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Mexico City By Night

Ecumenical Council
2022
A Source Document for Players

Ecumenical Council 2022 and Information


Version 1.0

Table of Contents
1. Chronicle Information
2. Mission Statement
3. General Rules
4. Character Creation
5. Backgrounds
6. Abilities
7. Merits
8. Disciplines
9. Combination Disciplines
10. Blood Magic Paths
11. Blood Magic Rituals
12. Ritae
13. Combat
14. Morality
15. Disciplinary Policy
Chronicle Information
Chronicle Name: Ecumenical Council 2022
Hosting Game: Kings of New York
Wiki: https://whitewolf.fandom.com/wiki/Mexico_City_(WOD)
Discord: https://discord.gg/kGD3gN2n7u
Email: ecumenical-council-2022@googlegroups.com
When: 4/22/22-4/23/22
Storytellers: Adam Sartori (HST), Dan Hansen, Derek Howard, Amina Patterson, Shane West,
Chase Jelliffe, Brad Klinger, Matt Armitage, Ashley Muravnick, Todd Rix, Todd Allen
In Character Location: Mexico City
Setting: Vampire the Masquerade set in the World of Darkness
Sect: Sabbat
Theme: Themes of hypocrisy and disintegration run through Mexico City by Night. The
Sabbat’s internal conflicts rage all the more fiercely in its greatest center of power. The sect’s
elders retain their power through lies, propaganda and sheer brutality. For all the sect’s talk of
equality, its leaders crush any junior who dares to challenge or displease them. Even the faintest
pretense of equality vanishes where the sect’s cadre of ghoul and revenant slaves is concerned.
The elders prate of loyalty and solidarity, but they stand together only so far as they must to keep
themselves safe from the neonate rabble. They whip the younger Sabbat into revolutionary
fervor, then throw them at Camarilla elders who slaughter them more often than not. At least
such dupes can be called martyrs to the Sabbat’s cause; far more Sabbat meet Final Death in
senseless Monomacies and brawls between packs. Mortals Embraced into the Sabbat receive
only the freedom to kill and freedom to die.
In the midst of this brutal hypocrisy, a single lie’s exposure sends the Sabbat into a tailspin.
Ironically, this is not a lie from a mighty elder — merely a frightened neonate trying to save his
own unlife by concealing the murder of the sect’s regent. The revelation of the regent’s
destruction pits elder against elder, and the conflict drags in the rest of the Sabbat.
The infighting could not come at a worse time. A resurgent Camarilla just handed the Sword of
Caine a crushing defeat in New York City. Most of the sect’s blood sorcerers, the Tremere
antitribu, apparently burned themselves to ash. Perhaps that strange disaster has some connection
to a mysterious foe who sends severed but still undead Sabbat heads to the sect’s leaders. The
Ravnos antitribu suffered a wave of fratricidal madness. Self-proclaimed prophets declare that
Gehenna has begun. The sect’s Antediluvian and Methuselah enemies are waking up — and in
this time of ultimate crisis, the Sabbat’s elders turn on each other. Uncertainty about an emerging
future also works well in a Mexico City chronicle. Whatever happens to the Sabbat in Mexico
City holds great importance for the sect as a whole. Chaos or revolution among the city’s
Cainites may herald sweeping changes for the entire Sabbat — perhaps even the sect’s
dissolution.
Mood: Pump up the volume! Mexico City’s Sabbat don’t have to hold back, so they don’t. They
are as uninhibited and crazy as they wanna be. In the city’s slums, a Sabbat pack can knock
down a shack, slaughter the family, and play street soccer with the severed heads — and the
authorities won’t hear a thing. Under conditions like this, vampires can truly be vampires.
Don’t be afraid to populate your Mexico City with complete maniacs. Whatever the scene, from
a splatterpunk rumble between packs to high Mass in a colonial church, try to push the situation
a step further into hysterical excess. Don’t just say that some old women pray in an ornate old
church. Describe how tears stream down their cheeks as they beg the Virgin Mary for aid, and
how you can barely see the church’s walls for all the gilded cherubs and vines and draperies.
When two capitalino Cainites duel, they don’t just fight with fangs and claws — they fight with
chainsaws! On a giant statue of Benito Juárez’s head! With a ring of fi re around it, and dozens
of their fellow monsters cheering them on!
Restraint? Good taste? Basic common sense? Leave ‘em to those Camarilla wimps. For a
Mexico City by Night chronicle, show all the restraint of a Roman debauch, the good taste of a
dead baby joke, and the common sense of a spree killer. Every night feels like the end of the
world, so intensely do the city’s Cainites pursue their pleasures and pains and vendettas.
Focus: Ritae and Politics
Mortal Population: 8.855 Million
Archbishop: Alicia Barrows
Prisci: Valenko Dmiritav, Charles VI, Szechenyi Jolan, Efrain Sortano, Saint Camila, Aizhana,
Silvia Pander, Amelia Medici, Eve Galbraith
Bishops: Captain Isidro de Saldanha, Natalio El Insurgiente, Rodolfo, General Perfidio Dios
Packs: The Filth Angels, The Machete Cross, Little Sisters of Zillah, They Boy Heroes,
Institutional Devolutionary Party, The Badges, The Schichiriel, Univserity of Night, The Cry of
Pain, The Red Family, The Sorcerers of the Teocalli, Hooded Ones
Esbat: Templo Mayor, https://en.wikipedia.org/wiki/Templo_Mayor
The Rack: The Centro Historico
Schedule

4/22

 6:00 PM EST: Sign In Start


 7:00 PM EST: Opening Ceremonies
 7:30 PM EST-12:00 AM EST: Main Event Night 1, Discussion of Docket Items
 12:30 AM EST: Closing Notes

4/23

 2:00 PM EST: Clan Meetings


 6:00 PM EST: Sign In Start
 7:00 PM EST: Opening Ceremonies
 7:30 PM EST-12:00 AM EST: Main Event Night 2, Discussion of Docket Items and
votes
 12:30 AM EST: Closing Notes

Faction Meetings Schedule

 Moderates: 4/22, 8:30 PM EST


 Status Quo: 4/22, 8:30 PM EST
 Loyalists: 4/22, 9:00 PM EST
 Ultra-Conservatives: 4/22, 9:00 PM EST
 Inquisition: 4/22, 10:00 PM EST
 Black Hand: 4/22, 10:00 PM EST
 Order of St. Blaise: 4/22, 10:30 PM EST
 Pander Movement: 4/22, 10:30 PM EST
 Occult Underground: 4/22, 11:00 PM EST
 Children of the Dracon: 4/22, 11:00 PM EST
 Ecclesiastical: 4/22, 11:30 PM EST
 Crimson Horde: 4/22, 11:30 PM EST
Mission Statement
The following are the guiding principles and overhaul rules of conduct of how players and
storytellers During Ecumenical Council will treat each other and the game. The goal of the
mission statement is to cultivate a healthy and fun gaming environment for all.

1. Ecumenical Council is a game dedicated to creating a fun welcoming community of


gamers.
2. Ecumenical Council is a Sabbat vampire the Masquerade game.
3. Ecumenical Council follows “Wheaton’s Law”
4. The Player’s sole job is to have fun.
5. Player’s do not deal with the Bureaucracy of One World by Night. The Storyteller’s do. 
To that end, Player’s do not deal with Coordinators for One World by Night unless
specifically given permission to by the Storytellers.  This is the Storyteller’s job.
6. Negativity, Toxic environments, and “Drama” will not be tolerated within Ecumenical
Council. 
7. The main focus of Ecumenical Council will be Role-Playing and telling stories.
8. It is the responsibility of the older players of Ecumenical Council to engage and help the
newer players of Ecumenical Council.
9. Ecumenical Council staff will welcome all new players and help them get immediately
involved and integrated into the game.
General Rules
 The Storytelling (ST) Staff reserves the right to make any ruling they see fit to any scene,
as necessary.
o For anything not presented here, please check with the ST Staff for either OWbN
Documents (i.e. OWbN Clan Genre Guides, By-Laws, etc.) or ST rulings.
o The House Rules is a living document and items not listed will be up to the
discretion of the ST Staff as to the ruling of said item (whether it be a scene or
discrepancy on how a power is used, or whatever the case may be).

 Powers and Abilities (Merits, Disciplines, Rituals, etc.) not presented in Laws of the
Night (Revised Ed.) (LotN:R) or The Sabbat Guide (SG) must be written down on either
an item card or within the notes section of the player’s character sheet, with citation
(book/document source, page number) and mechanics.
o These powers will be at the discretion of the ST Staff as to whether or not they
will be allowed in Ecumenical Council.
o Any player who has a question about whether or not something will be (or should
be) allowed in-game should see a member of the ST Staff for clarifications.

 All players (visitors and home) must physically sign-in to the game to play at Ecumenical
Council. This is mostly for records purposes in our sign in area on discord.  Any
character that interacts in the territory of Ecumenical Council is automatically considered
to be signed into the game. This is per OWBN Admin Bylaws.

 All players (visitors and home) must treat both the ST Staff and other players with
respect. Those who do not will be asked to step out of game until the ST Staff believes
the player has composed his or herself satisfactorily.

 You must declare all Merits or Status you may be using in a challenge, just like you bid a
trait.

 All Teleportation related powers require minimum one full action to use if they do not
state otherwise

 Custom Content:  Any and all Custom Content must be reviewed by staff and approved
before being allowed into play in Ecumenical Council.

 Powers, Merits etc from other game lines may not be used or taken in Ecumenical
Council unless a vampire the masquerade book specifically states they can be.

 All PVP must be brought to the staff’s attention before any challenges are thrown or fully
engaged in with the intent to kill another character.  This must be approved by the staff.

 All online scenes that may result in PVP are required to have the disclaimer that a
character is signed into the Ecumenical Council and they must agree to do so.
 All scenes in Ecumenical Council have a hard R rating.  This means all scenes shall not
portray or display any acts above that which you should see in an R Rated film.  Scenes
that wish to partake above this R rating may be done in private between two consulting
adults.
 Per OWBN Bylaws; any and all scenes or character actions that take place in Ecumenical
Council territory represent you signing your character into Ecumenical Council and is
under our jurisdiction as a game until such time as the scene/action ends as dictated by a
member of staff.

 Clan Advantages:  Any Clan Advantage listed that gives Abilities to characters; we allow
those abilities to go over a characters normal generational maximum allowed amount.

 Ritae Effects:  A character may only ever gain a number of the mechanical benefits of
ritae equal to their pack priests Morality Rating at a single time.  This is regardless of
who casts the Ritae.  For Example:  If your pack priest has a morality rating or 3, you
could benefit from a Fire Dance, A War Party and Martial Ritus for a scene but no others.

 Frenzy Tests: Willpower may be spent to ignore Frenzy for 15 minutes. If the stimulus is
still present at the end of this time, the Player Character (PC) will frenzy. There is no test.
Willpower must be spent before the check for Frenzy is made.

 Traits: All Vampire PCs between 15th and 8th Generation may bid only a max of 30
traits. This does not affect how many max traits you have, only the maximum you may
bid. Max traits are still based on a PC’s Generation.

 Expending Traits (Maximum): If a power does not state otherwise in regards to trait
expenditures of any kind, the maximum amount of traits you may spend is 3.

 Bag Things Happen: In any scene run by a Storyteller they may call for a “Bad Things
Happen” challenge. This is two simple tests thrown. Their outcome determines the
randomness of the World of Darkness in Ecumenical Council and what bad things your
character may just run into.

 Only Sabbat Vampire PCs, Sabbat Revenants, and Sabbat Ghouls are allowed into this
event.
Character Creation
The only types of Player Characters allowed in Ecumenical Council are Vampires, Ghouls, and
Revenants. Below is the basic system needed to create a character in Ecumenical Council, We
only allow members of the Sabbat and Independent characters to be based in Kings of New
York. All characters are created using the Laws of the Night Mind’s Eye Theatre System.
Sabbat Vampire Character Creation
 Choose a Clan
 Choose a Sabbat Faction
 Choose a Nature and Demeanor
 Choose a Morality Path
 Choose Attributes. You gain 7/5/3 of these to spread among the three attribute
categories.
 Choose Five Abilities
 Choose Four Discipline Levels
 Apply Clan Advantages
 Apply Sabbat Faction Advantages
 Assign Blood Traits
 Assign Willpower Traits
 Assign Virtue Traits, Note: Alternate Virtues do no start with a free level in them.
 Choose Negative Traits up to 5 for an equal amount of Freebie Points
 Choose up to 7 points of Flaws an equal amount of Freebie Points
 Choose a single Derangement to gain 2 freebie points
 Choose to lower you Morality rating by 1 to gain 2 freebie points.
 Gain 5 Freebie Points
 Gain 60 additional Starting XP
The following Clans and Bloodlines are available to play with Storyteller permission:
 Assamite Antitribu (Warriors)
 Brujah Antitribu
 Gangrel Antitribu (City and Country)
 Lasombra
 Malkavian Antitribu
 Nosferatu Antittribu
 Panders
 Ravnos Antitribu
 Salubri Antitribu
 Serpents of the Light
 Toreador Antittribu
 Tzimisce
 Ventrue Antitribu
The following Sabbat Factions will require further approvals in accordance with OWBN bylaws
as needed. If you have a character concept for something not on this, please work with the staff
to help you get it approved for play.
 The Black Hand
 The Inquisition
 The Associates
 The Cult of Lilith
Anything not on that list will require further approvals in accordance with OWBN bylaws as
needed. If you have a character concept for something not on this, please work with the staff to
help you get it approved for play.
Revenant Character Creation
 Choose a Family
 Choose a Nature and Demeanor
 Choose a Morality Path
 Choose Attributes. You gain 6/4/3 of these to spread among the three attribute
categories.
 Choose Five Abilities
 Choose Five Backgrounds
 Choose Three Basic Discipline
 Assign Blood Traits
 Assign Willpower Traits
 Assign Virtue Traits, Note: Alternate Virtues do no start with a free level in them.
 Choose Negative Traits up to 5 for an equal amount of Freebie Points
 Choose up to 7 points of Flaws an equal amount of Freebie Points
 Choose a single Derangement to gain 2 freebie points
 Choose to lower you Morality rating by 1 to gain 2 freebie points.
 Gain 5 Freebie Points
 Gain 60 additional Starting XP
The following Revenant families are available to play with Storyteller permission:
 Bratovitch
 Grimaldi
 Obertus
 Zantosa
Anything not on that list will require further approvals in accordance with OWBN bylaws as
needed. If you have a character concept for something not on this, please work with the staff to
help you get it approved for play. Additionally, Revenants may be allowed to purchase Hedge
Magic with Storyteller approval. While in King of New York, all Magic will use the mechanics
for similar paths and rituals of Thaumaturgy as chosen by the Storyteller.
Ghoul Character Creation
 Choose a Regnant
 Choose a Nature and Demeanor
 Choose a Morality Path
 Choose Attributes. You gain 6/4/3 of these to spread among the three attribute
categories.
 Choose Five Abilities
 Choose Five Backgrounds
 Gain Potence 1
 Assign Blood Traits
 Assign Willpower Traits
 Assign Virtue Traits, Note: Alternate Virtues do no start with a free level in them.
 Choose Negative Traits up to 5 for an equal amount of Freebie Points
 Choose up to 7 points of Flaws an equal amount of Freebie Points
 Choose a single Derangement to gain 2 freebie points
 Choose to lower you Morality rating by 1 to gain 2 freebie points.
 Gain 5 Freebie Points
 Gain 60 additional Starting XP
Backgrounds
Retainers/Spirit Retainers/Spirit Slaves
 You may take the retainer background multiple times. Each background reflects 1 NPC
that you can have up to level 5 based on ST approval.
 Each retainer should have a sheet with a note that included the level of retainer, the ST
who approved the sheet and the date approved.
o As your background in retainer increases you can make adjustments to the sheet
based on the Retainer Creation section of the rules rules but you must have those
changes approved by an ST.
o Upon request an ST can assist you with retainer creation and/or provide a
template
o Retainers may not be semi-supernatural and supernatural creatures other than
humans or ghouls
 For each retainer that is a ghoul you have you are down 1 blood trait at the beginning of
game. This represents you feeding them. If you want them to have more blood to fuel
their abilities or disciplines you must declare giving them more.
o If your retainer is not a ghoul (Revenant, Hellhound human, Spirit or Wraith) they
do not need blood.
o Only Tzimisce may take Hellhounds, Revenants, and Szlachta at creation. These
specialty ghouls
 Regardless of the Type of Retainer they are built using the same rules with the following
restrictions:
o Human retainers gain no supernatural powers
o Ghouls may take Potence, Celerity, Fortitude, and the inclan disciplines of their
owner only.
o Revenants may take disciplines from their in clan list of discplines
o War Ghouls and Hell Hounds may only take Potence, Celerity, or Fortitude
o Wraiths and Spirits may take any discipline fitting with the theme of the creature
to better represent them. However these are specifically created and approved on
a case by case basis by the Storytelling Staff.
 Retainers do not get Backgrounds themselves but they do increase your Influence
Maximum by 1 to a total maximum plus of 5.
 The chart below details the creation rules used for making Retainer NPCs. The level is
the power level of the creature in question and rating in the Background possessed by the
character. Attributes are the total the creature bids in each attribute category. Abilities
are the number of Abilities it has to assign to whichever abilities the Storyteller sees fit.
Willpower is its number of Willpower traits. Power is the substitute for Blood Traits
system if they are a Spirit/Wraith, all Ghouls and Revenants have a max of 10 blood traits
(for revenants +1 for every century alive) and can spend 1 blood trait a round.
Disciplines are the number that may be assigned to appropriate disciplines to represent
the creature. Lastly the number of health levels these creatures have are equal to its
Willpower before they are dispelled, banished, or destroyed (decided by the storyteller).
Level Attributes Abilities Willpower Power Disciplines
1 10 5 2 10/1 2 Basics
2 15 10 4 12/1 4 Basics
3 20 20 6 14/2 6 Basics, 2
Intermediates
4 22 30 8 18/3 12 Basics, 4
Intermediates,
2 Advanced
5 25 50 10 20/5 15 Basics, 8
Intermediates,
4 Advanced

Resources: Each level of resources produces 10x the printed amount from Laws of the Night.
Similarly, any ability or background that produces money similarly produces 10x the printed
amount.
Rituals: You know the ritae and rituals of the Sabbat, and you can enact many of them. This
Background is vital to being a Pack Priest — without this Background, ritae will not function.
This Background is actually a supernatural investment, drawing on the magic of the eldest
Tzimisce sorcerers. Sabbat vampires who are not their pack‘s priests should have an outstanding
reason for acquiring this Background, as Pack Priests are loath to share their secrets with more
secular members of the Sect. This background replaces the system as presented in the MET
Guide to the Sabbat book.
Level Total Ritae Known
1 3 Auctoritas
2 9 Auctoritas, 3 Ignoblis
3 13 Auctoritas, 9 Ignoblis
4 13 Auctoritas, 20 Ignoblis
5 13 Auctoritas, 40 Ignoblis

Cult: The each level of the Cult Background can spent once a month for the following effects:
 Gain 1 Blood Trait
 Use a Single level of the Influence: Occult Background per level of the background
spent.
 Use as per a single level of the Occult Library Background per level of the Background
spent.
Haven: Each level of the Haven background as the following effects as per the chart presented
below.
Level Size Effect
1 Apartment +1 Bonus trait on all challenges when in your haven, all
intruders have a single forced retest to attempt to break in.
2 Small House +2 Bonus traits on all challenges when in your haven, all
intruders have a single forced retest to attempt to break in.
3 Large House +3 Bonus trait on all challenges when in your haven, all
intruders have a two forced retest to attempt to break in.
4 Mansion +4 Bonus trait on all challenges when in your haven, all
intruders have a two forced retest to attempt to break in.
5 Estate +5 Bonus trait on all challenges when in your haven, all
intruders have a two forced retest to attempt to break in, and you
haven may have a supernatural quality to it decided by the
Storyteller.

Influence
As per Dark Epics with the additional Stacking Rule listed below.
Stacking Backgrounds (As per Laws of Ascension)
This rule only works if you need a way to more realistically manage the combination of various
Background factors.
When multiple characters get together they sometimes want to combine their Background
benefits into a lump sum, especially for large and impressive actions. For instance, several
individuals with Resources x3 might go in together to purchase an expensive estate.
Backgrounds do not add. Instead they require cumulative outlay. Resources x2 plus Resources
x2 is not equal to Resources x4; it's about two and a half.
The total value for combined Backgrounds equals the highest Background, plus a sum half the
value of the other Backgrounds. Then, if this is equal to or greater than the highest Background,
add one to the total. If the remaining levels are still higher than the now increased Background,
add one again. Continue until no additional levels remain.
For example, if a character with Resources x3 wants to perform something with the equivalent of
Resources x4, he'd need the support of three people with Resources x2 (total six levels, halved
equals his 3) or two other people with Resources x3, or some other combination that added up to
six levels.
Note that a character's still limited to handling Influence no greater than his total Attribute Traits.
Donated Influences count against this limit, making it very difficult to coordinate large-scale
multi-Influence actions
Players may gain Influences in the following methods:
Purchased Influence
Purchased influence is influence that is earned through IC actions and then XP is spent on it in
order to “secure” it. This influence is, for the most part, safe from plots and NPC though it can
still be temporarily lost to PC actions or for specific plot reasons.
Earned Influence
Earned Influence is influence that has been earned through IC actions but has not had any XP
spent on it. This influence functions the same way as Purchased influence, but is less secure and
is much more easily lost than Purchased influence and can be lost to Plot and NPC actions as
well as PC actions. Earned Influence can become purchased Influence over time with role play.
***Note that players are still limited to 5 in any given influence between both Purchased and
Earned influences. Ex. a PC can have 2 Earned levels of Industry and 3 Purchased levels of
Industry, totalling in 5 levels of Industry.

Retainers and Influence:


A humanoid Retainer may possess Influence equal to their dots in Retainer. For example, a Level
3 Retainer could possess Police 1, Street 1, and University 1 OR Street 3. What constitutes a
“humanoid Retainer” is at ST discretion. A dirty politician is more apt to have Influence where a
Szlachta war ghoul would not.
Age: This background may only be purchased by PC revenants. It represents only their in
character age of how old they have been as a revenant. It does not grant additional XP, it is
simply a system to determine their character maximums based on age. Please see the chart
below. All revenants have a willpower maximum of 10.
Level Age Attributes Blood Disciplines
1 100 11 11/1 Up to Second Basics
2 200 12 12/1 Up to First Intermediates
3 300 13 13/1 Up to Second Intermediates
4 400 14 14/1 Up to Advanced
5 500 14 15/1 Up to Advanced

Occult Library: This background represents a collection of Occult tomes collected and owned
by the character. This background as the following mechanical effects as presented below when
in their Occult Library:
Level Effect
1 +1 Bonus traits on all Occult Ability Related challenges
2 +1 Bonus traits on all Occult Ability Related challenges, +1 One retest on Occult
Ability Related challenges
3 +2 Bonus traits on all Occult Ability Related challenges, +1 One retest on Occult
Ability Related challenges
4 +2 Bonus traits on all Occult Ability Related challenges, +2 One retests on Occult
Ability Related challenges
5 +3 Bonus traits on all Occult Ability Related challenges, +2 One retests on Occult
Ability Related challenges

Information Network: This background is for Nosferatu and Nosferatu Antitribu characters
only. Additionally, every level of this background allows for a single retest per night that may
be called upon in any plot related scene and only in challenges against a storyteller. This is
effectively a PVE retest.
Abilities
Rituals: This ability is used to all challenges to retest use of Ritae only. It does not grants levels
of Ritae itself.
Crafts
Crafts not listed here are assumed to use a comparable system - specifics should be clarified with
Staff before anything is finalized.
 Each level of Crafts takes 2 weeks to be applied - for example, a Crafts 3 item would take
6 weeks to be completed.
 Each level of Crafts requires a challenge, retest applicable Crafts Ability.
o Any failed challenges may be retried with the Repair Ability, retest Repair.
 You may not retry more challenges on a given item than your levels of
Repair.
Example: A PC attempts to create a Crafts 5 sword and loses 2 of the 5 challenges. They have
Repair 2, thus allowing a second attempt on both lost challenges. One of those is won, resulting
in a Crafts 4 sword at the conclusion of 10 weeks.
Ammunition Crafting
Ammunition crafting only takes 2 weeks to complete, regardless of craft level being used.
Level Effect
1 Can create standard rounds. Basic modifications can be made. [50 rounds]
Converting Bird/Buckshot into Wax Slugs and standard rounds into hollow
points.
2 Can create Flares; Can create exotic rounds like gold and silver. [40 rounds]
3 Can create Armor Piercing rounds [30 rounds]
4 Can create Tracer rounds [20 rounds]
5 Can create Tracer rounds [20 rounds]
Specialization If you have an applicable spec for the type of item you are creating you may
do one of the following: Add 50% more to the end total of ammo created,
Cut your crafting time in half.

Armor Crafting
Your base item will be taken directly from the appropriate book. Then your crafting ability will
be applied to make any modifications to the item.
Level Effect
1 Nothing
2 +1 Armor Rating
3 Can craft exotic armor such as gold and silver
4 +1 Armor Rating
5 Can remove negative trait (item may not reach zero negatives)
Specialization If you have an applicable spec for the type of item you are creating you may
add one of the following in addition to your crafts rating to your item; +1
Armor Rating, Remove a negative trait, Or you may choose to shorten the
time of item creation by half. Toreador Antitribu following crafting 5+ rules,
may not shorten the creation time in this manner.

Weapon Crafting
Your base item will be taken directly from the appropriate book. Then your crafting ability will
be applied to make any modifications to the item.
Level Effect
1 Nothing
2 +1 Trait
3 Remove a Negative Trait
4 Add a special ability (Appropriate to the item)
5 +1 damage
Specialization If you have an applicable spec for the type of item you are creating you may
add one of the following in addition to your crafts rating to your item; +1
Damage, Remove a negative trait, Or you may choose to shorten the time of
item creation by half. Toreador Antitribu following crafting 5+ rules, may
not shorten the creation time in this manner.

Linguistics: is handled as in Laws of the East, which states “This version...supersedes the rules
for Linguistics given in all previous Mind’s Eye Theatre games” and, as such, the Linguistics
ability is handled as follows:
Level Languages Known
1 1 additional language (to your native language)
2 2 languages (in addition to your native, so 3 total languages incl. native)
3 4
4 8
5 16

Demolitions
In the Avenger Creed book, mechanics are given for destroying a building. The design was
loosely based on the regular combat system and was designed to allow some complexity to the
largely untouched aspect of the storytelling system. Remember that overt instances should likely
be featured in chronicle reports.
Important notes to the system are as follows:
 Buildings get “Health Levels”. These health levels represent how much stress a building
can take before it collapses.
o These are not on a human scale. A building can only suffer damage via the forces
described below (big explosions, fire or repeated heavy impact). At storyteller
discretion, some supernatural abilities such as Puissance or Might of Thor can
deal single levels of damage to the structure of a building.
 Buildings do not soak damage. There are simply sources of damage that can harm their
structural integrity and sources that cannot.
 Some buildings have more than 10 health levels while others may have fewer.
 Engage in a static Mental Challenge, retesting with Demolitions or Construction, against
a difficulty set by the storyteller based on the amount of time the character has had to
prepare for the strike.
o The difficulty is six if the character had the day to plan it out. The difficulty can
rise as high as eight or even higher if the character is under duress.
 If the character fails the challenge, two Simples Challenges are made.
 If the character fails both, the challenge is considered a botch and
something goes wrong. This can mean anything from the building
coming down on the character, to equipment breaking down and
no longer functioning.
 Damage to the structure that is dealt by the Demolition/Construction
action is equal to the unspent Ability used, divided by two and rounded
up.
 You then add a damage modifier based on the equipment being
used.
 An appropriate Spec increases this damage by one.
Explosive Device Damage Modifier
Grenade, barrel of gasoline 1
Pipe bomb, stick of dynamite 2
Napalm Bomb 3
Rocket Launcher, Napalm airstrike 4
Pound of C-4 5 Half-ton of industrial 10
fertilizer
Merits
General: Merits and Flaws from other Game lines besides Vampire the Masquerade are not
allowed on Vampire PCs unless a Vampire the Masquerade book specifically says otherwise.
Merit Stacking is allowed in Kings of New York.
Natural Linguist: This Merit also doubles the number of languages a character may possess.
Ambidextrous: This merit provides an additional trait when wielding two weapons, not an
additional action.
True Faith: Characters must maintain a Morality of 5 to keep this Merit, not Humanity.
Additionally rules for True faith are used from Laws of the Hunt Revised. Finally True Faith
traits are from a 1-5 Rating and each trait after the first costs 3 experience points and may only
be purchased with Storyteller Approval.
Innate Magical Ability: This merit is unique to each character with it. Players need to work
with the storyteller to decide the mechanics and gain their approval.
Magic Sensitivity: This merit does not negate or pierce stealth powers.
Destiny: This merit grants 3 retests that may be used per night. These retests may only be used
when defending in a challenge.
Charmed Existence: When challenges are made for Bad Things Happen (see General Rules),
the each result is upgrade to the next best result (a loss becomes a tie, a tie becomes a win). In
the event of a win, the character is blessed by some form of minor good fortune during the scene.
Disciplines
Animalism
Drawing Out the Beast: Your beast will always return to you at the next sunset.
Auspex
General: In tests of Auspex versus Obfuscate or Chimerstry, the person with the highest level
automatically succeeds. Should they have equal levels, a normal test is thrown instead, no bonus
traits from simply having these powers apply. For example: if you have Auspex 4 and your
opponent has Obfuscate 3, you automatically see him with no challenge required. This is a
reflection of what was suggested in the MET journals, to use the Tabletop rules instead.
Heightened Senses: Heightened Senses: If this power is active, the PC must have it obviously
active (out-of-character, such as with the gesture for Heightened Senses) or declare it to an ST in
a scene.
Psychic Projection: When using this power, the location of your body must be logged with the
STs. You may not spend Blood while using this power.
Celerity
Fleetness: A PC may only win ties ONCE in a challenge; the game does not observe the “Win
ties Twice” rule.
Chemistry
General: In tests of Auspex versus Chimerstry, If a person has a higher Auspex rating then the
rating of the user’s Chimerstry, they automatically pierce the illusion.
Horrid Reality: Regardless of the Illusion chosen by the user this powers mechanics are that an
attack from Horrid Reality does 3 levels of Lethal Damage to the target that may not be resisted
in any way (including Fortitude), it may be healed as normal though.
Dementation
Voice of Madness: A Willpower may not be spent to ignore this challenge. The Virtue test must
be thrown against this power.
Dominate
Possession: When using this power, the location of a PC’s real body must be logged with staff
and must be in the jurisdiction of the game.
Fortitude
Aegis: A PC may only use this power PRIOR to the two simple challenges for staking (not after)
to negate a staking challenge.
Obfuscate
General: In tests of Auspex versus Obfuscate or Chimerstry, the person with the highest level
automatically succeeds. Should they have equal levels, a normal test is thrown instead, no bonus
traits from simply having these powers apply. For example: if you have Auspex 4 and your
opponent has Obfuscate 3, you automatically see him with no challenge required. This is a
reflection of what was suggested in the MET journals, to use the Tabletop rules instead.
Cloak the Gathering: This power does not extend to Obfuscate Combination Disciplines.
Obtenebration
Arms of the Abyss: You may only summon/control a number of tentacles to maximum of 5.
Presence
Summon: The target cannot know who is summoning him or her. However, he or she cannot be
summoned into a dangerous situation (i.e., a PC cannot be summoned into a “boot party”).
Majesty: This power is line of interaction. If a PC can interact with the character with Majesty
active, he or she is under the effects of Majesty. This power does not translate through electronic
means of communications (e.g., through a phone call). Additionally, the test to break Majesty is
thrown for EACH aggressive action to be made (NOT once for the scene), so long as Majesty
remains active.
Quietus
Scorpion’s Touch: Traits lost from this power do not return until the next night. Meaning they
may not refreshed with Willpower or Prowess.
Dagon’s Call: This power also destroys one blood trait per successful level of damage inflicted.
Taste of Death: You may bank blood for this power and expel it all at once as one attack.
Thanatosis
Withering: If a victim’s head is Withered, then the only Disciplines the victim may then use are
Potence, Celerity, and Fortitude. Additionally, if you go for the head shot and fail the two
simples, your attack misses. You may not simply redirect it afterwards.
Valeren
Burning Touch: A Willpower may be spent to ignore the effects of this power. This is spent on a
“one for one” basis. One Willpower covers one use of this power against the victim.
Ending the Watch: As per V20 this power is replaced by “Armor of Caine’s Fury” (found in the
MET book “Faith and Fire”), which may only be activated once per scene.
Vicissitude
Blood Form: Blood Form does not happen instantaneously, instead the vampire takes the blood
form at the end of the round.. Blood Form may also be used to restore lost limbs with cost of 1
blood trait per limb. This does counteract things like the power “Withering.”
Vicissitude Modifications:
Any modifications done to any PC, whether the user’s self or someone else, must be reflected in
the purchasing of Merits. This allows you to purchase any Physical-related Merit at double the
normal cost of the Merit after character creation. If you do not have these merits, then you do
not have the modifications. Additionally, as with all use of Vicissitude for body modifications,
the player must still throw the Body Crafts test to make the modification. Failure on these tests
results in negative things being added to the sheet, such as negative physical traits and/or Flaws.
Finally, besides purchasing the printed Merits from various books, a player may as well perform
war ghoul modifications upon themselves. This too is represented by the purchasing of the
merits we present below. Like above, they cost double the listed cost after creation.
Note: Vicissitude Modification is not subtle. If you have Merits from Viss Mods, you MUST
costume such modifications or display them on a card or nametag while you play. You look like
a monster no matter what you do. The System for War Ghoul Mods is still used as per the book,
but you must purchase these merits in addition to that, to reflect the mechanics of the change.
These new Merits are the only non-book Merits that may be purchased to represent Vicissitude
Modifications, beyond being able to purchase printed book Physical Merits. All Modifications
take time to craft; they cannot be done on the fly regardless of merits or powers. A PC may only
possess a number of the Visscitude Modification Merits (listed below) equal to level of the Body
Crafts Ability of the crafter (i.e., a PC with 1 dot of Body Crafts may buy only one Vicissitude
Modification Merit, whereas a PC with 2 dots of Body Crafts may buy 2 Merits, etc.). Other
Physical Merits do not have such a cap. You may only perform 1 Vicissitude Modification per
month.
Vicissitude Modification Merits
Armor (2pts, Guide to the Sabbat)
This Merit may be purchased multiple times, up to a maximum of 3.
Organic Weapons (5pst, Guide to the Sabbat)
This Merit may be purchased multiple times, up to a maximum of 3.
Enhanced Sense (1pt, Guide to the Sabbat)
Enhanced Speed (2pts, Guide to the Sabbat)
This Merit may be purchased multiple times, up to a maximum of 3.
Programmed Ability (N/A, Guide to the Sabbat)
Not Suitable for PCs.
Bulky (3pts, Possessed)
The character gains 3 additional Healthy health levels.
Extensible Limbs (1pt per limb, Possessed)
The Character may extend his limb up to a yard away.
Extra Limbs (2 pts, Possessed)
The Character gains 3 bonus Physical Traits on all grapple challenges.
Foot Pads (1pt, Possessed)
The Character gains 2 Bonus Traits on all stealth challenges.
Exoskeleton (3pts, Freak Legion)
The Character gains the Physical Traits “Brutal” and “Resilient” permanently.
Savage Genitalia (2pts, Freak Legion)
The Character’s genitalia now does one level of Aggravated Damage when used and may be
used as a torture device…yea, use your imagination.
Circular Vision (1pt, Ghouls Fatal Addiction)
You can see behind you as one of your eyes has been moved behind your head. You must bid 2
traits in all challenges related to long distance, which includes firearms. However, you may see
in a 360 degree view. You must also take the Flaw “Monstrous.”
Fangs (1pt, Ghouls Fatal Addiction)
All bites now score one additional level of Aggravated Damage.
Spurs (2pts, Ghouls Fatal Addiction)
Your strikes inflict one additional level of Lethal Damage. However, you must bid 2 additional
traits on all non-Intimidation related Social Challenges.
Carapace (3 pts, Ghouls Fatal Addiction)
You gain 2 bonus traits on all soaking challenges. You must also take the “Monstrous” Flaw.
Physical Merits
Below are a list of Physical Merits (and their location from various books) that one could
purchase with use of Vissicitude. There is no limit to the number of these merits that may be
purchased. The limit only applies to the above list. This list is not a complete list of what is
available. As always, for anything not on this list, ask the Storyteller about.
o Bloat (1-5pts, Guide to the Low Clans page 184)
o Feeding Tongue (1-6 pts, Guide to the Low Clans page 184)
o Heart of Bone (1-5pts, Guide to the Low Clans page 184): For each point in this Merit, your
heart (and only your heart) has a number of health levels that must be gone through in order
to successfully stake you.
o Long Fingers (1pt, Guide to the Low Clans page 184): As Clanbook: Nosferatu, page 70.
o Piscine (1pt, Guide to the Low Clans page 184): As per Clanbook: Nosferatu, page 71.
o Supple Joints (1 or 3 pts, Guide to the Low Clans page 184): 1pt Version: You gain 2 bonus
Physical Traits in all challenges related to body flexibility. 3pt Version: you can escape most
restraints and slip through most tight spaces automatically, as determined by the ST.
o Maw: As per Clanbook: Nosferatu, page 71.
o Retractable Wings (2pt Merit, Guide to the Low Clans page 184): Only applies if you have
wings.
o Patagia (4pt or 7 pts Merit, Guide to the Low Clans page 185): 4pt Version: As per
Clanbook: Nosferatu, page 72. 7pt Version: As per book.
o Acute Sense (1pt, Laws of the Night Revised)
o Ambidextrous (1pts, Laws of the Night Revised)
o Baby Face (2pts, Laws of the Night pre revised)
o Blush of Health (2pts, Laws of the Night Revised)
o Catlike Balance (1pt, Laws of the Night Revised)
o Bruiser (1pt, Guide to the Camarilla)
o Efficient Digestion (3pts, Laws of the Night Revised)
o Enchanting Voice (2pts, Laws of the Night Revised)
o Friendly Face (1pt, Guide to the Camarilla)
o Good Night Vision (2pts, Laws of the Reckoning)
o Huge Size (4pts, Laws of the Night Revised)
o Misplaced Heart (2pts, Laws of the Night Pre Revised)
o Sexy (2pts, Laws of the Reckoning)
Combination Disciplines
The Rod Raw Rending: Your attacks gain the Armor Piercing Quality
Random Patterns: This is a Static Mental challenge, not contested.
Quickened Instinct: This power negates Surprise
Record/Recall Sensation: 1 Willpower may be spent to negate the effects of a single use of this
power.
Burning Wrath: This power lasts 1 scene. Additionally the character does 1 additional level of
damage on all brawl attacks and inflicts the Stun Status effect as per Path of the Levinbolt.
I am the Keystone: This power does not let you get access to level 6+ powers
Alpha Glint: This combination Discipline requires 1 Willpower to activate and lasts a scene or
an hour.
Pater Szlachta: This power does not allow you to exceed the 30 trait cap rule
Vanishing: You must have eye contact with the target and they must hear your curse.
Unseen Spirit: This combination discipline only works of Wraiths and Spirits.
Blood Magic Paths
General: Blood Magic may be used to counter True Magic Spheres and vice versa as per the
Vampire Storyteller’s Guide.
Elemental Mastery
Elemental Form: benefits of elemental form are replaced by the following features. This level
may be activated more than once to benefit from up to two elements at the same time.
Fire - deal an additional level of aggravated damage with brawling attacks.
Earth - Gain 3 levels of armor.
Air- Gain a free retest on Stealth challenges.
Water - Gain an additional two steps of movement every action.
Focused Mind
One-Tracked Mind: This is not a literal repeat of the last action, but the intent.
Gift of Morpheus
Enchanted Slumber: May not be used on Vampires.
Master of Dreams: This power requires a Sympathetic Link.
Lure of Flames
Firestorm: This power does 2 levels of Aggravated damage and destroys any items not
specifically protected against fire.
Movement of the Mind
General: May only be resisted with Potence or Celerity if the Storyteller deems is appropriate to
the type of action to resist.
Mastery of the Mortal Shell
Seizure: now functions as follows: "Vampires affected only suffer a -4 trait penalty to
challenges for the remainder of the scene. Make two Simple Challenges. If both succeed outright
(lose on ties), the target Vampire cannot initiate Physical challenges for the remainder of the
scene " This works as printed on living targets.
Neptune’s Might
Blood to Water: Only 5 Traits of Blood may be turned into Water per use of this power.
Path of Blood
Potency of Blood: The characters blood pool will fill to their new generation minus any blood
they have already spent before activation. This power does not allow you to exceed the 30 trait
cap rule.
Path of Curses
General: The Sympathetic Link required to perform the magic is considered to be used up after
any attempt at use of this power regardless of success or failure. Meaning they will be required
to gain a new one for each casting. In addition, the Sympathetic Link must be something of
actual value to the target. Blood or Wedding ring for example will work, a piece of clothing or
hair will not. The Storyteller makes the final ruling on wither or not the item in question will
work. Finally, you must actually curse your victim. He must hear the curse said aloud or the
power has no effect. He need not understand what you are saying, but he must hear it.
Path of the Levinbolt
General: Stun means the target is down two traits for the remainder of the combat round.
Path of Transumtation
Gaol: This power requires a contested Mental versus Physical challenge against the target
retested with Occult.
Spirit Manipulation
Entrap Ephemera: In order to make a fetish, the vampire first needs to hunt down the spirit in
question for the fetish he is attempting to make. Once the Spirit has been found, the vampire
must engage in a series of contested Willpower challenge with the Spirit in question. A
Maximum of 5 tests are thrown, with them ending immediately when the vampire loses. The
number of victories by the vampire determines the level of the fetish (1-5). The Storyteller then
assigns an appropriate related ability to the spirit (example: spirit of war gets assigned to brawl).
The activation rules for the Fetish are the same as in the book, however the only effect is that the
Fetish adds a number of Bonus Traits to a challenge equal to its rating in challenges related to its
assigned ability only. Crafter may create and maintain a number of fetishes equal to their
permanent willpower. The Crafter may burn a permanent willpower to sever their connection
with a fetish, so that that fetish no longer counts against their maximum. Finally, Fetishes can
be consumed by their owners--reducing their rating (and bonus traits) and in exchange giving the
vampire equal blood or willpower traits. Doing this requires an Occult rating equal to the level
of the fetish and permanently reduces the level of the Fetish.
Additionally, we allow any printed Fetish that is a general Fetish. No tribe, fera, etc specific
fetishes will be allowed on vampire player characters.
Duality: You may not put people into the Umbra. Other vampires may not be moved into the
Umbra unless they are in Torpor.
Spirit Thaumaturgy
Fetishes: Spirit Thaumaturgy Fetishes may have up to level 4 Arcanoi from Wraith the Oblivion
20th Anniversary only.
Weather Control
Call Lightning: When used in a raging storm this power does 10 levels of Lethal Damage.
Thaumaturgical Countermagic
General: The Ability to counter a magical effect as a free action only applies to powers the
directly affect the user. Otherwise it takes 1 full action to counter any other type of magical
effect.
Divine Hand
General: Requires a sympathetic link to a target
Ushabti
General: May not be used for Resurrections.
Awakening of the Steel
Strike the True Flesh: The maximum damage allowed by this power is 4.
Bone Path
Soul Stealing: “Soul Stolen,” a PC may still use any of his or her Mental and Social powers.
Additionally, the Necromancer must be able to see the SOUL at all times for the soul to remain
out of the body. In other words, this power requires line of sight into the Shadowlands to
maintain.
Nightshade Path
Chthonic Womb: Wraiths created with this power gain normal wraith powers. They do not get
to keep their original supernatural powers.
Way of Spirit
General: Only 1 Koldunic Sorcerer may have W.O.S. spirit active in a radius at a time. Should 2
or more Kolduns have W.O.S. active in the same radius they must make a willpower challenge
against each other. The winning Koldun maintains his/her radius while the losers W.O.S. ceases
to function.
Other Realms: It is possible for a Koldun to extend their senses into other realms with difficultly.
In order to extend their senses into the Umbra, Shadowlands, or Astral Realm the Koldun must
spent an additional willpower a and make a static Social test vs. 4 traits plus double the level of
the power they wish to activate. A failure has no effect apart from wasting willpower. A Koldun
may only view 1 additional realm in this manner.
W.O.S. Omniscence: Way of Spirit Does not allow you to process all the information you are
gaining in it’s radius of effect. Rather if functions similar to google earth. Meaning you must
focus in on one specific area to be able to see everything go on and effect it.
Orisha’s Fortune
Fortune’s Blessing: This power may be used for Mundane abilities only. Mundane abilities are
any ability listed in Laws of the Night Revised.
Flow of Ashe
General: Use of this path does not count against your generational blood usage for a turn.
Covenant of Nergal
General: Traits lost through this path of magic may not be recovered until the time limits and
conditions under the powers are met.
Blood Magic Rituals
General: If your ritual does not appear on this list, please make sure to double check with the
staff for any house rules that may affect your rituals. This is by no means a complete list of all
Blood Magic rituals, but the most recent complied list of house rules for rituals as they come up
in Kings of New York.
Wake with Evenings Freshness: This ritual lasts 1 scene when activated.
Donning the Mask of Shadows: This ritual grants 2 bonus traits on all Stealth challenges.
Principal Focus of Vitae Infusion: The maximum of blood beads allowed at any one time is
25.
Steps of the Terrified: This ritual may not be “hung” or “triggered” without other rituals that
allow such.
Ward Magic: This charm grants the user 3 bonus traits to resist all hostile magic effects. This
charm lasts two weeks.
Amulet of Mnemosyne: You may only have a maximum number of these equal to your
permanent willpower rating.
Blood Allergy: This ritual requires a Sympathetic Link
The Bottled Voice: This ritual may not be “hung” or “triggered” without other rituals that allow
such.
Pavis of Foul Presence: This ritual only works on Presence levels 1-4 and has a number of
charges that are expended each time this ritual is invoked equal to your ability rating in Occult.
Infirm Inert: This ritual requires a Sympathetic Link.
Invisible Chains of Binding: This ritual is intermediate and has the following mechanics:
This ritual allows the caster to create a supernatural force that holds a target immobile with
invisible and intangible chains. The caster must make bold hand gestures, but no material
component is required, and the caster may perform the ritual instantaneously. The target may try
to move, but the chains require the target score two successful static Strength related Physical
challenges in one turn on at difficulty 10. A number of targets equal to the caster’s Occult rating
may be chained through the ritual.
Protean Curse: The target loses the ability to return to their human “base” form for one scene or
an hour. They may shape change into other forms if they are able to.
Enchant Talisman: This ritual also negates the cast time needed for rituals up to Intermediate
level. However, you still may not instantly cast rituals in combat.
Mirror Prison: Time does not pass in the Mirror Prison. This may be used to do things like
cast blood magic rituals.
Stone of the True Form: Useable only by the Caster and they must physically touch the stone
to a target. They may not throw is, for example.
Vires Acquirit Eundo: This ritual only works on basic rituals, and all changes must be
approved by the Storytellers.
Warding Baptism: This ritual only works on Blood Magic, not Necromancy.
Touch the Earth/Pebble From the Mountain: For a character to under the effects of the ritual
the caster must be within the territory of Kings of New York and signed in. Additionally only
the following paths and rituals may be used through these powers:
 Elemental Mastery: Elemental Strength, Wooden Tongues, Elemental Form
 Focused Mind: Readiness, Centering, Dual Thought, Perfect Clarity
 Green Path: Herbal Wisdom
 Hands of Destruction: Acidic Touch
 Hearth Path: Master’s Order, Temportal
 Lure of Flames: Hand of Flame
 Movement of the Mind: Flight
 Neptune’s Might: Eyes of the Sea
 Onieromancy: Portents, Forsee
 Path of Blood: Potency of Blood
 Path of the Levinbolt: Spark, Illuminate, Power Array, Zeus’ Fury, Eyes of the Storm
 Path of Mars: Warcry, Strike True, Wind Dance, Fearless Heart
 Path of Mercury: All
 Path of Shadowcrafting: Coruscating Shadow
 Path of Technomancy: Analyze, Encypt/Decrypt, Telecommute
 Soul of the Serpent: Serpentine Sense, Sacelskin, Venom Curse, Touch of Typhon, Form of the
Hydra
 Spirit Manipulation: Hermetic Sight, Astral Cant, Duality
 Spirit Thaumaturgy: Spirit Sight, Journey
 Video Pellis: Seen the Unseen, Casting the Bones
 Awakening of the Steel: Confer with the Blade, Grasp the Mountain, Razor’s Shield
 Hunter’s Wind: Scent of Deception, Chameleon’s Skin, Unassuming Pose, Whiff of Kalif,
Ghost Body
 Whispers of the Heavens: Map the Skies, Read the Heaven’s Plans, Call Down the Hunter’s
Moon
 Gifts of the Heart: Wisdom from God
 General Rituals: Cloak of Blood, Communicate with Sire, Decrypt Missive, Deflection of the
Wooden Doom, Dominoe of Life, Impressive Visage, True Sight, Wake with Evenings
Freshness, Donning the Mask of Shadows, Eyes of Babel, Eyes of the Night Hawk, Impassable
Trail, Iron Body, Power of the Invisible Flame, Ritual’s Recognition, Whispers of the Ghost,
Bladed Hands, Cleansing of the Flesh, Clinging of the Insect, Eyes of the Past, Flesh of the Fiery
Touch, Gentle Mind, Illusion of Perfection, Incorporeal Passage, Pavis of Foul Presence,
Firewalker, Heart of Stone, Innocence of the Child’s Heart, Mirror Walk, Puissant Shield, Stolen
Kisses, Unweave Ritual, Cobra’s Favor, Escape to a True Friend, Ghost in the System, Umbral
Walk, Vires Acquirit Eundo, Way of the Wendigo
 Dur-An-Ki Rituals: Warding Baptism, Astral Portent, Approach the Veil, Kafir’s Bane,
Messenger of the Winds, Directing Ahriman’s Lance, Healing Blood, Lesser Trigger, Rite of
Reclamation, Apsu Portal, Seeing with the Skies Eyes, Strength of Haqim, Strength of Wisdom,
A Shield of Mirror, Mask of Allah

Summon Sebau: These creatures are built using our Spirit and Wraith retainer rules.
Warding Cippus: This ritual will banish any creature not native to the physical world back to it
home plane of existence. It will also break Fetishes.
Portrait Link: You must have line of sight on the person you wish to pain while casting this
ritual.
Mephistophelean Minx: The max willpower that can be gained from this ritual in a night is 3.
Lesser Trigger: You may have multiple Triggers in effect but they may not be of the same
power.
Rouse Elemental Spirit/Conjure Spirit/Conjure Demon: These creatures are always Wyrm
Spirits and are built using our Spirit Retainer creation rules.
Knowing Stone: Will only locate a target in the Physical World or the Shadowlands.
Baleful Doll: Damage from this ritual may be soaked.
Dead Man’s Hand: This ritual requires a Sympathetic Link
Rape of Persephone: This ritual in Kings of New York will use the Name “Taking from
Persephone” and does not require Necrophilia.
Eyes of the Grave: Your target is plagued with visions of their death the moment you cast this
ritual.
Caul of the Living Mind: This ritual is banned in Kings of New York.
Garb of Hades: Your supernatural abilities and powers are not accessible while using this
ritual. You have only the stats of the corpse itself.
Touch the Protector’s Mind: This ritual does not grant elder plus levels of disciplines.
Grandfather’s Gift: Abilities gained from this ritual must be something reasonable an
ancestors of yours would have known.
Calling the Thing in Darkness: At the end of the Night you will throw a Morality check at
difficulty 4 when this ritual ends.
Whispers in the Dark: This ritual cannot target characters in another game. Also, will not
exclusively, Yes and No questions are far more likely to be given then direct answers. Though
the storyteller can still choose to give direct answers.
Turn to Toad: The target loses the ability to return to their human “base” form for one scene or
an hour. They may shape change into other forms if they are able to.
The Leaden Heart: This ritual requires a Sympathetic Link.
Felis Negrum: The target loses the ability to return to their human “base” form for one scene or
an hour. They may shape change into other forms if they are able to.
Video Nefas: The only answers this ritual can gain are things a Demon would reasonably know.
True names of vampires; is not one of them.
Kiasyd Alchemy: These potions only grant 2 bonus traits on all challenges associated with a
specific ability chosen for each potion, or grant 2 consumable retests for the same type of
challenge. A character may only be under the effects of one Kiasyd Alchemy potion at a time.
Anything these mechanics must be flavor or fluff related.
Ritae
Vaulderie: The system for the Vaulderie is as follows:
The first time a character observes the Vaulderie (or during creation of a Sabbat character), roll a
d10 for each character whose vitae is part of the rite. That number reflects the Vinculum the
character feels toward the individual whose blood she ingested; see the chart for effects
generated by individual Vinculi. Every time a new member participates in the Vaulderie, each
player should roll a die and record the score for her Vinculum rating toward that character.
Afterwards, each time the pack partakes of the Vaulderie, each player should roll one d10 for
each of her Vinculi. If the result is higher than the Vinculum score, increase that Vinculum score
by one (to a maximum of 10). If the result is a 1, lower the Vinculum score by one (to a
minimum of 1).
Lastly Vinculum never break or fade over time. You also may never have a full 3 point blood
bond if you have a Vinculum rating. A vinculum rating IS effectively a 3 point blood bond
spread out across multiple vampires.
The Binding: For one month following the Binding, vampires who participate in this rite gain
one additional Bonus Trait to all Virtue challenges when in the company of vampires who
participated in the Binding ritus at that same time and place.
High Holidays: Vampires who participate in a High Holiday Ritus replenish their Willpower
completely. Further, they receive one additional Willpower point over their natural capacity.
This extra Willpower point is kept until spent, or until one month has passed (whichever occurs
first). A character may have only one bonus Willpower at a time.
War Party: All members of a War Party gain 3 bonus traits on all challenges for a scene that
may only be used in challenges to hunt down or attack the target of the War Party.
Wild Hunt: In addition to the normal rules for the Wild Hunt; at the moment the ritual of the
Wild Hunt is performed (at the end of the third night), the target gains a mystical, ever-bleeding
scar upon her flesh. This scar is usually on the forehead, the back of the neck, or one of her
hands; the locations where a vampire is anointed during her Creation Rites. The ever-bleeding
mark is in the shape of the Sabbat sigil, and clearly identifies the vampire as a traitor to the
Sword of Caine. The vampire will bear this wound until their Final Death, or until they are
pardoned — an act which can only be done by the Regent. They lose all Status dots and position
in the Sect, cannot benefit from any Sabbat ritae, and all Vinculums to them are immediately
broken — although Vinculums they have toward others still remain.
Acceptance Ritus: Those among the pack who have undergone this ritae may call upon an
Acceptance Ritus retest against other members of the pack in all Social Challenges once per
night.
Welcoming Ritus: Once performed all those who participate gain two bonus traits on social
challenges against anyone else who has also participated in this ritae. These bonus traits last one
night.
Ritus of Thanksgiving: Once performed those who participate in this ritae gain 1 Bonus Trait
on all Social Challenges for the remainder of the night.
Martial Ritus: Those who participate in this ritae gain a number of bonus traits in all Brawl,
Melee, and Firearms challenges equal to the performing priests Morality Rating. These bonus
traits must be called upon only in a combat and once the combat concludes these traits are lost.
Spilling of Blood: Sabbat who perform this ritae and share a mortal enjoy an increase in that
mortals blood supply. For the purposes of feeding the mortal body contains 20 Blood Traits to
drink rather then 10.
Stealth Ritus: Those under the effects of this ritae gain a number of bonus traits on all stealth
challenges equal to the performing priests morality rating. These traits are lost the second the
character breaks their stealth in any form.
Sun Dance: A vampire who completes a Sun Dance refreshes all of their Willpower traits.
Additionally for the next month they gain 1 temporary Willpower trait over their maximum that
may used in retests only in Rotshreck challenges.
Tests of Pain: Those Sabbat who complete a Test of Pain may spend 1 willpower to ignore all
Wound Penalties, Regardless of source of Method, for a scene. This Ritae lasts one night, and
when called upon it is considered used up and lost.
The Asp’s Blessing: The storyteller should determine at random (a coin flip) if the snake bites
the vampire or not. If the snake bites the vampire they are cursed for the rest of the night; they
must 2 additional traits on all challenges. If the snake does not bite them, then they are favored
and gain 2 bonus traits on all challenges for the night.
Truth Revealed: This ritae will always reveal a truth or lie if used.
Blessings: A Sabbat member who undergoes a Blessing gains 1 retest on all challenges related to
fear or Rotshreck. Once called upon, this retest is lost. This ability lasts for 1 night.
Call to Caine: Those sabbat who partake in this Ritae are immune to Surprise for the next scene
or an hour.
Confession: Those who partake in this ritae gain 1 bonus Social Trait in all social challenges
with other members of the sabbat for the rest of the night.
Consecration Rites: A Pack Member can call upon the power of the Consecrated Land from
their pack to ward their holy ground against uninvited supernatural intruders for a scene. Once
the Consecrated ground is activated in this manner, uninvited vampires and demonic creatures
cannot enter or cross it without spending a Willpower Trait or a number of Mental Traits equal to
the pack priests who performed the ritae’s morality rating. Doing so allows the uninvited
creature to stay for 10 minutes or travel up to 50 feet into or through the holy ground. If a
vampire or demonic creature is present when the consecrated ground is activated, they must
spend the Willpower or Mental Traits immediately or leave. Moreover, any of that consecrated
ground’s packmates may add the performing priests morality rating in bonus traits to their own
when resisting Supernatural powers. This ritae only functions for those in the pack it was used
with.
Dance Macabre: Vampires who participate in a Dance Macabre regain one temporary
Willpower trait which may not exceed their maximum.
Ghost Dance: When the Ghost Dance is performed for one of the Sabbat who has died, they will
appear in an ethereal ghostly form before all in the ritae. This creature is not actually a spirit or a
wraith. Rather is a construct made from the memories of all who participated about the deceased
vampire. They may interact with, say their goodbyes, and gives thanks to the dead Sabbat
member. However once the Ritae finishes the “spirit” of the dead vampire leaves. It can not be
bound or compelled in any way (as it is not real). A dead vampire may only ever be called once
with this Ritae.
Harvest Rites: This ritae grants all who participate a free retest on all challenges made when
hunting for blood. This effect lasts for one hunt only.
Jyhad Rites: While under the effects of the Jyhad rites; any abilities and traits lost during these
mock battles are restored at the end of the combat.
Oaths of Fealty: Packs that have sworn an Oath of Fealty may spend 1 action in a combat (or
three seconds outside of a combat) to grant a pack mate a retest on any one challenge. This retest
may only be called upon once per night, and a packmate may only ever give out one (though you
may benefit from multiple packmates).
Pack Creed: Those Sabbat in their pack who partake in this ritae gain 1 free retest a night in all
Self-Control/Instinct Challenges. Once called upon this retest is lost.
Running the Gauntlet: Those Sabbat who undergo a Gauntlet and survive are forgiven of
whatever minor infraction or crime they have committed. This ritae is only used for minor
Offenses in the Sabbat. More serious Offenses require the Contrition Ritus.
Sacrificial Rites: The priest who performs this ritae may bless themselves or another. If a mortal
is sacrificed the recipient may hold 1 more blood trait over their generational maximum for the
night. If a Lupine is sacrificed the recipient gains 1 additional action (which functions as per
celerity) for the next scene or an hour which may be called upon three times. If a vampire is
sacrificed they gain two bonus traits on all challenges with a chosen discipline for the remainder
of the night.
Vision Quest: After spending atleast 30 minutes on your search for signs, you may attempt your
reading. Start by asking the Storyteller a particular question. Once the question has been assigned
a difficulty based on its wording, intent and quality of focus, you risk 1-5 mental traits and then
engage in a static mental challenge vs. 8 traits. Depending on the number of traits risked
determines how specific the answers you receive.
War Dance: Those who participate in a war dance gain two bonus traits on all combat
challenges to the combat chosen for the dance. Once this combat concludes these traits are lost.
Combat
Carrier Attacks: PCs may not combine damage from carrier attacks (for example, you may
either strike for damage or strike to quell, not both).
End of Round: The end of the round is after the end of everyone’s normal actions. Thus, all
powers that activate at “the end of the round” happen at the end of normal actions, not at the end
of all actions (including Celerity). For example, if Majesty is dropped, it will go up at the end of
normal actions.
Order of Damage Applied: is always to armor (including supernatural forms) first, prior to
being resisted with Fortitude or similar powers. You may not use powers to protect armor.
Initiative: An Initiative total is determined by highest to lowest traits bid in the challenge the
person is attempting. Those with Celerity act before those who do not, otherwise it comes down
to traits. Slowest in Initiative must declare their actions first so those moving faster may decide
their actions in response. Those who have an equal Initiative move at the same time.
Dodging: Does not require a full action. A character may always Dodge an attack.
Environmental Penalties: The storyteller may decide any penalties caused by the environment
in which a combat is taking place as needed to characters.
Feeding During Combat: You must establish a Grapple on a character with a contested
Physical Challenge retested with Brawl. On your next action you may start to feed. A character
may only take up to 3 blood traits a round in combat from a target.
Contesting an Action: A character with a higher initiative to a target, or equal too, may hold
their action to contest. In doing do so they will act at the same time as the other character.
When an action is contested the person contesting “acts” at the same time as the other character
but throws their challenge first. If they succeed they may interrupt the other characters action
depending on the nature of their action.
Narrative Combat: For the ease of play and Discord combat the storyteller may invoke the
Narrative combat rule. This rule is only ever be used in PVE situations. When invoked the rules
combat change to as follows:
 Initiative: This equals your Total Traits bid in the challenge you intend to throw and your
levels of celerity 1-5 to gain a number total. This is your Initiative number.
 Multiple Actions: When it’s your turn in the Initiative order you will take all your
actions immediately one after another.
 Challenges: You will roll 1d3 in Discord. A 1 means a win, 2 means a tie, 3 means a loss
 Difficulty: The Storyteller will tell you the difficulty of the Challenge, this in case you
roll a 2 in which case you must compare your trait totals for your action to the difficulty
number set by the Storyteller.
 Retests: Determine the number of retests you would have in the challenge for the action
you have chosen. When rolling for Challenge resolution roll a number of D3s equal to
1+ your number of retests. Keep track of wins/tie/loses. This retests are still lost as
normal; so be sure to keep track of that as well in regards to this system when rolling
further challenges.
 Rerolls: This is a number of D3s you must reroll upon a success. This represents the
NPC using their retests or canceling yours.
Morality
A character seeking to switch from Humanity to a Path (or Path to another Path) must have a
Humanity (or Path) rating of 2 or below, as well as ratings of 1 in whichever Virtue or Virtues
are to change to their counterparts. For example, a vampire seeking to follow a Path espousing
Conviction and Instinct must have Conscience and Self-Control ratings of 1.
An initiate spends at least a year in contemplation and study of the Path’s ways. During this time,
the initiate must forcibly degenerate his human Virtues, dropping them to “acceptable” levels
(Humanity or Path rating 2 or below, ratings of 1 in appropriate Virtues), if he has not done so
already.
The vampire then undertakes a test, which can be roleplayed by the player and Storyteller. This
test can involve study of forbidden lore, answering of riddles, completion of ordeals and tasks, or
whatever else the Storyteller deems appropriate for the given Path. However, part of the test
always involves the vampire committing an act that, in human terms, would be viewed as an
atrocity. Such a deed is undertaken not for the sake of mindless evil, but rather to impart a lesson
about the character’s nature in relation to the Path.
Following the completion of the test, the character makes a Willpower Challenge. If the
character’s Humanity (or Path) is 2, the difficulty of the Challenge is 7. If the character’s
Humanity is 1, the difficulty is 6. 1 Willpower may be spent for a retest on this challenge, and
only 1 may be spent. If the character succeeds, he sheds his human nature and the Virtues that
accompany it, gains ratings of 1 in all appropriate Path Virtues, and gains a Path rating of 1. If
the character wins the challenge outright, he experiences a profound (if twisted) enlightenment,
gaining a Path rating of 2. If the character fails the challenge, he commits a stupid, pointless
atrocity without gaining any corresponding understanding. He loses a point of Humanity, fails to
attain the rudiments of the Path, but may reattempt the test (at a difficulty appropriate to his
lowered Humanity Trait) in a month’s time. If the character fails, throw two simple tests. If both
of these are lost, he loses a point of Humanity and may not reattempt the test for an entire year.
Should a character be driven to Humanity zero in this fashion, his soul is lost to the Beast, and
the character is permanently taken over by the Storyteller once they enter frenzy. Any Morality
Trait gains from the Going on a Path still require the normal experience point cost associated
with them.
If a Sabbat Priest or other clergy member assists in the learning of a path, they gain one free
retest on the final challenge to change morality. If the path teaching the morality path is also on
the same path as the student, the student also receives a +1 Bonus trait to the challenge to change
paths.
Bearing
These are an aura that Vampires give off in in relation to their morality. Others can sense how
strong the beast is in a vampire or how far they have progressed upon their morality. The table
below gives a rough idea in basic numbers the intensity of the aura. A 2 would be the character
gives of a very strong sense of her particular bearing, showing her mastery over the beast. A 0
means no real bearing for the vampire. They aren’t strong and they aren’t weak. A -2 would
represent the sensation of the Beast being close mastery over the vampire. A weak morality
rating. This is largely a role-play mechanic. However, a vampire may perform a mental
Challenge against any Vampire, retested with Awareness, to get their exact Bearing Rating.
Morality Rating Bearing Rating
5 2
4 1
3 0
2 -1
1 -2

Death and the Soul: Silence. The Gravediggers, accustomed as they are to long hours of quiet
study and contemplation of the grave, radiate the stillness of death. The bearing modifier applies
to rolls involving Stealth and attempts to go unnoticed.
Path of Caine: Faith. The righteousness of the Cainite is apparent to all. The bearing modifier
affects all rolls that rely on the vampire’s image as a devout Kindred and scholar of Caine’s
teachings.
Path of Cathari: Seduction. The Cathari are temptation incarnate, and they have an uncanny
knack for knowing the desires of others. The bearing modifier affects rolls to tempt and seduce
others.
Path of Feral Heart: Menace. Those in the presence of a Beast know that she is a true hunter,
just as deer do when confronting a wolf. The bearing modifier applies to rolls aimed at terrifying
or cowing an opponent.
Path of Honorable Accord: Devotion. The Knights keep their word, and are very difficult to
sway from their duty. The bearing modifier affects rolls to resist attempts to manipulate or force
them to go against their given purpose.
Path of Lilith: Tribulation. The Bahari see enlightenment through pain and conflict, and they
learn to turn pain to their advantage. The bearing modifier affects rolls impacted by their own
wound penalties.
Path of Metamorphosis: Inhumanity. Metamorphosists work steadily to become something other
than human. Bearing modifiers apply to Intimidation, as well as any Manipulation rolls that can
be positively affected by frightening the target.
Path of Night: Darkness. Nihilists give off a faint air of inner darkness, inspiring those around
them to dwell on their darkest fears and thoughts. Their bearing modifier applies to any attempts
to bring out a victim’s inner darkness, such as eliciting dirty secrets from a well respected
politician or convincing a saint to break her vow of chastity.
Path of Paradox: Confidence. The Shilmulo believe that they are in the exact place and time
they are meant to be, doing what they are meant to do — and it shows. The bearing modifier
applies to attempts to manipulate or lead others.
Path of Power and the Inner Voice: Command. Unifiers are destined for power, and they know
it. Those around them can feel their commanding presence. Their bearing modifier affects rolls
to command or lead others.
Humanity: Normalcy. The humane connection that such vampires hold keeps them from seeming
strange and terrifying to mortals.
Disciplinary Policy
When a player breaks a rule or performs some other action that is against the policies of
Ecumenical Council they may suffer one of the following actions as decided upon by the
Storyteller staff. The staff however is not limited to these actions, they are simply the most
common.
o Character GNC: The player’s character is permanently killed.
o One Strike: Removed from Ecumenical Council for one night.
o Two Strikes: Permanently removed from Ecumenical Council
o Three Strikes: Proposal of OWBN Disciplinary Action
Additionally, Kings of New York staff reserves the right to eject any player or character form the
chronicle at any time for any reason they see fit to do so.
Special “thank you” to the players of Ecumenical Council. We can’t do it without you!

The following document is for supplemental purposes only—no copyright infringement is intended. It is not intended
for profit or official representation of White Wolf Publishing and/or their subsidiaries. Written information,
including all names, abbreviations, and anything related to White Wolf’s “World of Darkness” and “Vampire: the
Masquerade” are copyright White Wolf Publishing. The creators, editors, and so on of this document do not
represent White Wolf Publishing, in any capacity. The packets and guides are written and designed by One World
by Night (OWbN) and are in order to specify modifications to the system provided in our work, as deemed necessary
by the organization pursuant to White Wolf requests as part of Dark Pack guidelines. Portions of the materials are
the copyrights and trademarks of White Wolf Publishing AB, and are used with permission. All rights reserved. For
more information please visit white-wolf.com

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