SPI ADDENDUM: LAWS OF THE NIGHT (WW5013) Effective Date: 26 December 2014 Last Updated: 19 December 2014

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1 SPI ADDENDUM: LAWS OF THE NIGHT (WW5013) Effective Date: 26 December 2014 Last Updated: 19 December 2014 This addendum is organized into the following Sections: I. ERRATA AND ADDITIONAL BOOKS: A listing of errata and books specifically sanctioned for this genre. II. CHARACTERS: Basic rules for Masquerade Characters. III. CLANS: Rules pertaining to the various vampiric Clans. IV. SECTS: Rules pertaining to the various vampiric Sects. V. TRAITS: Rules pertaining to Masquerade-specific Abilities, Backgrounds, Merits, Flaws, etc. VI. DISCIPLINES, RITUALS AND RITES: Rules pertaining to vampiric Disciplines, rituals, combination powers and ritae. VII. STORYTELLER RULES AND CLARIFICATIONS: Optional rules and other settings information. Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. I. ERATTA AND ADDITIONAL BOOKS All: The MST reserves the right to make use of the included Storyteller characters, unless otherwise noted. Though sanctioned for play, the history and settings in this book are not necessarily those of the chronicle. Clanbooks: The Merits and Powers in Clanbooks are considered proprietary to that Clan, and require High Approval to possess outside of that Clan. Any item indicated as unique requires Global Approval. Other mechanics from Clanbooks are not sanctioned. A. Clanbook Assamite (Revised) (WW2359) B. The Book of Nod (WW2251) 1. Possession of any part of this book outside that permitted by Lores: Top Approval. C. Clanbook Brujah (Revised) (WW2351) D. The Erciyes Fragments (WW2818) 1. Possession of any part of this book outside that permitted by Lores: Global Approval. E. Clanbook Followers of Set (Revised) (WW2360) F. Clanbook Gangrel (Revised) (WW2352) G. Clanbook Giovanni (Revised) (WW2363) H. Clanbook Lasombra (Revised) (WW2362) I. Clanbook Malkavian (Revised) (WW2353) J. Clanbook Nosferatu (Revised) (WW2354) K. Clanbook Ravnos (Revised) (WW2364) L. Clanbook Toreador (Revised) (WW2356) M. Clanbook Tremere (Revised) (WW2357) N. Clanbook Tzimisce (Revised) (WW2361) O. Clanbook Ventrue (Revised) (WW2358) P. Laws of the Night Anarch Guide (WW5040) Q. Laws of the Night Camarilla Guide (WW5017) R. Laws of the Night Sabbat Guide (WW5018) S. Laws of the Night Storytellers Guide (WW5021) T. Mind s Eye Theater: Faith and Fire (WW5038) 1. This book is for an historical setting. While the historical information is in play, the mechanics are not sanctioned for use in this chronicle unless otherwise specified in this addendum. U. Revelations of the Dark Mother (WW2024) 1. Possession of any part of this book outside that permitted by Lores: Global Approval. V. Vampire the Masquerade 20 th Anniversary Edition 1. General settings from this book are in play. Mechanics from this book are not sanctioned except as specified in this addendum. Global Masquerade Addendum Shadowplay International Page 1

2 II. CHARACTERS A. Background 1. Age a. Existed since 1500AD or earlier: High Approval. b. Existed since 500AD or earlier: Global Approval. c. Ghoul existed since 1850AD or earlier: High Approval. d. Ghoul existed since 1500AD or earlier: Global Approval. 2. Youth a. Embraced or became a Ghoul prior to age 3: Not sanctioned. b. Embraced or became a Ghoul prior to age 16: High Approval. c. Currently under the age of 16: High Approval. B. Types: Special approval is required to play vampire characters of certain clans, even if the character is Embraced during the course of play. Clans or Bloodlines not listed require Top Approval. Approval Camarilla/Anarch VSS Sabbat VSS Low Brujah Caitiff Gangrel Malkavian Nosferatu Toreador Tremere Ventrue Assamite Antitribu Brujah Antitribu Gangrel Antitribu (City/Country) Lasombra Malkavian Antitribu Nosferatu Antitribu Pander Toreador Antitribu Tzimisce Ventrue Antitribu Mid High Top Followers of Set Giovanni Assamite Daughter of Cacophony Ravnos Samedi Clan variants (such as Setite Warriors) True Brujah Baali Any others Giovanni Serpent of the Light Harbinger of Skulls Ravnos Antitribu Salubri Antitribu Samedi Clan Variants (such as Tzimisce Koldun) True Brujah Baali Tremere Antitribu Any others 1. Ghouls: PC Ghouls are the same approval level as their regnant. If a Ghoul changes regnants, their approval level changes with the base approval level of the new regnant. a. Changing Regnant prior to entering play: Mid Approval. Both Regnants must be PCs; Ghouls may not have had NPC Regnants prior to entering play. 2. Revenants: Revenant PC's are Low Approval in Sabbat VSSs and Top approval on Cam/Anarch VSSs. C. Blood Bonds 1. A character may have any number of one and two stage blood bonds. However, they may only have one three stage bond. When a three stage blood bond is achieved, all other bonds have no effect upon the thrall but still exist for purposes of determining future blood bonds. 2. When a bond breaks through the isolation process described in Laws of the Night, the bond is simply reduced by one stage. Through this same method, even first and second stage blood bonds can be lost. The thrall s number of permanent Willpower Traits cannot reduce the time requirement to less than two months. Note that time will not reduce any type of blood bond that a Tremere has to the Council of Seven, as described in the Clan Disadvantage. D. Diablerie 1. All diablerie that results in a lowering of Generation constitutes an increase in the Generation Background and must be reported to the High Approval Storyteller within one month. It must also be included in all reports to higher level Storytellers until the High Approval Storyteller Global Masquerade Addendum Shadowplay International Page 2

3 acknowledges it. Each instance of diablerie that increases Generation must be noted in the character's Experience Log. This information must include date of the diablerie, the name and Generation of the character diablerized, and the name and membership number of the player of that character, or the name and membership number of the Storyteller behind the NPC. Previous diableries are not grandfathered. 2. No XP are gained from Diablerie, nor does improving Generation increase the vampire s number of Willpower Traits. However, a successful Diablerie allows the vampire to gain one Generation Background Trait, at no cost, so long as the diablerie resulted in a lowering of Generation. E. Golconda 1. Achieving Golconda, or any step toward it, requires Global Approval. III. CLANS A. Assamite 1. The variant bloodline weaknesses described in Clanbook Assamite are not sanctioned. Instead, all Assamites use the standard disadvantages listed in Laws of the Night (Cam/Anarch Types) or Laws the Night Sabbat Guide (Sabbat Types). 2. Assamite Sorcerers and Viziers [Clanbook Assamite]: High Approval. 3. Characters whose concept includes membership in the Web of Knives use the normal creation rules. B. Caitiff/Pander 1. Caitiff and Pander characters may have no more than four (4) generation Traits applied to them at character creation. 2. Known Caitiff or Anarch Caitiff receive the additional Negative Status Trait Caitiff. 3. Caitiff/Pander pay in-clan costs for Basic Disciplines and out-of-clan costs for all other Disciplines. Though they have no clan Disciplines of their own, Caitiff/Pander select any three Disciplines at character creation for which they require no teacher. Disciplines selected are subject to the normal out-of-clan approval levels at the character s creation. The character s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Caitiff/Pander character's "default" Disciplines are Celerity, Potence, and Presence. C. Followers of Set 1. Children of Damballah [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat) 2. Daitya [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat) 3. Tlacique [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval (Sabbat) 4. Warrior Setites [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval (Sabbat) 5. Followers of Set, Children of Damballah, and Daitya use the standard rules for Followers of Set in Laws of the Night. D. Gargoyles 1. The ritual "At Our Command it Breathes" ceased use after the Tremere joined the Camarilla. Knowing or use of the ritual is Master Approval. 2. Gargoyles can embrace childer as normal Vampires. E. Giovanni 1. The one-trait wraith Retainer option for Giovanni uses the rules for Common Wraiths. For each additional Background Trait the Giovanni spends on a particular Retainer, add five XP to its character sheet (to a maximum of four additional Background Traits, or 20 XP). Retainers do not gain XP in the course of play. Because other PCs have no reasonable means of protecting themselves from such retainers, Storytellers will strictly limit their interactions in the Sanctioned game. F. Harbinger of Skulls 1. A Harbinger in his normal visage cannot initiate any Social Challenges except for the purpose of intimidation, although he may defend against Social Challenges normally. This does not apply to the usage of Disciplines. 2. A Harbinger uses the same wraith Retainer option as is specified in this addendum for the Giovanni. G. Lasombra Global Masquerade Addendum Shadowplay International Page 3

4 1. The Status Trait of Lasombra granted for being a member of this clan cannot be permanently removed but does not count in excess of the character's Status maximum. 2. Membership in Les Amis Noir (Friends of the Night) Top Approval, Lasombra Only. H. Malkavian 1. As noted in their Clan Advantage, Malkavian vampires are often able to instinctually identify one another. A Malkavian may engage an individual (once per night per individual) in a Mental Challenge (retest with Awareness) to determine if they are a Malkavian. However, it is impossible to determine if a vampire is a Malkavian while she is using powers that shield the mind (such as Mind Blank). 2. The Malkavian Madness Network cannot be used for any form of mental communication other than the Malkavian clan list, or via the powers Sybil s Tongue, Babble, and The Call. 3. Malkavian Time [Clanbook Malkavian]: Not sanctioned for use. I. Tremere 1. The Tremere Weakness is replaced with the following: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire s blood for a Tremere to become blood bound instead of the normal three the first drink counts as if the Tremere had taken two drinks. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace. 2. Rank: a. Starting a character with the rank of Apprentice of the 1 st through Apprentice of the 4 th : Low Approval b. Starting a character with the rank of Apprentice of the 5 th through Regent of the 4 th : Mid Approval c. Starting a character with the rank of Regent of the 5 th through Lord of the 4 th : High Approval d. Characters may not start with a rank above Lord of the 4 th. e. No rank should be assigned until the Storyteller examines the current in-game hierarchy to determine the need for another character of any particular rank. After character creation, ranks are subject to the whim of appropriately ranked player and non-player characters within the established hierarchy. f. All Tremere ranks are required to have in excess of seven direct reports before another of the same rank is created. 3. To portray a "rogue" concept or have been one in the characters history: High Approval 4. Membership in the Astors [Clanbook Tremere]: Top Approval. 5. The Path of Blood is the default Thaumaturgy path for all Tremere characters. 6. Membership in the Thorned Society is High Approval for Members of Clan Tremere and Top Approval for non-tremere. J. Tzmisce 1. The ability to purchase Lores does not extend to those that would require High or Top Approval. The ability to have Revenants as retainers does not cost additional Traits. 2. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use. K. Ventrue 1. Flavour text on Clanbook Ventrue p 49 aside, Ventrue cannot gain any special knowledge from tasting blood, except to determine whether or not it is blood allowed by their feeding restriction. IV. SECTS A. VSS 1. Each Venue Style Sheet (VSS) will have a Sect, either Sabbat or Camarilla/Anarch. When you create a character you also choose one of those types. 2. To portray a character in a VSS of a type other than your own: Low Approval. This approval must be part of your character record (as in, portrayed in X VSS on X date) and you obtain approval before the date of the game you wish to attend. If you do not have the approval before the date of the game, the character may not be portrayed 3. The Approvals for Cross-Sect play do not include conventions or feature games, both of which are High Approval for Camarilla or Sabbat PC Cross-Sect. 4. To belong to a Sect other than the one listed by your VSS Sect type: High Approval. Global Masquerade Addendum Shadowplay International Page 4

5 5. The Approval to permanently move from one VSS Sect type to another is the highest approval needed for the character in the new VSS Sect type. The player should detail all items that require higher than low approval in the new VSS Sect type and accept that some of all of these may not be appropriate for the new VSS Sect type. B. General 1. Concepts that include holding a Sect position with authority above a local level: Lowest level covering the authority jurisdiction. E.g.: a Cardinal has jurisdiction over multiple regions, therefore it would be Top Approval to portray a Cardinal. A Justicar has world-wide authority, and it would be therefore Global Approval to portray a Justicar. 2. For a character to have been (in their background) a member of the opposing VSS Type, such as a former Camarilla member who joined Sabbat: Mid Approval. This approval imparts no usable information about the previous Sect. V. TRAITS A. Abilities: 1. Lore: a. Free Lore Traits at character creation are allocated as follows: i. Fledglings: one free Lore Trait. Neonates: one free Trait each of Kindred, Sect, and Clan Lore. i Ancilla: two free Traits each of Kindred, Sect, and Clan Lore. iv. Elders: three free Traits each of Kindred, Sect, and Clan Lore. v. While Sabbat and other non-camarilla vampires do not use the same social class structure, the guidelines of generation and age should be used to determine what levels of Lore are allocated at character creation. b. Free Lore Traits may be awarded at a rate of one per month at discretion of the ST. B. Backgrounds 1. Generation a. Generation is an exception to the 5-Trait limit for Background Traits. b. Approval Levels: i. 8 th through 6 th Generation: High Approval. 5 th and lower Generation: Not sanctioned for PCs; Global Approval for NPCs. c. After character creation vampires may only acquire more Generation Traits through diablerie. d. Diablerie of Player Characters who have been in play for fewer than six months always fails in the 4 th phase (no Traits are gained). 2. Herd: Herd may be called upon each week, rather than each session. 3. Mentor: NPC Mentors may not teach Disciplines. 4. Military Force [Clanbook Brujah]: Not sanctioned. 5. Spirit Slaves [Clanbook Giovanni]: This Background has been modified in the sanctioned chronicle. Each level of this background represents a hold upon an additional Common Wraith, with a maximum of five wraiths so held. Disregard the option to obtain a more powerful wraith, instead of multiple weaker ones. C. Merits & Flaws 1. Animal Traits [Clanbook Gangrel]: All of the Animal Traits listed on Clanbook Gangrel p 58 are two Trait Merits for Gangrel (which count against their maximum number of Merit Traits). They can be taken during character creation, or purchased after the character gains a Negative Trait due to frenzy. No more than one such Trait can be taken at character creation. Once in play characters should only take such Traits after extreme cases of frenzy (Storyteller discretion). For taking an Animal Trait during character creation, the character begins with one of the Negative Traits from the Clan Disadvantage without any Free Trait benefits. Advantages gained from these Traits do not apply if the character uses a power that substantially transforms her body, such as Form of the Beast, Shape of the Beast's Wrath, or Mythic Form. Armour granted by Animal Traits will absorb the first wounds of the appropriate type inflicted in the session (calculated before the damage is reduced by any other power the character might have). 2. Attuned Taste [Clanbook Tremere]: Mid Approval. 3. Bound to the Council [Clanbook Tremere]: High Approval. 4. Consanguineous Resistance [Clanbook Giovanni]: High Approval. Global Masquerade Addendum Shadowplay International Page 5

6 5. Destiny: Not Sanctioned. 6. Double Betrayer [Clanbook Tremere]: High Approval. 7. Dynamic Personality [Clanbook Brujah]: High Approval. 8. Embraced Without the Cup [Clanbook Tremere]: High Approval. 9. False Reflection [Clanbook Nosferatu]: High Approval. 10. Flesh of the Corpse: This Flaw is worth only one Trait in the Sanctioned chronicle. 11. Infamous Sire a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval 12. Lizard Limbs [Clanbook Nosferatu]: The cost to re-grow a limb is the same as the cost to heal an aggravated wound, although it doesn t prevent the vampire from healing an actual aggravated wound during the same day. 13. Long Fingers [Clanbook Nosferatu]: The Dexterous Trait gained from this Merit may exceed the character s normal maximum. 14. Magic Resistance: The Traits granted by this Merit are an exception to the above rule that prohibits Merit-granted Traits from affecting challenges for supernatural powers. 15. Mistaken Identity: Resemblance with this Flaw to an actual player character requires permission of the player who portrays it (or the Storyteller responsible in the case of a NPC). 16. Oracular Ability: The retest granted by this merit cannot be used in supernatural challenges. 17. Paragon [Clanbook Ventrue]: High Approval. 18. Prestigious Sire a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval c. Possessing this merit grants you a patronage status from your Sire. This merit does not add to the overall cap of status your character may have. 19. Probationary Sect Member: Any Sect member, not just Elders, may treat the character as if she had only one Status Trait. Anytime a character joins a new Sect she gains this Flaw (with no benefits) for one year. Characters who started play with Probationary Sect Member (those benefiting from the additional Free Traits) do not lose the Flaw after this period. 20. Revenant Disciplines [Clanbook Tzimisce]: High Approval. 21. Sanguine Incongruity [Clanbook Giovanni]: High Approval. 22. Sleep Unseen [Clanbook Nosferatu]: High Approval. 23. Sympathetic Bond [Clanbook Malkavian]: High Approval. D. Virtues & Morality 1. When tied on Virtue tests where the character s current Traits are the same as the difficulty fo the challenge, the character loses ties. 2. Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of the provocation. 3. To stay awake during the day requires a Courage Test vs. three Traits at the beginning of each hour. If the Courage Test is lost, the player may choose to stay awake and gain a permanent Negative Trait (either Cowardly or Submissive) or fall asleep where they are. 4. A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs three Experience or Free Traits. a. Six months must pass between purchases of Morality Traits. b. Two months must pass between purchases of Virtue Traits. c. This limit does not apply during character creation. 5. Your Storyteller may remove a Virtue or Morality Trait once a month if she feels you are not playing the character's level of Morality appropriately. E.g.: Conrad has five Traits of Humanity and Conscience. In the last month, Conrad ate five babies. He succeeded each of his Morality Tests, but his Storyteller still has the option of removing a Morality Trait and a Conscience Virtue Trait to reflect Conrad's unrepentant ways. 6. Approval levels for Morality paths: a. All VSS Types - Clan-specific Paths from Laws of the Night for members of that Clan: Mid Approval b. Camarilla/Anarch Characters - Any Path of Enlightenment other than Humanity: High Approval c. Sabbat Characters - Any of the Paths of Enlightenment from Laws of the Night and Laws of the Night Sabbat Guide: Mid Approval Global Masquerade Addendum Shadowplay International Page 6

7 d. Sabbat Characters - Learn clan-specific paths if they are not a member of that clan: High Approval e. Path of Evil Revelations: High Approval f. Paths of Night, Alternate versions [Clanbook Lasombra] i. For Lasombra: Mid Approval For all others: High Approval g. Path of Sutekh [Clanbook Followers of Set]: i. For Followers of Set: Mid Approval For all others: Top Approval h. Road of the Beast [Faith and Fire]: Top Approval i. Road of Heaven [Faith and Fire]: Top Approval j. Road of Humanity [Faith and Fire]: Top Approval k. Road of Kings [Faith and Fire]: Top Approval l. Road of Sin [Faith and Fire]: Top Approval E. Willpower 1. Characters of 11 th Generation and higher start with 4 Willpower Traits. Characters of lower Generations start per Laws of the Night. 2. Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one turn in a combat situation. F. Camarilla Status 1. General a. Though it is considered incredibly offensive to ignore or show disrespect to those with more standing, it should be noted that a straight comparison of Status Traits is not always appropriate to every situation. For example, a prince is always considered to be the master of his or her own domain. b. Temporary Status Traits expended are regained at the end of the month. c. The Trait-lending system Laws of the Night assigns to Prestation is not used in the sanctioned chronicle. d. Status may not be bought during character Generation. e. Status granted by Sect position and Social Class may exceed the maximums applied to Patronage Status. Characters cannot receive Status from more than one Sect position and one social class at a time. f. Additional (in character) Status Guidelines can be found in the Protocol document. 2. Acknowledged a. Acknowledged is the first Status Trait that a Camarilla Kindred earns. It cannot be removed unless all other traits of Patronage and Social Class status have been removed. This does not preclude a Prince from revoking a Kindred s Hospitality within the Prince s Domain. b. All characters of Neonate, Ancilla, and Elder social classes begin play with this trait. c. This trait does not count towards Patronage status limits. d. Ghouls get the status trait Tolerated, they can have no other status traits, instead they are considered the property of their Regnant. While they may be able to speak in Kindred society their words and deeds are considered to be of their regnant, who reaps the punishments and rewards due their property. 3. Patronage Stats a. Patronage Status refers to those Traits not granted by Sect position or Social Class. b. Kindred from the seven Camarilla clans are limited to three such permanent Status Traits. c. Kindred from non-camarilla clans are limited to two such permanent status traits. d. Patronage Status must include from whom it was awarded (e.g. *Honorable* from Madame Colleen, the Prince of Springfield). 4. Social Class a. Camarilla characters are divided by society into social classes determined by a combination of their age and Generation. The classes are Fledgling, Neonate, Ancilla, and Elder. It is common knowledge what social class a character belongs to, based on their status traits. b. Fledglings are newly embraced Kindred who remain under the Tradition of Accounting of another Kindred, usually their Sire. They cannot hold city positions, and may not possess Global Masquerade Addendum Shadowplay International Page 7

8 any Patronage Status. They remain so until a Prince grants them the status trait Acknowledged. c. Neonates may be Kindred of any Generation that has been granted the Acknowledged status trait, but have been Acknowledged for less than 50 years. d. Ancillae are Kindred of 12th Generation or lower who have been Acknowledged for 50 years or more. i. They gain the new additional Status Trait Ancilla. It is High Approval for a member of 11th or 12th Generation of sufficient age to be considered an Ancilla. e. Elders are Kindred of 10th Generation or lower who have been Acknowledged for 300 years or more. i. Elders gain the new additional Status Traits of Elder, Established, and Venerated. It is High Approval for a member of 9th or 10th Generation of sufficient age to be considered an Elder, but they do not gain the Venerated status trait. f. Gaining either Ancilla or Elder social class after play begins requires all of the listed requirements, High Approval, and acceptance into the new social class by the Harpies of the Camarilla. g. Social class status may be lost if the character does not possess any traits of Patronage status. These traits may be later restored, and must be obtained before any traits of Patronage status are earned. h. A character may begin play with a lesser social class than that to which her age and Generation entitle her. 5. Using Status a. All changes in Status must occur in a public forum (such as the local court or a regional list). To affect those who are absent from a domain, or who are not members of a domain, an announcement must be made either over a public forum that extends outside the domain or via the Storyteller hierarchy. The ability of a prince or court officer (Primogen, Harpy, and all stations appointed by the prince) to grant or remove status can only affect Kindred physically present in the city, or those who have been in the city within the last 28 days. b. A character cannot use her Sect position to grant Status Traits to those of equal or greater standing. (e.g., if Julie has four Status Traits, she cannot give someone their fifth.) 6. Negative Status a. Any time a character can remove a Status Trait from a character, he may instead elect to award a Negative Status Trait. Similarly, any time a character can grant or restore a Status Trait, they can remove a Negative Status Trait instead. b. A character that possesses a Negative Status Trait is down one Trait in all comparisons of Status. A character can normally only possess one Negative Status Trait. Should another be gained, the earlier Trait is replaced with the new, and the character loses a permanent Status Trait. Examples of Negative Status Traits are Deceitful, Despised, Disreputable, Foolish, Hated, Ignorant, Incompetent, Powerless, and Reviled. c. In Camarilla society, known Caitiff are scorned and always possess the extra Negative Status Trait of Caitiff. This is the only exception to the rule preventing a Camarilla Sect character from having more than one Negative Status Trait. 7. Archons, Alastors, Astors and Justicars a. The Justicar may appoint (or create) Archons during the course of play. b. Portraying an Archon, Alastor, Red Alastor or having been one in a PC history: Top Approval c. The Justicars themselves are completely immune to the powers and authority of the domain stations, answering only to the Inner Circle of the Camarilla. They have four additional Status Traits granted by their position, though these Traits are not a standard set. (Thus, the most Status that an Elder Justicar could possess is eleven: Acknowledged, Elder, Established, Venerated, three additional Patronage Status Traits, and four for being a Justicar) Justicars are non-player characters created by the Master Storyteller Office. G. Sabbat Status 1. General Global Masquerade Addendum Shadowplay International Page 8

9 a. Temporary Status Traits expended are regained at the end of the month. Any extras accrued are lost at this time. This return also applies to the permanent Status Traits that cannot be permanently lost while the station is held (like those linked to currently-held Sect positions). 2. Status Maximums a. Sabbat vampires have a Status Trait maximum of eight, though Traits gained from one of a character s stations can exceed this maximum, as can Traits gained in recognition of having a high Morality rating. A vampire must have the Status Trait Initiated before it can have other Sabbat Status Traits. b. Path Traits are not added to Sabbat Status on a one-for-one basis. Sabbat characters instead receive the additional Status Trait(s): i. Devoted (for a rating of three) Devoted and Blessed (for a four) i Devoted, Blessed, and Enlightened (for a five). c. The benefit is only applied for characters on the Paths of Cathari, Caine, Death and the Soul, Feral Heart, Honorable Accord, Metamorphosis, Night (all versions), and Power and the Inner Voice. 3. Gaining Status a. A character s pack can grant her one new permanent Status Trait if each of them expends one temporary Status to that effect. 4. Negative Status a. The Sabbat makes use of a Negative Status Trait system similar to the one described under Camarilla Status. Sabbat can have up to two Negative Status Traits at the same time, but if they gain a third they remove the oldest Negative Status and one permanent Status Trait. 5. Black Hand & Inquisition a. Character member of the Black Hand: Mid Approval b. Character member of the Inquisition: Top Approval. c. Before this is approved, the character must have contact the ANST Masquerade for their affiliate and worked to ensure their character has the appropriate position and information to portray the concept. H. Ghouls 1. Creation a. Traits: Ghouls begin with 6/4/3 for their starting Traits, with a maximum of 10 Traits in each category. b. Disciplines: Ghouls start with 1 Basic Discipline, which can be Prowess or the first Basic of one of its Regnant s clan s physical Disciplines. c. Blood Traits: Ghouls have 10 Blood Traits of which up to 5 may be Kindred Blood. If a Ghoul has more than 3 Traits of Kindred Blood, it takes 1 point of lethal damage for each additional Trait of Blood. d. Backgrounds: Ghouls pay half price for their first 2 levels in the following Backgrounds: Allies, Contacts, Influence and Fame. (i.e. 1xp gets the first 2 levels of each of these Backgrounds for a Ghoul). e. Merits: Ghouls must pay 1.5 times the price for any Kindred Merit. 2. Maintenance: Each month a Ghoul must drink at least one Trait of Kindred Blood. Failure to do so will result in the Ghoul beginning to age at a steady but accelerated rate, reaching their true age after 12 months if Kindred Blood is not ingested during that time. VI. DISCIPLINES, RITUALS AND RITES A. Learning 1. Follow the rules in Laws of the Night p 133 for learning Disciplines. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. Characters may not teach out of-clan Disciplines. Non-Player Characters may not teach Disciplines. E.g.: a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters are further limited to teaching only powers that they possess. 2. Disciplines and powers from Laws of the Night: Anarch Guide are Top Approval for non- Anarch characters. Global Masquerade Addendum Shadowplay International Page 9

10 3. To teach Advanced Necromancy or Thaumaturgy, the teacher must have the Discipline inclan and must know two paths of the Discipline through the Advanced level. 4. Basic through Advanced levels in a Discipline path must be purchased in the order listed. Superior levels need not be purchased in order, so long as the character has a Discipline in the same path from the level just below the one she wishes to purchase. E.g.: a Master level is required before a character can purchase an Ascendant level of a Discipline path. 5. Out-of-clan Disciplines may be taken at character creation, but this must be justified in the character's background and approved by the Storyteller. This includes Disciplines purchased with XP granted by Membership Class. Advanced (or higher) Out-of-clan Disciplines may not be taken at character creation. The XP cost for out-of-clan Disciplines has been changed to 4 XP for Basic, 8 XP for Intermediate, 12 XP for Advanced, 16 XP for Elder, and 20 XP for Master. 6. Out-of-Clan Discipline Approval Requirements a. Low Approval: i. Animalism Auspex i Celerity iv. Dominate v. Fortitude vi. Obfuscate v Potence vi Presence b. Mid Approval: i. Dementation Protean (a) AUSTRALIA: High Approval. i After character creation for Sabbat members to learn any out-of clan Basic Discipline if the teacher is a member of the character's pack c. High Approval: i. Chimerstry Necromancy (Ash, Bone, and Sepulchre Paths) i Necromancy (Mortuus Path) (Harbinger of Skulls character) iv. Necromancy (Vitreous Path) (Nagaraja character) v. Obtenebration (Sabbat) vi. Serpentis v Thaumaturgical Countermagic (Tremere character) vi Thaumaturgy ix. Vicissitude (Sabbat) d. Top Approval: i. Dark Thaumaturgy Necromancy (Mortuus Path) (non-harbinger of Skulls character) i Necromancy (Vitreous Path) (non-nagaraja character) iv. Obeah v. Obtenebration (Cam/Anarch) vi. Thaumaturgical Countermagic (non-tremere character) v Valeren vi Vicissitude (Cam/Anarch) e. Master Approval i. Daimoinon Temporis i any Discipline not otherwise listed 7. In-Clan Thaumaturgy Approval Requirements Note Low Approval Tremere Koldunic Sorcerer Assamite Sorcerer Setite Sorcerer In-clan costs 4 th Discipline Replaces Celerity 4 th Discipline Out-of-Clan Costs In Clan costs Out-of-Clan Costs *Path of Blood *Elemental Mastery *Lure of Flames Path of Corruption Elemental Mastery Lure of Flames Elemental Mastery Path of Blood Lure of Flames Neptune s Might Hands of Destruction Movement of the Global Masquerade Addendum Shadowplay International Page 10

11 Mid Approval High Approval Movement of the Mind Neptune s Might Weather Control Path of Blood Weather Control Path of Mars Path of Blood Movement of the Mind Path of Father s Vengeance Any path not otherwise listed (from sanctioned source material) Mind Path of Mars Path of Conjuring Weather Control Biothaumaturgy, The Green Path, Mastery of the Mortal Shell, Path of Corruption (Non-Setite), Path of Shadowcrafting, Technomancy, Vine of Dionysus, Awakening of the Steel (Assamite only) Top Path of the Blood Curse, Path of Curses Approval Not The Focused Mind, Path of Levinbolt, Spirit Manipulation, Alchemy Sanctioned a. Characters may change their primary path of Thaumaturgy to another with High Approval or the approval level of the path, whichever is higher. 8. Ghouls a. Ghouls cannot learn any Discipline out-of-clan to their Regnant except for Prowess, unless they have the Learn Other Disciplines Merit. i. Ghouls may never learn the following Disciplines: Thaumaturgy (any), Necromancy (any), Daimonion, Thaumaturgical Countermagic, Obeah, Valeran. b. Ghouls may learn up to the following levels of Disciplines, dependent upon their Regnant s Generation: i. Generation 7 or older: Advanced. Generation 8-10: Intermediate. i Generation 11-13: Basic. B. Using Disciplines 1. A character cannot simultaneously use multiple powers that substantially transform the character s body. Such powers should be considered mutually exclusive, with the activation of one cancelling any other that is active. Powers such as Shape of the Beast, Horrid Form, Skin of the Adder, and Black Metamorphosis invoke this rule, but minor transformations like Eyes of the Beast or The Tongue of the Asp do not. 2. Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in the Discipline s description, which rarely includes weapon attacks. Be careful to note the difference between general combat bonuses (like Puissance), brawling attacks (such as Horrid Form), and even more specific attacks (like the bite bonus from The Skin of the Adder). C. Discipline Descriptions 1. Level Equivalence a. Six dot ( ) Disciplines equate to Elder Disciplines in the MET system. b. Seven dot ( ) Disciplines equate to Master Disciplines. c. Eight dot ( ) Disciplines equate to Ascendant Disciplines. 2. Animalism a. Quell the Beast: This power lasts for an hour or scene. b. Subsume the Spirit: The Negative Traits gained from using this Discipline are only cumulative to a maximum of five. Animals generally have between two and ten Health Levels, and between three and twelve Physical Traits, depending on size. c. Drawing out the Beast: i. A Beast lost through use of this power returns after 28 days, if not otherwise recovered. The Optional Rules [Clanbook Ravnos] for this power are not used in the Sanctioned Chronicle. d. Quell the Herd [Clanbook Gangrel]: Quell the Herd works on vampires, but requires a Willpower Trait to be spent (before the mob challenge is made). e. Song in the Dark [Clanbook Nosferatu]: Not Used. 3. Assamite Sorcery [Clanbook Assamite] a. For Sorcerer caste Assamite: Low Approval b. For any other: High Approval Global Masquerade Addendum Shadowplay International Page 11

12 c. Assamite Sorcery functions as described in Clanbook: Assamite. Its paths and rituals follow the same rules and approval levels as other Thaumaturgy. See In Clan Thaumaturgy for Assamite Sorcery paths. Assamite Sorcery versions of other Thaumaturgical paths and rituals may be taken at the appropriate approval level. d. Awakening of the Steel: available only to practitioners of Assamite Sorcery. 4. Auspex a. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle. i. Auspex and Obfuscate are opposing Disciplines. A character with the appropriate Auspex power active may attempt to accurately perceive characters or objects that have been rendered invisible or altered by use of Obfuscate. The character with the higher of Auspex or Obfuscate gets a number of bonus Traits equal to the difference between the two power levels. i To compare the Auspex vs. Obfuscate levels in a challenge, the player using Auspex announces her Auspex level. She states the level she has (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). The visual sign for this is counting numbers on fingers, one through six; one finger is for Basic, two is for Intermediate, three for Advanced, four for Elder, five for Master, and six fingers for Ascendant. The character under Obfuscate will give a verbal level or hold up fingers to show their level of Obfuscate. iv. The same process applies to Auspex vs. Chimerstry. b. Aura Perception: Characters using Aura Perception on an individual who is Possessed or otherwise under the control of another entity see the aura of the controlling entity only, not that of the host body. c. Psychic Projection: Characters in Psychic Projection are limited to using perceptionbased powers. Any powers that require a non-static challenge can only be used while the character has manifested his form. Projecting characters have no access to their bodies, which prevents the use of blood for any purpose. d. Psychic Assault [Camarilla Guide]: The third (kill) challenge for Psychic Assault is not used in Sanctioned play. A character can at most be put to the Torpor or Mortally Wounded health levels by this power. 5. Celerity a. Flower of Death [Camarilla Guide]: i. Other Celerity powers may be used while Flower of Death is active, but the costs for each must be paid normally. The cost for Flower of death must be paid each turn it is used. b. Projectile [Camarilla Guide]: Spend 1 Blood, and apply all celerity test benefits to Bows or thrown items (e.g. The Bomb, Win on Ties). The user does not lose access to these benefits. The attack does an additional level of damage. c. Stutter Step [Clanbook Brujah]: This is an Elder power. d. Quickness [Faith and Fire]: This is a Master power. 6. Chimerstry a. Chimerstry is meant to be a subtle and devious power. Please review the Section titled "What is Chimerstry" on Clanbook Ravnos p 61 for a guideline on how to use Chimerstry. Storytellers are encouraged to allow characters a mental test versus the Chimerstry users permanent mental Traits to disbelieve wild or blunt uses of this power. b. Ignis Fatuus and Fata Morgana: You do not need to defeat an opponent in a Social Challenge to activate these powers. Pay the cost listed and the illusion springs into life, visible by anyone present. If a character has a valid reason to disbelieve the illusion, they may attempt a Static Mental Challenge against the illusionist s permanent Social Traits. Success on this challenge allows the character to see through the illusion (or hear through it, smell through it, etc.). c. Horrid Reality: i. To use Horrid Reality, spend a point of willpower and target an illusion created by Fata Morgana or Apparition. For the remainder of the scene you may make a social challenge to cause the illusion to attack. If the challenge is successful the target takes a maximum of 2 points of aggravated damage, 3 points of lethal damage, or 4 points of bashing damage. Global Masquerade Addendum Shadowplay International Page 12

13 The type of damage inflicted by Horrid Reality depends on your illusion s mode of attack. An illusory pistol would cause lethal damage (or bashing to vampires) while fire summoned by an illusory Warlock would cause aggravated damage. i All of the challenges for Horrid Reality apply, regardless of the target's level of Auspex. Even a character who consciously realizes that your creation is illusory will be unable to disbelieve it completely enough to avoid taking damage. iv. Damage caused by Horrid Reality fades at the end of the scene. Chimerical damage can be reduced by powers like Fortitude and may be healed normally. This power cannot be used to create non-damaging effects like staking or grappling. d. Far Fatuus [Clanbook Ravnos]: Only Basic and Intermediate Chimerstry may be used through Far Fatuus. It is not possible to use powers like Horrid Reality with Far Fatuus. e. Shared Nightmare (aka Mass Reality) [Clanbook Ravnos]: As Horrid Reality but your illusion can affect up to 5 targets. E.g.: an illusory machine gun could spray bullets into a crowd or an illusory Warlock could throw a fire ball that engulfs several characters. When using Shared Nightmare test against the target character with the highest Social Traits. f. Occlusionis [Clanbook Ravnos]: i. To use Occlusionis target a character and make a social challenge. If successful you inflict a controlled version of the Synesthesia derangement on your victim confusing his senses. For the remainder of the scene your target loses ties on all actions and he must spend a willpower to target any character other than himself. Alternately you may choose to use a diluted version of this power on every character in your line of sight. If you choose this option make a static social challenge with a difficulty equal to the number of targets your power will affect. If successful all targets gain the Synesthesia derangement and lose ties on any perception related challenge as long as they remain in your presence. 7. Daimoinon [Storytellers Guide] a. Fear the Void Below: i. The difficulty of the Courage Test caused by this Discipline is equal to twice the number of Traits risked in the preceding Sense the Sin challenge. If the target of this power is attacked the effects of the power end immediately, until the target is not being attacked anymore, in which case the effects of the power return. b. Psychomachia: The difficulty of the Courage Test caused by this Discipline is twice the number of Traits risked in the preceding Sense the Sin challenge. The nightmare construct created is a match or near match for the character in every way, taking into account powers and equipment the character has available to them. c. Condemnation: To clarify, the character does not permanently expend Traits to use this Discipline. Instead, Traits used to reduce those of his victim are unavailable to the character in any way until he chooses to end the curse or the victim dies. This means the Traits cannot be bid or expended, nor do they count in comparisons of Traits for ties, overbids, or other purposes. d. Concordance: Mechanics representing powers granted by this Discipline require Top Approval. This Discipline can be purchased multiple times. 8. Dementation a. Personal Scourge [Sabbat Guide]: i. This power cannot reduce a target past the Wounded health levels. The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it reduced by other Disciplines (excepting Aegis, which may be used). b. Sleep of Reason [Clanbook Malkavian]: This power cannot reduce a target below the Incapacitated health levels. 9. Dominate a. The limit of one retest mentioned in the description of Dominate refers only to the use of Willpower Traits. It does not prevent the target from using Abilities, overbids, etc. b. Mesmerism: Once triggered, the command from Mesmerism has a duration of no longer than a single scene. A victim may only have one Mesmerism implanted per mesmerist at any given time. c. Conditioning: When the Dominator uses this power on another, he may opt instead to perform a "Manchurian Candidate" conditioning. Instead of the normal Discipline effects, Global Masquerade Addendum Shadowplay International Page 13

14 the Domitor instead implants a standard Mesmerism command along with a specific trigger. When the trigger occurs, the target enters a fugue state and performs the implanted command immediately. Once they have completed the command, they awaken from the fugue with no memory of what occurred. This trigger can be used a number of times equal to half the permanent Willpower of the Domitor (rounded down). Until this keyword trigger is used, the Conditioned individual acts normally and is otherwise unaffected. Attempts to locate or remove this type of Conditioning can only be performed by a vampire with at least the same level or greater mastery of the Dominate Discipline. The effects do not disappear or fade over time and triggers may lay dormant for years or decades. d. Possession: Partially Awakened mortals, such as ghouls or mortals with Numina, may be targets of Possession. While possessing such mortals, the vampire may only access powers inherent to the physical form, such as Celerity, Fortitude and Potence, but not other supernatural powers possessed by the mortal in question. The vampire uses the blood pool and maximum expenditures per turn of her host. If a character assumes another shape before possessing, the special powers granted do not transfer with her into the possessed body. This includes such things as the bonus Mental Traits from Shape of the Beast, the Dominate/Presence immunity from Felis Negrum, and the darkness immunity granted by The Form of the Cobra. e. Oberon s Grail [Clanbook Tremere]: i. This is an Elder level Discipline, not Master level. Only vampires who possess Oberon s Grail can restore memories lost to Oberon s Grail. In that case, the memories can be restored using the rules outlined under Forgetful Mind. f. Still the Mortal Flesh [Camarilla Guide]: The duration of this Discipline is the user's permanent Willpower Traits in turns. g. Far Mastery [Camarilla Guide]: Note that this Discipline replaces the need for eye contact, but not the need for the target to hear your voice. 10. Fortitude a. Intermediate and above: Damage is downgraded on win.. b. Aegis: The invocation of Aegis requires spending permanent Willpower or permanent Stamina-based Traits. Only Physical Traits that are Stamina-based may be spent on Aegis. Stamina and Willpower Traits expended to power Aegis must be available to bid or expend. Invoking Aegis does not prevent a successful staking of the character, unless the power is invoked before either of the staking tests are performed. c. Personal Armor [Camarilla Guide]: Damage caused to unarmed attackers by Personal Armor is always bashing, regardless of the type of damage caused by the attack. Attackers do not suffer the inability to use limbs when they take damage due to Personal Armor. Personal Armor is effective against natural weaponry such as Wolf Claws and Serpents Tongue. The natural weaponry breaks and must be reactivated if the test is successful. If there is no activation cost associated with the weaponry, such as Horrid Forms bone protrusions, the damage from Personal Armor must be healed before that particular part of the transformation power can inflict its additional damage. d. Shared Strength [Camarilla Guide]: Shared strength only has the option of sharing Basic through Advanced Fortitude. No Elder, Master, Ascendant, or Combination powers may be transferred though this power. 11. Gargoyle Flight [Camarilla Guide] a. Flight Manoeuvres: A character cannot perform a Flight Manoeuvre such as Slam, Pounce, or Swoop in addition to another Flight attack during the same turn. 12. Koldunic Sorcery [Clanbook Tzimisce] a. Possession of Koldunic Sorcery (such as the Path of Sorrows): The Ways or Way of Sorrow are not used. Koldunic Sorcerers use a variation of Thaumaturgy that is incompatible with any other version (such as Setite or Assamite Sorcery). 13. Mytherceria [Sabbat Guide] a. Riddle Phantastique: A character under the effects of this Discipline will temporarily snap out of the trance if he enters imminent danger (such as an attack on himself or the rising of the sun for a vampire). He may then take whatever actions are necessary to Global Masquerade Addendum Shadowplay International Page 14

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