakening the Steel, Elemental M astery, M ovement of the M ind, Neptune s M ight, Weather Control ii. High: Path of Blood, Blood s Curse, Path of Conjuration, Path of Father s Vengeance, Hands of Destruction iii. Top: Curses, Path of M ars, Onieromancy, Transmutation d. Setite Sorcery i. Low: Path of Corruption*, Path of Conjuration, Weather Control (once approved for Sorcery) ii. High: Path of Blood, Path of M ars iii. Top: Curses, M astery of the M ortal Shell, Onieromancy e. *Default/Primar Path - It is High Approval to have a different Primary Path than the one listed here. This High approval is also necessary for characters learning Thaumaturgy out of clan, even when using the lowered approval for learning from Sabbat characters within the same pack. This change is not grandfathered. Non listed paths for each Thaumaturgy type are M aster approval. 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 M etamorphosis invoke this rule, but minor transformations like Eyes of the Beast, The Tongue of the Asp, Flesh of M arble, 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 M ET system. b. Seven dot ( ) Disciplines equate to M aster Disciplines. c. Eight dot ( ) Disciplines equate to Ascendant Disciplines. 2. Animalism a. Quell the Beast: This power lasts for an hour or scene. 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). This power lasts for an hour or scene. e. Song in the Dark [Clanbook Nosferatu]: Not Used. f. Conquer the Beast: The user gains three additional traits in challenges to resist Social and M ental powers for the duration of the controlled frenzy. g. Taunt the Caged Beast: The frenzy caused by this power may not be calmed by any means, resisted with willpower, or controlled with instinct other than the Elder powers of Animalsm. The frenzy burns itself out normally after 10 minutes. 3. Assamite Sorcery [Clanbook Assamite] a. For Sorcerer 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. 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, M aster, 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,
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Intermediate, Advanced, Elder, M aster, 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 M aster, 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 Auspex powers in this form. Any powers that require a non-static challenge can only be used while the character has manifested his form. Projecting characters have no access to their bodies, which prevents the use of blood for any purpose. d. Sybil s Tongue [M alkavian Clanbook]: Characters with M ind Blank do not provide information for purposes of this ability unless the user has more dots of Auspex than the character with M ind Blank has traits of Obfuscate. This power never provides simple or easy-to-understand answers, but instead provides a response that is colored by the knowing M alkavians derangement(s) and colored again by the receiving M alkavians derangements. Answers from M alkavians outside of the local area are often vague. e. Anima Gathering [Assamite Clanbook]: This power may not be used on an unwilling target. f. Psychic Assault: Psychic Assault cannot be used to kill a character. When activating Psychic Assault decide whether you will make one, two, or three tests. If you decide to make one test and succeed your victim suffers the Frightened effect described in the Camarilla Guide. If you decide to make two tests and succeed on both the target is dropped to the Incapacitated wound level. If you decide to make three tests and succeed on all 3 the target is Torpored (or M ortally Wounded). If you fail any of the tests involved in Psychic Assault the power fails. 5. Celerity a. Disciplines whose effect is based on the number of Celerity powers the user possesses do not count Combination Disciplines for this purpose. b. Alacrity: 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. c. Flower of Death: This power costs three blood traits to activate for the scene. If the user bids a dexterity-related trait when making a close combat attack, he gains 6 traits when comparing traits on ties and overbids. d. Precision: Appropriate items crafted with this power are treated as if the user possessed an additional level of Crafts due to the microscopic precision involved. The duration of this power is changed to be one scene or hour and can be terminated early by the user. e. Quickness [new M aster 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. f. Stutter Step [Clanbook Brujah]: This is an Elder power. g. Zephyr: This power provides the opportunity to fair escape on your initiative. 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 social traits to disbelieve wild or blunt uses of this power. b. Ignis Fatuus and Fata M organa: 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 M ental 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 M organa 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. Shared Nightmare (aka M ass 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 fireball that engulfs several characters. When using Shared Nightmare test against each target separately. e. 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.
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f. Occlusion: To use Occlusion, target a character and make a social challenge. If successful you inflict a controlled version of the Synesthesia derangement on your victim 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: M echanics representing powers granted by this Discipline require Top Approval. This Discipline can be purchased multiple times. 8. Dementation a. Lingering M alaise: When this power is activated the user may elect to have this power last for one month, instead of it being permanent. b. Personal Scourge: This power cannot reduce a target past the Wounded health levels. The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it reduced by other Disciplines (excepting Aegis, which may be used). c. Sleep of Reason: This power cannot reduce a target past the Incapacitated health levels. 9. Dominate a. Self-Destructive Commands: Only commands that cause direct harm as a result of the action your victim has been dominated to take are automatically resisted. Sticking your hand in fire, jumping off a cliff, or punching someone who s activated Personal Armor are all examples of actions that will cause you direct harm. Actions that may someday lead to harm like smoking a cigarette (you might get lung cancer) or punching your friend, are not directly harmful. Actions that prevent you from fighting back or fleeing are only considered self-destructive if you are under attack. A command can become selfdestructive after it is given. If this happens the command should be followed until it puts the victim in a self-destructive situation. Example: If you re dominated to punch your friend it is not a self-destructive act. If you re dominated to punch your friend instead of attacking the man trying to stab you it would be. b. M esmerism: Once triggered, the command from M esmerism has a duration of no longer than a single scene. A victim may only have one M esmerism implanted per mesmerist at any given time. c. Conditioning: i. 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) without being around their regnant. The minimum period that the victim must go without being around her regnant in order to successfully shake off the Conditioning is one month. M orality Tests may apply for using this power. ii. When the Dominate user uses this power on another, he may opt instead to perform a "M anchurian Candidate" conditioning. Instead of the normal discipline effects, the Domitor instead implants a standard M esmerism command along with a specific trigger. When the trigger occurs, the target enters a fugue state and performs the implanted command immediately. Once they have completed the command, they awaken from the fugue with no memory of what occurred. This trigger can be used a number of times equal to half the permanent Willpower of the Domitor (rounded down). Until this keyword trigger is used, the Conditioned individual acts normally and is otherwise unaffected. Attempts to locate or remove this type of Conditioning can only be performed by a vampire with at least the same level or greater mastery of the Dominate discipline. The effects do not disappear or fade over time and triggers may lay dormant for years or decades. 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 M ental 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. Chain the Psyche: When applied to M esmerism, Chain the Psyche only comes into effect after the initial Dominate command is fulfilled. The M esmerism continues to effect the subject when the appropriate trigger takes place, only the subject may
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choose not to follow the command. If the subject does not follow the Dominate command, he is unable to act as pain overwhelms him for ten minutes. If the subject is attacked during this time, he may act normally as if suffering from the wound penalty Wounded". Fortitude: Endurance does not protect a subject from this wound penalty though Sensory Shield does. If following the Dominate command would be self-destructive or harmful, this power ends immediately. This power ends after one month or after the subject has resisted the M esmerism a number of times equal to the mental traits spent (up to 3). f. Oberon s Grail [Tremere]: This is an Elder level Discipline, not M aster level. g. Still the M ortal Flesh: The duration of this Discipline is the user s permanent Willpower Traits in turns. h. Far M astery: Note that this Discipline only replaces the need for eye contact. Other requirements such as hearing your voice or physical contact must still be met. Flight a. Provided that the user has enough room to fly, this Discipline allows the character to fly an additional two steps for each level of the power he possesses beyond the first. These additional steps are not penalized, but can be taken only during a combat action in which the user does not attack. b. Flight M aneuvers: A character may not perform a Flight M aneuver such as Slam, Pounce, or Swoop in addition to another attack during the same turn. i. Slam: This power inflicts 2 bashing damage. Potence increases this damage normally, except for Imprint, which cannot be used in combination with Slam. The power also inflicts an additional level of damage if the user has Advanced Flight. ii. Swoop: Ranged attacks may be made against the user without limitation. Fortitude 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. 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 treats natural weaponry such as Wolf s Claws, Tongue of the Asp, fangs, etc, as weapons. 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. Resilient M ind [Clanbook Gangrel]: This is an Elder power, not M aster. The traits are gained in challenges to resist Dominate, Dementation (other than Passions and Voice of M adness), M ytherceria, Obfuscate, Crocodile's Tongue, Psychic Assault, Songs of Distant Vitae, and Shroud of Absence. d. Shared Strength: Shared strength only has the option of sharing Basic through Advanced Fortitude. No Elder, M aster, Ascendant, or Combination powers may be transferred though this power. The blood dot remains until the end of the night and cannot be removed, though it may be concealed. e. Adamantine: Character who possess both Adamantine and Personal Armor always make their Adamantine test first. Damage caused by Personal Armor and Adamantine does not stack. Characters who succeed on the simple test suffer no damage from the physical attack, whether it be a bullet, melee weapon, unarmed attack, etc. f. King of the M ountain [Clanbook Gangrel]: When defending against multiple attackers, the user does not need to bid an additional Trait against each extra attacker (i.e. a single defensive Trait bid is sufficient to defend against a mob of up to five attackers). This benefit does not extend to offensive actions. Koldunic Sorcery 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). M elpominee a. Phantom Speaker: Other powers may not be combined with this ability. b. Persistent Echo: You may only combine M adrigal, and Siren s Beckoning with this power. M ytherceria 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 M ind: If the target of this power is attacked the effect ends. Necromancy a. Necromancy is considered blood magic and is thus subject to Thaumaturgical Countermagic, the M agic Resistance M erit, and similar magic-affecting phenomenon.
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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 M aelstrom and Nigrimancy [Clanbook Giovanni]: These rules are not used in the Sanctioned Chronicle. d. Characters who are learning their first path of Necromancy must learn their teacher s Primary path. Players who learned a non-primary path have their purchase refunded. e. The 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: 1. If the spirit is damaged enough to be Incapacitated, it returns to the body as above and regains consciousness 10 minutes later. If the body suffers damage during these 10 minutes, the character regains consciousness immediately. 2. A spirit ejected through Soul Stealing may return to its body immediately if the body suffers damage without needing to test against possessing entities . 3. Characters who've had their souls removed by this power are not ghosts and are not subject to other necromancy powers that target ghosts. 4. Characters who have been ejected from their bodies keep all traits and can use all powers other than those that require Blood. iii. Daemonic Possession: If the original owner of a body returns to their possessed body, they may engage in a M ental 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. f. 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). a. Vitreous Path: This Discipline is retested with the Occult Ability, not Wraith Lore. Obeah a. Renewed Vigor: This power may only be used on a given target once per scene. Obfuscate a. Cloak of Shadows, Unseen Presence, Vanish from the M ind 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. M ask 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. M ask 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 M ind s Eye: A character attempting to vanish only bids one Trait regardless of the number of observers bidding against her, and a single Stealth retest permits her to retest against everyone present. A character using this power vanishes at the end of the Everyman Round, before follow-up actions can occur. d. Cloak the Gathering: Cloak the Gathering cannot be used on unwilling, torpored, or unconscious targets. e. M ental M aze [Clanbook Followers of Set]: It costs a Willpower Trait to use this Discipline on a supernatural creature or a Partially Awakened mortal which is not cumulative with the Willpower cost for trapping a victim in a single room. The effects last no longer than one scene (or three turns if the subject is engaged in combat). f. M ind Blank: This power functions as written regardless of Auspex vs. Obfuscate interactions. Obtenebration a. Special Effects and Optional Rules [Clanbook Lasombra]: These rules are not used in the Sanctioned Chronicle. b. Shroud of Night: Characters may use powers upon those within the Shroud unless the power specifically indicates you need to see the target. Characters with both Heightened Senses and Eyes of the Beast may use abilities which do require you to see the target. Additionally, the light from a fire does not pierce a Shroud, only the fire itself burns away the Shroud. c. 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. d. Black M etamorphosis: 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 iii. The arms created by this form are usable for the additional attack mentioned in the power. The arms to not add attackers, traits, negative traits, or any other ability of the Arms of the Abyss power. e. Oubliette: This power ends at sunset the following night. Potence
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a. Potence does not modify ranged combat except where specifically mentioned in the power s description. b. Flick: Use of this power uses the normal surprise rules and the target, if surprised, is not at any penalty above the guidelines for being surprised. Some sort of gesture must be used with this power is limited to targets who are visible to the user. The blow struck does damage equal to a punch, including all bonuses, and defenders must bid three extra Traits for the challenge. c. Force [new M aster 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. d. Imprint: Imprint causes one extra level of damage when squeezing or crushing any target and does not apply 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. When the user of this power grapples a target successfully, she can inflict her normal unarmed damage on the target. This is an exception to the rule that grappling causes no damage. Damage from grappling with Imprint comes from crushing your victim and isn t converted to Aggravated damage by powers like Feral Claws. e. M ight: The use of M ight is the user's last retest. Even if the use of M ight is canceled by the opponent declaring the use of M ight as well, no further retests may be performed for this challenge. f. 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. 20. Presence 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. Summon does not function across VSS boundaries. c. M ajesty: This discipline functions against everyone within line of sight, whether they can see the user or not. This replaces the rule limiting the effect to 10 paces. d. Love: Willpower may not be spent to resist this power once it has been successfully established. Characters cannot be made to take self-destructive acts with this power, as defined by the Dominate Self-Destructive commands rules. e. Paralyzing Glance: Replace the paragraph which begins, If the subject s life is directly threatened. with If the subject is attacked, after the challenge is resolved, he is treated as though he was affected by Dread Gaze f. Spark of Rage: This power reduces the Self-Control of all characters under its influence to one in addition to the listed thematic effects. g. Temptation [Clanbook Followers of Set]: i. High Approval for non-Setites. Variations (Obsession, True Will) must be purchased separately. ii. If the user succeeds in making the effect permanent (by winning as many activation tests as the targets Conscience or Conviction, the target may overcome the effects by expending a willpower trait per month for (6 Conscience/Conviction) months. Under the permanent effects the target may spend a willpower trait to resist the effects for one scene. h. Cooperation: The user spends one Willpower trait to activate this power for the scene. This power mimics the effects of a Vinculum rating of 6 between all characters who are within 20 paces. Characters who already possess a Viniculum rating of 6 or higher have no additional effect. While under the effects of this power, an affected character must spend two Willpower Traits in order to attack another affected person. Individuals under the effects of this power are able to act defensively without Willpower cost. In place of the normal rules to resist the Viniculum, characters may spend a Willpower trait and make a Social Challenge against the user to end the effects of the power against him (which he may retest with Willpower). Characters who resist the M ajesty of the user during the same scene prior to this discipline's activation may spend a Willpower trait to resist this power without a challenge. Characters who resist this power may resist the M ajesty of the user for the rest of the scene without a challenge by spending a Willpower trait. i. Father Knows Best: Replace with the following. This power bends others emotions, making them the vampire s loving children. Due to what these individuals see as true and enduring devotion, they heed the vampire s every desire. Since this is done willingly, instead of having their wills sapped, these children retain their creativity and individuality. The user spends a Willpower trait and makes a mass social challenge against a number of individuals up to his total permanent social traits. One leadership ability trait permits the user an ability retest against all of the targets. Targets who the user succeeds against are affected as if by Entrancement, including all limitations. This is a general, not specific, power and therefore does not interact with Pavis of Foul Presence. j. Phobia [Clanbook Followers of Set]: i. High Approval for non-Setites.
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ii. If the user succeeds in making the effect permanent (by winning as many activation tests as the targets Courage, the target may overcome the effects by expending a willpower trait per month for (6 Courage) months. Under the permanent effects the target may spend a willpower trait to resist the effects for one scene. k. Corruption [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. The user must spend as many Willpower Traits as the target s M orality rating and then succeed in a M ental Challenge (vs. the target s M ental Traits) to activate this power. 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 one scene. l. Ironclad Command: Characters may not retest with Willpower against the user's Presence powers (they may against Combination Powers). Powers that require Willpower to engage in resistance may be resisted, but an additional Willpower may not be spent in that resistance beyond the first. 21. Protean a. Earth M eld: Normal disturbances to the ground will not end the effects of Earth M eld, although digging will cause the character to be ejected. b. Shape of the Beast: i. Vampires in wolf form gain the M ental Traits Alert and Attentive and the Physical Traits Quick, and Lithe in addition to the Sharp Trait provided 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. Flesh of M arble: Flesh of M arble treats natural weaponry such as Wolf s Claws, Tongue of the Asp, unarmed, fangs, etc, as weapons. d. 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. e. Shape of the Beast s Wrath: Replace the loss of Social traits with: The user is down 2 traits on Social Challenges. f. Spectral Body: While in this form, the user may not spend blood for any action that would target other characters (Thaumaturgy, etc). This discipline lasts for one hour or scene. g. M ythic Form [Clanbook Gangrel]: i. Players must choose from the available M ythic Forms: http://wiki.white-wolf.com/camwiki/index.php? title=M ythic_Form ii. The flight ability of this Discipline mirrors the mechanics of the Gargoyle Flight Discipline, level five. 22. 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 requires one action to activate, during which the user may take no other actions. 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 M ental 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
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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. g. Songs of Distant Vitae [Clanbook Assamite]: The duration of the torpor which can be caused by this power is a number of nights equal to 10 minus half the target s base physical traits. h. Purification: Use of this power can also reset the ability to Scry, Clairvoyance or Summon the target. Serpentis a. Skin of the Adder: The user is down 2 traits on Social Challenges. b. The Form of the Cobra: While this power is active, the user is 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. For the duration of this power the user gains the traits Ferocious, Lithe, and Tough, Alert, and Attentive. c. Cobra Fangs [Clanbook Followers of Set]: When you successfully bite another character, spend a blood trait to activate this power. The target must make a static physical challenge with a difficulty equal to the attacker's physical traits (retest Survival) at the end of the turn. If the victim fails he takes one point of Aggravated damage and must test again next round. If the victim succeeds, the effect ends. M ultiple applications of this power do not increase the damage but each successful application beyond the first increases the difficulty of the static challenge by 1. d. Divine Image [Clanbook Followers of Set]: The Bestial trait is always bid against the user in Social Challenges. Willpower Traits may only be gained from this discipline once per scene or hour. e. 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. Setite Sorcery [Clanbook Followers of Set] a. 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. 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. Thanatosis a. Withering: i. A successful use of Withering against the head of a vampire prevents him from using any Disciplines except Celerity, Fortitude, and Potence. ii. Normal damage is not inflicted in addition to the 1 bashing that this power causes. b. Necrosis: This power inflicts aggravated damage rather than lethal. c. Creeping Infection: A target may not have more than one use of this power lingering on them at a time from a given user. Thaumaturgical Countermagic a. A player character may teach this power up to the level below they possess (Basic, Intermediate, Advanced). Non player characters may teach up to Advanced. b. When using this ability to target a Necromancy effect, the user must have a rating in Thaumaturgical Countermagic equal to the rating of Necromancy used. c. A Tremere character may learn this power from a NPC with Top Approval. d. Using Countermagic takes the user's action. 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 Tzimisce, 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 is the same level of approval as learning that discipline. d. Awakening the Steel: i. Grasp of the M ountain: If the weapon breaks, you may still teleport the weapon back to you, reforming it (though coatings of Quietus blood and Wards do not reform with it).
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e. Elemental M astery 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. Elementals have no more than 10 each of mental, social, or physical traits, up to 13 abilities and 8 willpower traits. Fire Elementals may have access to Lure of Flames 1-4, Water Elementals may have access to Neptune s M ight 1-4, Air Elementals may have access to Weather Control 1-4, and Earth Elementals may have access to the Green Path 1-4. In addition Elementals may have up to 6 basic discipline powers from the basic eight disciplines. Using any of these powers which would normally require blood costs the Elemental 1 mental trait. f. 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. g. 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. h. M astery of the M ortal Shell i. Seizure: This power lasts for one turn per M ental Trait expended by the Thaumaturge (up to a maximum of five Traits), not one scene. Each time the target is attacked in any way she may make an immediate static mental test versus the Thaumaturge s mental traits prior to the challenge for the attack to end the effects. ii. Body Failure: This power lasts for one turn per M ental 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 M ental Traits to avoid one level of lethal damage. The Bomb or Win All Ties mechanics may not be used in this Challenge. iii. M arionette: This power lasts for one turn per M ental 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. After each action the target is forced to perform, the target makes a physical challenge vs the user's M ental Traits to end the effect. iv. M ovement of the M ind v. Flight: To retain an ensnared victim, the Thaumaturge must win another M ental vs. Physical Challenge at the end of every other turn. The use of the Bomb or Win All Ties mechanics in this challenge are permitted with presiding ST discretion. vi. Control: To retain an immobilized victim, the Thaumaturge must win another M ental vs. Physical Challenge at the end of every third turn. The use of the Bomb or Win All Ties mechanics in this challenge are permitted with presiding ST discretion. i. Neptune s M ight i. Blood to Water: Using this power requires an action, which includes a Physical Challenge to touch the target. A maximum of three M ental Traits may be spent on each use of this power. j. Path of Blood i. 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. ii. 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. iii. Cauldron of Blood: Use of this power (including the physical test) counts as an action for the round. Shaking hands does not invalidate the need for the physical test. k. Path of the Blood s Curse
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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 more potent than 10th. ii. Ravages of the Beast: The difficulty of the Virtue Test to avoid frenzy is four Traits. iii. Withering of the Ages: Characters may not regain the traits lost due to this power by any means other than the method laid out in the text for the duration of the power. Traits lost in this manner do not count for purposes of initiative/ties/overbids. New named traits (or traits provided by blood expenditures) may be gained normally and do count for these purposes. l. Path of Corruption i. 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 Curses i. Fall from Grace: Characters affected by this power loses ties on all challenges but may retest normally. If a character is using a Win All Ties ability when affected by this power, compare traits normally instead. n. Path of the Father s Vengeance i. Feast of Ashes: No more than three M ental Traits can be spent when activating this Discipline. o. Path of M ars i. War Cry: Rather than a Win All Ties, this power grants +2 M ental Traits in M ental Challenges when resisting hostile discipline effects. p. Path of Transmutation i. Gaol: Using this Discipline to trap an unwilling subject requires the Thaumaturge to make a M ental Challenge against his subject s Physical Traits. The use of the Bomb or Win All Ties mechanics in this challenge are permitted. 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. 29. Valeren a. Burning Touch: Endurance and other similar powers do not negate the wound level effects caused by this Discipline. b. Ending the Watch: This power functions on unwilling subjects if the user wins a physical challenge to touch the subject. c. Blissful Agony: Endurance and other similar powers do not negate the wound level effects caused by this Discipline. d. Vengeance of Samiel: The M ental traits added count for initiative in the round and the target must bid a Stamina trait to resist the power. In M ob Combat, targets of this power can take normal actions unless all of their opponents are using this power. 30. Vicissitude a. Horrid Form: This is a major transformation. The user may not use weapons, shields, or armor in this form. The user is down 3 traits on Social Challenges. b. Bloodform: This power costs 1 blood trait to activate. c. Chiropteran M arauder: The flight ability of this power mirrors the mechanics from the Gargoyle Flight Discipline, level two. 31. 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: Bashing damage is not halved in the Sanctioned chronicle. c. Rockheart [New Elder]: 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 addition, the vampire cannot be staked unless the attacker is using Intermediate Potence or other similar strength-enhancing powers. This power does not stack with Flesh of M arble. d. Dark Statue [New M aster]: 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 [New 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 M ental Challenge (against 11 Traits for Elder, 13 Traits for M aster, and 15 Traits for Ascendant level Rituals). The standard casting times are 40 minutes for Elder, 50 minutes for M aster, 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
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the character learns. (Characters will only receive a maximum of five free rituals. c. Rituals from Laws of the Night Stor tellers 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. 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 M astery, Cobra s Favor, Court of Hallowed Truth, Dedicate the Chantry, Deny the Intruder, Inherited Affinity, Pavis of Foul Presence, Purify Blood, Rite of Introduction, Ritual s Recognition, Stone Slumber, and Track Transgressor, Unweave Rituals: Low Approval for Tremere, unavailable for others. e. Abandon the Fetters, Blood Certmen, M ark of Amaranth, and Night of the Red Heart: High Approval f. Blood Rush, Illuminate the Trail of the Prey, Eyes of the Night Hawk, M achine Blitz, Recure of the Homeland, M irror of Second Sight: Low Approval for Assamite Thaumaturges. g. Custom rituals will not be approved h. To learn Elder, M aster, 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 M aster Disciplines). The Experience Trait costs for Superior rituals are eight Experience Traits for Elder, ten Experience Traits for M aster, 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. 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 casting 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. A character may not have more than their unmodified blood pool in ensorcelled objects at one time. A character may not transmute the object into blood if he has already eaten it. vi. Purge the Inner Demon: This ritual will not help a vampire in Wassail. vii. Wards: 1. 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. 2. 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 M ages. There is no known Warding ritual that does. ix. Warding Circles: 1. 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. 2. The Tremere and Assamite 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. Warding Circle vs. Ghouls [New Tremere/Assamite] [Tremere/Assamite Only]:This ritual creates a stationary circle (up to fifty feet in radius) centered on the caster into which a ghoul cannot pass without risking harm. Any ghoul who attempts to cross the boundary of the circle feels a sleight tingle on her skin, just in time to stop herself from crossing it. Those who ignore this warning must succeed in a Static Willpower Challenge (no Traits risked) vs. the ritualist s permanent Willpower Traits in order to cross the barrier. Should the challenge be failed, the ghoul suffers a lethal wound, and is barred from the area protected by the Warding Circle until the next sunset. Attempts to leave the circle
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are not opposed, but once the ghoul has left, it must challenge again to reenter. 4. The original caster of a Warding Circle may re-attune the Ward to include new individuals without having to recreate the entire Warding Circle. 3. Intermediate Rituals a. Necromancy Rituals: 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. b. Thaumaturgy Rituals: i. Blood Allergy: The blood focus must be that of the target, who must also be defeated in a separate M ental 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 [Tremere Only]: 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 M ajesty). The casting is dispelled after a single use. iv. 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. v. Transubstantiation of Seven [Clanbook Tremere]: This ritual is only effective if the subject is Tremere. vi. Intent of the Silver M issive [Astor Only, Basic]: The caster inscribes a message upon a blank parchment. At the end of the ritual, the parchment disappears from the casters hand and ports to another character of the caster's choice whom the caster has met. The message will appear out of sight upon the subject in such things as a purse, pocket or pouch. The subject will notice the missive within 5 minutes of receiving it. 4. Advanced Rituals a. Blood Contract: The contract must be willingly signed without supernatural influence to function. b. Nectar of the Bitter Rose: Top Approval c. 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. d. Paper Flesh: At the end off the ritual, make a M ental Challenge (Retest Occult) against the target, if the user fails this challenge the ritual fails. The traits Deadl and Savage are also affected by this ritual. e. Umbra Walk: This ritual is not sanctioned. f. Bottled Voice [Advanced]: The caster must prepare an empty bottle for the ritual. After the ritual is completed, the caster may cork the bottle, and, at any time, make a M ental Challenge against the last person to speak in his presence. If successful, the target may not speak for the duration of the power. Once the bottle is corked this power lasts for the of the scene or hour or until the seal or bottle is broken (whichever comes first). The caster may only have one enchanted bottle 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 one of 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, or Advanced Potence. 3. Combination powers from a Clanbook for a member of that clan: M id Approval. 4. Combination powers from a Clanbook for all others: High Approval. 5. No teacher is required for combination powers from Clanbooks if the learning vampire has three Traits of Lore for the appropriate clan. 6. Combination powers from Clanbooks may not be taught by characters that are not part of that clan. Anarch combination powers may not be taught by non-Anarchs. 7. 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. 8. 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. 9. Calling the Thing in Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle. 10. Claw Immunity [Clanbook Gangrel]: This power is effective against shapechangers in their animal or near-animal forms (Lupus and Hispo for Garou). 11. Descent into Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle.
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12. Iron Heart [Clanbook Brujah]: This power grant the user 2 bonus traits for the purposes of comparing ties on resisting Dominate, Presence, or M ind-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. 13. M ask of Cathay [Clanbook Ravnos]: High Approval. 14. Pater Szlachta [Clanbook Tzimisce]: This is a minor transformative power. Replace with the following. The player may select new physical traits that replace those that the character currently possesses while this power is in effect. This change takes place at the end of the round.. Weapons, equipment, and armor may be used in this form. 15. 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. This power costs nine experience points to learn. 16. Thaumaturgical Sight [Clanbook Tremere]: This power is in play. VII. 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. Comparing Traits a. When comparing Traits in the case of a tied challenge, no character may declare more Attribute Traits than twice her normal total traits (not counting bonuses gained from forms, powers, weapons, etc) for overbids and the comparison of Ties. Example: M ichael is an 8th Generation M alkavian with 10 traits. Thus, he cannot bid more than 20 Traits in a challenge b. Traits which are lent to the character as part of the M ob Combat rules are an exception to this rule and may permit a character to bid in excess of twice their normal maximum traits. c. 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. 2. M ob Rules: 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. e. The M asquerade Combat Primer supersedes all other addenda combat rules C. Equipment 1. The Camarilla s Sanctioned chronicle uses the simplified weapon and armor statistics presented in Dark Epics, p 81. 2. Any magic item (non Thaumaturgical Ritual created) that provides direct mechanical benefits to players: Global Approval 3. 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. 4. 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. The negative trait of Heav must be bid for any weapons carried, regardless of whether they are actively wielded (e.g. carrying three broadswords on your back requires you to bid three additional traits in any physical challenge).
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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 M orality Trait they possess. 4. Staking: The mechanics for Staking operate exactly as written in Laws of the Night Revised E. M etamorphosis 1. When a character is turned into a vampire, the player s M ember 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 M C 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 M age, or a Changeling) will results in the death of the one being embraced and an immediate M orality 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 of Player Characters who have been in play for fewer than six months grants no Generation Traits. b. Diablerie attempts on an NPC that would result in a lowering of the character s Generation does not grant any Generation background traits. c. Camarilla/Independant (Sect) Characters Diablerie attempts on a PC that would result in a lowering of the character s Generation beyond what is allowed by their M C does not grant any Generation background traits. d. 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. e. 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: 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 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. f. Additional Status Guidelines can be found in the Camarilla Sect Style Guide: Camarilla Style Guide g. To be adopted into another clan (per the Camarilla Style Guide): Top Notification. 2. Patronage Status
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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 (Assamite, Brujah, M alkavian, 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 M adame 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 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. M ost 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 Elde and Vene a ed. h. Elders gain the new additional Status Traits of Elde , E abli hed, and Vene a ed. 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. 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.) 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. Examples of Negative Status Traits are Decei f l, De pi ed, Di ep able, Fooli h, Ha ed, Igno an , Incompe en , Po e le , and Re iled. b. A character that possesses a Negative Status Trait is down one Trait in all comparisons of Status, including determining when somebody can or cannot grant Status to another individual. For example, an individual with six Status and one Negative Status is considered to have five Status when determining if somebody can grant him a status or remove his Negative Status. It would take somebody with six Status in order to remove the Negative Status trait that he has. c. 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. d. In Camarilla society, known Caitiff are scorned and always possess the extra Negative Status Trait of Cai iff. This is the only exception to the rule preventing a Camarilla venue character from having more than one Negative Status Trait. Archons, Alastors, Astors, Servire 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: Global Approval. c. Portraying a Servire: Low Approval (Cannot have been one in history). Portrayal of a Servire grants the Kindred the status: Loyal. Servires are appointed by Archons and cannot be appointed in any other way. d. 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
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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 M aster 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). b. All changes in Status must occur in a public forum (such as the local esbat 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 Archbishop or other position 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. c. Additional guidelines can be found in the Sabbat Style Guide: http://wiki.white-wolf.com/camwiki/index.php? title=Sabbat_Style_Guide 2. Status M aximums 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 M orality 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. De oted (for a rating of three) ii. De oted and Blessed (for a four) iii. De oted, 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, M etamorphosis, Night (all versions), and Power and the Inner Voice. 3. Gaining Status: A character s pack can grant her one new permanent Status Trait if each of them expends one temporary Status to that effect. 4. Negative Status: 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. Before seeking approval, the player must contact the ANST M asquerade for their affiliate and work to ensure their character has the appropriate position and information to portray the concept. b. Character member of the Black Hand: High Approval c. Character member of the Inquisition: Top Approval 6. Templar a. Templar to a Cardinal or Prisci: High Approval. b. Templar to an NPC: Approval of the same level controlling the NPC. 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 M ET 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. M any 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: 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 M ortally 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.
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3. Increasing Physical Traits: Spending Blood Traits to increase physical Traits beyond the maximum established by Generation lasts only for the duration of a single challenge. 4. M ovement: 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: The Camarilla uses the Two-Weapon Combat rules in Dark Epics p 71. Ignore the rules for Two Gun M ojo in Laws of the Night: Revised. 6. Staking: Characters that are successfully staked are completely paralyzed and cannot take any actions that require a test, the expenditure of blood, or the expenditure of Willpower unless they have a power that specifically states otherwise. The only exception to this are Auspex powers that do not require blood or Willpower to invoke. 7. Biting a. Characters may choose to bite for damage or drain blood as a victory condition, not both. b. Characters may drain no more than 3 blood per turn (not action). c. Normally, you must successfully grapple an opponent before you can bite him but some transformative powers are specifically designed for biting and bypass this restriction. Characters using Shape of the Beast, Shape of the Beast s Wrath, Skin of the Adder, Form of the Cobra, Typhonic Beast, and some Mythic Forms may bite without first grappling their target. Biting an opponent doesn t constitute a grapple unless you have a power that specifically allows you to grapple as the result of a bite attack (see M ythic Form). 8. Sabbat Ritae a. The optional Performing the Rites rules in Laws of the Night: Sabbat Guide, p. 140 are used in the Sanctioned chronicle. b. 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. c. 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. Bonus traits from the Fire Dance cannot be used in supernatural challenges. d. 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.

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