6 0+Cam+Rules
6 0+Cam+Rules
6 0+Cam+Rules
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for use in all venue games of the Camarilla's Sanctioned
Minds Eye Theatre chronicle. These rules are intended for use with Dark Epics,
published by White Wolf Game Studios. These rules replace all prior rules for the
Camarilla's Sanctioned Minds Eye Theatre chronicle.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character "Types".
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.
The system of free monthly Lore Traits that was previously given is now changed. All Lores on the old
seven point scale must be converted to the new five point scale. Lores currently on the five point scale do
not change in value. Some level of Lores have changes in Approval required, as listed below:
Characters with Influence no longer get double the normal number of monthly Influence actions for each
level.
The Supernatural Ally Merit has been altered to curb rampant abuse. Previously existing supernatural
allies will not be grandfathered. Any that are to remain in play must satisfy the new approval requirements.
Further guidelines for the Movement in Combat rules have been provided, to reflect what Storytellers have
learned in the years since those rules were introduced into the MET mechanics.
Types (Pr.1.0.03)
No player may have more than one Primary character that is considered to be of an
unusual Type (a clan, Tribe, kith, etc. which requires High or Top Approval). Because
of this limitation, each venue supplement will list the venues Types as a separate set of
approvals in the Character Creation chapter. A character approved for permanent cross-
venue play counts as a special approval Type for these purposes (see Venue Cross-Overs
in Chapter Three).
Each player is limited to one Primary character for each Sanctioned venue. A player may
choose to have a second Primary in one venue, at the cost of selecting a venue to not have
a Primary in. A player may only have one venue "doubled up" in this manner at any
given time. Players should not in such cases play two characters of the same Type (see
Concept limitations, above). A Primary that has approval for permanent cross-venue play
(see below) is considered to take up two Primary slots, one for both venues. Characters
that are not Primaries are called Secondary characters, and are made as though the player
were MC 1. The distinction between Primary and Secondary is applied to a character at
its creation and may not be changed afterward.
Primary characters may all begin with five extra Experience Traits for each of the
players MCs. Secondary characters only begin play with five extra Experience Traits (as
though the player were MC 1). Some venues apply additional character creation
guidelines based upon MC. Specifics can be found in the appropriate Version Six venue
supplements.
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 MCs, 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.
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. 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
for each entry in the Experience Trait log. Games in which the PC crossed into another
Venue must also be noted. 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
records will be considered accurate.
Certain non-player characters should remain the sole province of National 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
and national level politicians, etc.) Use good judgment, and when in doubt, consult with
your National Storyteller to see which non-player characters are appropriate for use.
Players may only play NPCs that their MC would normally allow them to create (not
counting Type restrictions and Experience Trait totals). Any of these limitations above
may be superseded with High Approval.
Any Ability, Background, power, etc. for a player character that requires the creation of
new rules mechanics requires Top Approval. Any Ability, Background, power, etc. for a
player character that requires tabletop rules to be translated into Mind's Eye Theater
format requires Top Approval. Any other items not covered in the Sanctioned source
material (or supplement) for a characters venue, automatically defaults to Top Approval.
Once this Approval is obtained, it requires Top Approval for another to learn the item in
question from your character. Example: A Giovanni creates a new Necromancy Ritual.
This Ritual requires Top Approval to enter play, and it requires Top Approval for another
Necromancer to learn this Ritual from a Necromancer who possesses it.
ABILITIES (Pr.2.2.00)
Mid Approval is required to take a (normally Low Approval) Ability Trait from a
Sanctioned MET source book that is not part of the venue source material for the
characters home. If a MET sourcebook is not Sanctioned in any of the Supplements, then
it requires Top Approval.
These Ability descriptions, and those in Dark Epics, override any found in other venue
sourcebooks.
.
Linguistics (Pr.2.2.01)
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 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.
Lore (Pr.2.2.02)
Individual Lore Abilities cannot exceed five Traits. Level four in a Lore requires Mid
Approval. Level five in a Lore requires High Approval. Learning a Lore specific to
another venue requires High Approval. 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.
The Storyteller may award free Traits of Lore Abilities to a character at its creation,
based upon the characters history. The total Traits of Lore given in this manner cannot
exceed the players Member Class, though characters made by MC 1 and MC 2 players
can always have up to three such Traits. Once per month, a Storyteller may award one
Trait of Lore to a character without an Experience Trait cost. This award must be noted in
the Experience Trait log for the character. Level four and level five Lores may not be
awarded in this fashion. In the case of Lores awarded without Experience Trait cost prior
to this rules set, Lores of level one, two, or three require no Experience Trait purchase to
keep, but Lores of level four or level five do require the expenditure of an Experience
Trait for each such level.
BACKGROUNDS (Pr.2.3.00)
High Approval is required to take a (normally Low Approval) Background from
Sanctioned source material (or supplement) outside of a characters home Venue. Any
Background or power that would duplicate an item or power that would otherwise require
Approval requires the same Approval as the duplicated item. (Example: A Wonder that
duplicates the Stormwarden Merit would require High Approval.)
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.
Unless otherwise noted, each Background is limited to five Traits, although those
representing items (such as Treasures or Fetishes) or specific people (such as Companion
or Retainers) are only limited to five Traits per item / person. Influences do not follow
this restriction.
Fame (Pr.2.3.01)
Level four requires High Approval, while level five requires Top Approval.
Influence (Pr.2.3.02)
Use the rules in Dark Epics (beginning on page 54) for additional Influence endeavors,
and the rules in Laws of the Night: Camarilla Guide for standard Influence endeavors
at levels six through ten. Military and Espionage Influences are not used in the
Sanctioned Chronicle.
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. Mid
Approval is required for a character to have Influence in any given category above level
five. Each Influence category within a city should not have more than one character with
level ten, two characters with level nine, and three characters with level eights. This
recommended total is inclusive of all venues within the city. Thus, in a Domain that
offers Cam/Anarch, Garou, and Mage, one could find a Ventrue with Political 10, a Glass
Walker with Finance 10, and a Hermetic with Occult 10, and it is recommended that no
other character in this Domain, in any Venue, possess ten levels of the Political, Finance,
or Occult Influences.
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.
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.
Retainers (Pr.2.3.03)
If a character sheet is needed for a Retainer, create it with 6-4-3 Attributes, five Ability
Traits, three Humanity Traits, and 1 Willpower Trait. For each additional Background
Trait 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). Retainers
may take Derangements and Negative Traits to gain up to five Free Traits, but may not
have Merits, Flaws, or Backgrounds (including Influence). The Retainers character
sheet cannot have anything on it that requires Mid, High, or Top Approval. Retainers do
not gain Experience Traits in the course of play. Retainers may be partially Awakened
mortals specific to your venue (ghouls for the Vampire venues, kinfolk for the Garou
venue, or kinain for the Changeling venue). There is no additional cost for this. These
venue-specific Retainers do not need to purchase the Merits typically required to be
partially Awakened. Example: A Retainer in the Cam/Anarch Venue may be a Ghoul.
This Ghoul does not need to purchase the Ghoul Merit.
A character cannot possess more then seven Traits of Merits nor take Free Traits from
more then 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.
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, or a Silent Strider taking the Haunted Flaw, or an Ahl-I-Batin taking Sphere
Inept: Entropy.
Below are listed some clarifications and additions to Merits and Flaws for all venues. If
the description and/or cost of a Merit or Flaw differs between this source and the Mind's
Eye Theatre source book appropriate to the character's venue, use what is listed in this
supplement.
Some Merits and Flaws like Spirit Mentor and Haunted bring wraith NPCs into play.
Common NPC wraiths use the base statistics for a wraith (per the rules in Oblivion)
without any Backgrounds, Merits, Flaws, or benefits from Membership Class. They have
no starting Arcanoi, but can buy Innate Abilities or the first Basic level of an Arcanoi
with Free Traits. 'Common' may never possess the second Basic, or any higher, Arcanoi.
They may not have anything that requires Mid, High, or Top Approval. The Sharpened
Senses power of such wraiths allows them to test against Basic level powers of
concealment. Storytellers must moderate the interactions of wraith NPCs in the
Sanctioned Chronicle. (See Chapter One for further rules on NPCs.)
Destiny (Pr.2.4.03)
This Merit is not used in the Sanctioned Chronicle.
This Merit requires Approval one degree less than would be needed to play a creature of
the same Type if it is from same venue, or High Approval if it is from a different venue.
For example, a Bone Gnawer character could take a Ratkin ally with Mid Approval, since
Ratkin normally require High Approval to be played in the Garou venue. A Nosferatu
would need High Approval to have the same Ratkin (or the Bone Gnawer) as an ally,
since they are from a different venue. Top Approval Types require Top Approval as an
ally in any venue.
Unbondable (Pr.2.4.13)
This Merit requires High Approval.
EQUIPMENT (Pr.2.7.00)
Non-standard magical items that do not adhere to the systems presented in the venue
source material (those not covered by Backgrounds like Artifact, Fetish, Treasure,
Wonder; or covered by approved item creating powers like Alchemy and Enchantment)
require High Approval.
The Camarillas Sanctioned chronicle uses the simplified weapon and armor statistics
presented in Dark Epics, beginning on page 81. High Approval is required for any
weapon or armor whose statistics do not match those listed.
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.
Australia (Pr.4.1.01)
Low (CST); Mid (DST); High (Venue ANST); Top (NST)
Canada (Pr.4.1.02)
Low (CST); Mid (DST); High (Venue ANST); Top (NST)
The power comparison chart on page 94 of Dark Epics should only be used when
specifically opposed powers interact. By far the most common instance is with detection
powers attempting to pierce illusions or concealment powers. The use of Archmaster-
rank Spheres compare to Superior level Disciplines on the chart.
By giving a character over to a Storyteller for proxy play, the player grants the Storyteller
all rights to the character for the duration of the proxy scene. The requirements above are
the minimum. If a Storyteller wishes to further limit proxy play, she should list any
restrictions in the games Venue Style Sheet.
TESTING (Pr.4.4.00)
When comparing Traits in the case of a tied challenge, no character may declare more
Attribute Traits than twice her normal maximum (counting bonuses gained from forms,
powers, weapons, etc) for overbids and the comparison of Ties. Neither the bonus Traits
granted from Shifter forms (such as Lupus, Hispo, Crinos, or Glabro for the Garou) nor
the
bonus Traits granted by a Shifter's pack lending towards the Shifter during a mob
challenge count towards this limitation.
Example: Michael is an 8th Generation Malkavian. Thus, he can not bid more than 28
Traits in a challenge. Natasha is a Shadow Lord Fostern. Thus, she can not bid more than
24 Traits in a challenge. But Natasha can take Crinos form, and the +8 traits that she
receives from doing so does not apply to her cap, allowing her to bid a maximum of 32
Traits.
Example: The baby Thunderwyrm attacking the Caern has 35 Traits. Even in Crinos,
Natasha can only bid a maximum of 32 Traits. However, Natasha has her pack at her
back, and in a mob challenge, the +4 Traits that her four packmates lend to her does not
apply to her cap, allowing her to bid a maximum of 36 Traits.
In cases of vampire cross-venue interaction, the "bomb" is kept, but the "Win All Ties"
mechanic is replaced by a +10 trait bonus when declaring Traits. This bonus is not
subject to the above limitation.
Example: Natasha, now overconfident, attacks Billy. Billy is an 8th Generation Brujah
with Fleetness and Puissance. Billy could normally bid up to 28 Traits in a challenge.
Because of the cross-venue rule, Billy retains use of the "bomb", but his "Win All Ties"
turns into a +10 Trait bonus. Billy may now bid up to 38 Traits against the overconfident
Fostern.
First, the narrator must decide who is challenging whom among the group. This is
usually obvious, but when it's not, have the players all point to the person they are
challenging on the count of three. Each combatant must bid one Trait, plus an additional
Trait for each person attacking her beyond the first (no more than five individuals may
attack a character at a time). If the defender cannot match the required number of Traits
to be bid, she automatically loses the challenge. If she does have enough Traits, she tests
as normal with the leader of the group. The group has five seconds to choose the leader,
and should not compare stats while doing so. If a leader is not chosen, then the leader is
selected by the defender.
Only the leader of the group calls out Negative Traits. The defender against Negative
Traits need only bid extra Traits once for each Negative Trait applicable, not each
Negative Trait per person challenging.
The leader of the group may apply a number of bonus Traits to his total (for ties and
overbids) equal to the number of people assisting him (up to four).
If the defender wins, she remains unharmed and can choose to affect any single member
of the attacking group (usually by inflicting a wound), and the attackers lose all Traits
they bid. If the attackers win, the leader may choose which attackers victory condition
applies (usually inflicting a wound), and the defender loses all of the Traits she bid.
Continue the process until all who declared an action have been the target of a challenge
or donated Traits as appropriate.
METAMORPHOSIS (Pr.4.5.00)
Metamorphosis is the process by which a character changes into another creature Type
(the most common being death). Rules for metamorphosis into specific Types (including
rules for non-mortal metamorphosis) may be found in the appropriate venue supplements.
Additional rules for metamorphing from a mortal Type into another creature Type are
presented in the Mortal Supplement.
Unspent Experience Traits may be carried over. Any Experience Traits spent on things
that are lost as a result of metamorphosis are subtracted from the characters earned
Experience Trait total (for those countries who make use of a varying monthly cap based
on earnable Experience Traits).
Most Backgrounds, Merits, and Flaws from the old creature Type are lost or rendered
useless with a metamorphosis. The Storyteller will work with the player to choose new
Backgrounds, Merits, and Flaws from the source material for their new Type, attempting
to duplicate the old ones as closely as possible. In rare cases, characters may be allowed
to keep one or more out-of-venue Merits or Flaws, in accordance with the approval
guidelines given in Chapter Two.
Contrasting rules for bashing damage are presented in some of the MET source books.
To clarify, bashing damage is not halved in the Sanctioned chronicle. Living creatures
heal one level of bashing damage after an hour of rest.
Normally creatures require a week to heal each level of lethal or aggravated damage
through such means as rest and medical attention. Many supernatural creatures suffer
from aggravated damage on a more frequent basis than normal humans do, and heal it
more slowly than they do other damage types. Some supernatural creatures have
different or faster means for healing, as described in the applicable supplements.
Movement (Pr.4.6.03)
Powers, shapes, magic items, and other effects that increase a characters movement rate
are not cumulative. Unless otherwise clarified in their appropriate venue supplement, a
character may not attack and make use of such movement increases in the same action.
Prime 6.0 - US Addenda
This conversion will not be a conceptual rewrite of characters. Some items have changed their costs and
must be accounted for (example: Lores of level five, some of the combination disciplines cost differently,
etc.) However, all Mortal characters will be conceptually rewritten as described in Mortals 6.0.
Any item that increased in approval must be re-approved. If this is a Type (clan, kith, etc.) or similarly
the basis of a character, then the character may not be played until successfully re-approved. Characters
with other items needing re-approval can be played without those items in the meantime. All such items
must be submitted for re-approval by two weeks after the date of this Addenda becomes active.
Any ET debt thatt exists due to the conversion to 6.0, will be paid off by spending at least half (round up)
of the ET earned each month towards the ET debt.
Each domain will need to decide to implement the changes to influence either at the beginning or end of
month that this Addenda goes active. Banked actions at the point of conversion are to be halved.
Pr.0.01.US, Terminology
The term Shifters when found in either 6.0 or the Addenda refers solely to Garou and the other Changing
Breeds.
Pr.1.0.01.US, Concept
Interactions between a player's characters include relatives (descendent, childe, heir, etc), being of the
same Type in the same Venue, and also include any present and past characters (up to six months).
The maximum number of Experience Traits that a player's character can earn in a month is based upon
the amount that it has previously earned. At the beginning of the month check the amount of earned
Experience Traits that the character has, and compare it to the chart below to see how many the character
can earn in that month. Earned Experience refers to those traits gained through the course of play, not
from Membership Class or Ordeals. The first month in which this calculation should be done is January
2001. Prior to January 2001, all characters were subject to a 4 Experience Trait per month maximum.
Prior to June 2002, all characters were subject to the chart below with the addition of a 1 ET cap at 221+
experience traits. All characters should begin tracking their new Experience Traits as of 01-Jun-2002
with the new chart below.
0 - 66 6
67 - 121 5
122 - 165 4
166 - 198 3
199+ 2
The Ordeal of the Stage (aka Creation) is valid in the US and gives the ET as described on the ordeal
itself (which is 3 additional experience traits for any primary character with an appropriately detailed
background.)
Mage NPCs are a minimum of High Approval in venues other than the Mage venue. Salubri (not Salubri
Antitribu) NPCs are a minimum of High Approval in any venue.
Odd lores, such as Nod Lore or Golconda lore must be taken as a specialization of the Venue Lore
(Kindred, Garou, Mage, etc.) rather than existing as a separate lore. For a list of standard lores, consult
the Settings Team website.
The simple tests associated with Special Weapon Capabilities cannot be retested. Example: The two
simple tests with staking cannot normally be retested.
The use of influences to obtain a magical item does not remove the need to get the appropriate approval
for the magic item. For clarity, all magical items in the Vampire venues are a minimum of High
Approval.
Any custom power/item requiring Top Approval that is approved in another country must receive Top
Approval within the US before use.
The damage restriction on Extended Challenges only applies to non-wraiths. Also, to use the less-
cumbersome system of attribute spending requires the agreement of both players.
RST notification is required three days prior to running in any Venue plotlines that include visiting one
or more unique named Umbral Realms described in tabletop sources (example: Silent Strider Homeland,
Wolfhome, Stygia, other Dark Kingdoms, etc.) This will just be for the RST to track the usage and
inclusion of these story elements and potentially work with local Storytellers to ensure that the
effects/dangers of these Realms maintain accordance with the RSTs vision for them.
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for Camarilla and Sabbat venue games in the Camarilla's
Sanctioned Minds Eye Theatre chronicle. These rules are intended for use with Laws of
the Night: Revised, Laws of the Night Camarilla Guide, Laws of the Night Sabbat
Guide, Laws of the Night Storytellers Guide, and Dark Epics by White Wolf
Publishing, and with the Prime Supplement.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character Types.
Concepts that include holding a sect position above the city level require High Approval.
This includes, but is not limited to, Archons, Black Hand, Cardinals, Justicars, and Prisci.
This restriction applies to characters that achieve these positions through game play, as
well as those who had (or have) them as result of their history. High Approval is also
required if the character used to be a member of the venues opposing sect, such as a
former Camarilla member who joined Sabbat.
TYPES (Va.1.1.00)
Special approval is required to play vampire characters of certain clans, even if the
character is Embraced during the course of play. Clans not listed require Top Approval.
Ravnos antitribu, Salubri antitribu, and Serpent of the Light require Mid Approval to
play.
Harbinger of Skulls, Kiasyd, Samedi, and variant bloodlines, such as Tzimisce Koldun,
require High Approval.
CLANS (Va.2.1.00)
Caitiff (Va.2.1.01)
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. Known Caitiff
receive the additional Negative Status Trait Caitiff (see Camarilla Status, below).
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 characters creation.
The characters 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.
Giovanni (Va.2.1.02)
The one Trait wraith Retainer option for Giovanni uses the rules for common wraiths
in the Merits and Flaws section of Primes Chapter Two. 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.
Giovanni have a good deal more control over these wraiths than a PC would normally
have over a Supernatural Ally. Because other PCs have no reasonable means of
protecting themselves from such retainers, Storytellers will strictly limit their interactions
in the Sanctioned game.
Malkavian (Va.2.1.04)
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).
Lasombra (Va.2.1.05)
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.
(See the Status rules in Chapter Four, below.)
Pander (Va.2.1.06)
Panders use the rules for Caitiff (above). However, they do not receive the Caitiff
Negative Status Trait.
Salubri (Va.2.1.07)
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, such as the fifth level of Fame.
Tremere (Va.2.1.08)
Starting a character with the rank of Regent of the first through Regent of the sixth
requires Mid Approval. Starting a character with the rank of Regent of the seventh, or
Lord or the first through Lord of the sixth requires High Approval. Starting a character
with any higher rank requires Top Approval. 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.
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 combust, and enter Final Death. Avoiding these
effects requires Top Approval.
Tzimisce (Va.2.09)
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.
Revenants for Tzimisce (Bratovitch, Grimaldi, or Obertus) fall under the Retainer
Backgrounds venue-specific partially Awakened mortal clause.
BACKGROUNDS (Va.2.3.00)
Additional Backgrounds can be found on page 53 of Dark Epics.
Generation (Va.2.3.01)
Levels of this Background are free during character generation. However, levels cannot
be taken beyond what is allowed by the players MC (see Membership Benefits, above).
After character creation, vampires may only acquire more Generation Traits through
diablerie. Unless otherwise stated, none of the optional rules found under the Generation
chart in Laws of the Night: Revised are used in the Sanctioned Chronicle.
Herd (Va.2.3.02)
Herd may be called upon each week, rather than each session.
Mentor (Va.2.3.03)
Mentors may not teach Disciplines.
Retainers (Va.2.3.04)
Each of a vampires 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.
Vampires with Instinct automatically frenzy only if their Instinct is less then twice the
level of the provocation.
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.
A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait
costs three Experience or Free Traits. Twelve months must pass between purchases of
Morality Traits. Three months must pass between purchases of Virtue Traits. This limit
does not apply during character creation.
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.
In the Camarilla venue, any Path of Enlightenment other than Humanity require High
Approval. Clan-specific paths from Laws of the Night: Revised require only Mid
Approval for members of the appropriate clan.
In the Sabbat venue, the Paths of Enlightenment from Laws of the Night: Revised and
Laws of the Night Sabbat Guide are Mid Approval, save for the Path of Evil
Revelations, which requires High Approval. Sabbat vampires require High Approval to
learn clan-specific paths if they are not a member of that clan.
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.
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.
Custom powers of any kind require Top Approval, including any new custom Discipline,
custom Superior Disciplines, and custom Thaumaturgy paths. The new powers presented
in this supplement require only Low Approval, unless otherwise noted.
Thaumaturgy (Va.3.1.05)
All characters possessing Thaumaturgy as an in-clan Discipline use the following
Approvals:
Unless otherwise stated, a Path of Thaumaturgy requires Mid Approval. The only Paths
that may be learned at Low Approval are: Path of Blood, Lure of Flame, & Movement of
the Mind.
Biothaumaturgy, the Focused Mind, the Green Path, the Path of the Blood's Curse, the
Path of Corruption, the Path of Curses, the Path of Technomancy, the Path of the Vine of
Dionysus, and Spirit Manipulation.
Camarilla characters also need High Approval for Hands of Destruction, the Path of
Mars, and the Path of the Father's Vengeance.
Sabbat characters also need High Approval for Elemental Mastery, Neptune's Might, and
Weather Control.
Characters may change their primary path of Thaumaturgy to another with High
Approval (or Top Approval if the new path normally requires Top Approval to learn).
Extra levels of damage caused by Disciplines apply only to the specific type of attack
noted in the Disciplines 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).
Auspex (Va.3.3.04)
The interaction between Auspex and Obfuscate is changed thusly for the Sanctioned
chronicle: 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). 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.
Dominate (Va.3.3.19)
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.
Necromancy (Va.3.3.29)
Necromancy is considered blood magic and is thus subject to Thaumaturgical
Countermagic, the Magic Resistance Merit, and similar magic-affecting phenomenon.
Few vampires become wraiths upon suffering the Final Death, as most immediately slip
into Oblivion. It requires High Approval for a dead vampire to be an eligible target for
summoning with Necromancy.
For example, Conrad's soul is stolen from his body. Conrad's body is placed carefully in
the trunk of a car. As the car is driving down the street, a bus hits the car, causing two
levels of bashing damage to Conrads body. Conrad's soul is automatically pulled back
into his body.
For a dead PC to receive a new body with the use of this power requires High Approval.
Obfuscate (Va.3.3.36)
Cloak of Shadows, Unseen Presence, Vanish from the Mind's Eye, and similar
'invisibility' powers have much the same effect, with varying degrees of skill. A
character cannot benefit from layering these powers, even if someone attempts to assist
him by using Cloak the Gathering in an attempt to duplicate the 'invisibility'.
Potence (Va.3.3.42)
Potence does not modify ranged combat except where specifically mentioned in the
power's description.
Vampires in bat form may only declare three Traits in challenges to harm or otherwise
attack someone. (They are not limited to bidding three Traits in challenges of defense.)
They can fly at their normal running speed and all attacks against them suffer a two Trait
penalty. If more then five steps away from the nearest attacker, they can declare a Fair
Escape unless an attacker possesses more heightened speed. Note that vampires in either
"fight" or "flight" form may not make use of weapons in combat.
Quietus (Va.3.3.50)
The maximum number of Quietus toxin coatings that may be applied to any single
weapon is three times the weapons normal bonus Traits. Different Quietus powers
cannot be used on the same weapon, as the different poisons render themselves inert
when mixed. Unless a duration is otherwise noted in the Disciplines text, coatings of
Quietus toxins last for a single session.
Temporis (Va.3.3.55)
The optional rules in the box labeled You Can't Get There From Here: A Storyteller
Option are used in the Sanctioned Chronicle. No character can have both Celerity and
Temporis.
Thaumaturgy (Va.3.3.60)
Thaumaturgical powers that require touch do not require skin contact, despite the rule on
page 47 of Laws of the Night Storytellers Guide. Only effects that keep the
thaumaturge from speaking (carving out her tongue, Vicissitude) will prevent her from
using Thaumaturgy. Unless a power specifically requires the subject to hear the
thaumaturges voice, circumstances that simply prevent it from being heard (a raging
storm, Silence of Death) will not hinder Thaumaturgy.
While the Thaumaturgy possessed by the Tremere, the Assamites, and the Setites share
game mechanics, in the World of Darkness these are widely different magical paths. It
requires High Approval for a Thaumaturge to learn paths or rituals from someone
possessing a different Clan's 'version' of Thaumaturgy.
Thaumaturgy, the Path of the Bloods Curse, Ravages of the Beast (Va.3.3.75)
The difficulty of the Virtue Test to avoid frenzy is four Traits.
RITUALS (Va.3.4.00)
Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits for
Elder, 13 Traits for Master, and 15 Traits for Ascendant level Rituals). The standard
casting times are 40 minutes for Elder, 50 minutes for Master, and 60 minutes for
Ascendant level rituals.
For Necromancy, Thaumaturgy, and clan-specific sorceries, free rituals are only gained
from the primary path, not all paths the character learns. (Characters will only receive a
maximum of five free rituals.)
Rituals from Laws of the Night Storytellers Guide are Low Approval, unless noted
otherwise below. Those with a Thaumaturgy path listed after their name cannot be
learned unless the character possesses at least one power from that Discipline path.
Necromancy and Thaumaturgy rituals from Laws of the Night Sabbat Guide require
High Approval to be learned by vampires who are not members of the Sabbat venue.
New rituals with a clan or sect listed in the title require High Approval to be learned by
one who is not a member of that clan or sect.
Cobra's Favor, Court of Hallowed Truth, Pavis of Foul Presence, Rite of Introduction,
Stone Slumber, and Track Transgressor are Low Approval for Tremere, but High
Approval for others. Custom rituals require Top Approval.
To learn Elder, Master, or Ascendant Thaumaturgy rituals, a character must know two
paths at Advanced level and must be of sufficient generation to learn Disciplines of
equivalent level (i.e. you must be at least seventh generation to learn Master Disciplines).
The Experience Trait costs for Superior rituals are eight Experience Traits for Elder, ten
Experience Traits for Master, and twelve Experience Traits for Ascendant level rituals.
The Tremere have access to seven Warding Circle rituals: Warding Circle versus Ghouls
(Basic, see below), Warding Circle versus Fae, Lupines, and Kindred (all Intermediate),
and Warding Circle versus Spirits, Ghosts and Demons (all Advanced). Each of these
Warding Circles must be learned separately. The effects against the targeted beings are
the same as for Warding Circle versus Ghouls, except the affected creature is determined
by the version of the ritual. All such rituals require material components equal to those
of the corresponding Ward ritual, multiplied for each five feet of radius in the Warding
Circle. Warding Circles cross all planes of reality, and will affect the target creatures
regardless of current form.
There are two variations to this ritual, Ward versus Ghost and Ward versus Demons,
which function in the same manner but must be learned separately. The material
components of these Advanced rituals are a handful of powered marble from a tombstone
for Ward versus Ghost, and a vial of holy water for Ward versus Demons.
To teach a combination power she knows, a character must also be able to teach the
Discipline levels that the combination power requires. For example, to teach Burning
Wrath (which requires Intermediate Celerity and Intermediate Potence), a character must
have Burning Wrath, Advanced Celerity, and Advanced Potence.
RITAE (Va.3.9.00)
The optional Performing the Rites rules on page 140 of Laws of the Night: Sabbat
Guide are used in the Sanctioned chronicle.
DAMAGE (Va.4.1.00)
Healing with Blood Traits is reflexive, and can be done while performing other actions.
One Blood Trait heals one level of lethal damage, or two levels of bashing damage. It
requires three Blood Traits and one Willpower Trait for a vampire to heal one aggravated
wound level, and the wound will not heal until the vampire arises the next night.
Firearms (Va.4.1.01)
Vampires take Bashing, not Lethal, damage from firearms.
Torpor (Va.4.1.02)
Vampires in torpor remain there for twelve weeks minus two weeks for each Morality
Trait they possess.
Staking (Va.4.1.03)
The mechanics for Staking operate exactly as written in Laws of the Night: Revised.
METAMORPHOSIS (Va.4.2.00)
Note that additional rules for metamorphosis exist in Prime, and Mortal. Most
supernatural creatures that are Embraced simply die. (Awakened mortals are an
exception.) Being Embraced during the course of a game does not allow a character to
circumvent the necessary approval levels for certain clans (see Types in Chapter One for
details).
When a character is turned into a vampire, the players Member Class limits her starting
Generation Background (see Chapter One and Chapter Two for details). This means that
the characters generation is either one higher than her sires or is the lowest that her MC
allows (whichever is worse). Characters that did not already have three Discipline levels
gain enough Basic in-clan Disciplines to bring them up to three.
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 thralls 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.
Diablerie (Va.4.3.02)
Diablerie attempts on NPCs that would result in a lowering of the character's generation
below what the players Member Class allows at character creation, automatically fail in
the fourth phase.
No Experience Traits are gained from Diablerie, nor does improving generation increase
the vampires 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.
Golconda (Va.4.3.02)
Achieving Golconda, or any step toward it, requires Top Approval.
Temporary Status Traits expended are regained at the end of the month (unless they were
a loan). Any extra temporary Status Traits accrued are lost at this time. This return also
applies to Status Traits that cannot be permanently lost, such as those attached to
currently held sect positions, and those from social class.
Permanent (not temporary) Status Traits may be added to a characters Social Traits
during Social Challenges. This applies to Social Challenges with members of the
Camarilla in which the source of the challenge is obvious, but not to challenges where
supernatural powers are involved. When characters compare Status Traits to determine
social importance or credibility, only permanent Traits are considered.
For the purpose of the Status granting limitations in Laws of the Night, each calendar
month represents one story. The Trait-lending system Laws of the Night assigns to
Prestation is not used in the Sanctioned chronicle.
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. Using these rules, the most Status a Camarilla member could
possess is ten, as an Elder Prince of a Camarilla Clan: Acknowledged, (Patronage),
(Patronage), (Patronage), Elder, Established, Venerated, Exalted, Well-Known, &
Famous
Neonates are vampires of eleventh generation or higher, or who have existed less then 50
years in Kindred society. It is advised that characters created of these generations be
made at less than 200 years of age, as very old neonates tend to suffer a good deal of
scorn.
Ancilla are vampires that have proven themselves worthy of respect within Kindred
society. They are known to be of the tenth (or lower) generation, and have existed for not
less than 50 years. It requires Mid Approval for a vampire of neonate generation and/or
age to have the Ancilla social class.
Pretender Elders are characters of the eighth generation or better, who have not lived the
centuries that true Elders have. True Elders consider age and experience to be a necessity
to temper the power of Elder blood. They often fear or distrust pretenders because many
pretenders get their generation through diablerie. It requires High Approval for a vampire
of neonate or Ancilla generation and/or age to have the pretender social class.
Elder characters are known to be eighth generation or better, and to have lived in excess
of 300 years. Most Elders know of one another or have heard of one another over the
span of the centuries they have lived. It requires High Approval for a vampire of neonate,
Ancilla, or pretender generation and/or age to have the Elder social class.
Ancilla gain the new additional Status Trait of Ancilla. Pretenders gain the new
additional Status Traits of Elder and Venerated. Elders gain the new additional Status
Traits of Elder, Established, and Venerated. As with Status granted by sect positions,
social class Status cannot be lost permanently. The new Traits mentioned are used
exclusively for social class.
A character can begin play with a lesser social class than her age and generation entitle
her to. A change in social class after character creation requires Storyteller approval,
even if the characters generation changes during play. (A change in generation may take
months or years to become sufficiently known for the characters social class to change.)
Gaining Ancilla requires Mid Approval. Gaining pretender or Elder requires High
Approval.
A character cannot use her sect position to grant Status Traits to those of equal or greater
standing. (I.e. if Julie has four Status Traits, she cannot give someone their fifth.)
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.
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 venue
character from having more than one Negative Status Trait.
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 with
assistance of the National Storytellers, and assigned to specific National Storytellers (or a
selected Assistant or Associate NST) to portray in the Sanctioned chronicle.
Path Traits are not added to Sabbat Status on a one-for-one basis. Sabbat characters
instead receive the additional Status Trait(s): Devoted (for a rating of three), Devoted and
Blessed (for a four), Devoted, Blessed, and Enlightened (for a five). 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.
CLANS (Va.A.1.00)
Assamite (Va.A.1.01)
The variant bloodline weaknesses are not used in Sanctioned Play. Instead, all Assamites
use the standard disadvantages listed in Laws of the Night (for all Assamites whose
primary venue is the Cam Venue) or Laws the Night Sabbat Guide (for all Assamites
whose primary venue is the Sabbat Venue). Assamite Sorcerers and Viziers require High
Approval to play. Characters whose concept includes membership in the Web of Knives
use the normal creation rules.
The Path of Sutekh is Mid Approval for Followers of Set and High Approval for other
vampires. The more rare Paths of Enlightenment Ecstasy and the Warrior are both High
Approval for Followers of Set, and Top Approval for others.
Lasombra (Va.A.1.03)
Alternate Paths of Night are Mid Approval for Lasombra, High Approval for others.
Malkavian (Va.A.1.04)
Malkavian Time is not used in the Sanctioned Chronicle.
Tremere (Va.A.1.05)
Membership in the Astors requires High Approval.
Tzimisce (Va.A.1.06)
The Flavoring Blood Bonds Optional Rule is not used in the Sanctioned Chronicle.
Ventrue (Va.A.1.07)
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.
BACKGROUNDS (Va.A.3.00)
DISCIPLINES (Va.A.4.00)
Six dot (***** *) Disciplines equate to Elder Disciplines in the MET system. Seven dot
(***** **) Disciplines are Master, and eight dot (***** ***)Disciplines are Ascendant.
Mask of Cathay, Path of the Levinbolt, and Path of Shadowcrafting require High
Approval. Only Malkavians may learn Babble, The Call, Scrawl, and Sibyl's Tongue.
RITUALS (Va.A.5.00)
All Thaumaturgy rituals in Clanbook Tremere require Low Approval to be learned by
Tremere, but High Approval for others. Only Tremere can learn Power of the Pyramid
and Transubstantiation of Seven.
Abandon the Fetters, Blood Certmen, Inscription, Mark of Amaranth, and Night of the
Red Heart require High Approval. Curse Belated requires High Approval to successfully
use.
Calling the Thing in Darkness and Descent Into Darkness [Lasombra] (Va.A.6.02)
These rules are not used in the Sanctioned Chronicle.
In Sabbat, most characters are less than 50 years. Mid Approval is required for all Sabbat PCs over 50
years of age. High approval is required for all Sabbat PCs over 1000 years of age.
In the US, Cam-Anarch kindred are typically younger than in Europe. Neonates over 200 years in age
and Ancilla over 400 years in age require Mid Approval. Any Kindred more than 1000 years in age
requires High Approval. Ghouls are considered to be of the social class of their oldest domitor for
determining the approval required for their age.
Va.1.0.01.US, Revenants
Any Revenant family not found in the MET books used in Sanctioned Play requires Top Approval.
All Black Hand PCs must enter at a base level. No PC may begin play above the rank of Specialist.
Holding the position of Cardinal, Priscus, Seraphim of the Black Hand, or Regent in the Camarilla
Sanctioned Chronicle requires Top Approval. These are not grandfathered: if existing, they must be
applied for.
Top Approval is required for Infernalist PCs, High Approval for Infernalist NPCs. All plotlines involving
Infernalists require High Approval with ANST notification (AANST Inquisition/Infernalism for the
Sabbat Venue).
Va.2.1.01.US, Caitiff
Caitiff characters whose starting generation is now not allowable under 6.0, are grandfathered (and must
be reigstered with their RST).
Chain the Psyche's effect continues even if the Dominate power that it modifies expires.
Torment requires a Stamina-related physical challenge. As such, it does not gain the Might retest, Bomb,
or Win-All-Ties benefits of Potence and Celerity.
Va.3.3.53.US, Obtenebration
Wraiths (not Spectres) within the confines of an effect of Obtenebration perform a simple test each
minute of contact. On a tie or loss, the character gains 1 temporary Angst.
Gentle Rebuke is an offensive action and requires touch (although this contact may not seem offensive)
and may not be used as an alacrity action. When Gentle Rebuke is activated, other Potence powers may
not supplement the use of Gentle Rebuke.
Someone using Horrid Form is not allowed to use weapons (use of Body Weaponry excepted) due to the
spikes and spines that form keeping them from appropriately holding said weapons.
The following rituals are incorrectly marked: Refined Digestion is a 6-dot ritual making it Elder level.
Eyes of the Ever Vigilant is a 7-dot ritual making it Master level.
The Hunt that can be called by an Archbishop or Cardinal is not the same as the Wyld Hunt ritus.
The leader calling the Wild Hunt can specify whether or not the Hunt is to result in the target's
destruction and or diablerie.
The arbiter, not the defender, names the terms of the monomacy, which may or may not be to the death.
If the terms are set to non-lethal, there is no loss of respect for the participants of the monomacy.
In the absence of the defender's pack priest, the challenger may still challenge the defender to
monomacy, although the defender has the right to get his pack priest before proceeding. The one
exception to this is in cases of capital crimes that need immediate resolution. In this case, the defender
may select any another Sabbat member to stand in the place of his Pack Priest.
Va.4.1.02.US, Torpor
Kindred in torpor may not spend Blood Traits, but may otherwise take advantage of Fortitude and Armor
of Terra. Being in torpor does not protect a vampire from being a target from any power otherwise
usable.
Va.4.1.03.US, Staking
A staked Kindred is conscious (and may use Fortitude and Armor of Terra), but may not move or spend
Blood Traits. Being staked does not protect a vampire from being a target from any power otherwise
usable.
During the months of absolutely no contact with the regnant, the thrall must spend Willpower to avoid
the regnant. The amount of Willpower necessary should be determined by the player's storyteller, and
should be based on the thrall's relationship with the regnant, as well as physical distance, the last time the
thrall fed from the regnant, and any other factors the storyteller deems relevant.
This does not apply to the Tremere bond that is created upon embrace. The Tremere Clan Flaw and the
Tremere flaw Bound to the Council do not fall under this clarification, as they can not be broken by
normal means, nor can they be avoided by attempting to completely bind oneself to someone. However,
it is possible, with the obvious difficulties, for the ritual Abandon the Fetters to remove the flaw Bound
to the Council.
The status *Oath Sworn* was removed from play in 2002 and replaced with *Loyal in the eyes of the
Justicars*. This status is a normal Patronage status treated the same as any other Patronage status.
It requires High Approval for Kindred who are Ninth Generation or weaker to have the Pretender Elder
social class. Ignore the flavor text for pretender elders presented in the Vampire Supplement. Refer
instead to Laws of the Night: Camarilla Guide, pg. 130.
It requires High Approval for Kindred who are Ninth Generation or weaker, or who are of insufficient
age, to have the Elder social class.
Va.4.4.05.US, Justicars
A Justicar can use all of the powers that are granted to Archons.
Characters can hold only one Sabbat position, plus one additional pack position (Ductus, Priest, etc.)
False Sabbat have no status under 6.0. True Sabbat have *Initiated*.
Bishops, Arch-Bishops, Cardinals, Prisci, and the Regent may grant status by expending one of their
temporary status traits to do so.
All Sabbat not in a Pack gain the negative status trait of *Packless*. This status trait is an exception to
the normal negative status rules; it is in addition to the normal negative status traits and is only removed
when the character has joined a pack.
Stutter Step is now available as an Elder Level Discipline. In the turn that Stutter Step is active,
opponents may not use a Might retest against you.
Typhonic Beast is a four legged animal form and thus cannot use weapons while in this form.
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for Garou venue games in the Camarilla's Sanctioned
Minds Eye Theatre chronicle. These rules are intended for use with Laws of the Wild:
Revised and Dark Epics by White Wolf Publishing, and with the Camarillas Prime
Supplement.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character Types.
Concept (Ga.1.0.01)
Character concepts that include being a former or current member in a Silver Pack or that
include high levels of leadership in the character's Tribe or species require High
Approval.
Because of their rarity in modern times, lupus characters require Mid Approval (though
lupus is not considered to be a special Type).
If the required level of approval for anything on the character sheet has been raised, you must register
the character with the Storyteller whose approval is required under this rule set. This must be done
before you can make use of the item, or in the case of special character type, before you can play the
character. Prior to the release of this supplement, MC 12 allowed members to start characters at Elder
Rank. This was used to populate the game with a few Elders right off, and encourage more players to
join the venue. To prevent the ongoing venue from becoming overpopulated with Elders, this option is
no longer offered at character creation.
The Rites Background now has a maximum of five Traits. Additional Experience Traits or Background
Traits will need to be allotted for characters to keep additional rites.
Types (Ga.1.0.03)
Characters of the Black Fury, Bone Gnawer, Child of Gaia, Fianna, Get of Fenris, Glass
Walker, Red Talons, Shadow Lord, Silent Strider, Silver Fang, Uktena, and Wendigo
Tribes require Low Approval.
Additional shifter Types require varying levels of approval, as noted in the appropriate
appendices. Human kinfolk characters require the same approval level as normal shifters
of their specific Tribe or changing breed.
Players may always choose to make their character at a lower starting Rank than their
Member Class allows, even as low as Rank zero (Cub). In this case, the character may
start with more Renown Traits than required to reach current Rank, but not more than is
required to reach the next Rank.
All shifters gain five Free Traits in addition to those gained from Negative Traits and
Flaws (even though some of the source books dont include this). A character may gain
two Free Traits by taking a Derangement at character creation. If she does so, she may
only gain Free Traits from three Negative Traits.
A shifter may gain an Ability Trait, Attribute Trait, or Background Trait at the cost of one
Free Trait. Gnosis and Rage Traits cost two each, while Willpower and Basic Gifts
(subject to normal approval restrictions) cost three Free Traits.
TRIBES (Ga.2.1.00)
Should you elect to create a Cub (Rank zero), you are not required to select a Tribe. If
you don't you will be able to select your Tribe after your rite of passage, although you
cannot choose a Tribe that has Background requirements or limitations which do not
match the Backgrounds you possess. As an example, if you create a 'tribeless' Cub and do
not have any Traits of Pure Breed, you will not be able to select the Silver Fangs as your
Tribe after your rite of passage. Cubs without Tribes start at character creation with three
Willpower Traits. They have no Advantage or Drawback and may not purchase Tribal
Gifts until after they have passed their rite of passage.
Fianna (Ga.2.1.03)
Add Craft to the list of Abilities under the Fianna Tribe Advantage.
Uktena (Ga.2.1.09)
The Uktena Advantage is that they do not need to spend Mental Traits to gain vivid
clarity when peeking across the Gauntlet.
Wendigo (Ga.2.1.10)
Traits granted by the Wheel of Seasons allow the Wendigo to exceed his Trait
maximums. The Physical Traits granted during the winter by the Wheel of Seasons are
not restricted to soaking damage.
BACKGROUNDS (Ga.2.3.00)
Ancestors (Ga.2.3.01)
A Narrator may disallow any Ability if it is inappropriate for an Ancestor to have had it.
For example, Quantum Mechanics or Revenant Lore would have to be well justified in
the history of characters ancestors. A character cannot use Ancestors to gain Traits of an
Ability the character has, even if he has expended some or all of those Traits.
Additional Backgrounds can be found on page 53 of Dark Epics. Garou cannot take
Retainers.
Fetish (Ga.2.3.02)
All non-standard Fetishes, and all Fetishes level five or higher, require High Approval.
Note that a list of additional (Low Approval) Fetishes and Talens is presented at the end
of Chapter Four.
Klaives or Grand Klaives that have different melee-weapon shapes than normal, or are
made from materials other than silver, require High Approval. They typically give no
more benefits than the standard forms of these weapons. The tradition of crafting and
wielding Klaives is a sacred one steeped in honor. Few with the skill to make these
sacred weapons are willing to deviate from the standard form accepted by the Garou
Nation.
Creatures without Rage may attempt a Willpower challenge instead, to resist the effects
of a Harmony Flute.
No more than two extra levels of damage can be inflicted by an (activated) Fang Dagger.
An activated Fang Dagger remains active for the remainder of the scene.
Kinfolk (Ga.2.3.03)
Kinfolk takes the place of Retainers for Garou, a Background that Garou cannot purchase
due to the effects of The Curse. For determining the statistics of kinfolk, use the same
guidelines as those for Retainers in Prime.
Mentor (Ga.2.3.04)
Mentors will not teach out-of-Tribe Gifts. Learning a Gift form a mentor includes all the
disadvantages of learning Gifts from another Garou. Mentors can teach rites of the same
level as the Gifts they can teach.
The Traits granted by Pure Breed are not automatically added to all Social Challenges
with Garou. The challenge must be one where the Garous noble bearing can be seen (or
is known), and where such a patrician demeanor would affect the outcome of the
challenge. This includes challenges for stare downs, Etiquette and Leadership Ability
challenges, and Gifts such as Calm, Curse of Hatred, Mastery, Obedience, Paralyzing
Stare, Roll Over, Staredown, and Visage of Fenris.
Because of the greater weight of accounting placed upon the descendants of the Garou
Nations heroes, whenever a character with Pure Breed loses temporary Renown Traits,
he will never lose less than half his Pure Breed total, rounding up. For example, a
character with Pure Breed three will lose two Honor for not protecting a helpless
human, rather than one Honor.
Rites (Ga.2.3.06)
Characters may not have more than five total Traits in the Rites Background. The cost of
rites through this Background is one Trait for a Basic rite, two Traits for an Intermediate,
and three Traits for an Advanced rite. Two Minor Rites can be purchased for 1 Trait of
the Rites Background.
The number of Rituals Ability Traits required before a character may learn rites is one
Trait for Minor, two Traits for Basic rites, three Traits for Intermediate, and five Traits
for Advanced rites. A Garou of any Rank may learn any rite, but the use of a rite not
allowed by Rank is a dishonorable and unwise act. It is worth the loss of a temporary
Honor and a temporary Wisdom Renown unless a septs Master of the rite is directly
supervising the Garou.
Totem (Ga.2.3.07)
Pack totems are Jaggling spirits. A base totem (see page 90) costs a number of
Background Traits equal to the Background cost of the totem (see pages 243-248).
Ignore the charts in the book and use the following for purchasing improvements to the
base totem.
Improvement Cost
Per 2 Traits divided among Rage, Gnosis, and Willpower 1
Per additional Trait of Essence 1
Per Ability Trait 1
Totem can speak to pack without Spirit Speech 1
Totem can always find pack members 1
Per additional Charm possessed 2
Totem is nearly always with pack members 2
Totem is respected by other spirits 2
Per extra member who can use Totem powers in the same turn 3
Totem allows members to communicate at great distances 4
Totem can materialize without cost 5
Additional Traits, Abilities, or Rage received from a totem may exceed the Garou's Trait
maximums. Ability Traits granted by a totem are granted per scene, not per turn. Gnosis
or Rage Traits granted by totems (normally listed as per story) are independent pools of
Traits that refresh at a rate of one per day. Willpower Traits granted by totems are an
independent pool of Traits that refresh at a rate of one per week.
Children of Uktena ignore the first health level of damage they suffer each scene while in
the Umbra to reflect their automatic level of soak against all damage. Each story is
considered to be a month for the purposes of the additional Experience Traits granted to
Uktena's children. These Totem-granted Experience Traits can exceed the characters
monthly maximum, but may never be used to buy Gifts.
Top Approval is required for any new totem affiliations not found in the Camarilla's
Rules Supplement.
The spirits that teach Tribal Gifts do so based upon ancient pacts made between certain
spirits and the Tribes. Spirits only teach Tribal Gifts to outsiders when a high-Ranked
Tribe member intercedes with the spirit on the students behalf. An Athros word is
required in such cases for Basic or Intermediate Gifts, while only the word of an Elder
can sanction passing an Advanced Gift to an outsider. (This supersedes the rule on page
76 of Dark Epics.)
Garou require protracted periods of time to learn a Gift from another Garou, during
which the two Garou must have ready access to each other for training sessions. The
period is generally one month for Basic Gifts, two months for Intermediate Gifts, and
three months for Advanced Gifts. In addition to the Notoriety penalty mentioned in
Dark Epics, further Notoriety (and even Renown loss) will be in order if the student later
uses the Gift to harm members of the teachers Tribe.
Many Gifts allow the Garou to expend additional Traits to increase the effectiveness of
the Gift. A Garou may only spend three Traits to enhance the effect of such Gifts. This
does not apply to Gifts that have a specific chart showing the number of Traits spent
versus effect or duration gained.
Each clarification below includes a reference to the part of Laws of the Wilds Gift
section where the original text can be found.
RITES (Ga.3.3.00)
Rules for the Rites Background are found in Chapter Two, above. Gathering for the
Departed, Rite of the Winter Wolf, Baptism of Fire, and Rite of Passage need not be
purchased with Experience Traits; they can simply be learned with Storyteller approval.
The same is true of Seasonal Rites. All other rites must be purchased with the Rites
Background or Experience Traits.
TESTS (Ga.4.1.00)
Unlike standard Static Challenges, Static Challenges of this variety allow the player to
win in the case of a true tie (same hand sign thrown, and same number of Traits as the
difficulty).
HEALTH (Ga.4.2.00)
To clarify, once per scene a Garou who has been reduced to Incapacitated or Mortally
Wounded by an attack may attempt to stay active by spending a Rage Trait. If he then
wins a Static Rage Challenge against eight Traits (re-testable with Survival), he returns to
his first Wounded health level, gains a battle scar, and must immediately test for frenzy
(see page 185). This Rage Healing may not be used if the attack that reduced the Garou
to Incapacitated or Mortally Wounded is one that cannot be soaked, (such as attacks
made with silver). Note that some changing breeds have different metal allergies than
Garou that determines when they cannot Rage Heal.
Garou that are not in their breed forms regenerate bashing and lethal damage at an
astonishing rate. At the beginning of each turn, they recover one level of damage. (All
bashing levels must heal before lethal levels can start to heal.) Non-metis Garou in breed
form heal only one level of lethal damage per day of rest. All Garou heal aggravated
damage at a rate of one level per day of rest, regardless of the form they are in.
Additionally, a character can change into his breed form instantly without a challenge or
the use of Rage or Primal-Urge Traits.
Form-based Attribute Traits are replenished when the Garou's normal Attribute Traits of
that category are replenished.
The Customizing Forms Optional Rule is not used in the Sanctioned Chronicle.
Characters can accumulate any number of temporary Renown Traits, but they may only
convert one Renown Trait into permanent Renown each month. This can be increased to
two Renown Traits for a month with High Approval, or three Renown Traits for a month
with Top Approval.
Successful completion of a challenge for Elder Rank requires that the High Approval
Storyteller be notified within one months time. Information sent should include details
on the challenge, the challenger, and the challenged, as well as any further information
that Storyteller asks for.
Blast does aggravated damage equal to the spirits Rage divided by three (rounded up),
with a successful Physical Challenge.
Anyone in the area of effect for Freeze may make a Static Physical Challenge against
twice the spirits Rage to avoid the damage from this Charm.
Caerns (Ga.4.5.07)
Each city (domain) may have one Caern of rank one, two, or three without need of any
additional approval. High Approval is required for a city to have a rank four Caern, or a
second Caern. Top Approval is required for a city to have a rank five5 Caern, or three or
more Caerns.
New Charms or Optional Rules found in these Tribebooks are not used in the Sanctioned
chronicle, unless otherwise noted in this chapter.
TYPES (Ga.A.1.00)
Kucha Ekunda, (from Tribebook Red Talons) require Top Approval.
ABILITIES (Ga.A.2.00)
Some of the Tribebooks introduce new Abilities, most of which are just variations of
standard, currently-used Abilities. Unless otherwise noted in this chapter, Abilities from
the Tribebooks are not used in the Sanctioned chronicle.
BACKGROUNDS (Ga.A.3.00)
Clout (Ga.A.3.01)
The Clout Background requires High Approval.
Fetish (Ga.A.3.02)
Air Hightops: The system to avoid falling damage is a Static Physical Challenge. The
difficulty is 2 Traits per 10 feet of the fall.
Body Reformation Engine: This Talen requires High Approval. It takes an hour to make
any change.
Cubs Vigor: Willpower is recovered as though the Garou had meditated [per the
Ability], though no test or time is required. It is not compatible with further meditation in
a night.
The Final Draught: This Talen requires High Approval.
Foggs 9mm: This unique item is not used in the Sanctioned Chronicle.
Judges Dagger: The dagger inflicts only one additional level of damage per strike, and
only for a number of strikes equal to the number of Gnosis stored in it.
Labrys Axe: The rules for this weapon may not be used in the Sanctioned Chronicle
without High Approval. Otherwise, substitute the statistics for a Large Axe, from Dark
Epics.
Quiver of Silvered Arrows: The arrows that are not recovered and returned to the quiver
within twenty-four hours will lose their power. When all the arrows are lost, the quiver
likewise loses its power.
Thunders Bracers: This unique item is not used in the Sanctioned Chronicle.
Totem (Ga.A.3.03)
The Tribe-specific guidelines apply even to totems. It requires High Approval to be part
of a pack with a totem from a Tribebook that is not the characters own. This helps to
ensure that some of the standard Totems from Laws of the Wild will be used, since the
ones in the Tribebooks are so much better.
When using the Totems presented in the Tribebooks, levels, or dots of Abilities
translate into Ability Traits on a one for one basis. The MET systems for the American
Dream are left to the discretion of the Narrator to create on a case-by-case basis in any
given scene.
Eagle (Child of Gaia) grants its retest to each pack member only once per session.
Epona (Fianna) only grants the three Tireless Traits in challenges involving extended
travel and endurance, not in combat.
Medusa (Black Fury) has vanished in the Sanctioned chronicle. This Totem requires Top
Approval.
GIFTS (Ga.A.5.00)
Level one and two Gifts from the Tribebooks equate to Basic level in the MET system.
Levels three and four equate to Intermediate, and level five Gifts equate to Advanced.
Level six Gifts may only be learned by Legend rank Garou, and only with Top Approval.
Gifts from the Boli Zouhisze, Iron Rider, and Tetrasomians lists (Tribebook Glass
Walker) require High Approval.
RITES (Ga.A.6.00)
Level one and two rites from the Tribebooks equate to Basic level in the MET system.
Level three and four equate to Intermediate, and level five rites equate to Advanced.
A shifter cannot take items specific to another shifter Type without Top Approval,
regardless of the fact that these items are all listed together in this chapter. Top Approval
is required for creatures outside the Garou venue to take anything from these books.
The changing breeds use all the same rules for forms as Garou in Laws of the Wild,
including tests to change forms (except where their rules note specific changes). The
difficulty to change forms is the same as the equivalent Garou forms in Laws of the
Wild. There are no rank-based advantages for Crinos form.
Shifters who are not Garou commonly have Rank and Renown systems quite different
from those of the werewolves. For these characters, the same level Storyteller that is
required to approve them as a Type will moderate increases in Rank.
Ananasi (Ga.B.1.01)
The Sanctioned chronicle makes use of the optional rule on page 46 of Laws of the Wild
Changing Breeds: 3 (the one regarding female Ananasi forms having a higher number of
Physical Traits than male Ananasi forms). Ananasi may initiate Social Challenges
normally in their various forms (beyond those involving just Intimidation.)
Bastet (Ga.B.1.02)
Bubasti start with one Rage Trait. Bagheera, Qualmi, and Swara start with two Rage
Traits. Ceilican and Pumonca start with three Rage Traits. Balam start with four Rage
Traits. Khan and Simba start with five Rage Traits.
Khan and Simba start with two Willpower Traits. Balam and Ceilican start with three
Willpower Traits. Bagheera, Pumonca, and Swara start with four Willpower Traits.
Bubasti and Qualmi start with five Willpower Traits.
All Bastet start with one more Trait of Gnosis than Garou of the same breed.
Corax (Ga.B.1.03)
All Corax start with six Gnosis Traits and three Willpower Traits (not four and two).
Gurahl (Ga.B.1.04)
The effect of spending Rage to gain extra Physical Traits or extra Health Levels lasts for
the remainder of the scene. Gurahl use the Rage Healing rules for all shifters as noted in
Garou (not the Remaining Active rule in Changing Breeds 2, page 53).
Mokole (Ga.B.1.05)
A Mokole receives a number or Archid Traits equal to his starting Gnosis plus any
Gnosis Traits purchased with Free Traits. Gnosis Traits purchased with Experience
Traits do not add Archid Traits.
Archid Traits with similar effects do not stack. (For example, extra damage from Long
Teeth is not added to extra damage from Poison Sacs.) Movement changes listed for the
Varna are for Suchid form only.
The Poison Sacs Archid Trait inflicts only one additional level of damage. If it is bought
more than once, it can be applied to different attack forms, but the damage bonus does
not increase.
Nuwisha (Ga.B.1.06)
Being a member of the Umbral Danse (successful completion of the rite) requires High
Approval.
All Nuwisha start with four Willpower Traits (instead of three). Latrani start with five
Gnosis Traits (instead of three).
BACKGROUNDS (Ga.B.3.00)
Fetish (Ga.B.3.02)
The Ball of Death, Mirror of Ti Malice, Mother Tongues, Soul Brush, and Helios' Mirror
require High Approval.
Fylfot (Ga.B.3.03)
All of these fetish items are unique and require Top Approval for the Ananasi to have at
character creation or to create later.
Secrets (Ga.B.3.04)
The approval level for Secrets is equal to that of the Storyteller who overseas the area the
secret covers. (If the secret is specific to another venue, a minimum of Mid Approval is
required.) For example, knowledge of the local vampire prince's dark secret would be
Mid Approval, while knowledge of a Justicar's haven would be Top Approval.
Totem (Ga.B.3.05)
A Nuwisha may have up to eight Traits in the Totem Background and can only gain
bonus Traits from one Totem. Note that Nuwisha do not get Totem spirits like Garou
packs, just bonus Traits from following a Totem. A Nuwisha gains only the benefits of
his current Totem. Those of past Totems are lost.
For the purposes of the Willpower Traits granted by Oghma, a story is one month. These
Willpower Traits are temporary and do not count during the resolution of challenges
The bonus health levels gained from Xochipilli are for the scene the Nuwisha is
attempting his outrageous stunt. The free retest (to soak) counts only in challenges
where the Nuwisha is not attempting to harm or otherwise affect his opponent.
Trinkets (Ga.B.3.06)
Non-Fetish Trinkets use the rules for Wonders in Laws of Ascension, Laws of
Ascension Companion, and the Mage supplement to determine Trait value.
GIFTS (Ga.B.5.00)
Baring the Will, Dark Truths, Feed the Gods, Ghost Dance, and Spirit Touch are not used
in the Sanctioned Chronicle. If a Gift states that it uses the system from Laws of the
Wild, but the Gift referred to does not exist in that book, the Gift is not used in the
Sanctioned Chronicle.
Bastet require High Approval to swipe Gifts or learn mortal Sorcery Numinae.
RITES (Ga.B.6.00)
Rite of the Changing Moon, Rite of Conquest, Rite of the Fetish Egg, Rite of Memory
Theft, and Rite of Weaving require High Approval, both to learn and to use.
Battle Blessing, Fighting the Death Bear, Rite of Nine Lives, Rite of One, and Sing Back
the Dead require Top Approval, both to learn and to use.
HENGEYOKAI (Ga.C.1.00)
High Approval is required for Stargazers (Sunset People) in the Garou venue. Stargazers
that revere the Way of Emerald Virtue require Top Approval, as do all other shifter Types
from Hengeyokai.
Where there are discrepancies, hengeyokai forms use the standard Traits from their
equivalent Types in the Changing Breeds books. Any other applicable rules or
clarifications from Garou Appendix A: Changing Breeds also apply.
Kitsune (Ga.C.1.01)
An alteration has been made to the Gukutsushis Gift list (see Gifts, below).
Stargazers (Ga.C.1.02)
Stargazers previously approved in the Garou venue are now considered Sunset People
(with auspices from Laws of the Wild), unless they have received Top Approval for the
Way of Emerald Virtue.
BACKGROUNDS (Ga.C.3.00)
Sempai (Ga.C.3.01)
Rules clarifications applied to the Mentor Background also apply to Sempai.
Totem (Ga.C.3.02)
Dog grants Alert x 3 only for the purpose of making perception-related challenges.
GIFTS (Ga.C.5.00)
The following Gifts on the Gukutsushi Kitsune list are Intermediate: Distant Whispers,
Ebisu's Fingers, Moon-Fan-Face-Shadow, Shadow-Fan-Flowers, and Whelp Body.
The Kitsune Ju-Fu spells cost the same to learn as Gifts taught by spirits. The Gnosis
spent to ensorcel a kami is not recoverable until the kami is expended or destroyed.
RITES (Ga.C.6.00)
Rite of the Fetish Egg and Rite of Hell Made Flesh require High Approval both to learn,
and to use.
Garou Appendix D:
Laws of the Wyld West
This appendix describes alterations to Laws of the Wyld West, for use in the Camarillas
Sanctioned chronicle. A minimum of High Approval is required for Garou venue
characters to take anything from this book. Top Approval is required for creatures
outside the Garou venue to take anything from this book.
BACKGROUNDS (Ga.D.3.00)
Fetish (Ga.D.3.01)
The Spirit Axe and Warbow Fetishes have initial statistics based upon their size (check
the weapon statistics beginning on page 83 of Dark Epics).
The Turtle Necklace gives extra Traits that are applied only in challenges where the
character is defending (not when he is affecting his foe in return).
GIFTS (Ga.D.5.00)
Most of the old Gifts in Laws of the Wild West have fallen into disuse. Rarely will a
Garou have even heard of them, so discovering which spirits teach them is somewhat
difficult. Gifts that reference the Storm Umbra are nearly useless to the Garou in these
times. They can only be used in areas with extreme amounts of Wyld energy present,
such as in the heart of the Amazon rain forest, or in a few rare pocket realms that are
charged with Wyld energies.
If a Gift states that it uses the system from Laws of the Wild, but the Gift referred to
does not exist in that book, the Gift is not used in the Sanctioned chronicle.
RITES (Ga.D.6.00)
Rites of the Frontier and Rites of the Pure Ones are simply no longer useful (or even
heard of) in modern times. Even discovering which spirits teach them is somewhat
difficult.
Red Talons are Mid Approval in the US. Homid Red Talons and Male Lupus/Homid Black Furies are not
allowed in Sanctioned play in the US.
Characters whose background is reliant upon NPCs that would normally require higher levels of
Approval (example: a Garou raised by Bubasti) needs that level of approval for that background.
Unless otherwise noted in your Regional VSS, BSDs of Rank 4 or 5 (Athro/Elder) cannot be made
Venue Specific Antagonists; they require High Approval for use in a sanctioned Garou game. Rank 0-3
BSDs (Cub, Cliath, Fostern, Adren) require RST notification 2 weeks prior to their inclusion.
The ability to learn the unique languages used by the Bete/Fera is High Approval. Note that neither
Kheaur nor the Mokole tongues are capable of being spoken by any but Natives. These can still be
learned, but only to understand, not speak.
Characters may not take Pure Breed or tribal advantages from a tribe not their own.
For example, a PC starts out as a Silent Strider with the Pure Breed background and is adopted by the
Shadow Lords. The now "Lord" will lose the Pure Breed background and the Spirits will restrict access
to the benefits of the Striders - the new "Lord" gains access to resources and influences, while losing all
benefits of Pure Breed. However, they may still have the appearance of a hero(ine) of their old Tribe.
Purchasing the Pure Breed background for their new Tribe would require extremely unique
circumstances (High Approval).
Ga.2.3.02.US Fetishes
The loss of Gnosis due to carrying a Klaive only drains it from the bearer, not from the entire pack.
Ga.2.3.06.US, Rites
A character may not spend more Rage Traits than half his permanent Base Homid Physical Traits in any
given turn (rounding down).
Due to inherent limitations in a Global LARP, gifts that do not list a maximum range will be limited as
follows: During the course of a game, a gift is limited to the confines of the game at which it is used.
During downtime, distance limitations of a gift are determined by the controlling STs of the PC/NPC
using the gift and the PC/NPC being targeted. Conflict over the usability of a gift at extreme range
should be worked out by the RSTs of the PCs/NPCs involved.
Cannot be used to alter a Spirit that is bound into a Fetish without first removing the spirit from the
Fetish.
It takes a minimum of 10 temporary renown for Rite of Accomplishment to be performed for a PC. The
Rite awards the PC one permanent Renown in the appropriate category and resets the Temporary
Renown in that category to zero, even if it exceeded 10 when the Rite was performed.
Amend the line that reads: "At the beginning of each turn, they recover one level of damage" to read "At
the beginning of each turn, they recover one level of Bashing or Lethal damage."
High Notification is required when an Athro PC challenges for Elder. (Example: When a PC has accrued
sufficient renown they may challenge an Elder PC for the right to be called an Elder of the Nation. When
the Elder PC accepts the challenge the player of the Athro PC should notify their High Approval ST
informing them of the fact that the challenge has begun, as well as any further information that
Storyteller asks for.)
Ronin Garou are High Approval. Ronin Garou have no Tribal Advantage, but maintain the Tribal
Disadvantage of their former Tribe. They also have no benefit of the Pure Breed, Kinfolk, Mentor or
Ancestors backgrounds. Ronin Garou are usually referred to in a previous tense with the suffix -lurf
added to their name. It is not unusual for Gaian Garou to strip a Ronin of all Fetishes and Talens and
forbid them to gain new ones.
Ronin Garou are shunned by all non-Wyrm Spirits. They may not regain Gnosis willingly from Englings;
they are abandoned by Pack Totems (Ronin may NOT be in a Pack), Spirit Mentors and Spiritual
Companions; Rites no longer work as the Spirits refuse to co-operate, unless performed under the direct
supervision of a non-Ronin Garou of appropriate rank; Gifts become difficult if not impossible to learn
(All Tribal Gifts are considered Out of Tribe in regards to the strictures and cost to learn. All Breed and
Auspice gifts are Mid Approval to learn.).
Ronin Garou gain no Renown and cannot advance in Rank and must be reduced to Rank One/Cliath to be
adopted by a new Tribe. At such a point in time they gain their new Tribal Advantage and Disadvantage
(but still keep their old Tribal disadvantage as well) and access to their Gifts as In Tribe.
Casting a Garou out of their Tribe or adopting them into a new one requires High Approval.
A Tribeless Garou who is not Ronin is Top Approval and the strictures for such a situation will be dealt
While the Renown chart found in Laws of the Wild: Revised is suitable for an average game, other
Renown charts (such as those found in Source material) may be used with ST discretion.
Kinfolk can never gain more than 1 (one) temporary renown for any action in any given category. If and
when a Kinfolk has enough renown for Rite of Accomplishment the Rite can be performed at the regular
difficulty. Kinfolk cannot hold Rank in the Garou Nation. Kinfolk may never have more than 5 (five)
permanent Renown traits in any category.
In an effort to maintain a consistent continuity in the Chronicle as well as make the higher level spirits
more in line with the way they are describe in the WW source material, any attempt by a PC in the
Shifters Venue in the US to contact an Incarnae, Celestine, Triat or Gaia herself will need to coordinate
such actions with the ST of the appropriate level and authority.
Gafflings can bid up to 2 times their Trait pool against an opponents Physical Traits in challenges.
Jagglings can bid up to 3 times their Trait Pool against an opponents Physical Traits in challenges.
When dealing with Cross Venue Antagonists, spirits do not use the chart when comparing power levels:
they always test.
The Creation and founding basis for a Sept is the Caern. Without it there is no true Sept. The Garou in
the area can refer to themselves as anything they want, but the Spirits do not recognize it as such. The
PCs can call themselves a Sept, organize the same way and work out the logistics, but the spirits do not
give renown, Permanent or Temporary for holding a Sept position. In the same vein, Caern Rites (Moot,
Opened Caern, Badger's Burrow, Opened Bridge, Shrouded Glen) cannot be performed without the
presence of a Caern.
Packless Garou of Fostern (rank two) or higher rank are subject to the harshest mental trauma a Garou
faces: living life alone. The Garous very fiber of being rebels against such a life and their mind takes the
brunt of this life harshly. All Packless Garou of Fostern Rank or higher, who have been without a pack
for 3 months, gain the Temp Derangement: Paranoia, then starting with the next month must test for
Harano on each new moon, until such time as they have been accepted by a Pack. (Rules for Harano are
on page 214 of Laws of the Wild: Revised.) The Paranoia Derangement goes away naturally after the
Garou has been in a Pack for 30 days.
High Approval is required for any non-Garou (Mages, Fera, Changelings, Kinfolk, etc) to be a full
member of a Pack in any Garou (or sub-set thereof) venue. Undead creatures (Wraiths, Kindred,
Mummies, etc) are never allowed to be a full pack member.
A Shifter is allowed to take their full form based movement prior to attacking in any given action; 3 steps
for Homid/Glabro, 4 for Crinos, 5 for Hispo and 6 for Lupus. Any Gift or other supernatural power that
increases a Shifters speed does not allow them to attack after they have moved past their base movement
unless the power specifically states such.
Gifts, Fetishes, or other Supernatural Powers that increase the movement rate of a Shifter do stack with
their form based movement rate. Gifts, Fetishes, or other Supernatural Powers do not stack with each
other, unless specifically noted.
This gift cannot be used to heal the Garou who is utilizing it.
Ga.A.7.00.US, Camps
For a Garou to change from any Tribal Camp that receives unique gifts to another or to be members of
more than one such camp at the same time requires High Approval.
Membership in any of the following camps requires High Approval: Man Eaters (Bone Gnawers),
Bringers of Eternal Peace (Children of Gaia), Loki's Smile (Get of Fenris), Cyberdogs (Glass Walkers),
Children of Bat (Shadow Lords), Eaters of the Dead (Silent Striders), Ivory Priesthood (Silver Fangs),
Bane Tenders (Uktena)
In the US, the following Bastet Breeds are lowered to High Approval: Pumonca, Qualmi.
There are some minor tweaks for the Top Approval Fera (Ananasi, etc). Please consult with the ANST
Shifters Office before employing such as NPCs or submitting an application.
Ga.C.1.02.US, Stargazers
In the US the Stargazers (Sunset People) maintain their Tribal advantage as follows:
Advantage: The Stargazer gains the free Mental trait of Calm that can exceed trait maximums, as well as
a free level of the Enigmas ability not to exceed ability maximums.
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for Mage venue games in the Camarilla's Sanctioned
Minds Eye Theatre chronicle. These rules are intended for use with Laws of Ascension,
Laws of Ascension Companion, and Dark Epics by White Wolf Publishing, and with
the Camarillas Prime Supplement.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character Types.
Concepts (Ma.1.0.01)
There are slight paradigm differences between White Wolfs source material and what is
used for the Camarilla's Sanctioned chronicle. For example, the Avatar Storms in the
Sanctioned chronicle occurred in May 2001 rather than September 1999.
Players are encouraged to limit their character's age upon entering play to that of a
normal mortal lifespan. Concepts that include holding high positions in the various
Traditions, whether past or present, require High Approval. High Approval is also
required if the character is from another Realm. High Approval is required if the
character is, or used to be, a member of a Technocratic Convention.
The Wonder Background is changed in the Supplement, due in part to the release of the Laws of
Ascension Companion. All wonders must be recreated under the Supplement's Wonder rules. (The
ability for wonders to have extra Grades of Success was limited for game balance.)
The rules on Sanctums were changed to reflect changes made in Revised material.
The Merits and Flaws from LotN:R that were used in previous editions are now removed in favor of the
Merits and Flaws found in LoA:C. Reallocation of Free Traits on Merits and Flaws to reflect this is
permitted, with Low Approval. Please note that in some cases, different Merits and Flaws from each
book have the same name, and to retain a Merit or Flaw that appears in LotN:R but not in the
Companion requires High Approval.
Existing characters must be approved by the appropriate level Storyteller(s) if something on the
character sheet now requires a higher level of approval than it did previously. Prior to this series, MC
12 allowed members to purchase 5 Traits of Arete at character creation. This was used to populate the
game with a few Masters right off, and encourage more players to join at the venues inception. To
keep the venue from becoming overpopulated with Masters, this option is no longer allowed. Any
characters that were created with 5 Traits of Arete must be registered with the High Approval
Storyteller before they can be played. Any PC that has gained six or more Arete Traits must be
registered with the High Approval Storyteller before they can be played. Characters are now all subject
to the same time interval requirements between successful seekings, regardless of a players
Membership Class.
Types (Ma.1.0.03)
Some mages require special approval to play. Top Approval is required for anything not
rated here.
Some Tradition, Union, and Disparate Advantages give permanent Traits of some kind or
another. These Traits act as normal but can exceed the characters maximums.
Orphan (Ma.2.1.03)
Orphans have no Advantage or Disadvantage, but may select a specialty sphere during
the Assign Specialty Spheres step of character creation, as noted on page 76 of Laws of
Ascension. Once selected, the specialty may not be changed. Hollow Ones do not get a
specialty sphere.
ABILITIES (Ma.2.2.00)
High Approval is required for characters outside the Technocracy to have any of the
following Abilities: Biotech, Construct Politics, Energy Weapons, Helmsman, High
Ritual, Hypertech, Jetpack, Microgravity Operations, RD Data, and Subdimensions.
BACKGROUNDS (Ma.2.3.00)
Note that Node and Resources can also be considered Chantry Backgrounds. Additional
Backgrounds can be found on page 53 of Dark Epics.
High Approval is required for the following Backgrounds: Backup, Requisitions, Secret
Weapons, and Spies.
Blessing (Ma.2.3.01)
If this Background duplicates a custom Effect that would normally require approval, the
same level of approval is required. A blessing can only use one Sphere, and employs no
additional Grades of Success.
Destiny (Ma.2.3.02)
Rather then making a test at any point in a session to regain Willpower, a character must
expend a Destiny Trait at the same time he spends a Willpower Trait. If he succeeds in
the Simple Test for Destiny, he immediately regains that Willpower Trait.
Enhancement (Ma.2.3.03)
This Background has been altered for the Sanctioned chronicle. A players character may
gain Attribute Traits, mechanical devices, or biological modifications, but all
Enhancements suffer from the Cyborg disadvantage.
Library (Ma.2.3.04)
Each Trait of this Background shaves two weeks off of the characters learning time for
Spheres. No Sphere may be learned in less time than two weeks per level.
Mentor (Ma.2.3.05)
Due to the scarcity of Adepts and Masters, four Trait Mentors are Mid Approval while
five Trait Mentors are High Approval.
Node (Ma.2.3.06)
Due to their extreme value and rarity, two and three Trait Nodes require Mid Approval,
while four and five Trait Nodes require High Approval. Nodes provide Tass once every
two weeks, as detailed in Laws of Ascension.
Influence (Ma.2.3.07)
Because the Technocracy is the undisputed master of Influence among mortals, any mage
who acquires a large number (twenty or more) of Influences should be warned that they
risk drawing Technocratic attention.
While most Backgrounds levels are limited to a maximum of five, the total levels of Chantry/Construct,
Familiar/Companion, & Wonder are not. Players should make suggestions for these Backgrounds
regarding statistics and powers, but the Storyteller always holds the final decision on the specifics.
Wonder (Ma.2.3.09)
A wonder can have an Effect that uses multiple Spheres, but not more then five Sphere
levels. It can also have multiple Effects, as long as no specific Effect has more then five
Sphere levels. Effects created by a wonder are at the first Grade of Success. (Effects
may make use of one additional Grade of Success, but only to increase duration.) Thus, a
wonder that duplicates Trick Shot is allowed, as that only requires four Sphere levels, but
one that duplicates Void Strike is not, since that requires six Sphere levels.
Talismans will absorb all Paradox generated for using one to create a Vulgar Effect. If a
Talisman absorbs Paradox equal to it's Trait value in a twenty-four hour period, it is
rendered inoperative for twenty-four hours thereafter. Failing to create an Effect with a
Talisman renders it inoperative for an hour or scene.
A talisman can only have more than one Trait of Arete with High Approval. (Each
additional Arete Trait requires four more Wonder Traits). When using any Effect
generated by a talisman, the mage uses the Arete of the talisman to create the Effect,
ignoring modifiers for Resonance and any Effects the mage is maintaining, while
reducing the difficulty by two Traits for using a Unique Focus. Talismans can benefit
from the Spending Extra Time rule.
Physical Enhancement, Resistant Pattern, Sleepwalker, and Twin Souls require Mid
Approval.
Dual Traditions, Fae Blood, Ghoul, Shapechanger Kin, and Stormwarden require High
Approval.
Shattered Avatar requires Top Approval. Bigot, Construct, Inner Knight, and
Technobabbler require Top Approval for non-Technocrat player characters.
Non-Technocratic player characters may not take Demented Eidolon, Fifth Degree, or
Rogue.
ARETE (Ma.2.5.00)
The Extended Challenge rules in Prime are not used for Arete Tests.
In addition to spending Experience Traits and succeeding in a Seeking to raise a
characters Arete, there is a minimum amount of time required to have passed since the
character's last successful Seeking (or since its creation). This minimum time is a
number of months equal to two plus the characters current Arete. Thus, someone with an
Arete of three must wait at least five months before attempting to undergo a new Seeking
to raise his Arete to four.
Characters with Arete ratings of five, six, seven, and eight require High Approval for a
successful Seeking. Characters with Arete nine require Top Approval for a successful
Seeking.
A mage must have a higher level of the Sphere than the level they are teaching, with
these two exceptions: A Master of a Sphere may teach up to Master level in that Sphere,
and an Archmage of a Sphere may teach up to Archmage levels in that Sphere.
The cost of Rotes is changed to one Experience Trait for every five Sphere levels
involved in the Rote (or fraction of thereof). Thus, Trick Shot would require one
Experience Trait, while Void Strike would require two.
Upon learning each level of a Sphere, a character automatically learns one Rote of the
appropriate level for that Sphere. A Rote requiring additional Spheres may be selected if
the mage also meets the other Sphere requirements.
High Approval is required for any Effect that interacts with an Avatar. This includes
forcing a Sleeper to Awaken, destroying an Avatar through Gilgul, interrogation of an
Avatar, or any attempt to negate a mage's ability to use magic.
High Approval is required for any Effect whose area extends outside the area of the
current scene. For an example, Ball of Abyssal Flame should not normally be allowed to
damage everything within half a mile of the casting. This rule is not intended to keep
Correspondence Effects from functioning. This rules is intended to keep the effects of a
game contained within the game (and under the authority umbrella of the Storyteller
running the game). It is extremely difficult to moderate effects that cross the boundaries
of other games, venues, regions, etc. and mages have a higher than average ability to
create such effects.
High Approval is required for any Effect that will change the history of the chronicle
beyond that of the current scene. The events of the past made the present. It is possible
to see the past and even change the immediate past, but those who tamper with long
settled history will fail and fall to Paradox.
High Approval is required for any finite duration Effect that becomes permanent or lasts
longer than 6 months due to Grades of Success applied for duration. For an example, see
the Adept and Master levels of the Prime Sphere. Any Effect that results in the creation
of permanent magic must be cast via Superhuman Ritual.
Any effect that would create a Shallowing must be undertaken at the strongest of Nodes.
It takes a Node with a minimum rating of four for any attempt to create a Shallowing to
work. Otherwise, Shallowings are High Approval.
Mages do not need to spend Quintessence to heal aggravated wounds in the normal way,
at the normal rate. (See Prime for rules on normal healing.)
The following Optional Rules are used in the Sanctioned chronicle: Acting in Concert, Archmage Spheres,
Beyond Human Limits, Conjunctional Effects, Dynamic Magic, Extended Grades of Duration, Fast-
Casting, Merits and Flaws, Negative Reputation, Optional Casting Modifiers, Overbidding for Success,
Power Source Separation, Reputation Maximums, Rituals and Extended Magic, Slow Reputation Build, and
Using Willpower.
The Contested Effect Optional Rule is used, except where the published text of a power specifically says a
follow-up challenge is not required, such as with Slay Machine.
The Extended Grades of Duration Optional Rule is used, with the addition of "one week" and "one month"
to the chart found on page 119 of Laws of Ascension Companion. These do not require an additional
Grade of Success to be used.
The Superhuman Ritual Optional Rule is used, but each application requires High Approval.
The following Optional Rules are not used in the Sanctioned Chronicle: Half-Dead, Final Retribution,
Grades of Power, Mixed Paradigm Flaws, Reputation Erosion, Stacking Backgrounds, and Staggered
Reputation.
The following Optional Rules may be used for an Orphan with Low Approval: Avatar Filter and Do-It-
Yourself Paradigm.
The following optional rules may be used in a game with Low Approval: Animal Form Knowledge,
Consensus Coincidence, Paradox Flaws, and Paradox Realms. Any use of these rules must be noted in the
Venue Style Sheet.
The following optional rules are superseded (in part or in full) by rules in Prime: Combat Mobility, Limited
Mobs, Merits and Flaws, and No Instant Kill.
Ascension (Ma.4.0.05)
Achieving Ascension, becoming an Ascended being, or any interaction with Ascended
beings requires Top Approval.
Mage Appendix A:
Tradition Books
This appendix describes alterations to Revised Traditionbook: Akashic Brotherhood,
Revised Traditionbook: Celestial Chorus, Revised Traditionbook: Cult of Ecstasy,
Revised Traditionbook: Dreamspeakers, Revised Traditionbook: Euthanatos, and
Revised Traditionbook: Hollow Ones, for use in the Camarillas Sanctioned chronicle.
This appendix will be updated as future Traditionbooks are released. It requires High
Approval to take something from a Traditionbook if the character is not a mage of that
Tradition. Top Approval is required for creatures outside the Mage venue to take
anything from these books.
ABILITIES (Ma.A.1.00)
BACKGROUNDS (Ma.A.2.00)
Totem (Ma.A.2.01)
Mages that wish a personal Totem are to use the rules found in Ga.2.3.07, this requires
High Approval.
An Artifact with an invoked power requires a standard Arete test to activate the power, as if the mage
were themselves performing the rote.
Any custom Effect or Background that would duplicate the properties of an item (Merit, Effect, Flaw,
Background, etc.) requires, at a minimum, the same approval as the item being duplicated.
Due to the actions of the Technocracy in the United States, the weight of the Consensus is stronger here
and therefore violations of the Consensus often incurs a heavy price. Because of this, the Paradox
damage levels found in Laws of Ascension, pg 173, are not used. Instead, the following system is used to
determine Paradox damage levels:
Backlash of one to ten Paradox Traits: Divide Traits by two, rounding up. Take that much Bashing
damage. This damage may only take the mage to Mortally Wounded, ignore any additional damage.
Backlash of eleven to twenty Paradox Traits: Divide Traits by three, rounding up. Take that much Lethal
damage. This damage may only take the mage to Mortally Wounded, ignore any additional damage.
Backlash of twenty-one or more Paradox Traits: Divide Traits by four, rounding up Take that much
Aggravated damage. This damage *may* take the mage past Mortally Wounded into dead. In this case,
no "killing blow" need be declared, as the damage results from the mage's own actions.
Primium (Ma.4.0.06)
High Approval is required before any item made of Primium is allowed to enter sanctioned play.
Primium items are Artifact Wonders, with a Trait value assigned by the approving storyteller. Primium
Armor has a Trait Value equal to its health levels of protection.
Nephandi, Marauder, and Technocrats are venue specific antagonists in the US Mage venues.
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for Mortal venue games in the Camarilla's Sanctioned
Minds Eye Theatre chronicle. It is also used to create mortal characters that are based in
one of the other venues. These rules are intended for use with Laws of the Hunt:
Revised and Dark Epics by White Wolf Publishing, and with the Camarillas Prime
supplement.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character Types.
Many previously existing Numina, Backgrounds, Merits, and Flaws are altered or not present in the
Revised material. If something that a character possessed is no longer available, it is removed from the
character sheet and the Traits spent on it are refunded. In almost every case, mortal character sheets
will simply need to be reconstructed from the ground up, using the new rules. Your Storyteller will
help you to make sure the new character sheet should resemble the old one as closely as possible.
Sorcerer character sheets will be especially altered, as their powers are now quite different.
Some Merits that were previously exempted from counting against a characters seven-Trait maximum
are no longer exempt.
If an item on a character sheet (including the characters Type) has increased in approval level,
approval must be applied for as though it were a new character. It is the players responsibility to
submit the character for standard approval within one month of the release of this document.
Kinfolk require High Approval to keep Gifts that are not from their breed or Tribe list.
Ghouls that were previously approved to be of an Approval clan (per the guidelines of the Vampire
supplement) can consider that approval to mean Approval to learn that clans special approval
Disciplines (unless the Approval specifically stated otherwise).
The Humanity rules found in Laws of the Hunt:Revised are not used. The Morality rules from Vampire
are used, instead.
Types (Mo.1.0.03)
A characters Numina and/or venue subtype Merits determine its Type. In the Mortals
venue, Dauntain, Mediums, Psychics, Sorcerers, and Theurgists require only Low
Approval, as do the venue subtypes (Kinain, Kinfolk, Ghouls, and Revenants). This is
providing that the game they are being played in is of the appropriate Setting (see
Chapter Four for information on Mortal venue Settings).
Playing one of the above in another venue requires the standard High Approval for cross-
venue Types. Sorcerers in the Mage venue are an exception, requiring only Low
Approval for that venue. In addition, the venue subtypes have certain exceptions in their
parent venue (see Merits and Flaws in Chapter Two).
ABILITIES (Mo.2.2.00)
Mortals begin play with five starting Abilities, not three.
Alchemy and Herbalism (used with the Alchemy path of sorcery) both fall under the
Hobby/Professional/Expert Ability in Laws of the Hunt.
BACKGROUNDS (Mo.2.3.00)
Ignore the occasional reference to Arcane and Library, Backgrounds that are not actually
available in the Revised Laws of the Hunt. Additional Backgrounds can be found on
page 53 of Dark Epics.
Mentor (Mo.2.3.01)
In addition to the standard use for this Background, Mentor non-player characters may
teach psychic phenomenon to psychics or Theurgy to Theurgists. A character may not
learn more Numina powers from her Mentor than her level in this Background, so the
characters Experience Trait log should reflect which powers have been learned this way.
Ghouls have safe, usable access to six of their ten Blood Traits, and suffer a level of
damage for each Blood Trait they lose (or use) beyond that. Ghouls may only spend one
Blood Trait per turn, to increase Physical Traits, power Disciplines, or heal wounds as
vampires do.
Ghouls begin play with only one Discipline, the first power of Celerity, Fortitude, or
Potence (usually whichever the domitor has in-clan, but not necessarily). All Disciplines
are considered out-of-clan for ghouls, thus teachers must be acquired, and out-of-clan
Experience Trait costs must be paid (see Chapter Three of the Vampire Supplement for
adjusted out-of-clan Discipline costs). Additional levels of the ghouls initial physical
Discipline can be bought without a teacher (but the other restrictions still apply). Ghouls
whose domitors have in-clan access to special approval Disciplines do not find those
powers any easier to learn (Approval must still be acquired, as with all out-of-clan
Disciplines).
In the Camarilla and Sabbat venues, a ghouls current domitor limits the level of
Disciplines that she may learn (and use). Normally ghouls may not learn higher than
Basic level powers, but ghouls of a domitor that is tenth generation or better may learn
and make use of Intermediate Disciplines. Ghouls of a domitor that is eighth generation
or better may learn and make use of Advanced Disciplines.
To balance this Merit with the other venue subtype Merits, ghouls who are also Dauntain,
Mediums, Psychics, Sorcerers, or Theurgists may not have additional Disciplines. This
restriction does not apply to characters outside the Mortal venue or to those with High
Approval for permanent cross-venue play.
Kinfolk (Mo.2.4.04)
If a mortal characters home venue is Garou, this Merit requires only Low Approval and
can be taken at no cost. If a character also takes the Merit Gnosis, Kinfolk does not count
against the characters maximum number of Merit Traits.
The cost of learning a Basic Gift is changed to four Experience Traits, but the kinfolk
may only purchase Gifts from her breed and Tribe lists. If the character does not select a
Tribe (see Laws of the Wild page 70), she may only purchase breed Gifts.
Kinain (Mo.2.4.05)
Kinain in the Changeling venue dont require a Merit to be kinain. They use the
character creation rules beginning on page 138 of The Shining Host Players Guide.
Kinain in the Changeling venue require only Low Approval.
Kinain in the Mortals venue (or another venue) choose a Heritage from The Shining
Host Players Guide (page 142), but otherwise do not use the character creation rules
from that book. If a character in the Mortal venue also takes the Merit Faerie Blood, one
of these Merits (the lowest level one) does not count against the characters maximum
number of Merit Traits.
Medium (Mo.2.4.06)
Possession of this Merit is required for all Medium Types (Benandanti, Boardwalk
Mediums, Dannati, Orphic Circle, PRW, Shamans, and Specter Cultists), though simply
possessing it does not require the characters type to be Medium.
Revenants use the standard mortal character creation rules for their Traits, with additional
rules taken from Laws of the Night Sabbat Guide (page 168). Revenants who have a
Path of Enlightenment use the rules for them presented in Laws of the Night and the
Vampire Supplement (including approval requirements based upon venue). Revenants
may buy age with Mid Approval, but not more than four Traits. They do not
automatically get bonus Path Traits based on age.
Revenants use blood exactly as ghouls, except they may safely spend (or lose) all of their
Blood Traits without losing health levels or falling to Mortally Wounded.
To balance this Merit with the other venue subtype Merits, revenants who are also
Dauntain, Mediums, Psychics, Sorcerers, or Theurgists may not have additional
Disciplines, regardless of age. This restriction does not apply to characters outside the
Mortal venue or to those with High Approval for permanent cross-venue play.
Symbol Independence (Mo.2.4.10)
This Merit does not count against your maximum number of Merits.
HUMANITY (Mo.2.5.00)
The rules for Humanity Traits from Laws of the Hunt are not used. Instead, all Mortal
characters (regardless of Venue) use the Virtue and Morality rules from Laws of the
Night Revised. However, Mortal characters start off with ten points of Virtues, which are
assigned during character creation in exactly the same way as they are for vampires. All
Virtue and Morality rules from Vampire apply to Mortal characters, as well. Storyteller
discretion should be used to determine when a Virtue Test is required, and at what
difficulties. A Mortal that loses his last Morality Trait does not enter Wassail. Instead, he
automatically regains the Morality Trait at no cost, but is inflicted with a permanent,
incurable Derangement of the Storytellers choice. It requires Top Approval for any
Mortal character to be on a Morality (and use the alternate Virtues) other than Humanity,
with the exception of Revenants. Revenants may be on the Paths of Cathari, Death and
the Soul, Honorable Accord, Lilith, or Power and the Inner Voice with Low Approval.
Revenants may choose either the Path of Evil Revelations or Humanity with High
Approval. Any Path not listed would require Top Approval.
Mortals may buy Numina with Experience Traits at character creation (the text on page
140 implies otherwise). They may not take multiple types of Numina, with the exception
of True Faith). Multiple paths within the same type are acceptable, though certain
Numina types have additional restrictions.
Numina that add Attribute Traits are not cumulative, so Physical Traits gained from an
Alchemy potion would not add to those gained from an Enchantment talisman; only the
highest bonus will apply.
Numina that allow for the recovery of Willpower do not allow a character to recover
more than two Traits per session.
To learn a secondary psychic power, the psychic must seek out another who has the
desired power and is willing to teach it to her, or have a generous and widely versatile
mentor. She must also pay higher Experience Trait costs for any secondary path powers
(four for Basic, eight for Intermediate, twelve for Advanced). A psychic can rarely
develop more than a single path of psychic phenomenon, and she may never be as skilled
in a secondary path as she is in her primary path. Thus a psychic cannot study additional
paths (Basic levels) until her primary path reaches Intermediate level, and she cannot take
Intermediate levels in any secondary path unless her primary path has reached Advanced.
It requires High Approval for a mortal to learn powers from more than two secondary
paths.
When a psychic phenomenon does not specifically list the difficulty for the Static
Challenge (or does not provide an alternate system of testing), use the following
guideline: three Traits for Basic powers, six Traits for Intermediate, and nine Traits for
Advanced.
Anti-Psychic (Mo.3.1.01)
Buying any level of this path requires Mid Approval.
Clairvoyance (Mo.3.1.03)
Despite the effects of an identically named power from another venue, the Revised
version of this psychic phenomenon does not locate objects or people. It functions only
on locations.
Very familiar typically applies only to the clairvoyants home, a place (about the size
of a building) that she has lived at almost exclusively for six months or more. Such
places may be tuned in upon with relative ease. What the psychic perceives is limited
only by the Clairvoyance power she is using.
Known places are those that the clairvoyant frequents, and has spent a lot of time
studying in person. Only Basic level psychic phenomenon may be used in conjunction
with this power (provided the psychic has sufficient levels of Clairvoyance to do so). A
character may only Refocus once from her original point of reference (as described on
page 168). Such locations are treated as being unfamiliar.
Unfamiliar locations are those that the clairvoyant has only been to once, or has only
been able to study from a distance (perhaps through a telescope). Such locations may not
be viewed in anything better than a haze. Sounds are slightly muffled, scents are difficult
to discern, and vision is too blurry to read any writing or recognize those who are in the
area. No powers can be used through an unfamiliar connection.
Psychometry (Mo.3.1.07)
Even at the Advanced level, the rough images described by the text are not enough to
positively identify them or allow for the use of Clairvoyance upon them. Psychometry is
a powerful tool for seeing events in the past, but is imprecise when it comes to
identifying people or specific details.
Psychoportation (Mo.3.1.09)
These powers still require the normal concentration and activation time, and may not be
fast cast. This means that that when Psychoportation is used, the character will not leave
the scene until the end of the turn. The entirety of the travel takes place in the following
turn, regardless of distance.
Synergy (Mo.3.1.11)
This Numina is not used in the Sanctioned Chronicle.
Telepathy (Mo.3.1.12)
Note that the Sanctioned chronicle makes use of the optional rule splitting Telepathy into
three different Numina paths: Telepathic Sensing, Telepathic Projection, and Telepathic
Control. Each is a separate path of psychic phenomenon.
SORCERY (Mo.3.2.00)
The Camarillas Sanctioned chronicle makes use of the optional rules for Freeform
Spells, Grades of Success, and Tradition Advantages and Disadvantages, where
appropriate.
The Willpower Trait spent to hang a spell is in addition to the normal cost to cast it.
The test to cast must be made as the spell is hung, and then again when the spell is
actually cast. Hanging complex spells is extremely difficult, such that the sorcerer may
not successfully hang a ritual spell, nor may she employ teamwork or extra Grades of
Success in the casting.
New sorcery spells are Low Approval, but their use from game to game is somewhat
limited. If a sorcerer is played in another Storytellers game, that Storyteller must
specifically approve each of the characters spells before they can be used. The
Storyteller is at liberty to deny any new spell brought into her game, or alter the system
for it when it is used in her game.
In the text under the heading Rituals, ignore the reference to the Rituals Ability.
Alchemy (Mo.3.2.01)
Storytellers should discourage sorcerers from flooding the game with items not
intended for the their own use. It requires High Approval for an Alchemy item to be
transferred to another character that is not a member of the Mage or Mortal venue.
Alchemy never benefits from extra Grades of Success. The duration of Alchemy items is
one scene, not one turn.
Enchantment (Mo.3.2.02)
Enchantment may not be used to mimic non-Sorcery powers.
Healing (Mo.3.2.03)
Only one level of damage is healed per level of the spell used. A single extra Grade of
Success allows the sorcerers healing spell to take effect instantly.
Hellfire (Mo.3.2.04)
The range and duration of Hellfire are unmodified by this supplement, but the damage
levels it can inflict are altered thusly: one level for Basic effects, two levels for
Intermediate, and three levels for Advanced effects. Spells that combine this damage
with damage from other attacks simply add a level to the guideline above. For example,
Hellblade as an Initiate spell adds only one level of damage (the maximum for its level),
but as a Master spell adds three levels of damage. In the example of the Master level
spell, attacks from the weapon inflict a maximum of four levels of damage, regardless of
the type of weapon, or additional affects used in combination with it.
Variations of Hellfire are allowed in the Sanctioned chronicle (see the Hellwind, etc.
boxed text on page 211), but very limited game mechanics are applied. Unlike fire,
varied energy types do not cause combustible materials to catch fire, nor do they cause
vampires to test for Rtschreck. Non-standard elemental effects apply a one-Trait
penalty to a certain type of challenge for a number of turns equal to the level of the spell
being used (Apprentice, Initiate, Disciple, Adept, Master).
For example, cryogenic attacks may cause surfaces to become icy, applying a penalty to
all physical challenges where movement is involved. Poisonous vapors make apply the
penalty to all challenges involving perception, or where the challenger needs to see her
target. The Storyteller designs the penalty at the time the sorcerer learns her first level of
the power. The penalty is applied over the entirety of the spells area of effect, so in
some cases, it might be applicable to only a single person.
Summoning (Mo.3.2.05)
The challenge against the target, which occurs after the challenge to see if the spell is
successful, is a Mental Challenge (rather than a Mental vs. Willpower Challenge), unless
the target does not have Mental Traits (as is the case with many types of spirits).
The Banal Bunks optional rule on page 234 is only used for Agendas in the Changeling
venue.
THEURGY (Mo.3.4.00)
Theurgists must choose a primary path of Theurgy (making all other paths
secondary). The theurgist may develop the entirety of her primary path without
assistance, but learning additional paths is both costly and difficult.
To learn a secondary path of Theurgy, the theurgist must seek out another who has the
desired power and is willing to teach it to her, or have a generous and widely versatile
mentor. She must also pay higher Experience Trait costs for any secondary path powers
(four for Basic, eight for Intermediate, twelve for Advanced). A theurgist can rarely
develop more than a single path of psychic phenomenon, and she may never be as skilled
in a secondary path as she is in her primary path. Thus a psychic cannot study additional
paths (Basic levels) until her primary path reaches Intermediate level, and she cannot take
Intermediate levels in any secondary path unless her primary path has reached Advanced.
It requires High Approval for a mortal to learn powers from more than two secondary
paths.
Via Geniorum (Mo.3.4.01)
To clarify, there are five levels of this Numina: Grade One (Basic), Grade Two (Basic),
Grade Three (Intermediate), Grade Four (Intermediate), and Grade Five (Advanced).
Each level of Via Geniorum purchased gives the theurgist a free ritual from that paths
list, of the same (or lower) level.
METAMORPHOSIS (Mo.4.2.00)
Note that additional rules for metamorphosis exist in Prime, and additional rules for
metamorphing into specific Types (including rules for non-mortal metamorphosis) may
be found in the appropriate Supplements.
The "venue subtypes" may have certain exceptions from their parent venue (example: Stargazer Kinfolk
take High Approval.)
Mo.2.3.05.US, Mana
This background is restricted to Mortals with Sorcery. Each Trait of the Mana Background allows the
sorcerer to store a single Trait of Mana for use in his magic and higher levels allow for the expenditure of
multiple Mana Traits (to lower casting difficulties) in one turn. A Sorcerer may expend temporary Mana
Traits up to half (round up) of their background in a single turn. In order to refresh Mana Traits each
sorcerer must engage in some kind of meditative state. Each hour spent undertaking this activity, the
sorcerer makes a Simple Challenge (retest with the Meditation Ability). On a win or a tie, the character
regains a single temporary Mana Trait.
The following Merits and Flaws are Mid Approval: Addicted to Vampiric Vitae, Detached, Ecclesiastical
Rank (2 points), Poisonous Blood, Potent Blood, Prophecy, Spectre Meat, Supernatural Enemy (3
points), Wyrm Tainted.
The following Merits and Flaws are High Approval: Double Identity, Ecclesiastical Rank (3 points),
Mysterious Guardian, Supernatural Enemy (4 points).
The following Merits and Flaws are Top Approval: Fist of God, License to Kill, Supernatural Enemy (5
points), Top Secret Access.
The Merits Shivers, Medium, Ghostsight, and Speaker With the Dead do not count towards the 7-point
limit on Merits for Mortals in the Wraith Venue. These Merits must still be purchased as normal.
Mo.3.0.00.US, Powers
A character typically only has a single Numina Type (example: Sorcery or True Faith), or is of a "venue
sub-type" (example: Kinfolk or Revenant). It is High Approval to have a second (example: have both
Sorcery and Kinfolk, or both Psychic and Theurgy.) The second type et al is limited to a single set power
(a single discipline, an art, etc.). The Powers associated with additional Numina (or "venue subtype") are
double cost for free traits and +1 ET otherwise.
Generic Numinae effects (especially the Sorcery Paths of Alchemy, Enchantment and Fascination) that
grant Bonus Traits are normally, unless otherwise specified, limited to 1 Bonus Trait for Basic effects, 2
Bonus Traits for Intermediate effects and 3 Bonus Traits for Advanced effects. At the cost of a Negative
Trait (to be borne by the character for same duration as the Bonus Traits granted by the effect) a single
additional Bonus Trait may be added to this total. Only one additional Bonus Trait may be gained in this
fashion.
Using Alchemy or Enchantment to replicate the effect of an item, requires a minimum of the same
approval as the item in the Mortals Venue.
Mo.3.2.07.US, Summon/Binding/Warding
Grades of success may be used during the casting to increase duration. To make a permanent ward
requires the use of Level 6 Warding or the Enchantment Path to make a permanently warded item (ritual
for such an item needed).
S/B/W rituals may be cast and "held" per the standard penalties for held spells. The maximum amount of
time an S/B/W ritual may be held is one day or until the caster sleeps, whichever comes first.
The US Mortal Venue uses a Freeform Rituals mechanic for Paths of Sorcery. All Sorcery Paths save for
Enchantment may use the Freeform Rituals mechanic.
Time
A Freeform Ritual is time-consuming. While the newly-dynamic sorcerer can now begin to innovate on
the patterns established long ago, she must re-tread a lot of old ground and rebuild from the bottom up.
As a result, Freeform Rituals take days or even weeks to research and cast. (The chart below presumes
regular daily work on the Ritual and may not be accelerated by any means.) Time required to cast a
Freeform Ritual is as follows;
If the Ritual is not bought as a known Ritual, the sorcerer will have to satisfy this time requirement with
every single casting of the Freeform effect. During this time period, the sorcerer may not cast any other
Rituals, Freeform or otherwise, without ruining the current casting process.
Difficulty
Freeform Rituals are difficult to get one's head around. They hint at a level of fluidity which the semi-
static caster instinctively recoils from. The difficulty of a Freeform Ritual may be determined with the
following formula:
1. Determine the Ritual's base difficulty (1 for Apprentice, 2 for Initiate, etc.) and add 2 to the result
3. Add +1 for Vulgar casting or +3 for Vulgar casting with witnesses, if appropriate (calling down a
blizzard in August in Tampa, for example)
7. Expend a Willpower Trait (above and beyond any other expenditures normally required for a
Ritual of the Path in question)
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for Changeling venue games in the Camarilla's Sanctioned
Minds Eye Theatre chronicle. These rules are intended for use with The Shining Host,
The Shining Host Players Guide, and Dark Epics by White Wolf Publishing, and with
the Camarillas Prime Supplement.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character Types.
Concepts (Ch.1.0.01)
For the Camarilla's Sanctioned chronicle, there is a slight change with starting seeming,
making the relation between a character's chimerical self and mortal self less concrete in
terms of age. For example, Storyteller approval allows a character to have a mortal self
that is fifteen years old, just been released from sleeping, and a Childling of ten years. A
Seeming may be changed by more than five years beyond normal in either direction with
Mid Approval, or by more than ten years beyond normal with High Approval.
Membership in the Shadow Court requires High Approval, as does membership in the
following houses:
Ailil, Balor, Leanhaun, and Scathach.
Attribute Trait maximums have changed in the Supplement. Traits that exceed the new maximums are
removed, and their Experience Trait costs are refunded.
As with the other venues, changeling characters now get 5 starting Free Traits in addition to those
gained from Negative Traits and Flaws. These may be added to existing characters after character
creation, but may not be used to increase Title or Holdings in that case.
New or altered approvals levels were applied to some Backgrounds and powers in the Supplement.
Existing characters must be approved by the appropriate level Storyteller(s) if something on the
character sheet now requires a higher level of approval than it did previously.
Types (Ch.1.0.03)
Special approval is required to play some Kith or Kinain. Top Approval is required for
anything not rated here.
Boggan, Eshu, Nocker, Pooka, Redcaps, Satyr, Sluagh, and Troll require only Low
Approval.
Clurichaun, Ghille Dhu, Piskie, Selkie, and Sidhe require Mid Approval.
Autumn People, Dauntain, Inanimae, Nunnehi, and all Thallain require High Approval.
All changeling characters get five Free Traits at character creation in addition to those
gained from Negative Traits and Flaws. One Free Trait can be spent to take an additional
Ability, Attribute, or Background Trait, or to specialize in an Ability. Two Free Traits
can be spent to take one level of a Realm. Three Free Traits can be used to purchase a
Basic Art, a Glamour Trait, or a Willpower Trait.
BIRTHRIGHTS (Ch.2.1.00)
Some Kith Advantages give permanent Traits of one kind or other. These Traits act as
normal Traits but can exceed normal maximums. They are expended as normal in
challenges but can not be permanently lost. These Traits are chimerical unless otherwise
noted in Sanctioned source material. Non-Sidhe characters dont gain the advantages or
disadvantages listed for membership in a House.
ABILITIES (Ch.2.2.00)
Gremayre takes the place of Kithain Lore and the same level of approval as any other
Lore. It may only be used when canceling Cantrips, not when employing them.
Gremayre may not be combined with the Ability Aptitude Merit.
The Mists protect Shadow Court Lore and Dreaming Lore. High Approval is required for
player characters to have either.
BACKGROUNDS (Ch.2.3.00)
Even if gained or created in play, the Chimera, Companion, Political Connections,
Remembrance, Title, Treasure, and Trod Backgrounds require Mid Approval to take level
four, High Approval to take level five, and (for Chimera, Title, and Treasure) Top
Approval to take level six. These Backgrounds require extensive Storyteller assistance in
order to be woven into the Sanctioned chronicle.
For Nunnehi, the Nunnehi Backgrounds (Household, Spirit Companion, and Totem)
require Mid Approval to take level 4, and High Approval to take level five.
For Inanimae, the Inanimae Backgrounds (Regard and Famous Anchor) require Mid
Approval to take level four, and High Approval to take level five.
For Kinain, the Kinain Backgrounds (Dross, Faerie Blood, Faerie Mentor, Feth Fiada,
and Kenning) require Mid Approval to take level 4, and High Approval to take level five.
Dross and Feth Fiada are available to Kithain characters with a minimum of Mid
Approval.
While most Backgrounds levels are normally limited to a maximum of 5 (or 6), the total levels of
Chimera, Companion, and Treasure are not limited when referring to multiple creatures or treasures.
(Any single creature or item of levels 4 or higher still requires the level of approval stated above.)
Players should make suggestions for these Backgrounds regarding statistics and powers, but the
Storyteller always holds the final decision on the specifics. Many nations have specific creation rules
for these three Backgrounds in their National Addenda.
Holdings (Ch.2.3.02)
The number of Glamour Traits that characters can "use" or "absorb" that the Holding
generates each week is equal to the number of Traits invested in this Background. The
Glamour is distributed as the Storyteller sees fit, though the "controlling" character's
desires should be considered when making this determination. For example, four Knights
sleep around the balefire at a level two Holding. Only two Glamour Traits are available
for the Storyteller to split among the four characters (each week that they have spent
some time resting in the Holding).
Storytellers should keep in mind that a characters who constantly draws from freeholds
(three to four weeks out of every month, or more) run the risk of entering Bedlam from
spending so much time in the chaotic energies of a freehold. Furthermore, caring for a
freehold should be a give-and-take. If there is no upkeep and the freehold is constantly
drawn upon for Glamour, it runs the risk of "burning out" and losing levels of power, at
Storyteller discretion. A freehold will produce Dross each month equal to its rating,
which will "appear" in a treasure- or store-room within the freehold, as long as the
Glamour-supply has not been "tapped out".
The Storyteller may approve a "commoner freehold" in which at least three players invest
points into a Holding (which may only be as high as level four.) A character may not
choose this Background without taking at least the same level of Title unless it is part of a
commoner freehold. Where a commoner freehold is less than three points, or where
division makes fractions of points cost, then the players may decide between themselves
who pays for the Background, but at least three must be sworn to it as the "controlling"
characters.
Storytellers are encouraged to use the "Freehold Realm Affinity" system when helping
players create freeholds. This will help give flavor to freeholds, and will help the STs
determine the style of the holding, as well as the type of Chimera that "come with" the
holding. For example, a level two Medieval Fortress holding with the Actor Affinity
would have a few serfs, and a few guards in chainmail patrolling the battlements. The
same holding at level four would have a full staff of wenches, serfs, cooks and grooms, as
well as armored patrols that roam the freehold's lands and defend it if attacked. A level
four Freehold that is a skyscraper would also probably have the Actor realm, and might
have restaurant cooks, accountants, and other assorted corporate-chimera.
Under no circumstance will the Chimera who "come with" a Freehold ever leave the
immediate vicinity of the Freehold. They are meant to give flavor and life to this
background, and to provide in-game stories for the characters who frequent such places.
Influence (Ch.2.3.03)
Because dealing too heavily in Influences may result in Banality, changeling characters
are limited to beginning with five total levels of Influence. The Storyteller should apply
one to three temporary Banality Traits to the Influence holder on a monthly basis if she
acquires more than five levels, or if she uses her Influence in a particularly banal fashion.
However, Storytellers are urged to keep in mind the type and usage of Influence before
applying temporary Banality Traits.
Remembrance (Ch.2.3.05)
Remembrance cannot be used to retest a Gremayre counter Cantrip retest.
A Herald is a character who serves a court (the level of this Background equal to the
presiding Noble's Title) as a messenger, when acting in an official capacity, may invoke
their liege's status and title instead of their own.
An Ambassador also serves a court similar to the Herald, but in courtly settings is always
considered to have the same Status as their liege, but only within certain "boundaries".
For example, if Tony the Troll is the Ambassador to the court of Count Crispy of the
Kingdom of Pacifica, from the court of Count Boris of the Kingdom of Dalarna, Tony's
"Ambassadorial" status only functions within that County, and not in a different County
even in the same Duchy. It requires the Approvals of both the PC's home location as well
as the location he is actually in to be an Ambassador. Example: Tony the Troll would
need the approval of the STs for both Count Crispy & Count Boris.
Status traits utilized by this background are superceded by those with the Title
background, thus a Knight in the court of Count Crispy can interrupt the Ambassador
from the court of Count Boris without having to "ignore" the Status outright. Further,
characters with this Background who abuse it and use it for their own personal gain rather
than their liege's wishes may find themselves cast out as frauds at best...Oath-breakers at
worst.
Title (Ch.2.3.07)
The Titles of Squire, Knight or Baron require Low Approval. The Title of Count requires
Mid Approval. The Title of Duke requires High Approval. The titles of King (level six)
or High King (level seven) each requires Top Approval. After character creation, title
may raise through role-play, however approval requirements still apply. The Titles of
Baron, Count, and Duke for non-Sidhe (Entitled Commoners) require one higher level of
approval than what is listed above.
Only Sained characters can use the benefits of Status. Status is largely enforced by the
Nobility, and it can be ignored, but is seen very much as a social "blunder" or "faux pas".
The Dreaming oftimes enforces "higher" Status, such as that of Dukes, Princes, Kings,
and High Kings.
A noble with Title can give lesser levels of Title to others if they are sworn (or do swear)
fealty to that noble. This ability is not to be taken lightly or used without prior Storyteller
permission. The Dreaming itself chooses Kings and High Kings. Kings have the Status
trait of "Regal", and High Kings have the Status trait of "Lordly". The title of "Prince" or
"Princess" is a variation of "Duke" or "Duchess", but must have High Approval, as the
characters must be the heirs of current Kings or High Kings.
Any noble with good reason may refuse (or terminate) the service of another below them
in the chain of fealty. So refused, the character does not lose Title, but may not use the
accompanying Status Traits in Social Challenges until he finds service with another noble
of appropriate rank. A knight thus refused will become a Knight Errant.
Only a noble 2 ranks higher than a character may strip or reduce a character's Title (and
accompanying Treasures), and only then if the offending character falls within that
noble's fealty chain. Only the High King can remove a Title of Duke or King, and it is a
very rare occurrence. The Dreaming itself may remove the Duke or King if they are very
unsuitable, and even the High King, although this has not happened since before the
Shattering.
Characters with titles receive free "Title-Treasures" that represent the duties and powers
of the office, as described in pages 210 through 214 of the Shining Host Players Guide.
Aphrodesia, Infusion, Kryos, Oneiromancy, and Skycraft require High Approval to learn.
Metamorphosis requires Top Approval. Commoners (non-Sidhe) may learn the Basic and
Intermediate levels with only Mid Approval.
Sovereign requires only Low Approval for Sidhe to learn. Commoners (non-Sidhe) may
learn the Art with High Approval.
Chicanery (Ch.3.2.01)
This entire Art is centered on not directly causing harm. Any time that a Chicanery
Cantrip is cast that will cause direct harm, the Cantrip fails.
Chronos (Ch.3.2.02)
This Art can cause a lot of confusion in game play and should be used carefully. It is
required that a Narrator be present for any casting of this Art.
Pyretics (Ch.3.2.22)
If caught on fire, a target may use a physical action to put out the flames with a
successful Simple Test. Additional fire damage is taken at the rate of one health level per
turn if the flames are not extinguished.
REALMS (Ch.3.3.00)
Inanimae require Mid Approval to learn a Kith Realm. The Inanimae Realm of Water
equates to Time, not Actor.
All other realms and decisions for casting the Cantrip must be made the first time the
Cantrip is cast, and cannot be changed when the held Cantrip is actually used. Thus, a
"Flicker Flash" Cantrip can be held, but the caster must specify at the time of casting
what Realm it will effect, and where the location will be, and these parameters cannot be
changed when the "held" Flicker Flash is used.
All challenges involved in the Cantrip are resolved when the held Cantrip is actually
used. Only one Cantrip may be held at a time. Using a "Held" Cantrip takes an action,
but does not require any Bunk or physical action, and is merely a mental command.
Any use of the Time Realm costs an additional Glamour, in addition to any other used to
normally cast the Cantrip.
A changeling can spend a Realm level in order to retest the challenge for a Cantrip she is
casting. The Realm must be the same one that was used to describe the target in the
Cantrips casting. Realm retests count as Ability retests for the purpose of the retest
interaction rules. Realm levels spent in this way are recovered at the end of the session.
Their temporary expenditure does not affect the changelings ability to make full, normal
use of her permanent Realm levels.
Banality (Ch.4.0.01)
This chart describes some of the ways a Changeling can gain Banality. Since Banality is a
nebulous concept and what some see as banal can be a source of glamour for others,
storytellers are strongly encouraged to keep an open mind about what is and is not a
source of Banality based on the circumstances of the action, and on the character-
concepts of those characters who might be applicable.
Remember, "Modern" or "Evil" does not automatically mean "Banal". For example, Fae
have been killing each other Chimerically (and killing humans) for thousands of years, so
this should perhaps not generate Banality unless the situation seems to be Banal to the
presiding storyteller. The rule of thumb for assigning Banality - If the actions of a
character kill even a small part of a dream, or the Dreaming itself, then the actions
generate Banality. Remember that when a character has accumulated ten or more
Temporary Banality Traits, the character gains one Permanent Banality Trait, and all
Temporary Banality Traits are removed. Additionally, all Sidhe (except the Scathach)
receive twice as many Banality Traits for the actions listed below.
Action: Banality
Active Banality
Defending against a Cantrip with Banality: 1 Temporary Banality Trait
Failed to overcome a target who defended with Banality: 1 Temporary Banality Trait
Actively denying the Dreaming (per instance): 1 Temporary Banality Trait
Using a Dauntain power: 2 Temporary Banality Traits
Cold Iron
Being struck by Cold Iron (per hit): 1 Temporary Banality Trait
Contact with or Possession of Cold Iron(per scene): 1 Temporary Banality Trait
Killing a Kithain with Cold Iron: 1 Permanent Banality Trait
Bunks (Ch.4.0.02)
For the Jesters Rules system in the Shining Host Players Guide, the following
restrictions also apply. For a level one, two, or three Bunk, any of the appropriate
number of conditions must be met. For a level four Bunk, one of those conditions must
take longer than a minute in a combat situation; take longer than an hour; or be especially
unique to the Kith or character. For a level five Bunk, two of the three conditions named
above must be met.
Changelings who witness a bedlam-embraced character invoking the dragons ire may
enter bedlam if they were close to doing so already (Storytellers discretion).
Siochain (Ch.4.0.06)
This aspect of the Camarilla's Sanctioned game requires Top Approval.
Oaths (Ch.4.0.07)
The gaining of Traits from Oaths may exceed listed maximums, but these are always the
first Traits spent. Taking the same Oath multiple times (even in different situations) does
not grant cumulative positive effects.
Breaking Oaths is considered to be one of the more heinous crimes a Changeling can
commit, and storytellers are encouraged to see this aspect of the venue through as best as
they can.
The creation of new Oaths requires Mid Approval if the benefits do not grant any positive
traits for the character who swears such an Oath, High Approval if the benefits involve
the granting of traits. New Oaths must be proposed by Storytellers for Approval, so that
Oaths already approved do not require re-approval if multiple characters decide to swear
the Oath. Each Nation is encouraged to publish new Oaths in their National Addendum,
and to provide a list of currently-approved Oaths available in their Nation.
Oath of Adoption
Sidhe that change Houses neither lose their original House Boon or Flaw, nor gain the
Boon or Flaw of their new House in doing so.
Oath of Fealty
A character can only be under one Oath of Fealty at a time. It is possible for a character
to be released from their Oath of Fealty by the Noble they are sworn to. Without being
released (or being stripped of all title and then later given title elsewhere), a character
who swears another Oath of Fealty is to break the first. The only exception to this is if the
new Oath of Fealty is to the direct superior (all of the way "up the chain" to the High
King level) of the original Oath. Characters can swear Fealty to whomever they wish, as
long as their title is equal or lesser than the character they are swearing to.
Kingdoms (Ch.4.0.08)
Note that for the Camarillas Sanctioned chronicle, the Kingdoms and their divisions are
different from those listed in The Shining Host Players Guide. Consult with your
National Storyteller to learn more details.
Changeling 6.0 - US Addenda
Gremayre/Chimera Lore:
Lore regarding Chimera is covered by Gremayre. Gremayre may be specialized in specific Chimera-
types.
Ch.2.3.03.US, Influence
Clarification: The reference to five levels is to any Influence at more than five levels, not five levels of
Influence total.
Ch.2.3.05.US, Remembrance
In addition to the rules presented in The Shining Host, this background, at a rate of one-for-one reduces
the level of the Mists effects on characters upon suffering chimerical death, upon falling into temporary
Forgetting (loss of Glamour), or from forgetting events that happened in the Dreaming. Remembrance
may not be used to reduce a characters "Mist Rating" by more than half (round up) in this fashion.
Ch.2.3.07.US, Title
The "Title-Treasures" that are granted in The Shining Host Players Guide do not have any traits unless
points are invested to turn them into Treasures as per the rules presented in this Addendum.
To be the heir or relative of a Regional NPC requires High Approval and Top Approval for a National
NPC.
Variant names for titles (military ranks, other cultures, etc.) are possible, but must be chosen to not cause
confusion with standard title names.
Ch.2.3.08.US, Chimera
Chimera as a background is defined as a chimerical object, not a living creature. Chimerical items only
rarely have a real-world counterpart (physical item that represents them). Chimerical items that are
weapons or armor have a cost equal to the half the bonus traits those items provide (rounded up). For
example, a Chimerical Great Sword would be a two-point Chimera. Storytellers are allowed to waive the
cost of simple chimerical items that characters are supposed to have, or picked up through plot or role-
play (rope, knife, parchment, clothing, etc.). Creating chimerical items in-play is difficult, and is best left
to Nockers and craftsmen NPCs such as armorers. Chimerical items may have cosmetic powers which
have no mechanics and no meaurably detrimental effects on others.
Ch.2.3.09.US, Companion
The Companion background describes a chimerical creature or vehicle friendly, allied, or owned by the
character. Vechicles fall under "non-sentient companions." Contact the ANST-Changeling office for
guidelines for companion construction.
Characters who make use of many levels of these backgrounds run the risk of entering Bedlam.
Ch.2.3.10.US, Treasure
Treasures are chimerical items that almost always have a real-world counterpart (see Chimera). Some
Treasures have counterparts that are identical to their Chimerical seeming (a sword that is also a real-life
sword), but most have other counterparts (a smelly flannel shirt that represents a flying carpet).
Characters may not create Treasures without a difficult and lengthy quest, and acquiring Treasures
during play should always be accompanied with a Quest of some sort, the difficulty/length to be
determined by the Player's Storyteller. Contact the ANST-Changeling office for guidelines for treasure
construction.
Characters who make use of many levels of these backgrounds run the risk of entering Bedlam.
Ch.3.1.00.US, ARTS
Player Characters do not require a teacher for the Arts that they enter play with, but do for all others.
There is no additional cost for "out-of-Kith" Arts.
Low Approval Arts: Chicanery, Dream Craft, Kryos, Legerdemain, Primal, Pyretics, Skycraft, Soothsay,
Wayfare, Infusion (Nockers only), Metamorphosis (Non-Sidhe only), Sovereign (Sidhe only), Spirit Link
(Nunnehi only), Inanimae Slivers (Inanimae only)
Mid Approval Arts: Contempt (Shadow Court only), Delusion (Shadow Court only), Low Approval
Kithain Arts (Manikin Inanimae), Dance of Destiny (2nd Advanced Soothsay), Elder Form (2nd
Transformed targets of this power do not gain any supernatural abilities from their new form, but they do
retain the supernatural powers of their original form, though some of them may be difficult or impossible
to use. As a result, creatures that are able to change their own shape through supernatural means maintain
their usual restrictions for doing so (Garou, unsupervised Pooka, etc.).
Attribute traits and other benefits gained through the transformation should be limited to two attribute
traits / health levels / etc per bunk trait used in the casting of this Art. Storytellers may impose negative
traits or restrictions on a form as they see fit (within reason), but should not lower health levels of the
form below normal maximum for the target. The size of the form changed into is limited by the amount
of the Scene realm the character has. It is encouraged that players work with their Storyteller in advance
to develop the effects of likely forms, so as to avoid confusion and delays during play. As with other
powers, the final decision as to the mechanics of the new form is up to the Storyteller.
As the attempted destruction of living characters carries a degree of Banality, this power is less effective
when used to change a target into another form to make it easier to destroy them (a Fae into a glass vase
or a Vampire into a lawn chair). Whenever a target is transformed against their will, and takes any levels
of damage, they may spend a Willpower trait and retest the Cantrip to return to their original form.
Ch.3.2.2.US, Soothsay
Any visions seen as a part of a "seeing" power (Omen, Tattletale, Augury, etc.) may only be seen by the
character who uses the Art. Other characters may "see" only if a Telepathy-equivalent is used, or through
creative applications of the Chicanery Art (Fuddle to make movement in a mirror or a TV appear as the
vision appears, or Phantom Shadows to make the vision "play out" in front of the characters).
Ch.3.3.00.US, Realms
One Realm may be used per Cantrip cast, and with the exception of Scene, other Realms may be added
for one Glamour Trait per Realm. The US will be using the Realm Retest optional rule as presented in
Changeling 6.0.
Fae Realm
Fae 4 Elusive Gallain is the Realm for Nunnehi, Denizens, Thallain, and Inanimae. For one of these
above characters to affect themselves, they use Fae 1 Hearty Commoner or Fae 2 Lofty Noble as is
appropriate. To affect other Fae, Fae 4 Elusive Gallain is required.
Scene Realm
Use the following chart instead of the levels presented in The Shining Host.
Scene x1: 25 sq. ft (person spinning with arms outstretched, space for 4-6 people).
Scene x2: 200 sq. ft (small Ryder truck).
Scene x3: 750 sq. ft (an entire supermarket aisle, a floor of an office building).
Scene x4: 2000 sq. ft (medium-sized house).
Scene x5: 50000 sq. ft (half mile of 2-lane road, a battlefield).
Adding the Scene Realm to a Cantrip does not cost Glamour, unlike the Time Realm.
Ch.4.0.08.US, Kingdoms
No special approval is required for characters to enter and traverse the Near Dreaming, approval from the
RST office is required prior to a journey into the Far Dreaming, and approval from the NST office is
required for journeys into the Deep Dreaming.
Characters may loan status to another temporarily, but no more than one status may be gained in this
manner. Noble Status can only be used or held by characters who have Title. Commoners with Title
receive one less status trait than Sidhe with the same Title. Commoner Status may only be used or held
by characters who do not have Title. A character who is a Duke or higher may, once per month, "honor"
a character with one status trait for some great deed, but no character may hold more than one status trait
in this fashion. This status counts as neither Commoner nor Noble status, and functions anywhere within
the lands it was awarded.
Commoner Status is a function of local public opinion. A group of Commoners who wish to bestow
Commoner Status to an individual must show proof of a Fae's worth (or lack of worth for removing
status) and must have the support of at least 3 Fae for each point of status the honored Fae has prior to
the award. The bestowing group need not actually be gathered together, but must all actively support the
change of status. The group may be composed of commoners or nobles, but at least 2/3 of the group must
be commoners to effect commoner status.
Commoner Status does not function outside of the home kingdom it was awarded in, and even in the
home kingdom it may be ignored in the same manner as Noble Status. Just as disrespecting a highly-
regarded Noble can get a character punished, banished, Gaesed, or pained in other ways, doing so to a
well-loved commoner should earn the offender many enemies in "low places". If a character accepts
another character's Commoner Status, that status may be used following the same rules as Noble Status.
No character may have more than four Commoner Status, and no Kinain may hold more than two.
Ch.4.1.02.US, Retainers/Retinue
Non-standard Retainer positions such as Quartermaster, Master of Horse, Marshall of Arms, Standard-
Bearer, etc. may be used, but they must tie (relate) to a Retainer position that exists in the Shining Host
Players Guide, including Investment cost and powers.
Home
Reprinted material is White Wolf Game Publishing, Inc. Terms and ideas trademarked
by White Wolf are used with permission, and any mention of said intellectual properties
should not be considered a challenge to their ownership.
CONTENTS
This supplement details rules for Wraith venue games in the Camarilla's Sanctioned
Minds Eye Theatre chronicle. These rules are intended for use with Oblivion and Dark
Epics by White Wolf Publishing, and with the Camarillas Prime Supplement.
These rules, when used for Sanctioned play, are to be applied without change, deviation,
alteration or addition by any member, save a countrys National Storyteller. This is to
enforce a homogenous set of rules throughout the organization, insuring that wherever a
member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged 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 strongly suggested that Storytellers stick to
the letter and intent of the rules in situations where one or more characters may die.
Storytellers found to be abusing this occasional liberty are subject to review and possible
disciplinary action. These licenses are not to be for such things as the approval of magic
items or the allowing of players to play rare character Types.
Concept (Wr.1.0.01)
Membership in the Alchemists, Mnemoi, and Solicitors Guilds requires High Approval.
As with the other venues, wraith characters now get five starting Free Traits in addition to those gained
from Negative Traits and Flaws. These may be added to existing characters after character creation.
Wraiths now begin with five (Basic) Arcanoi, rather than three. Add two Basic Arcanoi to the character
sheet, or refund the Experience Traits spent on two Basic Arcanoi bought beyond the old initial starting
number of three.
Wraiths now have different Attribute maximums. Any Traits in excess of these are reduced to match the
new maximum(s), and the Experience Traits spent on the lost Attributes are refunded.
New or altered approvals levels were applied to some Backgrounds and powers in the Wraith Supplement.
Existing characters must be approved by the appropriate level Storyteller(s) if something on the character
sheet now requires a higher level of approval than it did previously.
Types (Wr.1.0.03)
Playing a spectre of any kind, or a Risen, requires High Approval.
Older characters may begin with better Traits, but in exchange they suffer penalties that
represent their extended un-life spans. Players may select a higher maximum for all of
their Attribute categories: eleven, twelve, thirteen, or fourteen. Each point increased
costs the wraith a permanent Corpus level or a fetter, and adds a permanent Angst Trait to
her total. (A character can never lose or remove her starting permanent Angst Traits.)
For example: Bill creates a wraith with Attribute maximums of thirteen. He starts with
four permanent Angst Traits, and chooses to sacrifice one fetter and two permanent
Corpus levels.
Wraith characters also increase their Attribute maximums naturally through time in play.
A character that has been in play for more than six months has an Attribute category
maximum of eleven. This increases to twelve after one year in play, thirteen after
eighteen months in play, fourteen after two years in play, sixteen after four years in play,
and eighteen after six years in play.
For example: Bills wraith already has Attribute maximums of thirteen, so they do not
improve until the character has been in play for two years. At that time, its maximums
increase to fourteen.
ABILITIES (Wr.2.2.00)
Empathy (Wr.2.2.01)
A wraith with this Ability can make a Static Mental Challenge against six Traits to locate
a nearby source of strong emotion, coming from a creature within the immediate area
(about one city block). The source is not guaranteed to be the type needed to fulfill the
characters Passions.
Survival (Wr.2.2.02)
Wraiths with this Ability know how to survive in the harsh places of the Shadowlands,
from the Tempest to the Labyrinth. It allows the wraith to test to find shelter and similar
things when out of the safety of the Necropolis, and the Storyteller may allow the
character to predict upcoming atmospheric changes in the Shadowlands.
BACKGROUNDS (Wr.2.3.00)
Having (and using) Influence requires Mid Approval for wraith characters. The same is
true of Allies, Contacts, Resources, and other similar, real-world Backgrounds.
Additional Backgrounds can be found on pages 53 and 77 of Dark Epics.
Artifact (Wr.2.3.01)
This Background may be purchased multiple times to represent different Artifacts. Mid
Approval is required for any level four Artifact, and High Approval is required for any
level five Artifact.
Eidolon (Wr.2.3.02)
Eidolon can only be used as many times per night as the character has points in the
Background, but each use lasts only fifteen minutes. Characters must have five levels in
Eidolon to even begin to be considered for Transcendence.
Memoriam (Wr.2.3.03)
A character can test at the beginning of each game once per level of Memoriam, and gain
one Trait of Pathos for each win or tie. Losses do not count, but a wraith tests as many
times as they have levels in the Background, regardless of how many losses they make.
Status (Wr.2.3.04)
Mid Approval is needed to gain or purchase Guild Status, which may only be acquired
with Free Traits or earned in game. A wraith must have at least one level in Guild Status
to be considered part of the Guild. Membership in a Guild is quite uncommon, and
players should be encouraged to avoid it at character creation.
A Thorn is assigned when twenty Experience Traits have been earned. A new Thorn
need not be assigned until another twenty Experience Traits have been earned, and so on.
If a two Trait Thorn is assigned, the character doesnt get another until fifty more
Experience Traits have been gained. A three Trait Thorn means the character doesnt get
another until ninety more Experience Traits have been earned. A four Trait Thorn
prevents another Thorn from being gained until one hundred and forty additional
Experience Traits are earned, and a five Trait Thorn staves off the next until two hundred
more Experience Traits have been earned.
The following expands the list of Thorns to give players more options when fleshing out
their characters. Every wraith's Shadow starts off with two Traits of Thorns. Additional
Thorns may be taken in lieu of Negative Traits, but the character is still limited in the
number of Negative Traits it can take (these extra Thorns do count against that
maximum).
The Experience Trait cost reduction to Guild Arcanoi for Guild members is not
applicable in the Sanctioned chronicle. The bonus encourages too many players to play
Guild members, something uncommon in the wraith side of the World of Darkness.
Basic Arcanoi do not make sufficient impact on their users to be detected through
markings. Intermediate Arcanos markings can be observed with a successful Simple
Test. Advanced Arcanoi leave inimitable marks, and are always able to be seen.
Note that the Storyteller may change the difficulty of Static Challenges of any Arcanos
from what the Shroud rating is to a level of difficulty that they feel is appropriate to the
situation at hand.
As a standard, Arcanoi use the following Abilities when retesting: Argos [Survival],
Castigate [Intimidation], Contaminate [Empathy], Embody [Athletics], Fascinate
[Empathy], Fatalism [Enigmas], Flux [Science], Inhabit [Repair], Intimation
[Subterfuge], Keening [Performance], Larceny [Occult], Lifeweb [Investigation],
Mnemosynis [Empathy], Moliate [Medicine], Outrage [Brawl], Pandemonium [Occult],
Phantasm [Enigmas], Puppetry [Leadership], Shroud-Rending [Investigation], and Usury
[Finance].
Fatalism (Wr.3.1.05)
Fatalism is difficult to work into a live-action setting and is recommended for non-player
characters only. High Approval is required for player characters to learn this Arcanos.
Flux (Wr.3.1.07)
Possessing this Arcanos marks a wraith as a member of the Alchemist's Guild (regardless
of whether or not she has Status in that guild). Though possession of this Arcanos is hard
to notice, characters can be destroyed if they are found to possess it.
Intimation (Wr.3.1.08)
Possessing this Arcanos marks a wraith as a member of the Solicitor's Guild (regardless
of whether or not she has Status in that guild). Characters can be destroyed merely for
possessing Intimation.
While the uses of Deep Desiring (if used to remove desires) and The Craving are
unsubtle, most non-Solicitors will attribute the behavior to something else (psychological
problems, Dominate, Keening, etc). Over time however, and with the Storyteller
decision, they may figure out the cause.
Some of the higher uses of this Arcanos (especially Cupitatis) can completely change a
character's motivations and desires. In any case, a complete changing of a character's
personality should require many uses of this Arcanos over time and requires the
adjudication of the Storyteller. A Storyteller can rule that drastic changes to a character's
behavior can fade with therapy and time (at least a few months).
Lifeweb (Wr.3.1.11)
NPCs may have Lifeweb at Mid Approval, but its use should be strictly regulated. Since
there are no systems presented, Top Approval is required for a PC to have this Arcanos.
Mnemosynis (Wr.3.1.12)
Possessing this Arcanos marks a wraith as a member of the Mnemoi (regardless of
whether or not she has Status in that guild). Characters can be destroyed merely for
possessing Mnemosynis.
Moliate (Wr.3.1.13)
Moliate can only be used on wraiths, specters, plasmics, shadowed plasmics, and other
ecologies of the Underworld. Anything composed of plasm is malleable (unless
soulforged or otherwise locked into a form). Visitors to the Underworld can be affected
by this power. However, the power fades away when the visit ends. Example: someone
who is the target of Soul Stealing can be moliated, however, any changes made disappear
when the target re-enters his body.
If the wraith has no Tempus Fugit effects working at the time, she can increase her own
speed in combat. She gains an additional physical action in a turn if she acquires three
successes, or two additional physical actions if she acquires five or more successes. This
effect lasts for one turn for each success, during which time Tempus Fugit cannot be used
again (even if the wraith gained no extra actions by scoring only one or two successes).
DISCIPLINES (Wr.3.2.00)
Risen can buy up to the Advanced levels of Celerity, Fortitude, Obfuscate, and Potence.
See Laws of the Night: Revised and Vampire for rules on Disciplines and their use.
Substituted Pathos Traits for any system that uses Blood Traits for activation. The risen
pays four Experience Traits for Basic Discipline powers, eight for Intermediate, and
twelve for Advanced. These powers are not technically Disciplines risen require no
instruction to learn them, nor can they teach them to others.
HEALTH (Wr.4.2.00)
Wraiths, specters, and risen do not follow the health level system presented in Prime.
Wraith 6.0 - US Addenda
Non-Stygian Wraiths from outside of North America (Dark Kingdom of Jade, Swar, etc.) require High
Approval for use as PCs or NPCs. Non-Stygian Wraith from North America (Dark Kingdom of Flint, Les
Invisibles, etc.) require Mid Approval for use as PCs or NPCs. Use all the standard character creation
rules. Some trait names may change (Shadow vs. P'o) but all mechanics are the same as for Stygian
Wraiths.
Living Family, Wraith Family from MET Journal 4 requires High Approval. Magisterial Office from
MET Journal 4 requires Top Approval.
Muse may not cause the target to perform any self-destructive acts.
Behest (Awareness)
Displace (Occult)
It requires High Approval for any wraith to learn a Dark Arcanoi. Wraiths must pay double the free trait
or ET cost of a normal Arcanoi. After character creation, learning a Dark Arcanoi requires a teacher.
When a wraith uses a Dark Arcanoi, replace expenditures of Being with Willpower, expenditures of
Angst with Pathos, and gaining of Composure with Angst.
The following Dark Arcanoi from MET Journal 6 are available to wraiths with High Approval and
Spectres with Low Approval: Corruption (Subterfuge), Hive Mind (Meditation), Tempest Weaving
(Survival)
The variant versions of Contaminate and Shroud-Rending from MET Journal 6 are not used in
Sanctioned play. Refer instead to the versions in Oblivion.
METAMORPHOSIS (Wr.4.3.00)
Note that additional rules for metamorphosis exist in Prime. Vampires who have been
the victim of diablerie, or who have achieved Golconda, may not become wraiths.
Changelings may not become wraiths unless slain by cold iron. Garou may not normally
become wraiths unless they die with Wyrm-taint and do not have a Rite of the Departed
performed for them within a day of their death. If a mage dies while holistically present
in the Shadowlands, he becomes a wraith (if the necessary Approval is granted,
otherwise, he simply dies). No character with True Faith can become a wraith.
Supernatural characters that metamorph into wraiths start with five permanent Angst
Traits. Normal humans and partially-Awakened (ghoul, kinfolk, etc.) character that
metamorph into wraiths start with one to five permanent Angst Traits (at approving
Storyteller's discretion). Thorns, passions, fetters are chosen as normal.
For the purposes of increasing Trait Maximums over time in play, the date of the
character's metamorphosis is considered to be the date the character entered play.
Example: A Giovanni that was played in the Cam/Anarch Venue for three years before
dying and gaining the Approval to become a wraith must wait six months before his Trait
Maximum rises to eleven.