II. INTRODUCTION These rules, when used for Sanctioned play, are to be applied without change, deviation, alteration or addition by any member.

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1 CAMARILLA ADDENDUM: MIND S EYE THEATRE: MASQUERADE Effective Date: 01 June 2010 Last Updated: 14 March 2010 This addendum is organized into the following sections: I. BOOKS: A listing of books specifically sanctioned for this venue. II. INTRODUCTION: Overview of the venue and Venue Style Sheets. III. CHARACTER CREATION: Rules for Masquerade character creation and character types. IV. TRAITS: Rules pertaining to the various character traits available. V. DISCIPLINES: Rules pertaining to vampiric disciplines, rituals, combination powers and ritae. VI. 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: Top Approval. 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 Global Camarilla Requiem Addendum Page 1

2 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, p 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 Concepts that include holding a sect position with authority above the Regional level: Top Approval i 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 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. Global Camarilla Requiem Addendum Page 2

3 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. 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. c. Older Vampires will be expected to have purchased an appropriate number of Lores, outdated abilities, and possess appropriately archaic tendencies. 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. 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: d. Further rules for Generation are found under Backgrounds. Global Camarilla Requiem Addendum Page 3

4 Member Class Generation Traits Experience Award Maximum Age C. 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. 1. Camarilla/Anarch VSS a. Low Approval: i. Brujah Caitiff i Gangrel iv. Malkavian v. Nosferatu vi. Toreador v Tremere vi Ventrue b. Mid Approval: i. Followers of Set Giovanni c. High Approval: i. Assamite Daughter of Cacophony i Gargoyle iv. Ravnos v. Samedi vi. Clan variants (such as Setite Warriors) 2. Independent VSS a. Low Approval: i. Brujah Caitiff i Followers of Set iv. Gangrel v. Giovanni vi. Malkavian v Nosferatu vi Toreador ix. Tremere x. Ventrue b. High Approval: Global Camarilla Requiem Addendum Page 4

5 i. Assamite Daughter of Cacophony i Gargoyle iv. Ravnos v. Samedi vi. Clan variants (such as Setite Warriors) 3. Sabbat VSS a. Low Approval: i. Assamite Antitribu Brujah Antitribu i Gangrel Antitribu (City/Country) iv. Lasombra v. Malkavian Antitribu vi. Nosferatu Antitribu v Pander vi Toreador Antitribu ix. Tzimisce x. Ventrue Antitribu b. Mid Approval: i. Salubri Antitribu Giovanni i Serpent of the Light c. High Approval: i. Harbinger of Skulls Kiasyd i Ravnos Antitribu iv. Samedi v. Clan Variants (such as Tzimisce Koldun) 4. Ghouls a. PC Ghouls are the same approval level as their regnant. If a Ghoul changes regnants, their approval level changes with the new regnant. 5. Revenants a. Revenant PC's are Low Approval in Sabbat VSSs, High approval in Independent VSSs, and Top approval on Cam/Anarch VSSs. D. Character Sheet Systems 1. Experience Traits a. The maximum number of Experience Traits that a player character can earn in a month is six (6). Experience Traits gained for MC are an exception, as are the Experience Traits granted from the Character Questionnaire. b. Experience Trait expenditures after character creation take a minimum of one week to implement, though the Storyteller can require a longer periods. c. Overcap: A character may benefit from up to ten (10) over-cap experience per calendar year. All over-cap Experience Traits are must be recorded in the database (low approval after being awarded from a feature game, regional, national, or global convention) and must be noted in the characters experience log. Over Cap for feature games is 1, regional events and trade shows is 2, and national/global events is Character Sanctioning and Records a. All characters must be approved by the player's Low Approval Storyteller. A copy should be kept up to date and on file with that Storyteller. Low Approval Storytellers register their characters with their Mid Approval Storyteller. b. A complete character record should include a character sheet, the character's Experience Trait log, and records/verification of any special approvals made on the character. c. An Experience Trait log will detail how starting Traits (including Free Traits) were spent at character creation, and how Experience Traits earned after were spent. It will also list games attended and the Experience Traits gained for each game. Dates should be noted Global Camarilla Requiem Addendum Page 5

6 for each entry in the Experience Trait log. If there is uncertainty over a discrepancy between what is on the player's character sheet and the copy kept in the Storyteller's records, the copy in the Storyteller s records will be considered accurate. 3. Character Retirement a. Since a player is limited to a specific number of characters, they will sometimes wish to retire a character from play to allow them to utilize the slot on a new character. b. Retired characters are considered dead for all intents and purposes, and cannot be returned to play at a later date. 4. Longevity a. When a character leaves play for any reason other than a disciplinary action, the player receives two (2) Experience Traits for every month the retired/deceased character was in play to be applied to the character created to replace it. Once a player takes Longevity from a character, that character cannot be returned to play for any reason. 5. Non-Player Character Limitations a. The creation process of non-player characters is limited in the same manner as it is for player characters, except that Experience Traits may be added to reflect the length of the chronicle (5 XP per month). NPC's are still subject to normal approval levels. Low Approval ST's may add 50 XP to their NPC's during character creation. Mid may add 100 Experience Points. High may add 200 Experience Points. Top Approval ST's have no restriction on NPC Experience Points. i. Non-Vampire, Human, or Ghoul NPCs such as Fomori, Autumn People, Werewolves, Non-Common Wraiths, or Hit-Marks: Top Approval. b. Certain non-player characters should remain the sole province of Global Storytellers; specifically unique non-player characters from the source material (Caine, Gaia, the First Ronin, High King David, Charon, Voormas, etc.), and very powerful non-player characters (Methuselah vampires, Justicars, Ferrymen, Malfeans, Celestian Spirits, Changeling Kings and Queens, Garou Legends, Archmasters and Oracles, world leaders/politicians, etc.) c. Use good judgment and when in doubt consult with your National Storyteller to see which non-player characters are appropriate for use. d. Wraith NPCs must be created according to the Common Wraith rules. IV. TRAITS A. General 1. The Camarilla's Sanctioned games make use of the special rules for Abilities and Backgrounds in Dark Epics, pp Any Ability, Background, power, etc. that requires the creation of new rules mechanics or translation of tabletop rules into MET format: Global Approval a. Once this Approval is obtained, it requires Top Approval for another to learn the item in question from your character. b. Example: A Giovanni creates a new Necromancy Ritual. This Ritual requires Global Approval to enter play, and it requires Top Approval for another Necromancer to learn this Ritual from a Necromancer who possesses it. 3. It is Top Approval to take a trait or merit from a clanbook for members not of that clan. Disciplines retain their normal approval level. B. Recovering Traits 1. Temporary Attribute and Ability Traits are recovered at the beginning of the day after the end of the session. Blood is regained as described in Laws of the Night Revised. 2. Willpower Traits are recovered naturally at a rate of one per week. C. Abilities 1. To take a (normally Low Approval) Ability Trait from a Sanctioned MET source book that is not part of the character's home VSS Type: Mid Approval 2. Abilities Affected by the Addendum: These Ability descriptions, and those in Dark Epics, override any found in other venue sourcebooks: a. Linguistics: Linguistics is a single Ability, which allows a character to know languages other then her native tongue. One Trait gives the character one additional language; two Global Camarilla Requiem Addendum Page 6

7 Traits gives two, three Traits gives four, four Traits gives eight, and five Traits gives the character 16 additional languages. While most PCs are capped at five traits of an Ability, those PCs with six Traits of Linguistics know 24 additional languages, while those with seven Traits know 32 additional languages. b. Lore i. Characters receive Kindred Lore and the first level of their Sect Lore (if any) and Clan/Bloodline Lore for free. Characters receive a number of free traits in Lores equal to the number of Generation traits they receive free for their Member Class. These free Lores cannot be spent for Lores specific to a non-vampire genre or for Lores above. i Lore : Mid Approval iv. Lore : High Approval v. Learning a Lore that is specific to a special approval character type, organization, etc. (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. D. Clans 1. Assamite a. Assamite Sorcerers and Viziers [Clanbook Assamite]: High Approval. b. Characters whose concept includes membership in the Web of Knives use the normal creation rules. 2. Caitiff a. The maximum number of Generation Background Traits a Caitiff may take is two less than the player is normally allowed (see Membership Benefits, above). Example: the maximum number of Traits that can be taken by a MC 9 member is three. b. Known Caitiff receive the additional Negative Status Trait Caitiff. c. Caitiff only pay one Experience Trait more than normal in-clan costs for each Discipline power they learn. Though they have no clan Disciplines of their own, Caitiff select any three Disciplines at character creation for which they require no teacher. Disciplines selected are subject to the normal out-of-clan approval levels at the character s creation. The character s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Caitiff's "default" Disciplines are Celerity, Potence, and Presence. 3. Followers of Set a. Children of Damballah [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat) b. Daitya [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat) c. Tlacique [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval (Sabbat) d. Warrior Setites [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval (Sabbat) e. Followers of Set, Children of Damballah, and Daitya use the standard rules for Followers of Set in Laws of the Night. 4. Giovanni a. The one-trait wraith Retainer option for Giovanni uses the rules for Common Wraiths. For each additional Background Trait the Giovanni spends on a particular Retainer, add five Experience Traits to its character sheet (to a maximum of four additional Background Traits, or 20 Experience Traits). Retainers do not gain Experience Traits in the course of play. Because other PCs have no reasonable means of protecting themselves from such retainers, Storytellers will strictly limit their interactions in the Sanctioned game. 5. Harbinger of Skulls a. A Harbinger in his normal visage cannot initiate any Social Challenges except for the purpose of intimidation, although he may defend against Social Challenges normally. This does not apply to the usage of Necromancy. 6. Lasombra a. 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. Global Camarilla Requiem Addendum Page 7

8 7. Malkavian a. 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). b. The Malkavian Madness Network cannot be used for any form of mental communication. c. Malkavian Time [Clanbook Malkavian]: Not sanctioned for use. 8. Pander a. The maximum number of Generation Background Traits a Pander may take is two less than the player is normally allowed (see Membership Benefits, above). Example: the maximum number of Traits that can be taken by a MC 9 member is three. b. Panders only pay one Experience Trait more than normal in-clan costs for each Discipline power they learn. Though they have no clan Disciplines of their own, Panders select any three Disciplines at character creation for which they require no teacher. Disciplines selected are subject to the normal out-of-clan approval levels at the character s creation. The character s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Pander's "default" Disciplines are Celerity, Potence, and Presence. 9. Salubri a. Instead of two free Traits of the Generation Background, Salubri receive two free Traits in any Vampire Background (except Generation) of their choice. This does not replace the necessary approval for any specific Background. 10. Tremere a. Rank: i. Starting a character with the rank of Apprentice of the 1 st through Apprentice of the 4 th : Low Approval Starting a character with the rank of Apprentice of the 5 th through Regent of the 4 th : Mid Approval i Starting a character with the rank of Regent of the 5 th through Lord of the 4 th : High Approval iv. Characters may not start with a rank above Lord of the 4 th. v. No rank should be assigned until the Storyteller examines the current in-game hierarchy to determine the need for another character of any particular rank. After character creation, ranks are subject to the whim of appropriately ranked player and non-player characters within the established hierarchy. vi. All Tremere ranks are required to have in excess of seven direct reports before another of the same rank is created. b. Tremere who take part in the Vaulderie immediately gain the Infertile Vitae and Thin Blooded Flaws. They gain no Free Traits for these Flaws. Every day after the Vaulderie, the player must win a Physical Challenge against 30 Traits. The Survival Ability and Willpower may be used for retests. Any time the player loses the test the character permanently loses three Physical Traits, which can never be regained. When the character has no Physical Traits remaining, they immediately combust, and suffer Final Death. c. To portray a "rogue" concept or have been one in the characters history: High Approval d. Membership in the Astors [Clanbook Tremere]: High Approval (Top Notification) e. The Path of Blood is the default Thaumatury path for all Tremere characters. 11. Tzmisce a. The ability to purchase Lores does not extend to those that would require High or Top Approval. The ability to have Revenants as retainers does not cost additional Traits. b. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use. E. Backgrounds 1. General a. Any Background or power that duplicates and item or power requires the same approval level as the duplicated item or power. Global Camarilla Requiem Addendum Page 8

9 b. If a character gains a Background during play (keeping it more than a month), Experience Traits must be spent to pay for it. If a character loses a Background (or levels of) during play, those lost levels are held in reserve in case the character should later reacquire or develop more levels of that Background during play. Influences do not follow this restriction. c. Unless otherwise noted, each Background is limited to five Traits, although Backgrounds representing singular things, such as items, individual Companions or Retainers, etc, are limited to five Traits each. Influences do not follow this restriction. 2. Fame a. : High Approval b. : Top Approval 3. Generation a. After character creation vampires may only acquire more Generation Traits through diablerie. None of the optional rules found under the Generation chart in Laws of the Night: Revised are used in the Sanctioned Chronicle. b. Diablerie of NPCs always fails in the 4 th phase (no traits are gained). c. 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). 4. Herd a. Herd may be called upon each week, rather than each session. 5. Influences a. Use the rules in Dark Epics (p 54) for additional Influence endeavors, and the rules in Laws of the Night: Camarilla Guide for standard Influence endeavors at levels six through ten. b. Military and Espionage Influences are not used in the Sanctioned Chronicle. c. Characters may not purchase more than five levels of any given Influence at character creation, although levels may rise as high as level ten through the course of play. d. Influence category above 5: Mid Approval e. Influence category above 7: High Approval f. Each Influence category within a Region should not have more than one character with level ten, two characters with level nine, and three characters with level eight. This total is inclusive of all VSS Types within the Region. Thus, in a Region that offers Cam/Anarch, Sabbat, and Independant, one could find a Ventrue with Political 10, a Lasombra with Finance 10, and a Pander with Occult 10, and no other character in this Region, in any VSS Type, possess ten levels of the Political, Finance, or Occult Influences. g. For the Camarilla's Sanctioned games, characters may use a number of actions each month (not session) equal to his or her Influence level. No more than twenty actions can be spent towards a single endeavor in any given month, including all actions spent for modifications. Players should register actions with their local Storyteller who will moderate their interaction with other Influences if necessary. h. The example given in Dark Epics for Attack contradicts the system described. Banked Growth actions are lost if the Attack is successful. Ignore the example that allows the Attacked player to spend Banked actions as the result of a successful Attack. i. Please see the Masquerade Influence Guide for more information. j. Items obtained through the Occult Influence have no mechanical effects nor can be Ritual created items (Warded items, etc). 6. Mentor a. NPC Mentors may not teach Disciplines. 7. Military Force [Clanbook Brujah] a. This background is not used in the Sanctioned Chronicle. 8. Retainers a. Each of a vampire s Retainers dedicated to increasing her Influences maximum increases it by three levels rather than just one level. They may have an unlimited number of such retainers. b. If a character sheet is needed for a Retainer, create it with Attributes, five Ability Traits, three Humanity Traits, and 1 Willpower Trait. For each additional Background Trait Global Camarilla Requiem Addendum Page 9

10 spent on a particular Retainer, add five Experience Traits to its character sheet (to a maximum of four additional Background Traits, or twenty Experience Traits). c. Retainers may take Derangements and Negative Traits to gain up to five Free Traits, but may not have Merits, Flaws, or Backgrounds (including Influence). d. The Retainer's character sheet cannot have anything on it that requires approval above Low Approval e. Retainers do not gain Experience Traits in the course of play. Retainers may be humans or Ghouls (or Common Wraiths where allowed) for no additional cost. These Retainers do not need to purchase the Merits typically required to be Ghouls (or Wraiths). 9. Spirit Slaves [Clanbook Giovanni] a. This Background has been modified in the Sanctioned Chronicle. Each level of this background represents a hold upon an additional Common Wraith, with a maximum of five wraiths so held. Disregard the option to obtain a more powerful wraith, instead of multiple weaker ones. F. Merits & Flaws 1. General a. Vampire characters may take merits from either Laws of the Night Camarilla Guide or Laws of the Night Sabbat Guide at Low Approval. b. A character cannot possess more than seven Traits of Merits nor take Free Traits from more than seven Traits of Flaws. Example: a vampire could take both Disease Carrier and Thin Blood as flaws, but would only gain seven (not eight) Traits for doing so. If a Merit or Flaw is no longer applicable to the character, the Storyteller should assign an appropriate number of Merit or Flaw Traits as replacements. This also applies if the Storyteller feels that the Merit or Flaw is being abused or ignored. These limitations may be surpassed with Top Approval. c. Players may not choose Flaws that describe qualities already inherent to the character, such as a Lasombra antitribu taking the Dark Secret Flaw: "true clan" while pretending to be a Brujah. d. If the description and/or cost of a Merit or Flaw differs between this source and the Mind's Eye Theatre source book, use what is listed in this supplement. e. Merits and Flaws like Spirit Mentor and Haunted use the rules for Common Wraiths. f. Traits gained from merits may not be used in supernatural challenges. 2. Ability Aptitude [1 Trait Merit] a. You have a natural affinity for a particular (but not combat related) Ability. You are up 2 Traits on all tests directly related to that Ability only (not with powers that would use the Ability for a retest). This bonus only applies to a single Ability (for those that require a specific focus such as Performance or Science). 3. Ambidextrous [1 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. In addition, you do not need to have the prerequisite number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a shield) in combat. 4. Animal Traits [Clanbook Gangrel] 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). They can be taken during character creation, or purchased after the character gains a Negative Trait due to frenzy. No more than one such Trait can be taken at character creation. Once in play characters should only take such Traits after extreme cases of frenzy (Storyteller discretion). For taking an Animal Trait during character creation, the character begins with one of the Negative Traits from the Clan Disadvantage without any Free Trait benefits. Advantages gained from these Traits do not apply if the character uses a power that substantially transforms the her body, such as Form of the Beast, Shape of the Beast's Wrath, or Mythic Form. Armor granted by Animal Traits will absorb the first wounds of the appropriate type inflicted in the session (calculated before the damage is reduced by any other power the character might have). 5. Attuned Taste [Clanbook Tremere] Global Camarilla Requiem Addendum Page 10

11 a. Mid Approval. 6. Bound to the Council [Clanbook Tremere] a. High Approval. 7. Consanguineous Resistance [Clanbook Giovanni] a. High Approval. 8. Deadened Nerves [Clanbook Malkavian] a. High Approval. 9. Destiny a. This Merit is not used in the Sanctioned Chronicle. 10. Double Betrayer [Clanbook Tremere] a. High Approval. 11. Dynamic Personality [Clanbook Brujah] a. High Approval. 12. Embraced Without the Cup [Clanbook Tremere] a. High Approval. 13. False Reflection [Clanbook Nosferatu] a. High Approval. 14. Flesh of the Corpse a. This Flaw is worth only one Trait in the Sanctioned chronicle. 15. Infamous Sire a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval 16. Iron Will [3 Trait Merit] a. This Merit gives the character a free retest when attempting to resist Dominate and Dementation, or when fending off other mind-influencing powers. You get three bonus Traits against magic or Thaumaturgy that both influences your mind and requires a Mental Challenge. 17. Lizard Limbs [Clanbook Nosferatu] a. 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. 18. Long Fingers [Clanbook Nosferatu] a. The Dexterous Trait gained from this Merit may exceed the character s normal maximum, but it is not usable in combat. 19. Luck/Lucky [3 Trait Merit] a. The character gets a free retest once per session on any non-combat challenge. 20. Magic Resistance [2 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. 21. Mistaken Identity [1 Trait Flaw] a. 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). 22. Natural Linguist [2 Trait Merit] a. You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice the number of languages that your level of the Linguistics Ability would normally allow. 23. Nine Lives a. This Merit is not used in the Sanctioned Chronicle. 24. Paragon [Clanbook Ventrue] a. High Approval. 25. Prestigious Sire a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval 26. Probationary Sect Member Global Camarilla Requiem Addendum Page 11

12 a. 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. 27. Proxy Kissed [Clanbook Giovanni] a. High Approval. 28. Quiet Heart a. This Merit is not used in the Sanctioned Chronicle. 29. Revenant Disciplines [Clanbook Tzimisce] a. High Approval. 30. Sanguine Incongruity [Clanbook Giovanni] a. High Approval. 31. Sleep Unseen [Clanbook Nosferatu] a. High Approval. 32. Supernatural Ally [3 Trait Merit] a. You maintain a secret relationship with another supernatural creature, maybe even a Type from another venue. Sometimes you must go to some lengths to maintain your friendship with this creature, and to keep your relationship secret. In return, he will sometimes perform small favors for you. This ally is not your retainer. It is created and controlled entirely by the Storyteller. b. Non-vampire Supernatural Allies are Top Approval. 33. Sympathetic Bond [Clanbook Malkavian] a. High Approval. 34. True Faith a. This Merit is not used in the Sanctioned Chronicle. 35. Unbondable a. This Merit is not used in the Sanctioned Chronicle. G. Virtues & Morality 1. Characters compare current Traits on all Virtue tests, but they lose ties on them. Thus if he currently has the same number of Traits as the difficulty of the Test, the character loses the Virtue Test. If a character relents to a Virtue Test of Self-Control, Instinct, or Courage, they do not lose any Traits or gain any Negative Traits. 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. For example, 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 Revised 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 the Paths of Enlightenment from Laws of the Night Revised and Laws of the Night Sabbat Guide: Mid Approval d. Sabbat Characters - Learn clan-specific paths if they are not a member of that clan: High Approval Global Camarilla Requiem Addendum Page 12

13 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 H. Other Traits 1. Use of Willpower Traits a. Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one turn in a combat situation. b. Most Mind's Eye Theatre source books list different ways to use Willpower Traits. Rather than list them all out, we will instead list what source book uses are not allowed or are altered for the Camarilla's Sanctioned chronicle. c. When spending a Willpower Trait to replenish all lost Traits in a category (Physical, Social, or Mental), each given category may only be replenished once in any game session. d. Expending a Willpower Trait grants a retest to defend against another character's Mental or Social challenge, rather than negating the challenge. This will not work against Mental vs. Physical challenges, or challenges caused by the Willpower spender. e. Willpower may not be used to automatically succeed in Static Challenges or Simple Tests. 2. Generation Maximum and Willpower Traits a. The Generation Maximum Willpower rating for all Kindred of eleventh (and weaker) Generation is 10. Disregard the limitations of 6 or 8 as found in Laws of the Night, p 95. V. DISCIPLINES A. Learning 1. Follow the rules in Laws of the Night page 133 for learning Disciplines. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. Characters may not teach out of-clan Disciplines. Non-Player Characters may not teach Disciplines. For example, a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters are further limited to teaching only powers that they possess. 2. To teach Advanced Necromancy or Thaumaturgy, the teacher must be eighth (or more potent) Generation, have the Discipline in-clan, and must know two paths of the Discipline through the Advanced level. 3. Basic through Advanced levels in a Discipline path must be purchased in the order listed. Superior levels need not be purchased in order, so long as the character has a Discipline in the same path from the level just below the one she wishes to purchase. For example, a Master level is required before a character can purchase an Ascendant level of a Discipline path. 4. Out-of-clan Disciplines may be taken at character creation, but this must be justified in the character's background and approved by the Storyteller. This includes Disciplines purchased with Experience Traits granted by Membership Class. Advanced (or higher) Out-of-clan Disciplines may not be taken at character creation. The Experience Traits cost for out-of-clan Disciplines has been changed to 4 Experience Traits for Basic, 8 Experience Traits for Intermediate, 12 Experience Traits for Advanced, 16 Experience Traits for Elder, and 20 Experience Traits for Master. 5. Out-of-Clan Discipline Approval Requirements a. Low Approval: Global Camarilla Requiem Addendum Page 13

14 i. Animalism Auspex i Celerity iv. Dominate v. Fortitude vi. Obfuscate v Potence vi Presence b. Mid Approval: i. Dementation 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. Protean v Serpentis vi Thaumaturgical Countermagic (Tremere character) ix. Thaumaturgy x. Vicissitude (Sabbat) d. Top Approval: i. Daimoinon Dark Thaumaturgy i Necromancy (Mortuus Path) (non-harbinger of Skulls character) iv. Necromancy (Vitreous Path) (non-nagaraja character) v. Obtenebration (Cam/Anarch) vi. Temporis v Thaumaturgical Countermagic (non-tremere character) vi Vicissitude (Cam/Anarch) ix. any Discipline not otherwise listed 6. In-Clan Thaumaturgy Approval Requirements a. Low Approval: i. Elemental Mastery (Cam/Anarch only, not available to Sabbat) Hands of Destruction (Sabbat only, not available to Cam/Anarch) i Lure of Flame iv. Movement of the Mind v. Neptune s Might (Cam/Anarch only, not available to Sabbat) vi. Path of Blood (a) this is the default path for all Tremere characters. v Path of the Father s Vengeance (Sabbat only, not available to Cam/Anarch) vi Path of Mars (Sabbat only, not available to Cam/Anarch) ix. Weather Control (Cam/Anarch only, not available to Sabbat) b. Mid Approval: i. any Path not otherwise listed c. High Approval: i. Biothaumaturgy The Green Path i Mastery of the Mortal Shell iv. Path of the Blood's Curse v. Path of Corruption vi. Path of Curses v Path of Shadowcrafting vi Path of Technomancy Global Camarilla Requiem Addendum Page 14

15 ix. Path of the Vine of Dionysus d. Not used in the Sanctioned Chronicle: i. The Focused Mind Path of Levinbolt i Spirit Manipulation e. Characters may change their primary path of Thaumaturgy to another with High Approval or the approval level of the path, whichever is higher. B. Using Disciplines 1. A character cannot simultaneously use multiple powers that substantially transform the character s body. Such powers should be considered mutually exclusive, with the activation of one canceling 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]: High Approval. 3. Assamite Sorcery [Clanbook Assamite] a. For Amr caste Assamite: Low Approval b. For any other: High Approval c. Assamite Sorcery uses the same rules and approval levels as Thaumaturgy. The primary path for Assamite Sorcery is Lure of Flames (instead of Path of Blood).. d. Awakenign of Steel: i. For practitioners of Assamite Sorcery: High Approval. Not available to characters practicing other versions of Thaumatury. 4. Auspex a. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle. i. Auspex and Obfuscate are opposing Disciplines. The examples listed under Auspex and Obfuscate in Laws of the Night conflict. Do not use the listed system of bonus Traits. Instead, players compare their Discipline levels. Precise powers (Heightened Senses, Aura Perception) do not matter, only the Discipline levels matter for this comparison (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). Global Camarilla Requiem Addendum Page 15

16 Note that this only comes into effect for purposes of concealment, or of piercing concealment. A character with the appropriate Auspex power active may attempt to accurately perceive characters or objects that have been rendered invisible or altered by use of Obfuscate. If the Auspex level is higher than the Obfuscate level, the Auspex user wins without a test. If it is lower, the Auspex user loses without a test. Only if the two Disciplines are of the same level is the standard challenge actually performed. To compare the Auspex vs. Obfuscate levels in a challenge, the player using Auspex announces her Auspex level. She states the level she has (Basic, 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. 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: 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. Alacrity: i. Alacrity does not grant an additional action, it simply allows the user to go first before all other combatants. If multiple combatants possess Alacrity and use it this round, resolve their actions before all other everyman actions. Alacrity can be used for any physical action. b. Flower of Death: i. Other Celerity powers may be used while Flower of Death is active, but the costs for each must be paid normally. Traits gained from these powers can only be used in the everyman round of the challenge. 6. Chimerstry a. Chimerstry cannot mimic the effect of any other discipline or power unless the user possesses that discipline or 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: All of the challenges for Horrid Reality apply, regardless of the target's level of Auspex. (An exception to the Auspex vs. Chimerstry rule.) Horrid Reality cannot be used to dictate reality without engaging in challenges. Each turn the illusionist may make Social Challenge to have the illusion create a new effect on the target, such as being hit by a chimerical attacker or engulfed in flame. Damage from attacks created by Horrid Reality is equal to the normal damage such an attack would cause, such as a punch doing one level and a pistol doing two levels. Additional effects of attacks, such as Global Camarilla Requiem Addendum Page 16

17 staking, must be tested as normal. Where there is a question on the amount of damage done, consult a Narrator. 7. Daimoinon a. Fear the Void Below: The difficulty of the Courage Test caused by this Discipline is equal to twice the number of Traits risked in the preceding Sense the Sin challenge. b. Psychomachia: The difficulty of the Courage Test caused by this Discipline is twice the number of Traits risked in the preceding Sense the Sin challenge. The nightmare construct created is a match or near match for the character in every way, taking into account powers and equipment the character has available to them. c. Condemnation: To clarify, the character does not permanently expend Traits to use this Discipline. Instead, Traits used to reduce those of his victim are unavailable to the character in any way until he chooses to end the curse or the victim dies. This means the Traits cannot be bid or expended, nor do they count in comparisons of Traits for ties, overbids, or other purposes. d. Concordance: Mechanics representing powers granted by this Discipline require Top Approval. This Discipline can be purchased multiple times. 8. Dementation a. Personal Scourge: The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it reduced by other Disciplines (excepting Aegis, which may be used). 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: The victim of this power does not shake off the Conditioning as described in Laws of the Night. The victim must instead go six consecutive months (minus one month per Willpower Trait spent toward resisting the bond). The minimum period that the victim must go without being around her regnant in order to successfully shake off the Conditioning is one month. Morality Tests may apply for using this power. 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 [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: The duration of this Discipline is the user's permanent Willpower Traits in turns. g. Far Mastery: Note that this Discipline replaces the need for eye contact, but not the need for the target to hear your voice. 10. Fortitude a. Aegis: The invocation of Aegis requires spending permanent Willpower or permanent Stamina-based Traits. Only Physical Traits that are Stamina-based may be spent on Aegis. Stamina and Willpower Traits expended to power Aegis must be available to bid or expend. Invoking Aegis does not prevent a successful staking of the character, unless the power is invoked before either of the staking tests are performed. Global Camarilla Requiem Addendum Page 17

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