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SPI ADDENDUM: LAWS OF THE NIGHT (WW5013)

Effective Date: 01 August 2013


Last Updated: 8 August 2013

This addendum is organized into the following Sections:

I. ERRATA AND ADDITIONAL BOOKS: A listing of errata and books specifically sanctioned for this
genre.
II. CHARACTERS: Basic rules for Masquerade Characters.
III. CLANS: Rules pertaining to the various vampiric Clans.
IV. SECTS: Rules pertaining to the various vampiric Sects.
V. TRAITS: Rules pertaining to Masquerade-specific Abilities, Backgrounds, Merits, Flaws, etc.
VI. DISCIPLINES, RITUALS AND RITES: Rules pertaining to vampiric Disciplines, rituals, combination
powers and ritae.
VII. STORYTELLER RULES AND CLARIFICATIONS: Optional rules and other settings information.

Text in red indicates new or changed items in this addendum cycle.


Text in blue indicates new or changed items from the last addendum cycle.

I. ERATTA AND ADDITIONAL BOOKS


All: The MST reserves the right to make use of the included Storyteller characters, unless otherwise
noted.
† Though sanctioned for play, the history and settings in this book are not necessarily those of the
chronicle.
‡ Clanbooks: The Merits and Powers in Clanbooks are considered proprietary to that Clan, and
require High Approval to possess outside of that Clan. Any item indicated as unique requires Global
Approval. Other mechanics from Clanbooks are not sanctioned.

A. Clanbook Assamite (Revised) (WW2359) †‡


B. The Book of Nod (WW2251)
1. Possession of any part of this book outside that permitted by Lores: Top Approval.
C. Clanbook Brujah (Revised) (WW2351) †‡
D. The Erciyes Fragments (WW2818)
1. Possession of any part of this book outside that permitted by Lores: Global Approval.
E. Clanbook Followers of Set (Revised) (WW2360) †‡
F. Clanbook Gangrel (Revised) (WW2352) †‡
G. Clanbook Giovanni (Revised) (WW2363) †‡
H. Clanbook Lasombra (Revised) (WW2362) †‡
I. Clanbook Malkavian (Revised) (WW2353) †‡
J. Clanbook Nosferatu (Revised) (WW2354) †‡
K. Clanbook Ravnos (Revised) (WW2364) †‡
L. Clanbook Toreador (Revised) (WW2356) †‡
M. Clanbook Tremere (Revised) (WW2357) †‡
N. Clanbook Tzimisce (Revised) (WW2361) †‡
O. Clanbook Ventrue (Revised) (WW2358) †‡
P. Laws of the Night Anarch Guide (WW5040)
Q. Laws of the Night Camarilla Guide (WW5017)
R. Laws of the Night Sabbat Guide (WW5018)
S. Laws of the Night Storytellers Guide (WW5021)
T. Mind’s Eye Theater: Faith and Fire (WW5038) †
1. This book is for an historical setting. While the historical information is in play, the mechanics
are not sanctioned for use in this chronicle unless otherwise specified in this addendum.
U. Revelations of the Dark Mother (WW2024)
1. Possession of any part of this book outside that permitted by Lores: Global Approval.
th
V. Vampire the Masquerade 20 Anniversary Edition †
1. General settings from this book are in play. Mechanics from this book are not sanctioned
except as specified in this addendum.

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II. CHARACTERS
A. Background
1. Age
a. Existed since 1500AD or earlier: High Approval.
b. Existed since 500AD or earlier: Global Approval.
2. Youth
a. Embraced or became a Ghoul prior to age 3: Not sanctioned.
b. Embraced or became a Ghoul prior to age 16: High Approval.
c. Currently under the age of 16: High Approval.
B. Types: Special approval is required to play vampire characters of certain clans, even if the
character is Embraced during the course of play. Clans or Bloodlines not listed require Top
Approval.

Approval Camarilla/Anarch VSS Sabbat VSS


Assamite Antitribu
Brujah Brujah Antitribu
Caitiff Gangrel Antitribu (City/Country)
Gangrel Lasombra
Malkavian Malkavian Antitribu
Low
Nosferatu Nosferatu Antitribu
Toreador Pander
Tremere Toreador Antitribu
Ventrue Tzimisce
Ventrue Antitribu
Followers of Set Giovanni
Mid
Giovanni Serpent of the Light

Assamite Harbinger of Skulls


Daughter of Cacophony Ravnos Antitribu
High Ravnos Salubri Antitribu
Samedi Samedi
Clan variants (such as Setite Warriors) Clan Variants (such as Tzimisce Koldun)
True Brujah
True Brujah
Baali
Top Baali
Tremere Antitribu
Any others
Any others

1. Ghouls: PC Ghouls are the same approval level as their regnant. If a Ghoul changes
regnants, their approval level changes with the new regnant.
2. Revenants: Revenant PC's are Low Approval in Sabbat VSSs and Top approval on
Cam/Anarch VSSs.
C. Blood Bonds
1. 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.
2. 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.
D. Diablerie
1. 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

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of that character, or the name and membership number of the Storyteller behind the NPC.
Previous diableries are not grandfathered.
2. No XP 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.
E. Golconda
1. Achieving Golconda, or any step toward it, requires Global Approval.

III. CLANS
A. Assamite
1. The variant bloodline weaknesses described in Clanbook Assamite are not sanctioned.
Instead, all Assamites use the standard disadvantages listed in Laws of the Night
(Cam/Anarch Types) or Laws the Night Sabbat Guide (Sabbat Types).
2. Assamite Sorcerers and Viziers [Clanbook Assamite]: High Approval.
3. Characters whose concept includes membership in the Web of Knives use the normal
creation rules.
B. Caitiff/Pander
1. Caitiff and Pander characters may have no more than four (4) generation Traits applied to
them at character creation.
2. Known Caitiff or Anarch Caitiff receive the additional Negative Status Trait Caitiff.
3. Caitiff/Pander pay in-clan costs for Basic Disciplines and out-of-clan costs for all other
Disciplines. Though they have no clan Disciplines of their own, Caitiff/Pander 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/Pander character's "default" Disciplines are Celerity,
Potence, and Presence.
C. Followers of Set
1. Children of Damballah [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top
Approval (Sabbat)
2. Daitya [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat)
3. Tlacique [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval (Sabbat)
4. Warrior Setites [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval
(Sabbat)
5. Followers of Set, Children of Damballah, and Daitya use the standard rules for Followers of
Set in Laws of the Night.
D. Gargoyles
1. The ritual "At Our Command it Breathes" ceased use after the Tremere joined the Camarilla.
Knowing or use of the ritual is Master Approval.
2. Gargoyles can embrace childer as normal Vampires.
E. Giovanni
1. 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 XP
to its character sheet (to a maximum of four additional Background Traits, or 20 XP).
Retainers do not gain XP 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.
F. Harbinger of Skulls
1. 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 Disciplines.
2. A Harbinger uses the same wraith Retainer option as is specified in this addendum for the
Giovanni.
G. Lasombra
1. The Status Trait of Lasombra granted for being a member of this clan cannot be permanently
removed but does not count in excess of the character's Status maximum.
2. Membership in Les Amis Noir (Friends of the Night) Top Approval, Lasombra Only.

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H. Malkavian
1. As noted in their Clan Advantage, Malkavian vampires are often able to instinctually identify
one another. A Malkavian may engage an individual (once per night per individual) in a
Mental Challenge (retest with Awareness) to determine if they are a Malkavian. However, it is
impossible to determine if a vampire is a Malkavian while she is using powers that shield the
mind (such as Mind Blank).
2. The Malkavian Madness Network cannot be used for any form of mental communication
other than the Malkavian clan list, or via the powers Sybil’s Tongue, Babble, and The Call.
3. Malkavian Time [Clanbook Malkavian]: Not sanctioned for use.
I. Tremere
1. The Tremere Weakness is replaced with the following: Tremere dependency on blood is
even more pronounced than that of other Kindred. It takes only two draughts of another
vampire’s blood for a Tremere to become blood bound instead of the normal three — the first
drink counts as if the Tremere had taken two drinks. The elders of the Clan are well aware of
this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the
(transubstantiated) blood of the seven Tremere elders soon after their Embrace.
2. Rank:
st th
a. Starting a character with the rank of Apprentice of the 1 through Apprentice of the 4 :
Low Approval
b. Starting a character with the rank of Apprentice of the 5th through Regent of the 4th: Mid
Approval
c. Starting a character with the rank of Regent of the 5th through Lord of the 4th: High
Approval
d. Characters may not start with a rank above Lord of the 4th.
e. 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.
f. All Tremere ranks are required to have in excess of seven direct reports before another
of the same rank is created.
3. To portray a "rogue" concept or have been one in the characters history: High Approval
4. Membership in the Astors [Clanbook Tremere]: Top Approval.
5. The Path of Blood is the default Thaumaturgy path for all Tremere characters.
J. Tzmisce
1. 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.
2. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use.
K. Ventrue
1. Flavour text on Clanbook Ventrue p 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.

IV. SECTS
A. VSS
1. Each Venue Style Sheet (VSS) will have a Sect, either Sabbat or Camarilla/Anarch. When
you create a character you also choose one of those types.
2. 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
3. The Approvals for Cross-Sect play do not include conventions or feature games, both of
which are High Approval for Camarilla or Sabbat PC Cross-Sect.
4. To belong to a Sect other than the one listed by your VSS Sect type: High Approval.
5. The Approval to permanently move from one VSS Sect type to another is the highest
approval needed for the character in the new VSS Sect type. The player should detail all
items that require higher than low approval in the new VSS Sect type and accept that some
of all of these may not be appropriate for the new VSS Sect type.
B. General

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1. Concepts that include holding a Sect position with authority above a local level: Lowest level
covering the authority jurisdiction. E.g.: 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.
2. For a character to have been (in their background) a member of the opposing VSS Type,
such as a former Camarilla member who joined Sabbat: Mid Approval. This approval
imparts no usable information about the previous Sect.

V. TRAITS
A. Abilities:
1. Lore:
a. Free Lore Traits at character creation are allocated as follows:
i. Fledglings: one free Lore Trait.
ii. Neonates: one free Trait each of Kindred, Sect, and Clan Lore.
iii. Ancilla: two free Traits each of Kindred, Sect, and Clan Lore.
iv. Elders: three free Traits each of Kindred, Sect, and Clan Lore.
v. While Sabbat and other non-Camarilla vampires do not use the same social class
structure, the guidelines of generation and age should be used to determine what
levels of Lore are allocated at character creation.
b. Free Lore Traits may be awarded at a rate of one per month at discretion of the ST.
B. Backgrounds
1. Generation
a. Generation is an exception to the 5-Trait limit for Background Traits.
b. Approval Levels:
i. 8th through 6th Generation: High Approval.
ii. 5th and lower Generation: Not sanctioned for PCs; Global Approval for NPCs.
c. After character creation vampires may only acquire more Generation Traits through
diablerie.
d. Diablerie of Player Characters who have been in play for fewer than six months always
fails in the 4th phase (no Traits are gained).
2. Herd: Herd may be called upon each week, rather than each session.
3. Mentor: NPC Mentors may not teach Disciplines.
4. Military Force [Clanbook Brujah]: Not sanctioned.
5. 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.
C. Merits & Flaws
1. Animal Traits [Clanbook Gangrel]: All of the Animal Traits listed on Clanbook Gangrel p 58
are two Trait Merits for Gangrel (which count against their maximum number of Merit Traits).
They can be taken during character creation, or purchased after the character gains a
Negative Trait due to frenzy. No more than one such Trait can be taken at character creation.
Once in play characters should only take such Traits after extreme cases of frenzy
(Storyteller discretion). For taking an Animal Trait during character creation, the character
begins with one of the Negative Traits from the Clan Disadvantage without any Free Trait
benefits. Advantages gained from these Traits do not apply if the character uses a power that
substantially transforms her body, such as Form of the Beast, Shape of the Beast's Wrath, or
Mythic Form. Armour 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).
2. Attuned Taste [Clanbook Tremere]: Mid Approval.
3. Bound to the Council [Clanbook Tremere]: High Approval.
4. Consanguineous Resistance [Clanbook Giovanni]: High Approval.
5. Destiny: Not Sanctioned.
6. Double Betrayer [Clanbook Tremere]: High Approval.
7. Dynamic Personality [Clanbook Brujah]: High Approval.
8. Embraced Without the Cup [Clanbook Tremere]: High Approval.
9. False Reflection [Clanbook Nosferatu]: High Approval.

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10. Flesh of the Corpse: This Flaw is worth only one Trait in the Sanctioned chronicle.
11. Infamous Sire
a. If the Sire is a PC: High Approval
b. If the Sire is an NPC: Top Approval
12. 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.
13. Long Fingers [Clanbook Nosferatu]: The Dexterous Trait gained from this Merit may exceed
the character’s normal maximum.
14. Magic Resistance: The Traits granted by this Merit are an exception to the above rule that
prohibits Merit-granted Traits from affecting challenges for supernatural powers.
15. Mistaken 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).
16. Oracular Ability: The retest granted by this merit cannot be used in supernatural challenges.
17. Paragon [Clanbook Ventrue]: High Approval.
18. 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.
19. Probationary Sect Member: Any Sect member, not just Elders, may treat the character as if
she had only one Status Trait. Anytime a character joins a new Sect she gains this Flaw (with
no benefits) for one year. Characters who started play with Probationary Sect Member (those
benefiting from the additional Free Traits) do not lose the Flaw after this period.
20. Revenant Disciplines [Clanbook Tzimisce]: High Approval.
21. Sanguine Incongruity [Clanbook Giovanni]: High Approval.
22. Sleep Unseen [Clanbook Nosferatu]: High Approval.
23. Sympathetic Bond [Clanbook Malkavian]: High Approval.
D. Virtues & Morality
1. When tied on Virtue tests where the character’s current Traits are the same as the difficulty fo
the challenge, the character loses ties.
2. Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of
the provocation.
3. To stay awake during the day requires a Courage Test vs. three Traits at the beginning of
each hour. If the Courage Test is lost, the player may choose to stay awake and gain a
permanent Negative Trait (either Cowardly or Submissive) or fall asleep where they are.
4. A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs
three Experience or Free Traits.
a. Six months must pass between purchases of Morality Traits.
b. Two months must pass between purchases of Virtue Traits.
c. This limit does not apply during character creation.
5. Your Storyteller may remove a Virtue or Morality Trait once a month if she feels you are not
playing the character's level of Morality appropriately. E.g.: Conrad has five Traits of
Humanity and Conscience. In the last month, Conrad ate five babies. He succeeded each of
his Morality Tests, but his Storyteller still has the option of removing a Morality Trait and a
Conscience Virtue Trait to reflect Conrad's unrepentant ways.
6. Approval levels for Morality paths:
a. All VSS Types - Clan-specific Paths from Laws of the Night for members of that Clan:
Mid Approval
b. Camarilla/Anarch Characters - Any Path of Enlightenment other than Humanity: High
Approval
c. Sabbat Characters - Any of the Paths of Enlightenment from Laws of the Night and
Laws of the Night Sabbat Guide: Mid Approval
d. Sabbat Characters - Learn clan-specific paths if they are not a member of that clan: High
Approval
e. Path of Evil Revelations: High Approval
f. Paths of Night, Alternate versions [Clanbook Lasombra]
i. For Lasombra: Mid Approval

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ii. For all others: High Approval
g. Path of Sutekh [Clanbook Followers of Set]:
i. For Followers of Set: Mid Approval
ii. For all others: Top Approval
h. Road of the Beast [Faith and Fire]: Top Approval
i. Road of Heaven [Faith and Fire]: Top Approval
j. Road of Humanity [Faith and Fire]: Top Approval
k. Road of Kings [Faith and Fire]: Top Approval
l. Road of Sin [Faith and Fire]: Top Approval
E. Willpower
1. Characters of 11th Generation and higher start with 4 Willpower Traits. Characters of lower
Generations start per Laws of the Night.
2. Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one
turn in a combat situation.
F. Camarilla Status
1. General
a. 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. For example, a prince is always considered to be the
master of his or her own domain.
b. Temporary Status Traits expended are regained at the end of the month.
c. The Trait-lending system Laws of the Night assigns to Prestation is not used in the
sanctioned chronicle.
d. Status may not be bought during character Generation.
e. 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.
f. Additional (in character) Status Guidelines can be found in the Protocol document.
2. Acknowledged
a. Acknowledged is the first Status Trait that a Camarilla Kindred earns. It cannot be
removed unless all other traits of Patronage and Social Class status have been removed.
This does not preclude a Prince from revoking a Kindred’s Hospitality within the Prince’s
Domain.
b. All characters of Neonate, Ancilla, and Elder social classes begin play with this trait.
c. This trait does not count towards Patronage status limits.
3. Patronage Stats
a. Patronage Status refers to those Traits not granted by Sect position or Social Class.
b. Kindred from the seven Camarilla clans are limited to three such permanent Status
Traits.
c. Kindred from non-Camarilla clans are limited to two such permanent status traits.
d. Patronage Status must include from whom it was awarded (e.g. *Honorable* from
Madame Colleen, the Prince of Springfield).
4. Social Class
a. Camarilla characters are divided by society into social classes determined by a
combination of their age and Generation. The classes are Fledgling, Neonate, Ancilla,
and Elder. It is common knowledge what social class a character belongs to, based on
their status traits.
b. Fledglings are newly embraced Kindred who remain under the Tradition of Accounting” of
another Kindred, usually their Sire. They cannot hold city positions, and may not possess
any Patronage Status. They remain so until a Prince grants them the status trait
Acknowledged.
c. Neonates may be Kindred of any Generation that has been granted the Acknowledged
status trait, but have been Acknowledged for less than 50 years.
d. Ancillae are Kindred of 12th Generation or lower who have been Acknowledged for 50
years or more.
i. They gain the new additional Status Trait Ancilla.
ii. It is High Approval for a member of 11th or 12th Generation of sufficient age to be
considered an Ancilla.

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e. Elders are Kindred of 10th Generation or lower who have been Acknowledged for 300
years or more.
i. Elders gain the new additional Status Traits of Elder, Established, and Venerated.
ii. It is High Approval for a member of 9th or 10th Generation of sufficient age to be
considered an Elder, but they do not gain the Venerated status trait.
f. Gaining either Ancilla or Elder social class after play begins requires all of the listed
requirements, High Approval, and acceptance into the new social class by the Harpies of
the Camarilla.
g. Social class status may be lost if the character does not possess any traits of Patronage
status. These traits may be later restored, and must be obtained before any traits of
Patronage status are earned.
h. A character may begin play with a lesser social class than that to which her age and
Generation entitle her.
5. 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.)
6. Negative Status
a. Any time a character can remove a Status Trait from a character, he may instead elect to
award a Negative Status Trait. Similarly, any time a character can grant or restore a
Status Trait, they can remove a Negative Status Trait instead.
b. A character that possesses a Negative Status Trait is down one Trait in all comparisons
of Status. A character can normally only possess one Negative Status Trait. Should
another be gained, the earlier Trait is replaced with the new, and the character loses a
permanent Status Trait. Examples of Negative Status Traits are Deceitful, Despised,
Disreputable, Foolish, Hated, Ignorant, Incompetent, Powerless, and Reviled.
c. In Camarilla society, known Caitiff are scorned and always possess the extra Negative
Status Trait of Caitiff. This is the only exception to the rule preventing a Camarilla Sect
character from having more than one Negative Status Trait.
7. Archons, Alastors, Astors and Justicars
a. The Justicar may appoint (or create) Archons during the course of play.
b. Portraying an Archon, Alastor, Red Alastor or having been one in a PC history: Top
Approval
c. The Justicars themselves are completely immune to the powers and authority of the
domain stations, answering only to the Inner Circle of the Camarilla. They have four
additional Status Traits granted by their position, though these Traits are not a standard
set. (Thus, the most Status that an Elder Justicar could possess is eleven:
Acknowledged, Elder, Established, Venerated, three additional Patronage Status Traits,
and four for being a Justicar) Justicars are non-player characters created by the Master
Storyteller Office.
G. Sabbat Status
1. General
a. Temporary Status Traits expended are regained at the end of the month. Any extras
accrued are lost at this time. This return also applies to the permanent Status Traits that
cannot be permanently lost while the station is held (like those linked to currently-held
Sect positions).
2. Status Maximums
a. Sabbat vampires have a Status Trait maximum of eight, though Traits gained from one of
a character’s stations can exceed this maximum, as can Traits gained in recognition of
having a high Morality rating. A vampire must have the Status Trait Initiated before it can
have other Sabbat Status Traits.

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b. Path Traits are not added to Sabbat Status on a one-for-one basis. Sabbat characters
instead receive the additional Status Trait(s):
i. Devoted (for a rating of three)
ii. Devoted and Blessed (for a four)
iii. Devoted, Blessed, and Enlightened (for a five).
c. The benefit is only applied for characters on the Paths of Cathari, Caine, Death and the
Soul, Feral Heart, Honorable Accord, Metamorphosis, Night (all versions), and Power
and the Inner Voice.
3. Gaining Status
a. A character’s pack can grant her one new permanent Status Trait if each of them
expends one temporary Status to that effect.
4. Negative Status
a. The Sabbat makes use of a Negative Status Trait system similar to the one described
under Camarilla Status. Sabbat can have up to two Negative Status Traits at the same
time, but if they gain a third they remove the oldest Negative Status and one permanent
Status Trait.
5. Black Hand & Inquisition
a. Character member of the Black Hand: Mid Approval
b. Character member of the Inquisition: Top Approval.
c. Before this is approved, the character must have contact the ANST Masquerade for their
affiliate and worked to ensure their character has the appropriate position and information
to portray the concept.

VI. DISCIPLINES, RITUALS AND RITES


A. Learning
1. Follow the rules in Laws of the Night p 133 for learning Disciplines. All teachers must be
active player characters and may teach up to one level less then they possess of their in-clan
Disciplines. Characters may not teach out of-clan Disciplines. Non-Player Characters may not
teach Disciplines. E.g.: 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 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. E.g.: a Master level
is required before a character can purchase an Ascendant level of a Discipline path.
5. Out-of-clan Disciplines may be taken at character creation, but this must be justified in the
character's background and approved by the Storyteller. This includes Disciplines purchased
with XP granted by Membership Class. Advanced (or higher) Out-of-clan Disciplines may not
be taken at character creation. The XP cost for out-of-clan Disciplines has been changed to 4
XP for Basic, 8 XP for Intermediate, 12 XP for Advanced, 16 XP for Elder, and 20 XP for
Master.
6. Out-of-Clan Discipline Approval Requirements
a. Low Approval:
i. Animalism
ii. Auspex
iii. Celerity
iv. Dominate
v. Fortitude
vi. Obfuscate
vii. Potence
viii. Presence
b. Mid Approval:
i. Dementation
ii. Protean

Global Masquerade Addendum Shadowplay International Page 9


(a) AUSTRALIA: High Approval.
iii. After character creation for Sabbat members to learn any out-of clan Basic Discipline
if the teacher is a member of the character's pack
c. High Approval:
i. Chimerstry
ii. Necromancy (Ash, Bone, and Sepulchre Paths)
iii. Necromancy (Mortuus Path) (Harbinger of Skulls character)
iv. Necromancy (Vitreous Path) (Nagaraja character)
v. Obtenebration (Sabbat)
vi. Serpentis
vii. Thaumaturgical Countermagic (Tremere character)
viii. Thaumaturgy
ix. Vicissitude (Sabbat)
d. Top Approval:
i. Dark Thaumaturgy
ii. Necromancy (Mortuus Path) (non-Harbinger of Skulls character)
iii. Necromancy (Vitreous Path) (non-Nagaraja character)
iv. Obeah
v. Obtenebration (Cam/Anarch)
vi. Thaumaturgical Countermagic (non-Tremere character)
vii. Valeren
viii. Vicissitude (Cam/Anarch)
e. Master Approval
i. Daimoinon
ii. Temporis
iii. any Discipline not otherwise listed
7. In-Clan Thaumaturgy Approval Requirements
Tremere Koldunic Sorcerer Assamite Sorcerer Setite Sorcerer
th
4 Discipline Replaces Celerity 4th Discipline
Note In-clan costs
Out-of-Clan Costs In Clan costs Out-of-Clan Costs
*Lure of Flames
*Path of Blood Path of Corruption
*Elemental Mastery Elemental Mastery
Elemental Mastery Path of Blood
Lure of Flames Hands of Destruction
Lure of Flames Movement of the
Low Neptune’s Might Path of Blood
Movement of the Mind
Approval Path of Blood Movement of the
Mind Path of Mars
Weather Control Mind
Neptune’s Might Path of Conjuring
Path of Mars Path of Father’s
Weather Control Weather Control
Vengeance
Mid
Any path not otherwise listed (from sanctioned source material)
Approval
Biothaumaturgy, The Green Path, Mastery of the Mortal Shell,
High
Path of Corruption (Non-Setite), Path of Shadowcrafting, Technomancy,
Approval
Vine of Dionysus, Awakening of the Steel (Assamite only)
Top
Path of the Blood Curse, Path of Curses
Approval
Not
The Focused Mind, Path of Levinbolt, Spirit Manipulation, Alchemy
Sanctioned
a. Characters may change their primary path of Thaumaturgy to another with High Approval
or the approval level of the path, whichever is higher.
B. Using Disciplines
1. A character cannot simultaneously use multiple powers that substantially transform the
character’s body. Such powers should be considered mutually exclusive, with the activation
of one cancelling any other that is active. Powers such as Shape of the Beast, Horrid Form,
Skin of the Adder, and Black Metamorphosis invoke this rule, but minor transformations like
Eyes of the Beast or The Tongue of the Asp do not.
2. Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in
the Discipline’s description, which rarely includes weapon attacks. Be careful to note the
difference between general combat bonuses (like Puissance), brawling attacks (such as

Global Masquerade Addendum Shadowplay International Page 10


Horrid Form), and even more specific attacks (like the bite bonus from The Skin of the
Adder).
C. Discipline Descriptions
1. Level Equivalence
a. Six dot (●●●●● ●) Disciplines equate to Elder Disciplines in the MET system.
b. Seven dot (●●●●● ●●) Disciplines equate to Master Disciplines.
c. Eight dot (●●●●● ●●●) Disciplines equate to Ascendant Disciplines.
2. Animalism
a. Quell the Beast: This power lasts for an hour or scene.
b. Subsume the Spirit: The Negative Traits gained from using this Discipline are only
cumulative to a maximum of five. Animals generally have between two and ten Health
Levels, and between three and twelve Physical Traits, depending on size.
c. Drawing out the Beast:
i. A Beast lost through use of this power returns after 28 days, if not otherwise
recovered.
ii. The Optional Rules [Clanbook Ravnos] for this power are not used in the Sanctioned
Chronicle.
d. Quell the Herd [Clanbook Gangrel]: Quell the Herd works on vampires, but requires a
Willpower Trait to be spent (before the mob challenge is made).
e. Song in the Dark [Clanbook Nosferatu]: Not Used.
3. Assamite Sorcery [Clanbook Assamite]
a. For 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.
d. Awakening of the Steel: available only to practitioners of Assamite Sorcery.
4. Auspex
a. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle.
i. Auspex and Obfuscate are opposing Disciplines.
ii. 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. The character with the higher of Auspex or Obfuscate gets a number of
bonus Traits equal to the difference between the two power levels.
iii. To compare the Auspex vs. Obfuscate levels in a challenge, the player using Auspex
announces her Auspex level. She states the level she has (Basic, Intermediate,
Advanced, Elder, Master, or Ascendant). The visual sign for this is counting numbers
on fingers, one through six; one finger is for Basic, two is for Intermediate, three for
Advanced, four for Elder, five for Master, and six fingers for Ascendant. The
character under Obfuscate will give a verbal level or hold up fingers to show their
level of Obfuscate.
iv. The same process applies to Auspex vs. Chimerstry.
b. Aura Perception: Characters using Aura Perception on an individual who is Possessed
or otherwise under the control of another entity see the aura of the controlling entity only,
not that of the host body.
c. Psychic Projection: Characters in Psychic Projection are limited to using perception-
based powers. Any powers that require a non-static challenge can only be used while the
character has manifested his form. Projecting characters have no access to their bodies,
which prevents the use of blood for any purpose.
d. Psychic Assault [Camarilla Guide]: The third (kill) challenge for Psychic Assault is not
used in Sanctioned play. A character can at most be put to the Torpor or Mortally
Wounded health levels by this power.
5. Celerity
a. Flower of Death [Camarilla Guide]:
i. Other Celerity powers may be used while Flower of Death is active, but the costs for
each must be paid normally.
ii. The cost for Flower of death must be paid each turn it is used.

Global Masquerade Addendum Shadowplay International Page 11


b. Projectile [Camarilla Guide]: Spend 1 Blood, and apply all celerity “test” benefits to
Bows or thrown items (e.g. The Bomb, Win on Ties). The user does not lose access to
these benefits. The attack does an additional level of damage.
c. Stutter Step [Clanbook Brujah]: This is an Elder power.
d. Quickness [Faith and Fire]: This is a Master power.
6. Chimerstry
a. Chimerstry is meant to be a subtle and devious power. Please review the Section titled
"What is Chimerstry" on Clanbook Ravnos p 61 for a guideline on how to use
Chimerstry. Storytellers are encouraged to allow characters a mental test versus the
Chimerstry users permanent mental Traits to disbelieve wild or blunt uses of this power.
b. Ignis Fatuus and Fata Morgana: You do not need to defeat an opponent in a Social
Challenge to activate these powers. Pay the cost listed and the illusion springs into life,
visible by anyone present. If a character has a valid reason to disbelieve the illusion, they
may attempt a Static Mental Challenge against the illusionist’s permanent Social Traits.
Success on this challenge allows the character to see through the illusion (or hear
through it, smell through it, etc.).
c. Horrid Reality:
i. To use Horrid Reality, spend a point of willpower and target an illusion created by
Fata Morgana or Apparition. For the remainder of the scene you may make a social
challenge to cause the illusion to attack. If the challenge is successful the target
takes a maximum of 2 points of aggravated damage, 3 points of lethal damage, or 4
points of bashing damage.
ii. 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.
iii. 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.
iv. Damage caused by Horrid Reality fades at the end of the scene. Chimerical damage
can be reduced by powers like Fortitude and may be healed normally. This power
cannot be used to create non-damaging effects like staking or grappling.
d. Far Fatuus [Clanbook Ravnos]: Only Basic and Intermediate Chimerstry may be used
through Far Fatuus. It is not possible to use powers like Horrid Reality with Far Fatuus.
e. Shared Nightmare (aka Mass Reality) [Clanbook Ravnos]: As Horrid Reality but your
illusion can affect up to 5 targets. E.g.: an illusory machine gun could spray bullets into a
crowd or an illusory Warlock could throw a fire ball that engulfs several characters. When
using Shared Nightmare test against the target character with the highest Social Traits.
f. Occlusionis [Clanbook Ravnos]:
i. To use Occlusionis target a character and make a social challenge. If successful you
inflict a controlled version of the Synesthesia derangement on your victim 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.
ii. 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 affect. 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 [Storytellers Guide]
a. Fear the Void Below:
i. 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.
ii. If the target of this power is attacked the effects of the power end immediately, until
the target is not being attacked anymore, in which case the effects of the power
return.
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.

Global Masquerade Addendum Shadowplay International Page 12


c. Condemnation: To clarify, the character does not permanently expend Traits to use this
Discipline. Instead, Traits used to reduce those of his victim are unavailable to the
character in any way until he chooses to end the curse or the victim dies. This means the
Traits cannot be bid or expended, nor do they count in comparisons of Traits for ties,
overbids, or other purposes.
d. Concordance: Mechanics representing ‘powers’ granted by this Discipline require Top
Approval. This Discipline can be purchased multiple times.
8. Dementation
a. Personal Scourge [Sabbat Guide]:
i. This power cannot reduce a target past the Wounded health levels.
ii. The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it
reduced by other Disciplines (excepting Aegis, which may be used).
b. Sleep of Reason [Clanbook Malkavian]: This power cannot reduce a target below the
Incapacitated health levels.
9. Dominate
a. The limit of one retest mentioned in the description of Dominate refers only to the use of
Willpower Traits. It does not prevent the target from using Abilities, overbids, etc.
b. Mesmerism: Once triggered, the command from Mesmerism has a duration of no longer
than a single scene. A victim may only have one Mesmerism implanted per mesmerist at
any given time.
c. Conditioning: When the Dominator uses this power on another, he may opt instead to
perform a "Manchurian Candidate" conditioning. Instead of the normal Discipline effects,
the Domitor instead implants a standard Mesmerism 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 Mental Traits from
Shape of the Beast, the Dominate/Presence immunity from Felis Negrum, and the
darkness immunity granted by The Form of the Cobra.
e. Oberon’s Grail [Clanbook Tremere]:
i. This is an Elder level Discipline, not Master level.
ii. Only vampires who possess Oberon’s Grail can restore memories lost to Oberon’s
Grail. In that case, the memories can be restored using the rules outlined under
Forgetful Mind.
f. Still the Mortal Flesh [Camarilla Guide]: The duration of this Discipline is the user's
permanent Willpower Traits in turns.
g. Far Mastery [Camarilla Guide]: Note that this Discipline replaces the need for eye
contact, but not the need for the target to hear your voice.
10. Fortitude
a. Intermediate and above: Damage is downgraded on win..
b. Aegis: The invocation of Aegis requires spending permanent Willpower or permanent
Stamina-based Traits. Only Physical Traits that are Stamina-based may be spent on
Aegis. Stamina and Willpower Traits expended to power Aegis must be available to bid or
expend. Invoking Aegis does not prevent a successful staking of the character, unless
the power is invoked before either of the staking tests are performed.

Global Masquerade Addendum Shadowplay International Page 13


c. Personal Armor [Camarilla Guide]: Damage caused to unarmed attackers by Personal
Armor is always bashing, regardless of the type of damage caused by the attack.
Attackers do not suffer the inability to use limbs when they take damage due to Personal
Armor. Personal Armor is effective against natural weaponry such as Wolf Claws and
Serpents Tongue. The natural weaponry breaks and must be reactivated if the test is
successful. If there is no activation cost associated with the weaponry, such as Horrid
Forms bone protrusions, the damage from Personal Armor must be healed before that
particular part of the transformation power can inflict its additional damage.
d. Shared Strength [Camarilla Guide]: Shared strength only has the option of sharing
Basic through Advanced Fortitude. No Elder, Master, Ascendant, or Combination powers
may be transferred though this power.
11. Gargoyle Flight [Camarilla Guide]
a. Flight Manoeuvres: A character cannot perform a Flight Manoeuvre such as Slam,
Pounce, or Swoop in addition to another Flight attack during the same turn.
12. Koldunic Sorcery [Clanbook Tzimisce]
a. 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).
13. Mytherceria [Sabbat Guide]
a. Riddle Phantastique: A character under the effects of this Discipline will temporarily
snap out of the trance if he enters imminent danger (such as an attack on himself or the
rising of the sun for a vampire). He may then take whatever actions are necessary to
remove himself from the danger. Once out of danger, the trance returns, with the timing
of challenges restarting where it was when he left the trance.
b. Steal the Mind: If the target of this power is attacked the effect ends.
14. Necromancy
a. Necromancy is considered “blood magic” and is thus subject to Thaumaturgical
Countermagic, the Magic Resistance Merit, and similar magic-affecting phenomenon.
b. Few vampires become wraiths upon suffering the Final Death, as most immediately slip
into Oblivion. It requires Global Approval for a dead vampire to be an eligible target for
summoning with Necromancy.
c. The Maelstrom and Nigrimancy [Clanbook Giovanni]: These rules are not used in the
Sanctioned Chronicle.
d. Bone Path
i. Shambling Hordes: The number of animated corpses you control at any time may
never exceed the number of permanent Willpower Traits you possess.
ii. Soul Stealing:
(a) Bashing damage to the body suffered whilst under Soul Stealing cannot reduce a
target past the Wounded health levels. The victim’s soul returns automatically as
soon as the Wounded health level is reached.
(b) A spirit ejected through Soul Stealing and returning to its body through injury
does not need to test to eject any other spirit in habiting the body. If the spirit is
damaged enough to be Incapacitated, it returns to the body as above and
regains consciousness 10 minutes later.
iii. Daemonic Possession:
(a) If the original owner of a body returns to their possessed body, they may engage
in a Mental Challenge once each hour for control of the body. If the true owner
succeeds, they have removed the foreign spirit and need not test again.
Daemonic Possession may not be used to take a vampire's soul and place it
within another vampire's body. You cannot use Daemonic Possession on
yourself.
(b) For a dead PC to receive a new body with the use of this power requires Global
Approval.
e. Sepulchre Path
i. Compel Soul: Compel Soul will fail if you order the wraith to perform an action that
will cause it harm (such as requiring to leave an area it is being held in by Haunting).
You may not Compel a soul to remain out of its body more than one day.

Global Masquerade Addendum Shadowplay International Page 14


ii. Haunting: You may not keep a soul out of its body by using Haunting for longer than
one day.
f. Vitreous Path [Storytellers Guide]: This Discipline is retested with the Occult Ability, not
Wraith Lore.
15. Obfuscate
a. Cloak of Shadows, Unseen Presence, Vanish from the Mind's Eye, and similar 'invisibility'
powers have much the same effect, with varying degrees of skill. A character cannot
benefit from layering these powers, even if someone attempts to assist him by using
Cloak the Gathering in an attempt to duplicate the 'invisibility'.
b. Mask of a Thousand Faces:
i. 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.
ii. Mask of a Thousand Faces cannot conceal items, nor does it increase the
character's ability to conceal items with the alteration of clothing.
iii. To imitate a character using Mask of a Thousand Faces, a character must have
equal or greater Social Traits.
c. Vanish from the Mind’s Eye:
i. A character attempting to vanish only bids one Trait regardless of the number of
observers bidding against her.
ii. This power takes effect in the everyman round at initiative order, and counts as an
action.
d. Cloak the Gathering:
i. Cloak the Gathering cannot be used on unwilling, torpored, or unconscious targets.
ii. This power takes effect in the everyman round at initiative order, and counts as an
action.
e. Mental Maze [Clanbook Followers of Set]: It costs a Willpower Trait to use this Discipline
on a supernatural creature or a Partially Awakened mortal. The effects last no longer than
one scene (or three turns if the subject is engaged in combat).
16. Obtenebration
a. Special Effects and Optional Rules [Clanbook Lasombra]: These rules are not used in
the Sanctioned Chronicle.
b. Arms of the Abyss: Potence and Fortitude cannot be added to the arms. The number
of Traits possessed by each arm is equal to the number of Discipline powers the
character has in Obtenebration. E.g.: a character with Advanced Obtenebration would
create Arms of the Abyss tentacles with five Physical Traits each.
c. Black Metamorphosis:
i. This must be a tentacle-based attack, using the character’s Potence and Physical
Traits. The character may not take any sort of action itself.
ii. The Clumsy Negative Trait is not cumulative with other Negative Traits inflicted by
Obtenebration.
17. Potence
a. Potence does not modify ranged combat except where specifically mentioned in the
power's description.
b. Potence of Advanced levels or above automatically reduces the bonus Traits by 1 on
weapons used on a successful challenge. The weapon breaks when reduced to zero
bonus Traits.
c. Might: The use of Might is the last retest the user can call. Even if the use of Might is
cancelled by the opponent declaring the use of Might as well, no further retests may be
performed for this challenge.
d. Imprint [Camarilla Guide]: Imprint causes one extra level of damage when squeezing or
crushing any target. Imprint does not cause extra damage when the user is wielding a
weapon. The extra damage is not limited to just affecting vampires, and it can be inflicted
by biting, hugging, etc.
e. Force [Faith and Fire]: This is a Master power.
18. Presence
a. Awe:
i. You must be within line of sight of your target to use Awe.

Global Masquerade Addendum Shadowplay International Page 15


ii. This power affects only social tests or other Presence tests.
b. Summon: The Social Trait bid and the Leadership Ability used (if you elect to use one)
are considered expended regardless of the result of the challenge. The Summon power
dissipates at dawn at the victim's location. Also, Summon cannot cause the subject to
travel through extremely dangerous or directly damaging areas. A summoned individual
will take steps to avoid danger and mitigate risk when traveling, but the Summons is
broken if there is no way to reach the summoner except through dangerous or fatal
territory. The summoning character's intent is not considered when determining if a
situation is "dangerous". Only the condition of the physical environment is relevant.
c. Majesty: The range of this power is 10 paces, but the effect remains if a character
leaves that area.
d. Temptation [Clanbook Followers of Set]:
i. High Approval for non-Setites.
ii. Effects of this power are not permanent. Instead, they last until the victim spends as
many Willpower Traits as the user spent to activate it. Each time the victim spends
Willpower to resist, they stop the effects of the power for ten minutes (or one turn of
combat).
e. Father Knows Best [Camarilla Guide]: Once per hour, the target(s) may spend a
willpower and engage the user in a social test to end the effects of the power (for that
target).
f. Love [Camarilla Guide]: Characters cannot be made to take self-destructive acts with
this power, as defined by the Dominate Self-Destructive commands rules. Such
commands, as with Dominate, allow the power to be automatically resisted
g. Phobia [Clanbook Followers of Set]:
i. High Approval for non-Setites.
ii. Effects of this power are not permanent. Instead, they last until the victim spends as
many Willpower Traits as the user spent to activate it. Each time the victim spends
Willpower to resist, they stop the effects of the power for ten minutes (or one turn of
combat).
h. Corruption [Clanbook Followers of Set]:
i. High Approval for non-Setites.
ii. The Setite must spend at least as many Willpower Traits as the target's Morality
rating for this power to be successful. It will then last until the target spends as many
Willpower Traits to resist this Discipline as the Setite has permanent Social Traits.
Each time the victim spends Willpower to resist, they stop the effects of the Discipline
for ten minutes (or one turn in combat).
19. Protean
a. Earth Meld: Normal disturbances to the ground will not end the effects of Earth Meld,
although digging will cause the character to be ejected.
b. Shape of the Beast:
i. Vampires in wolf form gain the Physical Traits Quick, and Lithe, in addition to the
Sharp Trait granted by Feral Claws. The form allows them to travel an additional six
un-penalized steps per action in combat during any round in which they do not
attack.
ii. Vampires in bat form may only declare three Traits in challenges to harm or
otherwise attack someone. (They are not limited to bidding three Traits in challenges
of defence.) They can fly at their normal running speed and all attacks against them
suffer a two Trait penalty. If more than five steps away from the nearest attacker, they
can declare a Fair Escape unless an attacker possesses more heightened speed.
Note that vampires in either "fight" or "flight" form may not make use of weapons in
combat.
iii. The Sanctioned Chronicle allows the flavor text for different shapes (“Animal Forms”
on p 67 of Clanbook Gangrel) for use with Gangrel characters. Non-Gangrel do not
have the option of choosing different shapes, but default to the 'wolf' and 'bat' as
described in Laws of the Night: Revised.
c. Animal Swarm [Clanbook Gangrel]: The animals created by this Discipline can have
from one to four Blood Traits each (divided evenly between the creatures). Each creature

Global Masquerade Addendum Shadowplay International Page 16


has Physical Traits equal to three plus the number of Blood Traits it started with, and
health levels as follows: Healthy, Bruised, Wounded, Incapacitated, and Dead.
d. Mythic Form [Clanbook Gangrel]:
i. High Approval.
ii. One Blood Trait may be spend per round on the form's ranged attack (for a maximum
of 3 Aggravated Damage).
20. Quietus
a. The maximum number of Quietus toxin coatings that may be applied to any single
weapon is three times the weapon’s normal bonus Traits. Different Quietus powers
cannot be used on the same weapon, as the different poisons render themselves inert
when mixed. Unless a duration is otherwise noted in the Discipline’s text, coatings of
Quietus toxins last for a single session.
b. Scorpion’s Touch: Traits lost to Scorpion's Touch also apply to the comparison of ties,
causing the victim to bid fewer Traits.
c. Dagon’s Call: This power takes one turn to activate. Only base Physical Traits are
applicable for the comparison of ties in these Static Physical challenges, not Traits added
for blood expenditure, alternate forms, etc.
d. Taste of Death: This power does two levels of aggravated damage instead of one.
e. Blood Sweat [Clanbook Assamite]: To use Blood Sweat, the character concentrates for
two turns, doing nothing more than walking a step each turn, and then initiates the
challenge as his action on the third turn. He expends Mental Traits (up to a maximum of
three) and makes a Simple Test for each Trait expended. Each Simple Test won will
cause the victim to lose three Blood Traits. Each tie causes a loss of two Blood Traits,
and each Test lost will cause the victim to lose only one Blood Trait.
f. Baal’s Bloody Talons [Clanbook Assamite]: Additional damage caused as a result of
winning the Simple Tests is also aggravated. A weapon may hold a maximum number of
coatings equal to its normal bonus Traits. Other special enhancements of the weapon
(other Quietus blood powers, wards or any other special enhancements) are destroyed
as soon as the weapon is coated with Baal's Bloody Talons. As each Blood Trait
degrades, the weapon loses one bonus Trait. When reduced to 0 bonus Traits the
weapon is destroyed as per the description.
21. Serpentis
a. The Form of the Cobra: Characters using The Form of the Cobra are not affected by
the darkness rules. Also, their venom causes living beings one level of lethal damage
each turn after a bite, for three turns.
b. Cobra Fangs [Clanbook Followers of Set]:
i. Bitten vampires or other supernaturally resilient creatures suffer ten health levels of
aggravated damage, minus one per stamina-related physical Trait the target
possessed (spent Traits still count for this reduction). The damage is inflicted at a
rate of one aggravated damage per round until the total damage is inflicted.
ii. A Setite may only use this power on a target once per scene.
c. Heart Thief [Clanbook Followers of Set]: To use this Discipline successfully, the Setite
must win a Physical Challenge and then win or tie two Simple Tests to steal a vampire's
heart. These may be retested with Brawl.
22. Setite Sorcery [Clanbook Followers of Set]
a. High Approval.
b. All characters (even Setites) must pay out of clan XP 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.
23. Temporis [Storytellers Guide]
a. The optional rules in the box labelled “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.

Global Masquerade Addendum Shadowplay International Page 17


c. Clio’s Kiss: Every use of this Discipline requires High Approval.
24. Thanatosis
a. Withering: A successful use of Withering against the head of a vampire prevents him
from using any Disciplines except Celerity, Fortitude, and Potence.
b. Necrosis: This power inflicts aggravated damage rather than lethal.
25. Thaumaturgy
a. Thaumaturgical powers that require touch do not require skin contact, despite the rule on
Laws of the Night Storytellers Guide p 47. Only effects that keep the Thaumaturge
from speaking (carving out her tongue, Vicissitude) will prevent her from using
Thaumaturgy. Unless a power specifically requires the subject to hear the Thaumaturge’s
voice, circumstances that simply prevent it from being heard (a raging storm, Silence of
Death) will not hinder Thaumaturgy.
b. While the Thaumaturgy possessed by the Tremere, the Assamites, and the Setites share
game mechanics, in the World of Darkness these are widely different magical paths.
c. For a Thaumaturge to learn paths or rituals from someone possessing a different Clan's
'version' of Thaumaturgy: High Approval
d. Elemental Mastery [Camarilla Guide]
i. Animate the Unmoving: Objects animated with this power have Physical Traits
equal to the Thaumaturge’s current Willpower and can inflict one level of damage in
combat, the type of which is determined by the Storyteller.
ii. Summon Elemental: Storyteller assistance is required for use of this power.
Storytellers are encouraged to be harsh towards players who make frivolous use of
Summon Elemental, as it can disrupt game play if not closely monitored. This power
may only be used once per session. The elemental will serve the caster for the
duration of the session.
e. Green Path [Camarilla Guide]
i. Speed the Season’s Passing: Using this power to destroy an item in combat may
require a Physical Challenge at Storyteller discretion.
ii. Dance of Vines: Consult with a Storyteller to determine the exact damage and
reach of plants animated with this Discipline.
f. Hands of Destruction
i. Acidic Touch: This power lasts for the duration of the scene. The vampire can
choose to inflict an aggravated wound level upon an unarmed attacker, even if the
Thaumaturge loses the Physical Challenge. The acid can only inflict a maximum of
one aggravated level of damage per turn, regardless of the amount that comes in
contact with a victim, or the means by which it does so.
g. Mastery of the Mortal Shell [Storytellers Guide]
i. Seizure: This power lasts for one turn per Mental Trait expended by the
Thaumaturge (up to a maximum of five Traits), not one scene. If the targets life is
attacked in any way she may make an immediate static metal test versus the
Thaumaturge’s mental Traits to end the effects.
ii. Body Failure: This power lasts for one turn per Mental Trait expended by the
Thaumaturge (up to a maximum of three Traits). Each turn, a vampire may "soak" the
damage by winning a Static Physical Challenge against the Thaumaturge’s Mental
Traits to avoid one level of lethal damage. The "Bomb" or "Win All Ties" mechanics
may not be used in this Challenge.
iii. Marionette: This power lasts for one turn per Mental Trait expended by the
Thaumaturge (up to a maximum of three Traits). While in control of a target's body,
the vampire may force the target to utilise as much Potence and Celerity as the
Thaumaturge knows the target to possess (except any Superior levels). The target
may utilise Fortitude as he desires.
h. Movement of the Mind
i. Flight: To retain an ensnared victim, the Thaumaturge must win another Mental vs.
Physical Challenge at the end of every other turn. The use of the "Bomb" or "Win All
Ties" mechanics in this challenge is at Storyteller discretion.
ii. Control: To retain an immobilized victim, the Thaumaturge must win another Mental
vs. Physical Challenge at the end of every third turn. The use of the "Bomb" or "Win
All Ties" mechanics in this challenge are at the ST’s discretion.

Global Masquerade Addendum Shadowplay International Page 18


i. Neptune’s Might [Camarilla Guide]
i. Blood to Water: Using this power requires an action, which includes a Physical
Challenge to touch the target. A maximum of three Mental Traits may be spent on
each use of this power.
j. Path of Blood
i. This is the default path for all Tremere characters.
ii. Blood Rage: Blood Rage cannot force a subject to commit a feat of which they are
normally incapable. It can be used to bypass the Generational limits for blood
expenditure. Blood Rage cannot force a character out of torpor. If a character
entered torpor due to injury, Blood Rage may be used to heal the wounds, allowing
the character a single opportunity to wake prematurely. The normal cost and test for
waking still apply. Additional healing does not provide additional opportunities to
wake early.
iii. Blood of Potency: The Generation granted by this power only affects the
character's Blood Pool size, her number of Blood Traits expendable in a turn, her
ability to awaken vampires from torpor, and her interaction with powers that compare
Generation. No other benefits of the lower Generation are gained. No character can
reduce her effective Generation below 4th with Blood of Potency.
k. Path of the Blood’s Curse [Storytellers Guide]
i. All levels of this path are lost, without refunding of experience or other Traits used to
purchase it, should the Thaumaturge permanently acquire a Generation below tenth.
ii. Ravages of the Beast: The difficulty of the Virtue Test to avoid frenzy is four Traits.
l. Path of Corruption [Camarilla Guide]
i. Followers of Set and Serpents of the Light with Path of Corruption do not possess
Thaumaturgy; rather they possess Setite Sorcery. A Storyteller should be consulted
to help determine the exact effects of Basic Path of Corruption Disciplines. Path of
Corruption uses the Subterfuge Ability for retests
m. Path of the Father’s Vengeance [Sabbat Guide]
i. Feast of Ashes: No more than three Mental Traits can be spent when activating this
Discipline.
n. Path of Transmutation [Storytellers Guide]
i. Gaol: Using this Discipline to trap an unwilling subject requires the Thaumaturge to
make a Mental Challenge against his subject’s Physical Traits. The use of the
"Bomb" or "Win All Ties" mechanics in this challenge are at the ST’s discretion. No
Disciplines or supernatural powers can be exercised across the barrier created by
Gaol. As stated in the power's description, a Gaol completely encapsulates the
target. Once created, a Gaol may not be moved.
26. Valeren
a. Rather than the version of this Discipline provided in Laws of the Night Sabbat Guide
pp 133-135, use that found in Faith and Fire pp 209-213
b. Burning Touch [Faith and Fire]: Endurance and other similar powers do not negate the
wound level effects caused by this Discipline.
c. Fiery Agony [Faith and Fire]: Endurance and other similar powers do not negate the
wound level effects caused by this Discipline.
27. Vicissitude
a. Horrid Form: A character using Horrid Form is not allowed to use weapons (use of Body
Weaponry excepted) due to the spikes and spines that form keeping them from
appropriately holding said weapons.
28. Visceratika [Camarilla Guide]
a. Scry the Hearthstone: Use the Auspex vs. Obfuscate interaction rules given under
Auspex instead of those in Laws of the Night.
b. Armour of Terra: As a reminder, bashing damage is not halved in the Sanctioned
chronicle.
c. Rockheart [Elder, adapted from VtM Storytellers Handbook]: 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 armour and Fortitude. This effect does not reduce damage from

Global Masquerade Addendum Shadowplay International Page 19


fire, sunlight, or magic. In addition, the vampire cannot be staked unless the attacker is
using Intermediate Potence or other similar strength-enhancing powers.
d. Dark Statue [Master, adapted from VtM Storytellers Handbook]: By remaining completely
still, the character can ignore the effects of direct sunlight. The vampire must succeed in
a Courage check to do so, difficulty 3. If the vampire moves, the effect immediately ends,
leaving him subject to the rules for remaining active during the day as well as being
exposed to direct sunlight. If the user activates this Discipline while in contact with a
building, he may use Scry the Hearthstone as if he had Bonded with it.
e. Crawling Chamber [Ascendant, adapted from VtM Storytellers Handbook]: By spending
three Blood Traits, the user may animate a single mass of freestanding stone up to one
hundred cubic feet (Such as a ceiling, wall, floor, or statue). The animated stone has 15
physical Traits and five health levels, but no other powers. Only one such creation may
be directed at one time. This statue (or freestanding stone) may not be affected by further
uses of Visceratika.
D. Rituals
1. General
a. Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits for
Elder, 13 Traits for Master, and 15 Traits for Ascendant level Rituals). The standard
casting times are 40 minutes for Elder, 50 minutes for Master, and 60 minutes for
Ascendant level rituals.
b. Pre-casts: Up to three rituals may be pre-cast before a game.
c. For Necromancy, Thaumaturgy, and clan-specific sorceries, free rituals are only gained
from the primary path, not all paths the character learns. (Characters will only receive a
maximum of five free rituals.)
d. Rituals from Laws of the Night Storytellers Guide are Low Approval, unless noted
otherwise below. Those with a Thaumaturgy path listed after their name cannot be
learned unless the character possesses at least one power from that Discipline path.
Necromancy and Thaumaturgy rituals from Laws of the Night Sabbat Guide require
High Approval to be learned by vampires who are not members of the Sabbat Sect. New
rituals with a clan or Sect listed in the title require High Approval to be learned by one
who is not a member of that clan or Sect.
e. Blood Mastery, 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 Ritual:
i. Tremere: Low Approval
ii. all others: High Approval
f. Power of the Pyramid and Transubstantiation of Seven:
i. Tremere: Low Approval
ii. All others: Not available.
g. Abandon the Fetters, Blood Certámen, Mark of Amaranth, and Night of the Red Heart:
High Approval
h. Nectar of the Bitter Rose: Top Approval.
i. Custom rituals will not be approved
j. To learn Elder, Master, or Ascendant Thaumaturgy rituals, a character must know two
paths at Advanced level and must be of sufficient Generation to learn Disciplines of
equivalent level (i.e. you must be at least seventh Generation to learn Master
Disciplines). The Experience Trait costs for Superior rituals are eight XP for Elder, ten XP
for Master, and twelve XP 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. Craft Bloodstone [Storyteller Guide]: A character may only have five Bloodstones in
creation before suffering the negative mental Trait “Oblivious”, per Bloodstone in
excess five (eg. creating 7 Bloodstones will leave the ritualist as "Oblivious x2"). A
bloodstone counts as a personal object of the Thaumaturge.

Global Masquerade Addendum Shadowplay International Page 20


ii. 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 endeavour to fail.
iii. The Imp’s Affliction [Storyteller Guide]: While under the effects of this ritual, the
target has a one Trait penalty to all Physical Challenges and a two Trait Penalty to all
Social Challenges. The effects of this ritual cannot be stacked with multiple castings
iv. Impressive Visage [Storyteller’s Guide]: This ritual lasts for one night.
v. Inscription [Clanbook Tremere]: Not Used.
vi. Principal Focus of Vitae Infusion: After breaking down the ensorcelled object, it
becomes a pool of the caster’s blood. To utilise this blood, a character will need to
ingest this blood. As listed on Laws of the Night p 106, only three Traits of blood
may be consumed in a turn.
vii. Purge the Inner Demon [Storyteller Guide]: This ritual will not help a vampire in
Wassail.
viii. Wards:
(a) Once cast, Wards remain on the object until it is destroyed or until the passing of
a year and a day. The same ritual can be used to attune an old Ward so as to
immunise a new person. Anyone who will be affected by a ward can sense it just
before they touch it. When a ward is placed on a melee weapon, the weapon
does normal damage, plus one lethal wound from the ward. Damage from a
Ward may not be converted into aggravated damage through the use of
additional powers.
(b) Characters do not receive cumulative damage from contact with multiple wards
at the same time
ix. Ward vs. Ghouls: This ritual has no effect on normal humans or Mages. There is no
known Warding ritual that does.
x. Warding Circles:
(a) The casting time for all Warding Circles is as normal to create a circle that lasts
until sunset, or one entire night to create one that will last for a year and a day.
(b) The Tremere have access to seven Warding Circle rituals: Warding Circle versus
Ghouls (Basic, see below), Warding Circle versus Fae, Lupines, and Kindred (all
Intermediate), and Warding Circle versus Spirits, Ghosts and Demons (all
Advanced). Each of these Warding Circles must be learned separately. The
effects against the targeted beings are the same as for Warding Circle versus
Ghouls, except the affected creature is determined by the version of the ritual. All
such rituals require material components equal to those of the corresponding
Ward ritual, multiplied for each five feet of radius in the Warding Circle. Warding
Circles cross all planes of reality, and will affect the target creatures regardless of
current form.
(c) Thaumaturgy Ritual, Warding Circle vs. Ghouls [New Tremere]
This ritual creates a 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 slight 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 are not opposed, but
once the ghoul has left, it must challenge again to re-enter.
3. Intermediate Rituals
a. Necromancy Rituals
i. Call Upon the Shadow’s Grace: This ritual only works on wraiths and only on one
wraith per casting.
b. Thaumaturgy Rituals
i. Blood Allergy [Storyteller Guide]: The blood focus must be that of the target, who
must also be defeated in a separate Mental Challenge for the ritual to work. The
caster does not need to be within sensory range of the target to use Blood Allergy.

Global Masquerade Addendum Shadowplay International Page 21


ii. The Curse Belated [Storyteller Guide]: High Approval per use.
iii. Pavis of Foul Presence:
(a) When a Presence power is used on the ritualist, she may elect to activate the
ritual reflexively after the challenge. If the ritualist won the challenge to resist the
Presence power used against her, the Presence user is affected by the power
instead. If the ritualist failed the challenge, the Presence power is simply nullified.
Pavis of Foul Presence cannot be used on Presence powers that do not directly
target the thaumaturge (such as Majesty). The casting is dispelled after a single
use.
(b) Non-Tremere require High Approval to know this ritual.
iv. Power of the Pyramid [Clanbook Tremere]: The sum amount of Willpower
nominated by participants in the Power of the Pyramid ritual is treated as being the
Ritualists Permanent Willpower (to a maximum Willpower Traits of 10).
v. Rutor’s Hand: Rutor’s Hand does not establish line of sight for the purpose of using
other powers.
vi. Scry [Storytellers Guide]: 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.
vii. Transubstantiation of Seven [Clanbook Tremere]: This ritual is only effective if the
subject is Tremere.
4. Advanced Rituals
a. Thaumaturgy Rituals
i. Blood Contract: The contract must be willingly signed without supernatural
influence to function.
ii. Stone of the True Form [Storyteller Guide]: The effect lasts only three turns, not a
scene. The pebble talisman becomes inert after one successful use. A character may
only have one such talisman made at a time.
E. Combination Powers
1. Combination powers are listed in the Clanbooks, or are converted from tabletop sources (with
the appropriate special approval). For the Sanctioned chronicle, all combination powers cost
half the number of XP as the tabletop versions (rounded up).
2. Approvals.
a. Combination powers from a Clanbook for a member of that clan: Mid Approval.
b. Combination powers from a Clanbook for all others: High Approval.
c. No teacher is required for combination powers from Clanbooks if the learning vampire
has three Traits of Lore for the appropriate clan.
3. Combination powers based on Dominate do not work on a vampire of lower Generation than
the user. Combination powers based on Chimerstry or Obfuscate interact with Auspex is the
same manner as those Disciplines normally would.
4. Birth the Vozhd [Clanbook Tzimisce]: Top Approval to learn and for each use. Possessing
this power is required before a character can use the rules for creating Vozhd in Laws of the
Night Sabbat Guide.
5. Calling the Thing in Darkness [Clanbook Lasombra]: Not used in the Sanctioned
Chronicle.
6. Claw Immunity [Clanbook Gangrel]: This power is effective against shapechangers in their
animal or near-animal forms (Lupus and Hispo for Garou).
7. Descent into Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle.
8. Iron Heart [Clanbook Brujah]: This power grant the user 2 bonus Traits for the purposes of
comparing ties on resisting Dominate, Presence, or Mind-Controlling Thaumaturgy powers.
The user may spend a Willpower to give others 1 additional Trait for the purposes of
comparing ties resisting the same Disciplines.
9. Mask of Cathay [Clanbook Ravnos]: High Approval.
10. Pater Szlachta [Clanbook Tzimisce]: All Blood Traits spent for this power must be spent in
one turn. This is a major transformative power. Weapons cannot be wielded in this form.
11. Shroud of Absence [Clanbook Lasombra]: The Shroud of Absence has no effects on
mechanical recording devices, acting identically to Obfuscate in that respect only. A
maximum of three Social Traits can be spent to raise the user's Willpower for challenges to

Global Masquerade Addendum Shadowplay International Page 22


the Shroud of Absence. They must be spent when the power is activated, and they last for
the duration of the power’s use. Any attacks made out of a Shroud of Absence allow those
around it to immediately test against the Shroud, even if they have recently failed to pierce it.
F. Ritae [Sabbat Guide]
1. The optional Performing the Rites rules in Laws of the Night: Sabbat Guide, p 140 are used
in the Sanctioned chronicle.
2. The Blood Feast: A character's blood pool cannot exceed his Generational limit by more
than half (round down) as a result of this ritae. Additional Traits are lost.
3. Fire Dance: No more than three Traits can be gained as a result of this ritae. It is suggested
than only the most impressive jumper should receive more than one Trait.
4. The Vaulderie: This ritual purifies the blood used, removing the taint of disease and negating
powers that leave lingering harmful effects in the blood. Note that unlike traditional Blood
Bonds, the Vaulderie does not fade over time.

VII. STORYTELLER RULES AND CLARIFICATIONS


A. Optional Rules: If an Optional Rule is not listed below as being sanctioned, that rule cannot be
used within the global chronicle.
1. Laws of the Night Sabbat Guide
a. The following Optional Rules are sanctioned: Performing the Rites.
2. Laws of the Night Storytellers Guide
a. The following Optional Rules are sanctioned: You Can’t Get There From Here.
B. Other Systems
1. Damage
a. 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.
b. Firearms: Vampires take Bashing, not Lethal, damage from firearms.
c. Torpor: Vampires in torpor remain there for twelve weeks minus two weeks for each
Morality Trait they possess.
d. Staking: The mechanics for Staking operate exactly as written in Laws of the Night.
2. Increasing Physical Traits
a. Spending Blood Traits to increase physical Traits beyond the maximum established by
Generation lasts only for the duration of a single challenge.

Global Masquerade Addendum Shadowplay International Page 23

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