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

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

Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. I. BOOKS A. Clanbook Assamite (Revised) (WW2359) 1. The variant bloodline weaknesses are not used in Sanctioned Play. Instead, all Assamites use the standard disadvantages listed in Laws of the Night (Cam/Anarch Types) or Laws the Night Sabbat Guide (Sabbat Types). B. Clanbook Brujah (Revised) (WW2351) C. Clanbook Followers of Set (Revised) (WW2360) D. Clanbook Gangrel (Revised) (WW2352) E. Clanbook Giovanni (Revised) (WW2363) F. Clanbook Lasombra (Revised) (WW2362) G. Clanbook Malkavian (Revised) (WW2353) H. Clanbook Nosferatu (Revised) (WW2354) I. Clanbook Ravnos (Revised) (WW2364) J. Clanbook Toreador (Revised) (WW2356) K. Clanbook Tremere (Revised) (WW2357) L. Clanbook Tzimisce (Revised) (WW2361) M. Clanbook Ventrue (Revised) (WW2358) 1. Flavor text on page 49 aside, Ventrue cannot gain any special knowledge from tasting blood, except to determine whether or not it is blood allowed by their feeding restriction. N. Laws of the Night (Revised) (WW5013) O. Laws of the Night Anarch Guide (WW5040) P. Laws of the Night Camarilla Guide (WW5017) Q. Laws of the Night Sabbat Guide (WW5018) R. Laws of the Night Storytellers Guide (WW5021) S. Mind’s Eye Theater: Dark Epics (WW5027) T. Mind’s Eye Theater: Faith and Fire (WW5038) 1. Only the Roads are sanctioned from this product. U. To take a trait of any kind from a supplement or source book outside of the above books: Global Approval. V. The Camarilla Masquerade Chronicle makes use of all printed source material for nonmechanical setting, defaulting to Revised when the two (revised and non-revised) conflict. The settings from Dirty Secrets of the Black Hand, Kindred of the East, or Ebony Kingdom, nor any Fiction are specifically not used for the Masquerade Chronicle. If you have a question regarding a specific aspect of source material, please contact your Top Approval storyteller.

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II. INTRODUCTION These rules, when used for Sanctioned play, are to be applied without change, deviation, alteration or addition by any member. Storytellers are expected to use their judgment in the World of Darkness to develop stories and enrich the flavor of the game. If a Storyteller judges that the flow of the story would be enhanced by minor exceptions to the rules (on an individual basis only), this creative license is allowed. It is required, however that Storytellers stick to the letter and intent of the rules in situations where one or more characters may die. Storytellers found to be abusing this occasional liberty are subject to review and possible disciplinary action. These licenses are not to be for such things as the approval of magic items or the allowing of players to play rare character types. The Camarilla's Sanctioned Chronicle makes use of the generic systems presented in Dark Epics, p70- 72. The Camarilla's Sanctioned Chronicle specifically does not make use of the Experience Trait Standards (p 97) and Changing the Rules (p 98) systems. A. Venue Style Sheets 1. Each Venue Style Sheet (VSS) will have a type, either Sabbat, Cam/Anarch, or Independent. When you create a character you also choose one of those types. a. To portray a character in a VSS of a type other than your own: Low Approval. This approval must be part of your character record (as in, portrayed in X VSS on X date) and you must have the approval before the date of the game you wish to attend. If you do not have the approval before the date of the game, the character may not be portrayed. b. To belong to a Sect other than the one labeled by your VSS Type: High Approval. Example: Jason wants to assign his Lasombra Sabbat member to the Independent VSS in Tupelo. He needs High Approval to do so. After that, he must still get Low Approval from the VST for a Sabbat VSS at least the day before the game to portray his PC there (as he does for any VSS type not Independent). c. The Approval to permanently move from one VSS type to another is the highest approval needed for the character in the new VSS Type. The player should detail all items that require higher than low approval in the new VSS type and accept that some of all of these may not be appropriate for the new VSS type or Sect. 2. A VSS must also be published in a location that is accessible and readable by all members. 3. Unless otherwise stated, Independent VSS types follow the Cam/Anarch approval levels. III. CHARACTER CREATION A. Concepts 1. General a. Sect Positions: i. Concepts that include holding a sect position with authority above the City level: High Approval ii. Concepts that include holding a sect position with authority above the Regional level: Top Approval iii. Concepts that include holding a sect position with authority above the National level: Global Approval Concepts that include holding a sect position with authority above a local level: Lowest level covering the authority jurisdiction. For example, a Cardinal has jurisdiction over multiple regions, therefore it would be Top Approval to portray a Cardinal. A Justicar has world-wide authority, and it would be therefore Global Approval to portray a Justicar. b. For a character to have been (in their background) a member of the their VSS Types opposing sect, such as a former Camarilla member who joined Sabbat: Mid Approval This approval imparts no usable information about the previous sect. c. A member may have up to three characters amongst all VSS types (for example, 2 C/A and 1 Sabbat, 1 C/A and 2 Sabbat, 3 Sabbat, etc). There is no such thing as a Primary or

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Secondary character, but a player may choose not to apply their full MC XP to a character at any time. A maximum of 10 XP may be banked at character creation. d. A players characters must be created in such a way that they will never interact with each other, even indirectly. It is the responsibility of the member to prevent their characters from becoming aware of each other (For example, you cannot play two Elders, even Pretender Elders, in the same city in the same VSS type.) Players are required to ensure that their character never benefits from the actions of another of their characters. e. In the event of a character death, a player is required to create the new character in such a way that it is instantly and easily recognizable that the new character is not the same as the old. f. Concepts that give characters backgrounds specific to another Supernatural type (i.e. a Kindred that used to be a Mage, Changeling, Garou, etc.) are not permitted. g. Any historical figure or character taken from White Wolf materials or from any work of fiction, without direct, written consent of the author, may not be recognizably used as the basis for a character. h. Masquerade approvals use the Masquerade Character Questionnaire ( for Approvals Database Justification questions. Completion and acceptance of this guide by the presiding ST is also worth 8 Experience Traits. These traits do not count towards the characters monthly total. 2. Age a. When determining age, use the total time your character has existed, be it as a human, ghoul, in torpor, or as a Vampire. b. For every trait in Generation a member receives, they may create their character with an additional 250 years of total age. To exceed this limitation: Top Approval. 3. Backgrounds a. Characters with backgrounds that involve time spent in an affiliate must have written approval from that affiliates NST or delegated official for handling backgrounds for that time. NST's are encouraged to provide methods to ease and speed up this process. Any such methods will be posted on the Masquerade Wiki. b. Characters with backgrounds that involve time spent in an non-affiliate, non-GIR area must follow the Masquerade Worldbuilder Submission Guide - B. Membership Benefits 1. When a player gains MC, all of his Primaries may apply an additional five Experience Traits per MC gained. If a player loses one or more MC, the Experience Traits granted to the character for the player's lost MCs must be re accounted for. These Traits are not removed from the character sheet. Instead an Experience Trait "debt" is applied which must be paid off before the character can spend Experience Traits on anything else. 2. The Generation background is free for characters, but may only be applied as follows. a. Members may elect to create a character with fewer Generation traits than they are allowed. For every two traits a member chooses not to take, they instead gain an additional Experience Trait per MC for character creation as well as when they are awarded additional Membership Class. Example: Tommy is MC 12 and therefore receives six (6) Generation traits for his character. Not wanting to play an Elder character, Tommy "gives up" four of those Generation traits and portrays a 11th Generation character. For every two of those four traits he gave up, Tommy gets another +1 per MC to make his character. In this case, instead of MC x 5, Tommy receives MC x 7 (MC x 5 + 2). Instead of 60 XP at creation, he receives 84! When Tommy is awarded MC 13, he gets another 7. b. If the Generation of a character changes and Generation traits are added that replace those "given up" by a player, the difference in XP between MC x5 and what they were awarded must be repaid immediately. Any overage results in XP debt. c. Characters who are created at 8th, 7th, or 6th Generation, or who are of the Elder social class must be creating using the Masquerade Elder Creation Guide:

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Member Class 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Generation Traits 2 2 2 3 3 4 4 4 5 5 5 6 6 7 7 Experience Award 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 Maximum Age 500 500 500 750 750 1000 1000 1000 1250 1250 1250 1500 1500 1750 1750 C. their approval level changes with the new regnant. PC Ghouls are the same approval level as their regnant. If a Ghoul changes regnants. High approval in Independent VSSs.php?title=Revised_Revenants_Guide Global Camarilla Requiem Addendum Page 4 . Ghouls a.white-wolf.d. PC and NPC (Non-Retainer) Revenants are created using the Masquerade Revenant Creation Guide: http://wiki.php?title=Revised_Ghouls_Guide 2. Types: Special approval is required to play vampire characters of certain clans. Revenant PC's are Low Approval in Sabbat VSSs. Revenants a. Further rules for Generation are found under Backgrounds. even if the character is Embraced during the course of Clans or Bloodlines not listed require Top Approval. and Top approval on Cam/Anarch VSSs. Camarilla/Anarch VSS Brujah Caitiff Gangrel Malkavian Nosferatu Toreador Tremere Ventrue Independent VSS Brujah Caitiff Followers of Set Gangrel Giovanni Malkavian Nosferatu Toreador Tremere Ventrue Sabbat VSS Assamite Antitribu Brujah Antitribu Gangrel Antitribu (City/Country) Lasombra Malkavian Antitribu Nosferatu Antitribu Pander Toreador Antitribu Tzimisce Ventrue Antitribu Salubri Antitribu Giovanni Serpent of the Light Harbinger of Skulls Ravnos Antitribu Samedi Clan Variants (such as Tzimisce Koldun) True Brujah Baali Low Approval Mid Approval Followers of Set Giovanni Assamite Daughter of Cacophony Ravnos Samedi Clan variants (such as Setite Warriors) True Brujah Baali Assamite Daughter of Cacophony Ravnos Samedi Clan variants (such as Setite Warriors) True Brujah Baali High Approval Global Approval 1. PC and NPC (Non-Retainer) Ghouls are created using the Masquerade Ghouls Creation Guide: http://wiki. b.

Low Approval Storytellers register their characters with their Mid Approval Storyteller. and national/global events is 3. An Experience Trait log will detail how starting Traits (including Free Traits) were spent at character creation and how Experience Traits earned after were spent. i. national. Voormas. and cannot be returned to play at a later date. etc. b.php?title=Common_Wraiths). or non-Ghoul NPCs such as Fomori. specifically unique non-player characters from the source material (Caine. Independent. The creation process of non-player characters is limited in the same manner as it is for player characters. the copy in the Storyteller’s records will be considered accurate. All over-cap Experience Traits are must be recorded in the database (low approval after being awarded from a feature game. When a character leaves play for any reason other than a disciplinary action. or Camarilla clans are also Low Approval NonPlayer Characters for other VSS types. Malfeans. b. ii. High King David. Character Sanctioning and Records a. Experience Trait expenditures after character creation take a minimum of one week to implement. Werewolves. A copy should be kept up to date and on file with that Storyteller. Retired characters are considered dead for all intents and purposes. world leaders/politicians. 2. Global Camarilla Requiem Addendum Page 5 . except that Experience Traits may be added to reflect the length of the chronicle (5 XP per month). or global convention) and must be noted in the characters experience log. Low Approval ST's may add 50 XP to their NPC's during character creation. c.) c.). etc. Low approval Sabbat. Charon. If there is uncertainty over a discrepancy between what is on the player's character sheet and the copy kept in the Storyteller's records. the player receives two (2) Experience Traits for every month the retired/deceased character was in play to be applied to the character created to replace it. Character Retirement a. Autumn People. NPC's are still subject to normal approval levels. c. regional. Archmasters and Oracles. Use good judgment and when in doubt consult with your National Storyteller to see which non-player characters are appropriate for use. 5. Since a player is limited to a specific number of characters. d. they will sometimes wish to retire a character from play to allow them to utilize the slot on a new character. the character's Experience Trait log. Top Approval ST's have no restriction on NPC Experience Points. Gaia. and records/verification of any special approvals made on the character. Justicars. Non-Vampire. High may add 200 Experience Points. or Hit-Marks: Top Approval. Changeling Kings and Queens. Wraith NPCs must be created according to the Common Wraith rules (http://wiki. It will also list games attended and the Experience Traits gained for each game. Longevity a. b. though the Storyteller can require a longer periods. Overcap: A character may benefit from up to ten (10) over-cap experience per calendar year. b. Character Sheet Systems 1. Certain non-player characters should remain the sole province of Global Storytellers.whitewolf. that character cannot be returned to play for any reason. non-human. the First Ronin. Over Cap for feature games is 1. Dates should be noted for each entry in the Experience Trait log. Garou Legends. as are the Experience Traits granted from the Character Questionnaire. 4. Ferrymen. regional events and trade shows is 2. and very powerful non-player characters (Methuselah The maximum number of Experience Traits that a player character can earn in a month is six (6). Once a player takes Longevity from a character. Mid may add 100 Experience Points. All characters must be approved by the player's Low Approval Storyteller.D. Experience Traits gained for MC are an exception. 3. Non-Common Wraiths. Non-Player Character Limitations a. Experience Traits a. Celestian Spirits. A complete character record should include a character sheet.

Linguistics: Linguistics is a single Ability. This Ritual requires Master Approval to enter play. Disciplines Global Camarilla Requiem Addendum Page 6 . Mid 4. 2. Characters whose concept includes membership in the Web of Knives use the normal creation rules. B. Abilities 1. These free Lores cannot be spent for Lores specific to a non-Vampire genre or for Lores above 3. those PCs with six Traits of Linguistics know thirty-two (32) additional languages. etc. power. b. it requires Top Approval for another to learn the item in question from your character. While most PCs are capped at five traits of an Ability. the first level of their Sect Lore (if any). General 1. Clans 1. Temporary Attribute and Ability Traits are recovered at the beginning of the day after the end of the session. It is Top Approval to take a trait or merit from a clanbook for members not of that clan. The Camarilla's Sanctioned games make use of the special rules for Abilities and Backgrounds in Dark Epics. Any Ability. while those with seven Traits know sixty-four (64) additional languages. which allows a character to know languages other then her native tongue. b. Disciplines retain their normal approval level. b. Once this Approval is obtained. Lore i. Characters possessing Necromancy or Thanatosis as an in-clan discipline may purchase Wraith Lore as though they were a Wraith (for example. Assamite Sorcerers and Viziers [Clanbook Assamite]: High Approval. 2. four Traits gives eight (8). iii. Caitiff only pay one Experience Trait more than normal in-clan costs for each Discipline power they learn. Abilities Affected by the Addendum: These Ability descriptions. organization. Known Caitiff receive the additional Negative Status Trait Caitiff. Though they have no clan Disciplines of their own. pp 48-70. C. ii. override any found in other venue sourcebooks: a. Characters receive a number of free traits in Lores equal to the number of Generation traits they receive free for their Member Class. Background. Any Lore x4: Mid Approval iv. vi. 3. and those in Dark Epics. One Trait gives the character one (1) additional language. TRAITS A. (one that the character does not belong to) requires a minimum level of approval equal to the character type or group that the Lore refers to. two Traits gives two (2). D. Characters receive the first level of Kindred Lore. Any Lore x5: High Approval v. Caitiff characters may have no more than four (4) generation traits applied to them at character creation. three Traits gives four (4). Caitiff a. 2. Low approval for 13. Caitiff select any three Disciplines at character creation for which they require no teacher. and five Traits gives the character sixteen (16) additional languages. Willpower Traits are recovered naturally at a rate of one per week. High 5). Learning a Lore that is specific to a special approval character type. and it requires Top Approval for another Necromancer to learn this Ritual from a Necromancer who possesses it. To take a (normally Low Approval) Ability Trait from a Sanctioned MET source book that is not part of the character's home VSS Type: Mid Approval 2. and their Clan/Bloodline Lore for free. Blood is regained as described in Laws of the Night Revised. Assamite a. etc. b. Example: A Giovanni creates a new Necromancy Ritual.IV. c. Recovering Traits 1. that requires the creation of new rules mechanics or translation of tabletop rules into MET format: Master Approval a.

b. Children of Damballah. This does not replace the necessary approval for any specific Background. The one-Trait wraith Retainer option for Giovanni uses the rules for Common Wraiths. although he may defend against Social Challenges normally. 11. Children of Damballah [Clanbook Followers of Set]: Mid Approval (Cam/Anarch). it is impossible to determine if a vampire is a Malkavian while she is using powers that shield the mind (such as Mind Blank). and Daitya use the standard rules for Followers of Set in Laws of the Night. If no Disciplines are selected. Potence. Top Approval (Sabbat) c. Potence. Tlacique [Clanbook Followers of Set]: High Approval (Cam/Anarch). Malkavian a. Pander a. If no Disciplines are selected. 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. Because other PCs have no reasonable means of protecting themselves from such retainers. The character’s free starting Basic Disciplines must be selected from among the three selected Disciplines. A Harbinger in his normal visage cannot initiate any Social Challenges except for the purpose of intimidation. The character’s free starting Basic Disciplines must be selected from among the three selected Disciplines. Top Approval (Sabbat) e. Harbinger of Skulls a. 6. Tremere Global Camarilla Requiem Addendum Page 7 . and Presence. Malkavian vampires are often able to instinctually identify one another. selected are subject to the normal out-of-clan approval levels at the character’s creation. For each additional Background Trait the Giovanni spends on a particular Retainer.3. 5. b. However. Panders only pay one Experience Trait more than normal in-clan costs for each Discipline power they learn. Gargoyles can embrace childer as normal Vampires. The Malkavian Madness Network cannot be used for any form of mental communication. 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. Salubri a. Salubri receive two free Traits in any Vampire Background (except Generation) of their choice. Followers of Set. 7. Giovanni a. add five Experience Traits to its character sheet (to a maximum of four additional Background Traits. the Pander's "default" Disciplines are Celerity. Malkavian Time [Clanbook Malkavian]: Not sanctioned for use. Followers of Set a. Top Approval (Sabbat) d. Top Approval (Sabbat) b. Lasombra a. Disciplines selected are subject to the normal out-of-clan approval levels at the character’s creation. Knowing or use of the ritual is Master Approval. Though they have no clan Disciplines of their own. Warrior Setites [Clanbook Followers of Set]: High Approval (Cam/Anarch). This does not apply to the usage of Necromancy. Instead of two free Traits of the Generation Background. 8. b. Pander characters may have no more than four (4) generation traits applied to them at character creation. and Presence. the Caitiff's "default" Disciplines are Celerity. c. Lasombra Only. Retainers do not gain Experience Traits in the course of play. Panders select any three Disciplines at character creation for which they require no teacher. Storytellers will strictly limit their interactions in the Sanctioned game. The ritual "At Our Command it Breathes" ceased use after the Tremere joined the Camarilla. or 20 Experience Traits). Gargoyles a. Daitya [Clanbook Followers of Set]: Mid Approval (Cam/Anarch). As noted in their Clan Advantage. 10. 4. b. Membership in Les Amis Noir (Friends of the Night) Top Approval. 9.

although Backgrounds representing singular things. Generation a. Starting a character with the rank of Apprentice of the 5th through Regent of the 4th: Mid Approval iii. The ability to purchase Lores does not extend to those that would require High or Top Approval. To portray a "rogue" concept or have been one in the characters history: High Approval d. Herd a. Global Camarilla Requiem Addendum Page 8 . The Path of Blood is the default Thaumaturgy path for all Tremere characters. Starting a character with the rank of Regent of the 5th through Lord of the 4th: High Approval iv. vi. individual Companions or Retainers. Rank: i. Tzmisce a. The Survival Ability and Willpower may be used for retests. Use the rules in Dark Epics (p 54) for additional Influence endeavors. Diablerie of NPCs always fails in the 4th phase (no traits are gained). Characters may not start with a rank above Lord of the 4th. Diablerie of Player Characters who have been in play for fewer than six months always fails in the 4th phase (no traits are gained). such as items. and suffer Final Death. Any time the player loses the test the character permanently loses three Physical Traits. Membership in the Astors [Clanbook Tremere]: Top Approval. 5. each Background is limited to five Traits. Influences a. If a character loses a Background (or levels of) during play. Unless otherwise noted. The ability to have Revenants as retainers does not cost additional Traits. 4. v. they immediately combust. which can never be regained. b. c. E. Every day after the Vaulderie. those lost levels are held in reserve in case the character should later reacquire or develop more levels of that Background during play. and the rules in Laws of the Night: Camarilla Guide for standard Influence endeavors at levels six through ten. 2. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use. Any Background or power that duplicates and item or power requires the same approval level as the duplicated item or power. e. Experience Traits must be spent to pay for it. rather than each session. Influences do not follow this restriction. Fame x4: High Approval b. All Tremere ranks are required to have in excess of seven direct reports before another of the same rank is created. None of the optional rules found under the Generation chart in Laws of the Night: Revised are used in the Sanctioned Chronicle. b. After character creation vampires may only acquire more Generation Traits through diablerie. b. When the character has no Physical Traits remaining. Starting a character with the rank of Apprentice of the 1st through Apprentice of the 4th: Low Approval ii. General a. They gain no Free Traits for these Flaws. are limited to five Traits each. After character creation. c. Tremere who take part in the Vaulderie immediately gain the Infertile Vitae and Thin Blooded Flaws. 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. the player must win a Physical Challenge against 30 Traits. etc.a. c. Fame a. Backgrounds 1. If a character gains a Background during play (keeping it more than a month). 12. b. Fame x5: Top Approval 3. Influences do not follow this restriction. Herd may be called upon each week. ranks are subject to the whim of appropriately ranked player and non-player characters within the established hierarchy.

and Independent. d. Banked Growth actions are lost if the Attack is successful. This total is inclusive of all VSS Types within the Region. Items obtained through the Occult Influence have no mechanical effects nor can be Ritual created items (Warded items. Each Influence category within a Region should not have more than one character with level ten. c. Characters may purchase influences up to level 5 with freebie/experience traits. with a maximum of five wraiths so held.b. 9. The Retainer's character sheet cannot have anything on it that requires approval above Low Approval e. NPC Mentors may not teach Disciplines. For each additional Background Trait spent on a particular Retainer. Flaws. The example given in Dark Epics for Attack contradicts the system described. Military and Espionage Influences are not used in the Sanctioned Chronicle. Finance. Disregard the option to obtain a more powerful wraith. Merits & Flaws 1. characters may use a number of actions each month (not session) equal to his or her Influence level. but may not have Merits. A character cannot possess more than seven Traits of Merits nor take Free Traits from more than seven Traits of Flaws. create it with 6-4-3 Attributes. Levels beyond five must be grown using actions from Dark Epics. No single influence may exceed ten levels. For the Camarilla's Sanctioned games. five Ability Traits. including all actions spent for modifications. Sabbat. These Retainers do not need to purchase the Merits typically required to be Ghouls (or Wraiths). Each level of this background represents a hold upon an additional Common Wraith. Retainers may take Derangements and Negative Traits to gain up to five Free Traits. c. possess ten levels of the Political. Retainers may be humans or Ghouls (or Common Wraiths where allowed) for no additional cost. and no other character in this Region. Vampire characters may take merits from either Laws of the Night Camarilla Guide or Laws of the Night Sabbat Guide at Low Approval. Influence category above 5: Mid Approval e. instead of multiple weaker ones. Thus. two characters with level nine. in a Region that offers Cam/Anarch. Ignore the example that allows the Attacked player to spend Banked actions as the result of a successful Attack. Please see the Masquerade Influence Guide for more information. h. b. Military Force [Clanbook Brujah] a. 8. one could find a Ventrue with Political 10. Retainers a. the Storyteller should assign an appropriate number of Merit or Flaw Traits as replacements. b. i. Each of a vampire’s Retainers dedicated to increasing her Influences maximum increases it by three levels rather than just one level. or twenty Experience Traits). and three characters with level eight. Mentor a. No more than twenty actions can be spent towards a single endeavor in any given month. Retainers do not gain Experience Traits in the course of play. General a. a Lasombra with Finance 10. and a Pander with Occult 10. and 1 Willpower Trait. or Backgrounds (including Influence). g. They may have an unlimited number of such retainers. three Humanity Traits. This also applies if the Global Camarilla Requiem Addendum Page 9 . d. j. This background is not used in the Sanctioned Chronicle. 6. Example: a vampire could take both Disease Carrier and Thin Blood as flaws. If a character sheet is needed for a Retainer. If a Merit or Flaw is no longer applicable to the character. Spirit Slaves [Clanbook Giovanni] a. Players should register actions with their local Storyteller who will moderate their interaction with other Influences if necessary. etc). Influence category above 7: High Approval f. or Occult Influences. This Background has been modified in the Sanctioned Chronicle. but would only gain seven (not eight) Traits for doing so. in any VSS Type. 7. add five Experience Traits to its character sheet (to a maximum of four additional Background Traits. F.

For taking an Animal Trait during character creation.2. Animal Traits [Clanbook Gangrel] a. They can be taken during character creation. 16. Storyteller feels that the Merit or Flaw is being abused or ignored. If the description and/or cost of a Merit or Flaw differs between this source and the Mind's Eye Theatre source book. e. High Approval. These limitations may be surpassed with Top Approval. Players may not choose Flaws that describe qualities already inherent to the character. In addition. Ability Aptitude [1 Trait Merit] a. Advantages gained from these Traits do not apply if the character uses a power that substantially transforms the her body. False Reflection [Clanbook Nosferatu] a. You are up 2 Traits on all tests directly related to that Ability only (not with powers that would use the Ability for a retest). 12. High Approval. use what is listed in this supplement. the character begins with one of the Negative Traits from the Clan Disadvantage without any Free Trait benefits. d. 10. 13. Bound to the Council [Clanbook Tremere] a. 14. c. such as Form of the Beast. Once in play characters should only take such Traits after extreme cases of frenzy (Storyteller discretion). You have a natural affinity for a particular (but not combat related) Ability. High Approval. This Flaw is worth only one Trait in the Sanctioned chronicle. If the Sire is a PC: High Approval b. Flesh of the Corpse a. f. No more than one such Trait can be taken at character creation. 11. 7. such as a Lasombra Antitribu taking the Dark Secret Flaw: "true clan" while pretending to be a Brujah. High Approval. Infamous Sire a. Shape of the Beast's Wrath. If the Sire is an NPC: Top Approval Iron Will [3 Trait Merit] Global Camarilla Requiem Addendum Page 10 . High Approval. Attuned Taste [Clanbook Tremere] a. The retest granted by this merit cannot be used in supernatural challenges. Dynamic Personality [Clanbook Brujah] a. High Approval. Destiny a. 4. or Mythic Form. Embraced Without the Cup [Clanbook Tremere] a. Mid Approval. Consanguineous Resistance [Clanbook Giovanni] a. you do not need to have the prerequisite number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a shield) in combat. 15. Code of Honor [2 Trait Merit] a. You are equally skilled at using either hand. You do not suffer the normal two Trait penalty for performing actions with your off hand. Armor granted by Animal Traits will absorb the first wounds of the appropriate type inflicted in the session (calculated before the damage is reduced by any other power the character might have). 3. 5. Merits and Flaws like Spirit Mentor and Haunted use the rules for Common Wraiths. 9. This Merit is not used in the Sanctioned Chronicle. 8. 6. Traits gained from merits or flaws may not be used in supernatural challenges. This bonus only applies to a single Ability (for those that require a specific focus such as Performance or Science). Ambidextrous [1 Trait Merit] a. All of the Animal Traits listed on page 58 of Clanbook Gangrel are two Trait Merits for Gangrel (which count against their maximum number of Merit Traits). Double Betrayer [Clanbook Tremere] a. or purchased after the character gains a Negative Trait due to frenzy.

Mistaken Identity [1 Trait Flaw] a. The retest granted by this merit cannot be used in supernatural challenges. Possessing this merit grants you a patronage status from your Sire. he will sometimes perform small favors for you. The character gets a free retest once per session on any non-combat challenge. 29. Oracular Ability [3 Trait Merit] a. 28. 31. Sympathetic Bond [Clanbook Malkavian] Global Camarilla Requiem Addendum Page 11 . This Merit is not used in the Sanctioned Chronicle. High Approval. The retest granted by this merit cannot be used in supernatural challenges. Luck/Lucky [3 Trait Merit] a. This ally is not your retainer. Sleep Unseen [Clanbook Nosferatu] a. You get three bonus Traits against magic or Thaumaturgy that both influences your mind and requires a Mental Challenge. not just Elders. 33. and to keep your relationship secret. 23. 18. 25. Revenant Disciplines [Clanbook Tzimisce] a. You also know twice the number of languages that your level of the Linguistics Ability would normally allow. Sanguine Incongruity [Clanbook Giovanni] a. Non-vampire Supernatural Allies are Top Approval. This Merit gives the character a free retest when attempting to resist Dominate and Dementation. Long Fingers [Clanbook Nosferatu] a. maybe even a Type from another venue. It is created and controlled entirely by the Storyteller. Lizard Limbs [Clanbook Nosferatu] a. Supernatural Ally [3 Trait Merit] a. The Traits granted by this Merit are an exception to the above rule that prohibits Meritgranted Traits from affecting challenges for supernatural powers. In return. 19. Prestigious Sire a. 30. You gain 3 bonus Traits on all challenges related to language. The Dexterous Trait gained from this Merit may exceed the character’s normal maximum. b. If the Sire is an NPC: Top Approval Probationary Sect Member a. 20. This Merit is not used in the Sanctioned Chronicle. or when fending off other mind-influencing powers. b. 21.17. 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). You maintain a secret relationship with another supernatural creature. If the Sire is a PC: High Approval b. although it doesn’t prevent the vampire from healing an actual aggravated wound during the same day. b. 32. Nine Lives a. High Approval. This merit does not add to the overall cap of status your character may have. Paragon [Clanbook Ventrue] a. 26. 22. You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). 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. Quiet Heart a. High Approval. Natural Linguist [2 Trait Merit] a. a. Characters who started play with Probationary Sect Member (those benefiting from the additional Free Traits) do not lose the Flaw after this period. 24. 27. The cost to re-grow a limb is the same as the cost to heal an aggravated wound. Sometimes you must go to some lengths to maintain your friendship with this creature. High Approval. Any sect member. Magic Resistance [2 Trait Merit] a.

Alternate versions [Clanbook Lasombra] i. A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs three Experience or Free Traits.Clan-specific Paths from Laws of the Night Revised for members of that Clan: Mid Approval b. they do not lose any Traits or gain any Negative Traits. Two months must pass between purchases of Virtue Traits.Any Path of Enlightenment other than Humanity: High Approval c. Thus if he currently has the same number of Traits as the difficulty of the Test. Other Traits 1. a. Global Camarilla Requiem Addendum Page 12 . b. For Followers of Set: Mid Approval ii. Conrad has five Traits of Humanity and Conscience. Use of Willpower Traits a. When spending a Willpower Trait to replenish all lost Traits in a category (Physical.Learn clan-specific paths if they are not a member of that clan: High Approval e. b. Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one turn in a combat situation. Sabbat Characters . Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of the provocation. 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. If the Courage Test is lost. True Faith a. Virtues & Morality 1. Rather than list them all out. For all others: High Approval g. the player may choose to stay awake and gain a permanent Negative Trait (either Cowardly or Submissive) or fall asleep where they are. Path of Evil Revelations: High Approval f. but they lose ties on them. Unbondable a. 4. we will instead list what source book uses are not allowed or are altered for the Camarilla's Sanctioned chronicle. Most Mind's Eye Theatre source books list different ways to use Willpower Traits. If a character relents to a Virtue Test of Self-Control. 6. 5. Road of the Beast [Faith and Fire]: Top Approval i. the character loses the Virtue Test. This Merit is not used in the Sanctioned Chronicle. Characters compare current Traits on all Virtue tests. Road of Humanity [Faith and Fire]: Top Approval k. Sabbat Characters . All VSS Types . For Lasombra: Mid Approval ii. He succeeded each of his Morality Tests. Paths of Night. each given category may only be replenished once in any game session. Six months must pass between purchases of Morality Traits. Road of Kings [Faith and Fire]: Top Approval l. c. Social. Path of Sutekh [Clanbook Followers of Set]: i. To stay awake during the day requires a Courage Test vs. Camarilla/Anarch Characters . or Courage. In the last month. This Merit is not used in the Sanctioned Chronicle. G. c.a. Road of Sin [Faith and Fire]: Top Approval H. but his Storyteller still has the option of removing a Morality Trait and a Conscience Virtue Trait to reflect Conrad's unrepentant ways. For all others: Top Approval h. High Approval. 35. Road of Heaven [Faith and Fire]: Top Approval j. 3. Instinct. 34. three Traits at the beginning of each hour. Conrad ate five babies. For example.Any of the the Paths of Enlightenment from Laws of the Night Revised and Laws of the Night Sabbat Guide: Mid Approval d. or Mental). Approval levels for Morality paths: a. 2. This limit does not apply during character creation.

Physical challenges. 8 Experience Traits for Intermediate. and 20 Experience Traits for Master. Obtenebration (Sabbat) vi. High Approval: i. and Sepulchre Paths) iii. Generation Maximum and Willpower Traits a. Expending a Willpower Trait grants a retest to defend against another character's Mental or Social challenge. V. Celerity iv. Advanced (or higher) Out-of-clan Disciplines may not be taken at character creation. Potence viii. Out-of-Clan Discipline Approval Requirements a. Necromancy (Ash. the teacher must be eighth (or more potent) Generation. 2. Chimerstry ii. characters are further limited to teaching only powers that they possess. In the teaching of Superior Disciplines. Out-of-clan Disciplines may be taken at character creation. Non-Player Characters may not teach Disciplines. 16 Experience Traits for Elder.d. Auspex iii. The Generation Maximum Willpower rating for all Kindred of eleventh (and weaker) Generation is 10. Superior levels need not be purchased in order. 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. Bone. Learning 1. 3. Low Approval: i. 12 Experience Traits for Advanced. rather than negating the challenge. To teach Advanced Necromancy or Thaumaturgy. Necromancy (Vitreous Path) (Nagaraja character) v. Presence b. Follow the rules in Laws of the Night page 133 for learning Disciplines. Disregard the limitations of 6 or 8 as found in Laws of the Night. For example. Basic through Advanced levels in a Discipline path must be purchased in the order listed. Serpentis Global Camarilla Requiem Addendum Page 13 . and must know two paths of the Discipline through the Advanced level. DISCIPLINES A. have the Discipline in-clan. so long as the character has a Discipline in the same path from the level just below the one she wishes to purchase. 4. Protean vii. This includes Disciplines purchased with Experience Traits granted by Membership Class. a Master level is required before a character can purchase an Ascendant level of a Discipline path. Disciplines and powers from Laws of the Night: Anarch Guide are Top Approval for nonAnarch characters. The Experience Traits cost for out-of-clan Disciplines has been changed to 4 Experience Traits for Basic. 2. but this must be justified in the character's background and approved by the Storyteller. Dementation ii. For example. Obfuscate vii. 5. 6. or challenges caused by the Willpower spender. p 95. Characters may not teach out of-clan Disciplines. Necromancy (Mortuus Path) (Harbinger of Skulls character) iv. Animalism ii. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. e. Willpower may not be used to automatically succeed in Static Challenges or Simple Tests. This will not work against Mental vs. Fortitude vi. a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. Mid Approval: i. Dominate v.

Using Disciplines 1. Necromancy (Mortuus Path) (non-Harbinger of Skulls character) iii. Vicissitude (Cam/Anarch) e. which rarely includes weapon attacks. Alchemy a. Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in the Discipline’s description. The Green Path. Thaumaturgical Countermagic (non-Tremere character) vii. Be careful to note the difference between general combat bonuses (like Puissance). Master Approval i. Animalism a. Path of Levinbold. Horrid Form. brawling attacks (such as Horrid Form).viii. Dark Thaumaturgy ii. Six dot (●●●●● ●) Disciplines equate to Elder Disciplines in the MET system. Level Equivalence a. Daimoinon ii. Seven dot (●●●●● ●●) Disciplines equate to Master Disciplines. C. Quell the Beast: This power lasts for an hour or scene. b. Necromancy (Vitreous Path) (non-Nagaraja character) iv. Such powers should be considered mutually exclusive. Path of Corruption (Non-Setite). Valeren viii. Vine of Dionysus Path of the Blood Curse. Technomancy. In-Clan Thaumaturgy Approval Requirements Tremere Note In-clan costs *Path of Blood Elemental Mastery Lure of Flames Movement of the Mind Neptune’s Might Weather Control Koldun Replaces Vissisitude In Clan costs *Elemental Mastery Lure of Flames Neptune’s Might Path of Blood Weather Control Path of Mars Assamite Sorcerer Replaces Celerity In Clan costs *Lure of Flames Elemental Mastery Hands of Destruction Path of Blood Movement of the Mind Path of Father’s Vengeance Setite Sorcerer th 4 Discipline Out-of-Clan Costs Path of Corruption Path of Blood Movement of the Mind Path of Mars Path of Conjuring Weather Control Low Approval Mid Approval High Approval Top Approval Not Sanctioned Any path not otherwise listed (from sanctioned source material) Biothaumaturgy. 2. Mastery of the Mortal Shell. Vicissitude (Sabbat) d. Path of Curses The Focused Mind. Skin of the Adder. Obtenebration (Cam/Anarch) vi. Eight dot (●●●●● ●●●) Disciplines equate to Ascendant Disciplines. but minor transformations like Eyes of the Beast or The Tongue of the Asp do not. Thaumaturgy x. Characters may change their primary path of Thaumaturgy to another with High Approval or the approval level of the path. B. Top Approval: i. Thaumaturgical Countermagic (Tremere character) ix. Powers such as Shape of the Beast. Path of Shadowcrafting. and Black Metamorphosis invoke this rule. and even more specific attacks (like the bite bonus from The Skin of the Adder). Spirit Manipulation. 2. Global Camarilla Requiem Addendum Page 14 . Obeah v. whichever is higher. Discipline Descriptions 1. A character cannot simultaneously use multiple powers that substantially transform the character’s body. with the activation of one canceling any other that is active. Temporis iii. c. any Discipline not otherwise listed 7.

c. For practitioners of Assamite Sorcery: High Approval. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle. Advanced. d. A Beast lost through use of this power returns after 28 days. Any powers that require a non-static challenge can only be used while the Global Camarilla Requiem Addendum Page 15 . Drawing out the Beast: i. the Auspex user wins without a test. The examples listed under Auspex and Obfuscate in Laws of the Night conflict. 4. Only if the two Disciplines are of the same level is the standard challenge actually performed. i. three for Advanced. d. Animals generally have between two and ten Health Levels. 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. Song in the Dark [Clanbook Nosferatu]: Not Used. The same process applies to Auspex vs. or Ascendant). Note that this only comes into effect for purposes of concealment. If it is lower. and between three and twelve Physical Traits. ii. five for Master. or of piercing concealment. Subsume the Spirit: The Negative Traits gained from using this Discipline are only cumulative to a maximum of five. Intermediate. one finger is for Basic. 3. To compare the Auspex vs. She states the level she has (Basic. depending on size. two is for Intermediate. Master. the Auspex user loses without a test. b. Assamite Sorcery [Clanbook Assamite] a. Precise powers (Heightened Senses. e. or Ascendant). Assamite Sorcery versions of other Thaumaturgical paths and rituals may be taken at the appropriate approval level. Its paths and rituals follow the same rules and approval levels as other Thaumaturgy. and six fingers for Ascendant. Elder. 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 visual sign for this is counting numbers on fingers. Elder. Quell the Herd [Clanbook Gangrel]: Quell the Herd works on vampires. The Optional Rules [Clanbook Ravnos] for this power are not used in the Sanctioned Chronicle. Psychic Projection: Characters in Psychic Projection are limited to using perceptionbased powers. Do not use the listed system of bonus Traits. players compare their Discipline levels. not that of the host body. Assamite Sorcery functions as described in Clanbook: Assamite. four for Elder. Auspex a.b. ii. Awakenign of Steel: i. For Amr caste Assamite: Low Approval b. The character under Obfuscate will give a verbal level or hold up fingers to show their level of Obfuscate. Aura Perception) do not matter. Auspex and Obfuscate are opposing Disciplines. only the Discipline levels matter for this comparison (Basic. the player using Auspex announces her Auspex level. c. Obfuscate levels in a challenge. if not otherwise recovered. but requires a Willpower Trait to be spent (before the mob challenge is made). Instead. Advanced. For any other: High Approval c. See In Clan Thaumaturgy for Assamite Sorcery paths. Chimerstry. If the Auspex level is higher than the Obfuscate level. Master. one through six. Not available to characters practicing other versions of Thaumatury. Intermediate.

Flower of Death: i. an illusory machine gun could spray bullets into a crowd or an illusory Warlock could throw a fire ball that engulfs several characters. Projecting characters have no access to their bodies. Alacrity: i.character has manifested his form. 5.). it simply grants the user a total bonus to their initiative equal to the number of Celerity powers they possess when activated. f. b. Shared Nightmare (aka Mass Reality): As Horrid Reality but your illusion can affect up to 5 targets. Alacrity does not grant an additional action. If a character has a valid reason to disbelieve the illusion. etc. regardless of the target's level of Auspex. Horrid Reality: To use Horrid Reality. Chimerical damage can be reduced by powers like Fortitude and may be healed normally. b. 3 points of lethal damage. ii. Stutter Step [Clanbook Brujah]: This is an Elder power. which takes place after the actions of all vampires using Legerity. visible by anyone present. The cost for Flower of death must be paid each turn it is used. All of the challenges for Horrid Reality apply. It is not possible to use powers like Horrid Reality with Far Fatuus. Pay the cost listed and the illusion springs into life. When using Shared Nightmare test against each target separately. Damage caused by Horrid Reality fades at the end of the scene. c. Psychic Assault: The third (kill) challenge for Psychic Assault is not used in Sanctioned play. 6. or 4 points of bashing damage. Celerity a. but the costs for each must be paid normally. Chimerstry is meant to be a subtle and devious power. An illusory pistol would cause lethal damage (or bashing to vampires) while fire summoned by an illusory Warlock would cause aggravated damage. With the expenditure of a Blood Trait (in addition to Blood spent on other celerity powers) you can take an additional physical action. Success on this challenge allows the character to see through the illusion (or hear through it. 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. spend a point of willpower and target an illusion created by Fata Morgana or Apparition. d. e. Please review the section titled "What is Chimerstry" on page 61 of the Revised Ravnos Clan Book for a guideline on how to use Chimerstry. d. Ignis Fatuus and Fata Morgana: You do not need to defeat an opponent in a Social Challenge to activate these powers. The type of damage inflicted by Horrid Reality depends on your illusion’s mode of attack. Other Celerity powers may be used while Flower of Death is active. For the remainder of the scene you may make a social challenge to cause the illusion to attack. Even a character who consciously realizes that your creation is illusory will be unable to disbelieve it completely enough to avoid taking damage. Chimerstry a. Quickness [new Master power]: Your speed is the stuff of legends. which prevents the use of blood for any purpose. they may attempt a Static Mental Challenge against the illusionist’s permanent Social Traits. c. smell through it. Occlusionis: To use Occlusionis target a character and make a social challenge. A character can at most be put to the Torpor or Mortally Wounded health levels by this power. If the challenge is successful the target takes a maximum of 2 points of aggravated damage. d. This power cannot be used to create non-damaging effects like staking or grappling. Far Fatuus: Only Basic and Intermediate Chimerstry may be used through Far Fatuus. If successful you inflict a controlled version of the Synesthesia derangement on your victim Global Camarilla Requiem Addendum Page 16 . For example.

b. This means the Traits cannot be bid or expended. Alternately you may choose to use a diluted version of this power on every character in your line of sight. such as Celerity. overbids. ii. If successful all targets gain the Synesthesia derangement and lose ties on any perception related challenge as long as they remain in your presence. not Master level. f. Global Camarilla Requiem Addendum Page 17 . 10. This Discipline can be purchased multiple times. nor do they count in comparisons of Traits for ties. The nightmare construct created is a match or near match for the character in every way. If you choose this option make a static social challenge with a difficulty equal to the number of targets your power will effect. Still the Mortal Flesh: The duration of this Discipline is the user's permanent Willpower Traits in turns. Conditioning: The victim of this power does not shake off the Conditioning as described in Laws of the Night. This includes such things as the bonus Mental Traits from Shape of the Beast. Fear the Void Below: The difficulty of the Courage Test caused by this Discipline is equal to twice the number of Traits risked in the preceding Sense the Sin challenge. 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. etc. In that case. 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. Only vampires who possess Oberon’s Grail can restore memories lost to Oberon’s Grail. 9. which may be used). b. If a character assumes another shape before possessing. the command from Mesmerism has a duration of no longer than a single scene. nor is it reduced by other Disciplines (excepting Aegis. may be targets of Possession. A victim may only have one Mesmerism implanted per mesmerist at any given time. the vampire may only access powers inherent to the physical form. d. Fortitude and Potence. taking into account powers and equipment the character has available to them. Oberon’s Grail [Tremere]: i. Condemnation: To clarify. Fortitude 7. c. e. the memories can be restored using the rules outlined under Forgetful Mind. Daimoinon a. overbids. 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. such as ghouls or mortals with Numina. The minimum period that the victim must go without being around her regnant in order to successfully shake off the Conditioning is one month. The limit of one retest mentioned in the description of Dominate refers only to the use of Willpower Traits. Concordance: Mechanics representing ‘powers’ granted by this Discipline require Top Approval. The victim must instead go six consecutive months (minus one month per Willpower Trait spent toward resisting the bond). but not other supernatural powers possessed by the mortal in question. d. It does not prevent the target from using Abilities. the character does not permanently expend Traits to use this Discipline. or other purposes. Dementation a. This is an Elder level Discipline. Possession: Partially Awakened mortals. and the darkness immunity granted by The Form of the Cobra. Mesmerism: Once triggered. The vampire uses the blood pool and maximum expenditures per turn of her host.confusing his senses. Personal Scourge: The damage caused by Personal Scourge cannot be resisted with Fortitude. Far Mastery: Note that this Discipline replaces the need for eye contact. but not the need for the target to hear your voice. 8. While possessing such mortals. Morality Tests may apply for using this power. Dominate a. c. Instead. the special powers granted do not transfer with her into the possessed body. the Dominate/Presence immunity from Felis Negrum. g.

the Magic Resistance Merit. Possession of Koldunic Sorcery (such as the Path of Sorrows): The Ways or Way of Sorrow are not used. b. as most immediately slip into Oblivion. Necromancy a. Mytherceria a. iii. it returns to the body as above and regains consciousness 10 minutes later. Global Camarilla Requiem Addendum Page 18 . Only Physical Traits that are Stamina-based may be spent on Aegis. He may then take whatever actions are necessary to remove himself from the danger. 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). Once out of danger. 11. d. (b) For a dead PC to receive a new body with the use of this power requires Global Approval. Conrad's body is placed carefully in the trunk of a car. Koldunic Sorcery [Clanbook Tzimisce] a. 13. As the car is driving down the street. Stamina and Willpower Traits expended to power Aegis must be available to bid or expend. c. If the true owner succeeds. Shambling Hordes: The number of animated corpses you control at any time may never exceed the number of permanent Willpower Traits you possess. Koldunic Sorcerers use a variation of Thaumaturgy that is incompatible with any other version (such as Setite or Assamite Sorcery). c. It requires Global Approval for a dead vampire to be an eligible target for summoning with Necromancy. even if the spirit is Compelled or Haunted. Master. This is true. Attackers do not suffer the inability to use limbs when they take damage due to Personal Armor. The natural weaponry breaks and must be reactivated if the test is successful. Few vampires become wraiths upon suffering the Final Death. although it must still perform the normal test to eject any other spirit inhabiting the body. The Tzimisce Koldun bloodline practices Thaumaturgy. b. such as Horrid Forms bone protrusions. b. Daemonic Possession: (a) If the original owner of a body returns to their possessed body. Personal Armor is effective against natural weaponry such as Wolf Claws and Serpents Tongue. Daemonic Possession may not be used to take a vampire's soul and place it within another vampire's body. a bus hits the car. Necromancy is considered “blood magic” and is thus subject to Thaumaturgical Countermagic. with the timing of challenges restarting where it was when he left the trance. No Elder. causing two levels of bashing damage to Conrad’s body. You cannot use Daemonic Possession on yourself. If there is no activation cost associated with the weaponry. Invoking Aegis does not prevent a successful staking of the character. the trance returns. Personal Armor: Damage caused to unarmed attackers by Personal Armor is always bashing. Shared Strength: Shared strength only has the option of sharing Basic through Advanced Fortitude. Conrad's soul is automatically pulled back into his body. Aegis: The invocation of Aegis requires spending permanent Willpower or permanent Stamina-based Traits. For example. not actual Koldunic Sorcery. The Maelstrom and Nigrimancy [Clanbook Giovanni]: These rules are not used in the Sanctioned Chronicle. or Combination powers may be transferred though this power. Conrad's soul is stolen from his body. Soul Stealing: A spirit ejected through Soul Stealing may return to its body immediately if the body is injured. Ascendant. If the spirit is damaged enough to be Incapacitated. the damage from Personal Armor must be healed before that particular part of the transformation power can inflict its additional damage. they may engage in a Mental Challenge once each hour for control of the body. unless the power is invoked before either of the staking tests are performed. Steal the Mind: If the target of this power is attacked the effect ends. b.a. Bone Path i. 12. regardless of the type of damage caused by the attack. they have removed the foreign spirit and need not test again. ii. and similar magic-affecting phenomenon.

Obfuscate a. with varying degrees of skill. such as staking). Vitreous Path: This Discipline is retested with the Occult Ability. This must be a tentacle-based attack. A character cannot benefit from layering these powers. Mental Maze [Clanbook Followers of Set]: It costs a Willpower Trait to use this Discipline on a supernatural creature or a Partially Awakened mortal. Might: The use of Might is the last retest. ii. d. a character with Advanced Obtenebration would create Arms of the Abyss tentacles with five Physical Traits each. Vanish from the Mind's Eye. The extra damage is not limited to just affecting vampires. a ratty windbreaker can be made to appear as a new and stylish tuxedo jacket. The character may not take any sort of action itself. ii. and it can be inflicted by biting. Force [new Master power]: By spending a Blood Trait to activate this power for a scene. Imprint: Imprint causes one extra level of damage when squeezing or crushing any target. d. torpored. e. The Clumsy Negative Trait is not cumulative with other Negative Traits inflicted by Obtenebration. Sepulchre Path i. or unconscious targets. Cloak the Gathering: Cloak the Gathering cannot be used on unwilling. You may not Compel a soul to remain out of its body more than one day. Mask of a Thousand Faces cannot conceal items. For example. c. b. your strikes inflict an additional health level of damage in combat. e. hugging. even if someone attempts to assist him by using Cloak the Gathering in an attempt to duplicate the 'invisibility'. However. and similar 'invisibility' powers have much the same effect. Cloak of Shadows. then it breaks on a loss or tie. 17. Mask of a Thousand Faces: You may modify the specific details of clothing but not add or remove items in full. 15. b. The effects last no longer than one scene (or three turns if the subject is engaged in combat). Vanish from the Mind’s Eye: A character attempting to vanish only bids one Trait regardless of the number of observers bidding against her. This bonus applies to any attack in which your strength is a factor . c. Special Effects and Optional Rules [Clanbook Lasombra]: These rules are not used in the Sanctioned Chronicle. Imprint does not cause extra damage when the user is wielding a weapon. Haunting: You may not keep a soul out of its body by using Haunting for longer than one day. Arms of the Abyss: Potence and Fortitude cannot be added to the arms. but not a trench coat. the attack still does normal damage (including any effects. Unseen Presence. f. Potence does not modify ranged combat except where specifically mentioned in the power's description. Presence Global Camarilla Requiem Addendum Page 19 . If the weapon used has the negative trait Fragile. 16. 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). The number of Traits possessed by each arm is equal to the number of Discipline powers the character has in Obtenebration. Potence a. Obtenebration a. nor does it increase the character's ability to conceal items with the alteration of clothing. etc. e. Even if the use of Might is canceled by the opponent declaring the use of Might as well. If the test is successfully retested or overbid. Puissance: When an attacker is using a weapon with this power and they lose the initial test to attack. Black Metamorphosis: i. not Wraith Lore. using the character’s Potence and Physical Traits.unarmed combat or combat with melee weapons.14. c. use of this incredible strength always breaks any weapons that are used with it. b. Thus. their weapon shatters and can no longer be used. no further retests may be performed for this challenge.

High Approval for non-Setites. Effects of this power are not permanent. although digging will cause the character to be ejected. Effects of this power are not permanent. Each creature has Physical Traits equal to three plus the number of Blood Traits it started with. e. Shape of the Beast: i. and Dead. ii. but the Summons is broken if there is no way to reach the summoner except through dangerous or fatal territory. c. ii. they stop the effects of the Discipline for ten minutes (or one turn in combat). 18. Each time the victim spends Willpower to resist. they last until the victim spends as many Willpower Traits as the user spent to activate it. they stop the effects of the power for ten minutes (or one turn of combat). f. The Sanctioned Chronicle allows the flavor text for different shapes (“Animal Forms” on p 67 of Clanbook Gangrel) for use with Gangrel characters. Instead. Vampires in bat form may only declare three Traits in challenges to harm or otherwise attack someone. Instead. Protean a. Each time the victim spends Willpower to resist. Father Knows Best: Once per hour. Animal Swarm [Clanbook Gangrel]: The animals created by this Discipline can have from one to four Blood Traits each (divided evenly between the creatures). Bruised. 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). The summoning character's intent is not considered when determining if a situation is "dangerous". b. Awe: You must be within line of sight of your target to use Awe. One Blood Trait may be spend per round on the form's ranged attack (for a maximum of 3 Aggravated Damage). Wounded. Summon cannot cause the subject to travel through extremely dangerous or directly damaging areas. they stop the effects of the power for ten minutes (or one turn of combat). Temptation [Clanbook Followers of Set]: i. Only the condition of the physical environment is relevant. they last until the victim spends as many Willpower Traits as the user spent to activate it. Also. c. A summoned individual will take steps to avoid danger and mitigate risk when traveling. The Setite must spend at least as many Willpower Traits as the target's Morality rating for this power to be successful. ii. ii. 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. It will then last until the target spends as many Willpower Traits to resist this discipline as the Setite has permanent Social Traits. Non-Gangrel do not have the option of choosing different shapes. Each time the victim spends Willpower to resist. iii. and Lithe. High Approval for non-Setites. Phobia [Clanbook Followers of Set]: i. and health levels as follows: Healthy.a. in addition to the Sharp Trait granted by Feral Claws. Mythic Form [Clanbook Gangrel]: i. Incapacitated.) They can fly at their normal running speed and all attacks against them suffer a two Trait penalty. b. (They are not limited to bidding three Traits in challenges of defense. The Summon power dissipates at dawn at the victim's location. but default to the 'wolf' and 'bat' as described in Laws of the Night: Revised. d. Vampires in wolf form gain the Physical Traits Quick. Note that vampires in either "fight" or "flight" form may not make use of weapons in combat. Global Camarilla Requiem Addendum Page 20 . d. If more than five steps away from the nearest attacker. they can declare a Fair Escape unless an attacker possesses more heightened speed. 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. Earth Meld: Normal disturbances to the ground will not end the effects of Earth Meld. High Approval for non-Setites. Corruption [Clanbook Followers of Set]: i.

The primary path of Setite Sorcery is the Path of Corruption instead of the Path of Blood. for three turns. A Setite may only use this power on a target once per scene. Also. High Approval. Cobra Fangs [Clanbook Followers of Set]: i. b. 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. The damage is inflicted at a rate of one aggravated damage per round until the total damage is inflicted. Heart Thief [Clanbook Followers of Set]: To use this Discipline successfully. Each Simple Test won will cause the victim to lose three Blood Traits. b. Only base Physical Traits are applicable for the comparison of ties in these Static Physical challenges. 22. Each tie causes a loss of two Blood Traits. He expends Mental Traits (up to a maximum of three) and makes a Simple Test for each Trait expended. their venom causes living beings one level of lethal damage each turn after a bite. Dagon’s Call: This power takes one turn to activate. Bitten vampires or other supernaturally resilient creatures suffer ten health levels of aggravated damage. Setite Sorcery uses the same rules and approval levels as Thaumaturgy. All characters (even Setites) must pay out of clan Experience Traits costs for Setite Sorcery. d. minus one per stamina-related physical trait the target possessed (spent traits still count for this reduction). wards or any other special enhancements) are destroyed as soon as the weapon is coated with Baal's Bloody Talons. Baal’s Bloody Talons [Clanbook Assamite]: Additional damage caused as a result of winning the Simple Tests is also aggravated. Global Camarilla Requiem Addendum Page 21 . c. Players must choose from the available Mythic Forms: http://wiki. f. 20. Clio’s Kiss: Every use of this Discipline requires High Approval. alternate forms. Serpentis a. etc. Different Quietus powers cannot be used on the same weapon. c.19. 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. As each Blood Trait degrades. causing the victim to bid fewer Traits.whitewolf. b. the character concentrates for two turns. not Traits added for blood expenditure. and then initiates the challenge as his action on the third turn. Temporis Taste of Death: This power does two levels of aggravated damage instead of one. the weapon loses one bonus Trait. Thanatosis ii. The Form of the Cobra: Characters using The Form of the Cobra are not affected by the darkness rules. as the different poisons render themselves inert when mixed. Setite Sorcery [Clanbook Followers of Set] a. coatings of Quietus toxins last for a single session. 21. A weapon may hold a maximum number of coatings equal to its normal bonus Traits. b. e. ii. doing nothing more than walking a step each turn. Blood Sweat [Clanbook Assamite]: To use Blood Sweat. and each Test lost will cause the victim to lose only one Blood Trait. When reduced to 0 bonus traits the weapon is destroyed as per the description. No character can have both Celerity and Temporis. the Setite must win a Physical Challenge and then win or tie two Simple Tests to steal a vampire's heart. rounded down. Unless a duration is otherwise noted in the Discipline’s text. Scorpion’s Touch: Traits lost to Scorpion's Touch also apply to the comparison of ties. 23. The maximum number of Quietus toxin coatings that may be applied to any single weapon is three times the weapon’s normal bonus Traits. c. The optional rules in the box labeled “You Can't Get There From Here: A Storyteller Option” are used in the Sanctioned Chronicle. Other special enhancements of the weapon (other Quietus blood powers. These may be retested with Brawl.php?title=Mythic_Form Quietus a.

regardless of the amount that comes in contact with a victim. c. Flight: To retain an ensnared victim. h. the Assamites. Unless a power specifically requires the subject to hear the Thaumaturge’s voice. even if the Thaumaturge loses the Physical Challenge. Physical Challenge at the end of every other turn. Hands of Destruction i. b. Speed the Season’s Passing: Using this power to destroy an item in combat may require a Physical Challenge at Storyteller discretion. Necrosis: This power inflicts aggravated damage rather than lethal. Withering: A successful use of Withering against the head of a vampire prevents him from using any Disciplines except Celerity. and the Setites share game mechanics. Each turn. 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 use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion. Silence of Death) will not hinder Thaumaturgy. not one scene. The "Bomb" or "Win All Ties" mechanics may not be used in this Challenge. Control: To retain an immobilized victim.a. The acid can only inflict a maximum of one aggravated level of damage per turn. Acidic Touch: This power lasts for the duration of the scene. Elemental Mastery i. While the Thaumaturgy possessed by the Tremere. e. b. in the World of Darkness these are widely different magical paths. 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. Global Camarilla Requiem Addendum Page 22 . as it can disrupt game play if not closely monitored. Seizure: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of five Traits). the type of which is determined by the Storyteller. 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. This power may only be used once per session. despite the rule on page 47 of Laws of the Night Storytellers Guide. The target may utilize Fortitude as he desires. Green Path i. circumstances that simply prevent it from being heard (a raging storm. The elemental will serve the caster for the duration of the session. 24. ii. Fortitude. For a Thaumaturge to learn paths or rituals from someone possessing a different Clan's 'version' of Thaumaturgy: High Approval d. g. Physical Challenge at the end of every third turn. Summon Elemental: Storyteller assistance is required for use of this power. ii. f. Storytellers are encouraged to be harsh towards players who make frivolous use of Summon Elemental. Vicissitude) will prevent her from using Thaumaturgy. Only effects that keep the Thaumaturge from speaking (carving out her tongue. While in control of a target's body. Dance of Vines: Consult with a Storyteller to determine the exact damage and reach of plants animated with this Discipline. The vampire can choose to inflict an aggravated wound level upon an unarmed attacker. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion. the vampire may force the target to utilize as much Potence and Celerity as the Thaumaturge knows the target to possess (except any Superior levels). Thaumaturgical powers that require touch do not require skin contact. and Potence. the Thaumaturge must win another Mental vs. Body Failure: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of three Traits). Marionette: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of three Traits). Thaumaturgy a. the Thaumaturge must win another Mental vs. iii. Mastery of the Mortal Shell i. Movement of the Mind i. ii. or the means by which it does so. ii.

Blissful Agony: Endurance and other similar powers do not negate the wound level effects caused by this Discipline. Global Camarilla Requiem Addendum Page 23 . firearms. Path of the Blood’s Curse i. n. Path of Corruption uses the Subterfuge Ability for retests m. Once created. and her interaction with powers that compare Generation. A Storyteller should be consulted to help determine the exact effects of Basic Path of Corruption Disciplines. No other benefits of the lower Generation are gained. iii. Armor of Terra: As a reminder. Path of the Father’s Vengeance i. It can be used to bypass the Generational limits for blood expenditure. Visceratika a. a Gaol may not be moved. without refunding of experience or other Traits used to purchase it. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion. should the Thaumaturge permanently acquire a Generation below tenth. Followers of Set and Serpents of the Light with Path of Corruption do not possess Thaumaturgy. The normal cost and test for waking still apply. Vicissitude a. k. her number of Blood Traits expendable in a turn. Scry the Hearthstone: Use the Auspex vs. b. 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. or explosives is reduced to half (round up). Blood Rage may be used to heal the wounds. bashing damage is not halved in the Sanctioned chronicle. Ravages of the Beast: The difficulty of the Virtue Test to avoid frenzy is four Traits. Feast of Ashes: No more than three Mental Traits can be spent when activating this Discipline. Blood of Potency: The Generation granted by this power only affects the character's Blood Pool size. 27. Blood Rage: Blood Rage cannot force a subject to commit a feat of which they are normally incapable. sunlight. All levels of this path are lost. Blood to Water: Using this power requires an action. or magic. No character can reduce her effective Generation below 4th with Blood of Potency. This is the default path for all Tremere characters. which includes a Physical Challenge to touch the target. As stated in the power's description. Path of Transmutation i.Neptune’s Might i. If a character entered torpor due to injury. c. ii. rather they possess Setite Sorcery. b. Additional healing does not provide additional opportunities to wake early. j. In i. l. Valeren a. Obfuscate interaction rules given under Auspex instead of those in Laws of the Night. Path of Corruption i. claws. A maximum of three Mental Traits may be spent on each use of this power. Rockheart: This is an Elder discipline. her ability to awaken vampires from torpor. a Gaol completely encapsulates the target. Path of Blood i. Burning Touch: Endurance and other similar powers do not negate the wound level effects caused by this Discipline. ii. No Disciplines or supernatural powers can be exercised across the barrier created by Gaol. Blood Rage cannot force a character out of torpor. Incoming damage from physical attacks such as fists. The vampire’s innards become hard and rocklike. after considerations for other reductions such as armor and Fortitude. allowing the character a single opportunity to wake prematurely. 26. Gaol: Using this Discipline to trap an unwilling subject requires the Thaumaturge to make a Mental Challenge against his subject’s Physical Traits. This effect does not reduce damage from fire. swords. 25.

Crawling Chamber [Ascendant]: By spending three Blood Traits. b. Dedicate the Chantry. Inscription. If the vampire moves. Pavis of Foul Presence. Purify Blood. but no other powers. leaving him subject to the rules for remaining active during the day as well as being exposed to direct sunlight. 50 minutes for Master. All others: Not available. Power of the Pyramid and Transubstantiation of Seven: i. Tremere: Low Approval ii. Tremere: Low Approval ii. Unweave Ritual: i. If the user activates this Discipline while in contact with a building. (Characters will only receive a maximum of five free rituals.) c. or Ascendant Thaumaturgy rituals. The standard casting times are 40 minutes for Elder. 13 Traits for Master. the effect immediately ends. This statue (or freestanding stone) may not be affected by further uses of Visceratika. Thaumaturgy. difficulty 3. not all paths the character learns. For Necromancy. 2. Basic Rituals a. all others: High Approval e. 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. you must be at least seventh Generation to learn Master Disciplines). Global Camarilla Requiem Addendum Page 24 . and twice the number of Influence actions expended. Only one such creation may be directed at one time. The vampire must succeed in a Courage check to do so. he may use Scry the Hearthstone as if he had Bonded with it. Stone Slumber. Dark Statue [Master]: By remaining completely still. Blood Certámen. free rituals are only gained from the primary path. Deny the Intruder [Clanbook Tremere]: Influence endeavors directed at a chantry protected by this ritual require twice the normal level of Influence. Master. the character can ignore the effects of direct sunlight. and 15 Traits for Ascendant level Rituals). and clan-specific sorceries. Blood Mastery. Court of Hallowed Truth. Cobra's Favor. Ritual’s Recognition. or statue). Rituals 1. b. Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits for Elder.addition. The animated stone has 15 physical traits and five health levels. and 60 minutes for Ascendant level rituals. Custom rituals will not be approved h. d. Inhereted Affinity. and Track Transgressor. Mark of Amaranth. the user may animate a single mass of freestanding stone up to one hundred cubic feet (Such as a ceiling. Necromancy Rituals i. Deny the Intruder. D. Thaumaturgy Rituals i. The Experience Trait costs for Superior rituals are eight Experience Traits for Elder. Call of the Hungry Dead: The lock of hair used in this ritual is destroyed during the casting. f.e. Rituals from Laws of the Night Storytellers Guide are Low Approval. Necromancy and Thaumaturgy rituals from Laws of the Night Sabbat Guide require High Approval to be learned by vampires who are not members of the Sabbat venue. ten Experience Traits for Master. unless noted otherwise below. and twelve Experience Traits for Ascendant level rituals. Rite of Introduction. floor. d. wall. e. the vampire cannot be staked unless the attacker is using Intermediate Potence or other similar strength-enhancing powers. a character must know two paths at Advanced level and must be of sufficient Generation to learn Disciplines of equivalent level (i. Failure to meet these requirements causes the endeavor to fail. Abandon the Fetters. General a. and Night of the Red Heart: High Approval g. To learn Elder. Those with a Thaumaturgy path listed after their name cannot be learned unless the character possesses at least one power from that Discipline path.

Damage from a Ward may not be converted into aggravated damage through the use of additional powers. Anyone who will be affected by a ward can sense it just before they touch it. Warding Circles: (a) The casting time for all Warding Circles is as normal to create a circle that lasts until sunset. (b) Characters do not receive cumulative damage from contact with multiple wards at the same time viii. only three Traits of blood may be consumed in a turn. Warding Circle versus Fae. If the ritualist failed the challenge. Lupines. see below). As listed on page 106 of Laws of the Night: Revised. (b) Non-Tremere know Pavis of Foul Presence . Rutor’s Hand: Rutor’s Hand does not establish line of sight for the purpose of using other powers.High Approval iv. Thaumaturgy Rituals i. Each of these Warding Circles must be learned separately. Global Camarilla Requiem Addendum Page 25 . iv. To utilize this blood. v. vi. plus one lethal wound from the ward. The effects of this ritual cannot be stacked with multiple castings iii. the weapon does normal damage. Intermediate Rituals a. multiplied for each five feet of radius in the Warding Circle. b. The casting is dispelled after a single use. and will affect the target creatures regardless of current form. she may elect to activate the ritual reflexively after the challenge. and Warding Circle versus Spirits. the target has a one Trait penalty to all Physical Challenges and a two Trait Penalty to all Social Challenges. There is no known Warding ritual that does. it becomes a pool of the caster’s blood. Wards remain on the object until it is destroyed or until the passing of a year and a day. Ghosts and Demons (all Advanced). ix. Pavis of Foul Presence: (a) When a Presence power is used on the ritualist. Inscription [Clanbook Tremere]: Not Used. Purge the Inner Demon: This ritual will not help a vampire in Wassail. or one entire night to create one that will last for a year and a day. The same ritual can be used to attune an old Ward so as to immunize a new person. vii. and Kindred (all Intermediate). who must also be defeated in a separate Mental Challenge for the ritual to work. Blood Allergy: The blood focus must be that of the target. Ward vs. Warding Circles cross all planes of reality. If the ritualist won the challenge to resist the Presence power used against her. ii. Ghouls: This ritual has no effect on normal humans or Mages. (b) The Tremere have access to seven Warding Circle rituals: Warding Circle versus Ghouls (Basic. Impressive Visage: This ritual lasts for one scene. The caster does not need to be within sensory range of the target to use Blood Allergy. Call Upon the Shadow’s Grace: This ritual only works on wraiths and only on one wraith per casting. a character will need to ingest this blood. Necromancy Rituals i. 3. When a ward is placed on a melee weapon. Principal Focus of Vitae Infusion: After breaking down the ensorcelled object. except the affected creature is determined by the version of the ritual. The effects against the targeted beings are the same as for Warding Circle versus Ghouls. the Presence user is affected by the power instead.The Imp’s Affliction: While under the effects of this ritual. iii. not a full session. the Presence power is simply nullified. Wards: (a) Once cast. Pavis of Foul Presence cannot be used on Presence powers that do not directly target the thaumaturge (such as Majesty). All such rituals require material components equal to those of the corresponding Ward ritual. The Curse Belated: High Approval per use. ii.

lest the ritual automatically fail. 6. a character must have Burning Wrath. to teach Burning Wrath (which requires Intermediate Celerity and Intermediate Potence). Combination powers are listed in the Clanbooks. Any attacks made out of a Shroud of Absence allow those around it to immediately test against the Shroud. Fire Dance: No more than three Traits can be gained as a result of this ritae. Thaumatury Rituals i. 9. A maximum of three Social Traits can be spent to raise the user's Willpower for challenges to the Shroud of Absence. 5. vi. For example. Advanced Rituals a. 4. A character may only have one such talisman made at a time. and they last for the duration of the power’s use. v. The Blood Feast: A character's blood pool cannot exceed his Generational limit by more then half (round down) as a result of this ritae. or Mind-Controlling Thaumaturgy powers. Shroud of Absence [Clanbook Lasombra]: The Shroud of Absence has no effects on mechanical recording devices. all combination powers cost half the number of Experience Traits as the tabletop versions (rounded up). 10. a. Combination powers based on Dominate do not work on a vampire of lower Generation than the user. 4. Nectar of the Bitter Rose: Top Approval ii. 2. The optional Performing the Rites rules in Laws of the Night: Sabbat Guide. acting identically to Obfuscate in that respect only. Mask of Cathay [Clanbook Ravnos]: High Approval. Calling the Thing in Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle. Ritae 1. 3. Pater Szlachta [Clanbook Tzimisce]: All Blood Traits spent for this power must be spent in one turn. Advanced Celerity. This is a major transformative power. Global Camarilla Requiem Addendum Page 26 . 8. 2. a character must also be able to teach the Discipline levels that the combination power requires. 7. It is suggested than only the most impressive jumper should receive more than one Trait. Combination powers from a Clanbook for all others: High Approval. This is the only way that Auspex can be used in conjunction with Scry. Possessing this power is required before a character can use the rules for creating Vozhd in Laws of the Night Sabbat Guide. Iron Heart [Clanbook Brujah]: This power grant the user 2 bonus traits for the purposes of comparing ties on resisting Dominate. and Advanced Potence. Presence. 11. Birth the Vozhd [Clanbook Tzimisce]: Top Approval to learn and for each use. the caster must use Auspex to defeat his target's concealment. E. They must be spent when the power is activated. Stone of the True Form: The effect lasts only three turns. even if they have recently failed to pierce it. Combination powers based on Chimerstry or Obfuscate interact with Auspex is the same manner as those Disciplines normally would. Weapons cannot be wielded in this form. Additional Traits are lost. No teacher is required for combination powers from Clanbooks if the learning vampire has three Traits of Lore for the appropriate clan. b. F. not a scene. For the Sanctioned chronicle. p 140 are used in the Sanctioned chronicle. 3. To teach a combination power she knows. Combination Powers 1. or are converted from tabletop sources (with the appropriate special approval).Scry: When this ritual is used to spy on someone using powers of concealment (such as Obfuscate). c. Combination powers from a Clanbook for a member of that clan: Mid Approval. The user may spend a Willpower to give others 1 additional trait for the purposes of comparing ties resisting the same disciplines. Descent into Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle. Transubstantiation of Seven [Clanbook Tremere]: This ritual is only effective if the subject is Tremere. Claw Immunity [Clanbook Gangrel]: This power is effective against shapechangers in their animal or near-animal forms (Lupus and Hispo for Garou). The pebble talisman becomes inert after one successful use.

she automatically loses the challenge. and the defender loses all of the Traits she bid. When players compare Traits. she should list any restrictions in the game's Venue Style Sheet. SYSTEMS A. Global Camarilla Requiem Addendum Page 27 . the narrator must decide who is challenging whom among the group. If a Storyteller wishes to further limit proxy play. and reactions to possible situations. she tests as normal with the leader of the group. 2. Continue the process until all who declared an action have been the target of a challenge or donated Traits as appropriate. the Vaulderie does not fade over time. removing the taint of disease and negating powers that leave lingering harmful effects in the blood. she remains unharmed and can choose to affect any single member of the attacking group (usually by inflicting a wound). If she does have enough Traits. the player grants the Storyteller all rights to the character for the duration of the proxy scene. First. Proxy play occurs when one or more player characters are given to a Storyteller to portray in the player's absence. weapons. At least 48 hours notice must be given to the Storyteller(s) involved in the proxy scene. not each Negative Trait per person challenging. Any magic item (non Thaumaturgical Ritual created) that provides direct mechanical benefits to players: Global Approval 4. but when it's not. the player must give the Storyteller their character sheet and a brief write-up describing the characters intentions. b. By giving a character over to a Storyteller for proxy play. he cannot bid more than 28 Traits in a challenge. and the attackers lose all Traits they bid. have the players all point to the person they are challenging on the count of three. they declare their maximum number of Traits. Note that unlike traditional Blood Bonds. This is usually obvious. plus an additional Trait for each person attacking her beyond the first (no more than five individuals may attack a character at a time). The leader of the group may apply a number of bonus Traits to his total (for ties and overbids) equal to the number of people assisting him (up to four). Any weapon or armor whose statistics do not match those listed: High Approval 3. powers. In order to proxy a character. d. Each combatant must bid one Trait. If the defender wins. Mob Rules: In order to simplify mob combat. p 81. personality. The defender against Negative Traits need only bid extra Traits once for each Negative Trait applicable. c. If the attackers win. 2. no character may declare more Attribute Traits than twice her normal maximum (counting bonuses gained from forms. Plot related magic items (ex: the red mystical key that makes milk sour nearby which is necessary to solve the demon plot) that provide no direct mechanical benefits to players are available at Low Approval. Proxy Play 1. Equipment 1. Example: Michael is an 8th Generation Malkavian. The group has five seconds to choose the leader. the following rules are used: a. motivations. The Camarilla's Sanctioned chronicle uses the simplified weapon and armor statistics presented in Dark Epics. VI. then the leader is selected by the defender. If a leader is not chosen. B. and should not compare stats while doing so. the leader may choose which attacker's victory condition applies (usually inflicting a wound). If the defender cannot match the required number of Traits to be bid. Testing 1. 2. Comparing Traits a. When comparing Traits in the case of a tied challenge. The Vaulderie: This ritual purifies the blood used. The requirements above are the minimum. 3.4. Only the leader of the group calls out Negative Traits. C. A player may still declare fewer Traits than she actually possesses in the category if she desires. Thus. etc) for overbids and the comparison of Ties. These items will become dormant when taken outside the purview of the plot they are tied to.

or a Changeling) will results in the death of the one being embraced and an immediate Morality test for the Vampire. Camarilla Status 1. When a bond “breaks” through the isolation process described in Laws of the Night. damage from firearms. the user must bid a number of additional physical traits equal to the number of negative traits possessed by the item(s). a successful Diablerie allows the vampire to gain one Generation Background Trait. c. Embracing any other supernatural type (such as a Werewolf. b. the bond is simply reduced by one stage. at no cost. G. Diablerie attempts on NPCs that would result in a lowering of the character's Generation automatically fail in the fourth phase. Characters that did not already have three Discipline levels gain enough Basic in-clan Disciplines to bring them up to three. 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 should be noted that a straight comparison of Status Traits is not always Global Camarilla Requiem Addendum Page 28 . Golconda a. and the name and membership number of the player of that character. nor does improving Generation increase the vampire’s number of Willpower Traits. This means that the character’s Generation is either one higher than her sire’s or is the lowest that her MC allows (whichever is worse). A character may have any number of one and two stage blood bonds. However. or two levels of bashing damage. It requires three Blood Traits and one Willpower Trait for a vampire to heal one aggravated wound level. When using shields or weapons. and can be done while performing other actions. 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. 4. even first and second stage blood bonds can be lost. as described in the Clan Disadvantage. E. a Mage. Through this same method. the name and Generation of the character diablerized. requires Global Approval. Firearms: Vampires take Bashing. This information must include date of the diablerie. and the wound will not heal until the vampire arises the next night. The importance of reputation and standing is deeply ingrained in older Kindred. so long as the diablerie resulted in a lowering of Generation. 3. 2. When a three stage blood bond is achieved. However. not Lethal. When a character is turned into a vampire. they may only have one three stage bond. the player’s Member Class limits her starting Generation Background (see Chapter One and Chapter Two for details). Though it is considered incredibly offensive to ignore or show disrespect to those with more standing. Negative traits may not be called on Weapons or shields. Diablerie a. Healing with Blood Traits is reflexive. One Blood Trait heals one level of lethal damage. Damage 1. Previous diableries are not grandfathered. General a. 2. 5. all other bonds have no effect upon the thrall but still exist for purposes of determining future blood bonds. Achieving Golconda. Staking: The mechanics for Staking operate exactly as written in Laws of the Night Revised Metamorphosis 1.D. or the name and membership number of the Storyteller behind the NPC. Blood Bonds a. Each instance of diablerie that increases Generation must be noted in the character's Experience Log. 2. It must also be included in all reports to higher level Storytellers until the High Approval Storyteller acknowledges it. F. or any step toward it. No Experience Traits are gained from Diablerie. States of the Soul 1. Torpor: Vampires in torpor remain there for twelve weeks minus two weeks for each Morality Trait they possess. 3. b.

A character can begin play with a lesser social class than her age and Generation entitle her to. b. The Trait is named Honorable from Madame Colleen. only permanent Traits are considered. & Famous 3. and Elder. Global Camarilla Requiem Addendum Page 29 . As with Status granted by sect positions. When characters compare Status Traits to determine social importance or credibility. e. Nosferatu.appropriate to every situation. The classes are neonate. each calendar month represents one “story”. Exalted. Temporary Status Traits expended are regained at the end of the month (unless they were a loan). j. The new Traits mentioned are used exclusively for social class. Most Elders know of one another or have heard of one another over the span of the centuries they have lived. i. (Patronage). Using these rules. c. and those from social class. Patronage Status refers to those Traits not granted by sect position or social class. Status may not be bought during character Generation. Status granted by sect position and social class may exceed the maximums applied to Patronage Status. Pretenders gain the new additional Status Traits of Elder and Venerated. The Trait-lending system Laws of the Night assigns to Prestation is not used in the Sanctioned chronicle. Camarilla characters are divided by society into social classes determined by a combination of their age and Generation. as an Elder Prince of a Camarilla Clan: Acknowledged. the Trait’s full name must include its source. Elder characters are known to be eighth Generation or better. Established. Any extra temporary Status Traits accrued are lost at this time. social class Status cannot be lost permanently. They are known to be of the tenth (or lower) Generation. such as those attached to currently held sect positions. the Prince of Springfield. the prince of Springfield wishes to declare a member of her court to be honorable. Toreador. Sect members that are not members of the common Camarilla clans (Brujah. Ancilla gain the new additional Status Trait of Ancilla. Malkavian. This applies to Social Challenges with members of the Camarilla in which the source of the challenge is obvious. (Patronage). True Elders consider age and experience to be a necessity to temper the power of Elder blood. or who have existed less then 50 years in Kindred society. Pretender Elders are characters of the eighth Generation or better. as very old neonates tend to suffer a good deal of scorn. h. g. Social Class a. Ancilla are vampires that have proven themselves worthy of respect within Kindred society. Permanent (not temporary) Status Traits may be added to a character’s Social Traits during Social Challenges. d. This return also applies to Status Traits that cannot be permanently lost. Elders gain the new additional Status Traits of Elder. For the purpose of the Status granting limitations in Laws of the Night. WellKnown. who have not lived the centuries that true Elders have. d. Tremere. b. It is advised that characters created of these Generations be made at less than 200 years of age. and have existed for not less than 50 years. e. but not to challenges where supernatural powers are involved. 2. and to have lived in excess of 300 years. b. Characters cannot receive Status from more than one sect position and one social class at a time. c. When a character receives Patronage Status. f. Ancilla. or Ventrue) have a maximum of only three. and a character’s standing means very little in a domain where he has been blood hunted. Patronage Status a. Neonates are vampires of eleventh Generation or higher. a prince is always considered to be the master of her own domain. For example. Established. Elder. (Patronage). They often fear or distrust pretenders because many pretenders get their Generation through diablerie. Venerated. and Venerated. (Acknowledged is considered to be Patronage Status). It is common knowledge what social class a character belongs to. Camarilla vampires are limited to four such permanent Status Traits. As examples. the most Status a Camarilla member could possess is ten.

This is the only exception to the rule preventing a Camarilla venue character from having more than one Negative Status Trait. c. Honorable Accord. known Caitiff are scorned and always possess the extra Negative Status Trait of Caitiff. Portraying an Archon. Gaining Status a. the most Status that an Elder Justicar could possess is eleven: Acknowledged. Should another be gained. Death and the Soul. Metamorphosis. Sabbat characters instead receive the additional Status Trait(s): i. Despised. and four for being a Justicar) Justicars are non-player characters created by the Master Storyteller Office. 6. as can Traits gained in recognition of having a high Morality rating. To affect those who are absent from a domain. Devoted and Blessed (for a four) iii. Status Maximums a.4. and Power and the Inner Voice. Feral Heart. General a. or who are not members of a domain. b. and Enlightened (for a five). Harpy. Devoted (for a rating of three) ii. Ignorant. Incompetent. Any time a character can remove a Status Trait from a character. Similarly. H. though these Traits are not a standard set. and all stations appointed by the prince) to grant or remove status can only affect Kindred physically present in the city. (e. A vampire must have the Status Trait Initiated before it can have other Sabbat Status Traits. Archons. though Traits gained from one of a character’s stations can exceed this maximum. Temporary Status Traits expended are regained at the end of the month. Global Camarilla Requiem Addendum Page 30 . three additional Patronage Status Traits. she cannot give someone their fifth. Alastor. b. A character cannot use her sect position to grant Status Traits to those of equal or greater standing.. any time a character can grant or restore a Status Trait. The benefit is only applied for characters on the Paths of Cathari. and the character loses a permanent Status Trait. Path Traits are not added to Sabbat Status on a one-for-one basis. 3. if Julie has four Status Traits. b.) 5. Sabbat vampires have a Status Trait maximum of eight. Examples of Negative Status Traits are Deceitful. answering only to the Inner Circle of the Camarilla. Sabbat Status 1. A character can normally only possess one Negative Status Trait. Elder. The Justicars themselves are completely immune to the powers and authority of the domain stations. The Justicar may appoint (or create) Archons during the course of play. 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). Established. Hated. b. Any extras accrued are lost at this time. All changes in Status must occur in a public forum (such as the local court or a regional e-mail list). Devoted. Night (all versions). 2. Disreputable. he may instead elect to award a Negative Status Trait. A character that possesses a Negative Status Trait is down one Trait in all comparisons of Status. Foolish.g. an announcement must be made either over a public forum that extends outside the domain or via the Storyteller hierarchy. the earlier Trait is replaced with the new. The ability of a prince or court officer (Primogen. Astors and Justicars a. A character’s pack can grant her one new permanent Status Trait if each of them expends one temporary Status to that effect. and Reviled. Venerated. Using Status a. Red Alastor or having been one in a PC history: Top Approval c. Alastors. (Thus. They have four additional Status Traits granted by their position. Caine. Powerless. or those who have been in the city within the last 28 days. c. Negative Status a. they can remove a Negative Status Trait instead. Blessed. In Camarilla society.

3. Lethal damage comes from bullets. Black Hand & Inquisition a. and indeed. such as kicks. Two-Weapon Combat a. The Storyteller is the final arbitrator on what damage type any particular source inflicts. Negative Status a. It is more difficult for regenerating creatures to heal. Unless otherwise clarified in their appropriate venue supplement. or tackles. and is intended to kill. Other Systems 1. 4. The Sabbat makes use of a Negative Status Trait system similar to the one described under Camarilla Status. Regenerating a Blood Trait should be treated as "healing an aggravated wound" for purposes of effects that can do so. 5. Damage suffered from blood loss cannot be healed until the blood is regained. 4.I. Normally creatures require a week to heal each level of lethal or aggravated damage through such means as rest and medical attention. Before this is approved. a character may not attack and make use of such movement increases in the same action. or from mystical sources like the claws and teeth of supernatural creatures. as described above. Ignore the rules for Two Gun Mojo in Laws of the Night: Revised. Character member of the Black Hand: Mid Approval b. c. but damage from the natural weapons and powers of supernatural creatures is very rarely considered to be bashing. Humans fall to Mortally Wounded when completely drained of blood. 5. Humans (and other living beings in the World of Darkness) are considered to have a maximum of ten Blood Traits in their bodies. punches. bashing damage is not halved in the Sanctioned chronicle. Damage Types a. Spending Blood Traits to increase physical Traits beyond the maximum established by Generation lasts only for the duration of a single challenge. Contrasting rules for bashing damage are presented in some of the MET source books. but if they gain a third they remove the oldest Negative Status and one permanent Status Trait. Character member of the Inquisition: Top Approval. Some supernatural creatures have different or faster means for healing. 2. as described in the applicable supplements. b. and heal it more slowly than they do other damage types. swords. etc. They suffer a level of damage for each Trait they lose beyond two. Blood Loss a. The Camarilla uses the Two-Weapon Combat rules in Dark Epics p 71. Global Camarilla Requiem Addendum Page 31 . 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. Sabbat can have up to two Negative Status Traits at the same time. Powers and other effects that increase a character's movement rate are not cumulative. c. Living creatures heal one level of bashing damage after an hour of rest. Movement a. Many supernatural creatures suffer from aggravated damage on a more frequent basis than normal humans do. Otherwise. humans (and other living beings in the World of Darkness) normally regenerate one Blood Trait per week. Aggravated damage often comes from fire. Increasing Physical Traits a. such creatures often take aggravated damage from exotic sources such as sunlight or silver weapons. Bashing damage may not be used to declare a killing blow. Bashing damage is defined as any injury that is painful but fades relatively quickly. To clarify.