The Camarilla Rules Supplement 6.0

Table of Contents Prime 6.0 Prime 6.0……………………………………001 Chapter One – Character Guidelines...002 The Camarilla's Rules Supplement for the Chapter Two – Traits…………………..003 Sanctioned Chronicle Chapter Three – There is none Chapter Four – Systems……………….008 Reprinted material is © White Wolf Game Changeling 6.0………………………....…..013 Publishing, Inc. Terms and ideas Chapter One – Character Creation..….013 trademarked by White Wolf are used with Chapter Two – Traits..…………………014 permission, and any mention of said Chapter Three – Power………………..017 intellectual properties should not be Chapter Four – Systems.………………020 considered a challenge to their ownership. Garou 6.0…………………………………...023 Chapter One – Character creation……023 CONTENTS Chapter Two – Traits…………………..024 Chapter Three – Powers……………….027 Chapter One: Character Guidelines Chapter Four – Systems……………….031 Appendix A – Tribebooks……………..035 Chapter Two: Traits Appendix B – The Changing Breeds…038 Appendix C – The Hengeyokai……….043 (Note: There is no Chapter Three in Prime) Appendix D – The Wyld West………..046 Appendix E – The ..047 Chapter Four: Systems Mage 6.0…………………………………….048 Chapter One – Character Creation…...048 Chapter Two – Traits…………………..049 This supplement details rules for use in all Chapter Three – Powers……………….051 venue games of the Camarilla's Sanctioned Chapter Four – Systems……………….053 Mind’s Eye Theatre chronicle. These rules Appendix A – The Traditionbooks…...054 are intended for use with Dark Epics, Mortal 6.0…………………………………...055 published by White Wolf Game Studios. Chapter One – Character Creation…...055 These rules replace all prior rules for the Chapter Two – Traits…………………..056 Camarilla's Sanctioned Mind’s Eye Theatre Chapter Three – Powers……………….059 chronicle. Chapter Four – Systems……………….062 Vampire 6.0...………………………………064 These rules, when used for Sanctioned play, Chapter One – Character Creation…...064 are to be applied without change, deviation, Chapter Two – Traits…………………..065 alteration or addition by any member, save Chapter Three – Powers……………….068 a country’s National Storyteller. This is to Chapter Four – Systems……………….083 enforce a homogenous set of rules Appendix A – The Clanbooks………...086 throughout the organization, insuring that Wraith 6.0…………………………………..091 wherever a member goes, they may play Chapter One – Character Creation…...091 with a minimum of problems. Chapter Two – Traits…………………..092 Chapter Three – Powers……………….097 Storytellers are allowed and encouraged to Chapter Four – Systems……………….100 use their judgment in the to develop stories and enrich the flavor of Compiled and merged by Kevin Lane the game. If a Storyteller judges that the US2002022274 and available in .pdf format flow of the story would be enhanced by at minor exceptions to the rules (on an http://www.angelfire.com/games4/harves individual basis only), this creative license is terofsouls/index.htm allowed. It is strongly suggested that Storytellers stick to the letter and intent of the rules in situations where one or more

1 The Camarilla Rules Supplement 6.0 characters may die. Storytellers found to be Level 2 (Low Approval) turns into Level 1 abusing this occasional liberty are subject to (Low Approval) review and possible disciplinary action. Level 1 (Low Approval) turns into Level 1 These licenses are not to be for such things (Low Approval) as the approval of magic items or the allowing of players to play rare character Characters with Influence no longer get "Types". double the normal number of monthly Influence actions for each level.

Chapter One: Character Guidelines The Supernatural Ally Merit has been (Pr.1.0.00) altered to curb rampant abuse. Previously existing supernatural allies will not be Concept (Pr.1.0.01) grandfathered. Any that are to remain in All of a player's characters must be designed play must satisfy the new approval in such a way as to not conflict and/or requirements. interact with each other in any way. Interactions, relationships, or other Further guidelines for the Movement in deliberate connections between two Combat rules have been provided, to reflect characters played by the same player are what Storytellers have learned in the years prohibited. Concepts that give characters since those rules were introduced into the backgrounds specific to another venue (i.e. a MET mechanics. Kindred that used to be a mage, Changeling, Garou, etc.) require High Approval. Types (Pr.1.0.03) Any historical figure or character taken from No player may have more than one Primary White Wolf materials or from any work of character that is considered to be of an fiction, without direct, written consent of the unusual “Type” (a clan, Tribe, kith, etc. author, may not be recognizably used as the which requires High or Top Approval). basis for a character. Because of this limitation, each venue supplement will list the venue’s Types as a Some Important Changes (Pr.1.0.02) separate set of approvals in the Character Creation chapter. A character approved for The system of free monthly Lore Traits that permanent cross-venue play counts as a was previously given is now changed. All special approval Type for these purposes Lores on the old seven point scale must be (see Venue Cross-Overs in Chapter Three). converted to the new five point scale. Lores currently on the five point scale do not Membership Benefits (Pr.1.0.04) change in value. Some level of Lores have Members who have performed certain changes in Approval required, as listed duties or attained positions in the real world below: organization (as described in the Camarilla’s membership materials), receive higher levels Level 7 (Top Approval) turns into Level 5 of Member Class (MC), allowing them to (High Approval) create more experienced characters for use Level 6 (High Approval) turns into Level 4 in Sanctioned games. If your country does (Mid Approval) not make use of the Camarilla’s Level 5 (High Approval) turns into Level 4 International Prestige System, skip this (Mid Approval) section and consult the membership benefit Level 4 (Low Approval) turns into Level 3 documentation provided by your National (Low Approval) Coordinator. Level 3 (Low Approval) turns into Level 2 (Low Approval) Each player is limited to one Primary character for each Sanctioned venue. A

2 The Camarilla Rules Supplement 6.0 player may choose to have a second Primary Traits respectively. This exception is usually in one venue, at the cost of selecting a venue reserved as an "exceptional role-playing to not have a Primary in. A player may only award" given to a few players at regional or have one venue "doubled up" in this manner national events. at any given time. Players should not in such cases play two characters of the same ET expenditures after character creation take Type (see Concept limitations, above). A a minimum of one week to implement, Primary that has approval for permanent though the Storyteller (or certain items cross-venue play (see below) is considered noted specifically in the venue supplements) to take up two Primary slots, one for both can require a longer “training period”. venues. Characters that are not Primaries are called Secondary characters, and are Character Sanctioning and Records made as though the player were MC 1. The (Pr.1.0.06) distinction between Primary and Secondary All characters must be approved by the is applied to a character at its creation and player’s Low Approval Storyteller. A copy may not be changed afterward. should be kept up to date and on file with that Storyteller. Low Approval Storytellers Primary characters may all begin with five register their characters with their Mid extra Experience Traits for each of the Approval Storyteller. See Chapter Four for player’s MCs. Secondary characters only approval level information. begin play with five extra Experience Traits (as though the player were MC 1). Some A complete character record should include venues apply additional character creation a character sheet, the character's Experience guidelines based upon MC. Specifics can be Trait log, and records/verification of any found in the appropriate Version Six venue special approvals made on the character. supplements. An Experience Trait log will detail how starting Traits (including Free Traits) were When a player gains MC, all of his Primaries spent at character creation, and how may apply an additional five Experience Experience Traits earned after were spent. It Traits per MC gained. If a player loses one will also list games attended and the or more MCs, the Experience Traits granted Experience Traits gained for each game. to the character for the player's lost MCs Dates should be noted for each entry in the must be re-accounted for. These Traits are Experience Trait log. Games in which the not removed from the character sheet. PC crossed into another Venue must also be Instead an Experience Trait "debt" is applied noted. If there is uncertainty over a which must be paid off before the character discrepancy between what is on the player's can spend Experience Traits on anything character sheet and the copy kept in the else. Storyteller's records, the copy in the records will be considered accurate. Experience Trait Restrictions (Pr.1.0.05) The maximum number of Experience Traits Character Retirement (Pr.1.0.07) that a player character can earn in a month Since a player is limited to a specific number is four, though some countries make use of a of Primary characters, they will sometimes “graduated Experience Trait cap”. (Check wish to retire a Primary from play to allow your national addendum to see if this is the them to utilize the slot on a new character. case.) Experience Traits gained for MC are Retired characters are considered dead for an exception, as are the Experience Traits all intents and purposes, and may not later granted from the Lore of the Stage Ordeal (if be brought back into play. the Camarilla’s Ordeals are used by your nation). High or Top Approval may be Non-Player Character Limitations (Pr.1.0.08) given for a character to exceed their cap in a The creation process of non-player given month by one or two Experience characters is limited in the same manner as

3 The Camarilla Rules Supplement 6.0 it is for player characters, except that Chapter Two: Traits (Pr.2.0.00) Experience Traits may be added to reflect the length of the chronicle. The Type is still The Camarilla’s Sanctioned games make use subject to the Storyteller approval levels of the special rules for Abilities and shown in the venue supplements, but is one Backgrounds in Dark Epics, pages 48 level lower than indicated for player- through 70. characters. Venue-specific antagonist such as Fomori for the Garou venue or Autumn While the Traits referred to in this chapter People for Changeling venue, are allowed are universal, some venues have Abilities, with Low Approval. Types eligible to be Backgrounds, Merits, and Flaws that remain player characters in other venues require specific to those venues, and as such will be Mid Approval, or the same Approval as the addressed in the appropriate venue type in question, whichever is higher. Please supplement (if not their venue MET note that only "types" are subject to the "one rulebook). level lower" clause. Thus, a Samedi NPC in the Cam/Anarch Venue would be Mid Any Ability, Background, power, etc. for a Approval (one level lower than the High player character that requires the creation of Approval needed to have a Samedi PC) but new rules mechanics requires Top a Brujah NPC with True Faith would be Approval. Any Ability, Background, power, High Approval, as True Faith is a Merit, not etc. for a player character that requires a "type". tabletop rules to be translated into Mind's Eye Theater format requires Top Approval. Certain non-player characters should Any other items not covered in the remain the sole province of National Sanctioned source material (or supplement) Storytellers; specifically unique non-player for a character’s venue, automatically characters from the source material (Caine, defaults to Top Approval. Once this Gaia, the First Ronin, High King David, Approval is obtained, it requires Top Charon, Voormas, etc.), and very powerful Approval for another to learn the item in non-player characters (Methuselah question from your character. Example: A vampires, Justicars, Ferrymen, Malfeans, Giovanni creates a new Necromancy Ritual. Celestian Spirits, Changeling Kings and This Ritual requires Top Approval to enter Queens, Garou Legends, Archmasters and play, and it requires Top Approval for Oracles, world leaders and national level another Necromancer to learn this Ritual politicians, etc.) Use good judgment, and from a Necromancer who possesses it. when in doubt, consult with your National Storyteller to see which non-player Recovering Traits (Pr.2.0.01) characters are appropriate for use. Temporary Attribute and Ability Traits are recovered at the beginning of the day after Because creatures in most venues have no the end of the session. Venue-specific Traits reasonable means of protecting themselves such as Blood, Rage, Glamour, Pathos, from wraiths, they have additional Quintessence, etc, are regained as described restrictions outside their own venue. High in the Sanctioned source material or Approval is required for NPC wraiths appropriate Venue supplement. Willpower outside the Wraith venue, unless they are Traits are recovered naturally at a rate of made as “common wraiths” (see Merits and one per week. Flaws in Chapter Two, below). ABILITIES (Pr.2.2.00) Players may only play NPCs that their MC Mid Approval is required to take a would normally allow them to create (not (normally Low Approval) Ability Trait from counting Type restrictions and Experience a Sanctioned MET source book that is not Trait totals). Any of these limitations above part of the venue source material for the may be superseded with High Approval. character’s home. If a MET sourcebook is

4 The Camarilla Rules Supplement 6.0 not Sanctioned in any of the Supplements, require the expenditure of an Experience then it requires Top Approval. Trait for each such level.

These Ability descriptions, and those in BACKGROUNDS (Pr.2.3.00) Dark Epics, override any found in other High Approval is required to take a venue sourcebooks. (normally Low Approval) Background from Sanctioned source material (or supplement) Linguistics (Pr.2.2.01) outside of a character’s home Venue. Any Linguistics is a single Ability, which allows Background or power that would duplicate a character to know languages other then an item or power that would otherwise her native tongue. One Trait gives the require Approval requires the same character one additional language; two Approval as the duplicated item. (Example: Traits gives two, three Traits gives four, four A Wonder that duplicates the Stormwarden Traits gives eight, and five Traits gives the Merit would require High Approval.) character 16 additional languages. While most PCs are capped at five traits of an If a character gains a Background during Ability, those PCs with six Traits of play (keeping it more than a month), Linguistics know 24 additional languages, Experience Traits must be spent to pay for it. while those with seven Traits know 32 If a character loses a Background (or levels additional languages. of) during play, those lost levels are held in reserve in case the character should later Lore (Pr.2.2.02) reacquire or develop more levels of that Individual Lore Abilities cannot exceed five Background during play. Influences do not Traits. Level four in a Lore requires Mid follow this restriction. Approval. Level five in a Lore requires High Approval. Learning a Lore specific to Unless otherwise noted, each Background is another venue requires High Approval. limited to five Traits, although those Learning a Lore that is specific to a special representing items (such as Treasures or approval character type, organization, etc. Fetishes) or specific people (such as (one that the character does not belong to) Companion or Retainers) are only limited to requires a minimum level of approval equal five Traits per item / person. Influences do to the character type or group that the Lore not follow this restriction. refers to. Fame (Pr.2.3.01) The Storyteller may award free Traits of Level four requires High Approval, while Lore Abilities to a character at its creation, level five requires Top Approval. based upon the character’s history. The total Traits of Lore given in this manner Influence (Pr.2.3.02) cannot exceed the player’s Member Class, Use the rules in Dark Epics (beginning on though characters made by MC 1 and MC 2 page 54) for additional Influence endeavors, players can always have up to three such and the rules in Laws of the Night: Traits. Once per month, a Storyteller may Camarilla Guide for standard Influence award one Trait of Lore to a character endeavors at levels six through ten. Military without an Experience Trait cost. This and Espionage Influences are not used in the award must be noted in the Experience Trait Sanctioned Chronicle. log for the character. Level four and level five Lores may not be awarded in this Characters may not purchase more than five fashion. In the case of Lores awarded levels of any given Influence at character without Experience Trait cost prior to this creation, although levels may rise as high as rules set, Lores of level one, two, or three level ten through the course of play. Mid require no Experience Trait purchase to Approval is required for a character to have keep, but Lores of level four or level five do Influence in any given category above level

5 The Camarilla Rules Supplement 6.0 five. Each Influence category within a city the Vampire venues, kinfolk for the Garou should not have more than one character venue, or kinain for the Changeling venue). with level ten, two characters with level There is no additional cost for this. These nine, and three characters with level eights. venue-specific Retainers do not need to This recommended total is inclusive of all purchase the Merits typically required to be venues within the city. Thus, in a Domain partially Awakened. Example: A Retainer in that offers Cam/Anarch, Garou, and Mage, the Cam/Anarch Venue may be a Ghoul. one could find a Ventrue with Political 10, a This Ghoul does not need to purchase the Glass Walker with Finance 10, and a Ghoul Merit. Hermetic with Occult 10, and it is recommended that no other character in this MERITS AND FLAWS (Pr.2.4.00) Domain, in any Venue, possess ten levels of High Approval is required to take a the Political, Finance, or Occult Influences. (normally Low Approval) Merit or Flaw from a MET source book that is not part of For the Camarilla's Sanctioned games, the venue source material for the character’s characters may use a number of actions each home Venue. month (not session) equal to his or her Influence level. No more than twenty A character cannot possess more then seven actions can be spent towards a single Traits of Merits nor take Free Traits from endeavor in any given month, including all more then seven Traits of Flaws. Example: a actions spent for modifications. Players vampire could take both Disease Carrier should register actions with their local and Thin Blood as flaws, but would only Storyteller who will moderate their gain seven (not eight) Traits for doing so. If interaction with other Influences if a Merit or Flaw is no longer applicable to necessary. the character, the Storyteller should assign an appropriate number of Merit or Flaw The example given in Dark Epics for Attack Traits as replacements. This also applies if contradicts the system described. Banked the Storyteller feels that the Merit or Flaw is Growth actions are lost if the Attack is being abused or ignored. These limitations successful. Ignore the example that allows may be surpassed with Top Approval. the Attacked player to spend Banked actions as the result of a successful Attack. Players may not choose Flaws that describe qualities already inherent to the character, Retainers (Pr.2.3.03) such as a Lasombra antitribu taking the If a character sheet is needed for a Retainer, Dark Secret Flaw: "true clan" while create it with 6-4-3 Attributes, five Ability pretending to be a Brujah, or a Silent Strider Traits, three Humanity Traits, and 1 taking the Haunted Flaw, or an Ahl-I-Batin Willpower Trait. For each additional taking Sphere Inept: Entropy. Background Trait spent on a particular Retainer, add five Experience Traits to its Bonus Traits granted by Merits or Flaws do character sheet (to a maximum of four not apply to challenges involving additional Background Traits, or twenty supernatural powers. Exceptions are noted Experience Traits). Retainers may take in the appropriate venue supplement. Derangements and Negative Traits to gain up to five Free Traits, but may not have Below are listed some clarifications and Merits, Flaws, or Backgrounds (including additions to Merits and Flaws for all venues. Influence). The Retainer’s character sheet If the description and/or cost of a Merit or cannot have anything on it that requires Flaw differs between this source and the Mid, High, or Top Approval. Retainers do Mind's Eye Theatre source book appropriate not gain Experience Traits in the course of to the character's venue, use what is listed in play. Retainers may be partially Awakened this supplement. mortals specific to your venue (ghouls for

6 The Camarilla Rules Supplement 6.0

Some Merits and Flaws like Spirit Mentor and Haunted bring wraith NPCs into play. Luck/Lucky [3 Trait Merit] (Pr.2.4.05) ‘Common’ NPC wraiths use the base The character gets a free retest once per statistics for a wraith (per the rules in session on any non-combat challenge. Oblivion) without any Backgrounds, Merits, Flaws, or benefits from Membership Class. Magic Resistance [2 Trait Merit] (Pr.2.4.06) They have no starting Arcanoi, but can buy The Traits granted by this Merit are an Innate Abilities or the first Basic level of an exception to the above rule that prohibits Arcanoi with Free Traits. 'Common' may Merit-granted Traits from affecting never possess the second Basic, or any challenges for supernatural powers. higher, Arcanoi. They may not have anything that requires Mid, High, or Top Mistaken Identity [1 Trait Flaw] (Pr.2.4.07 Approval. The Sharpened Senses power of Resemblance with this Flaw to an actual such wraiths allows them to test against player character requires permission of the Basic level powers of concealment. player who portrays it (or the Storyteller Storytellers must moderate the interactions responsible in the case of a NPC). of wraith NPCs in the Sanctioned Chronicle. (See Chapter One for further rules on Natural Linguist [2 Trait Merit] (Pr.2.4.08) NPCs.) You have a remarkable grasp of any languages that you speak or write (as per Ability Aptitude [1 Trait Merit] (Pr.2.4.01) your Linguistics Ability). You gain 3 bonus You have a natural affinity for a particular Traits on all challenges related to language. (but not combat related) Ability. You are up You also know twice the number of 2 Traits on all tests directly related to that languages that your level of the Linguistics Ability only (not with powers that would Ability would normally allow. use the Ability for a retest). This bonus only applies to a single Ability (for those that Nine Lives (Pr.2.4.09) require a specific focus such as Performance This Merit requires High Approval. Each or Science). "life" used must be reported to the Approval Storyteller. Ambidextrous [1 Trait Merit] (Pr.2.4.02) You are equally skilled at using either hand. Quiet Heart [4 Trait Merit] (Pr.2.4.10) You do not suffer the normal two Trait This Merit gives the character a free retest penalty for performing actions with your off when attempting to resist Presence and hand. In addition, you do not need to have Fascination, or when fending off other the prerequisite number of Ability levels emotion- influencing powers. You get three appropriate to a weapon in order to get the bonus Traits against magic or Thaumaturgy advantage of using two weapons (or a that both influences your emotions and shield) in combat. requires a Social Challenge. If a Presence user has Superior levels, this Merit only Destiny (Pr.2.4.03) works if the defender is a vampire of eighth This Merit is not used in the Sanctioned generation or better. Chronicle. Supernatural Ally [3 Trait Merit] (Pr.2.4.11) Iron Will [3 Trait Merit] (Pr.2.4.04) You maintain a secret relationship with This Merit gives the character a free retest another supernatural creature, maybe even when attempting to resist Dominate and a Type from another venue. Sometimes you Dementation, or when fending off other must go to some lengths to maintain your mind-influencing powers. You get three friendship with this creature, and to keep bonus Traits against magic or Thaumaturgy your relationship secret. In return, he will that both influences your mind and requires sometimes perform small favors for you. a Mental Challenge.

7 The Camarilla Rules Supplement 6.0

This ally is not your retainer. It is created and controlled entirely by the Storyteller. When spending a Willpower Trait to replenish all lost Traits in a category This Merit requires Approval one degree (Physical, Social, or Mental), each given less than would be needed to play a creature category may only be replenished once in of the same Type if it is from same venue, or any game session. High Approval if it is from a different venue. For example, a Bone Gnawer Expending a Willpower Trait allows a retest character could take a Ratkin ally with Mid to defend against a Mental or Social Approval, since Ratkin normally require Challenge; it does not automatically negate High Approval to be played in the Garou the challenge. This may not be used for venue. A Nosferatu would need High such challenges as those involving Approval to have the same Ratkin (or the perception, using Mental Traits with Bone Gnawer) as an ally, since they are from Firearms, or Mental versus Physical a different venue. Top Approval Types Challenges. It may not be used to retest require Top Approval as an ally in any challenges that are the result of a character's venue. own power (such as Auspex), even if he is the challenge's defender (such as with True Faith [7 Trait Merit] (Pr.2.4.12) Majesty). This Merit requires High Approval. Traits of True Faith beyond the first cost three Willpower may not be used to automatically Experience Traits each and must receive succeed in Static Challenges or Simple Tests. High Approval before being purchased. Use the rules for True Faith as found in Laws of Chapter Four: Systems (Pr.4.0.00) the Hunt: Revised, pages 267 through 272. The Camarilla’s Sanctioned chronicle makes Unbondable (Pr.2.4.13) use of the generic systems presented in Dark This Merit requires High Approval. Epics, pages 70 through 72. The Camarilla’s Sanctioned chronicle EQUIPMENT (Pr.2.7.00) specifically does not make use of the ‘Non-standard’ magical items that do not Experience Trait Standards (page 97) and adhere to the systems presented in the Changing the Rules (page 98) systems. venue source material (those not covered by Backgrounds like Artifact, Fetish, Treasure, APPROVAL LEVELS (Pr.4.1.00) Wonder; or covered by approved item Throughout the supplements, there are creating powers like Alchemy and various items that require approval of a Enchantment) require High Approval. specific level of Storyteller. Any time a supplement uses the term “special The Camarilla’s Sanctioned chronicle uses approval” it is referring to any level above the simplified weapon and armor statistics Low Approval. Anything that requires a presented in Dark Epics, beginning on page specific level of approval requires the 81. High Approval is required for any approval of all Storytellers in the chain of weapon or armor whose statistics do not command beneath it. All characters and match those listed. character changes require Low Approval, regardless of the approval level listed. WILLPOWER TRAITS (Pr.2.8.00) Most Mind's Eye Theatre source books list Consult the list below to determine which different ways to use Willpower Traits. Storyteller equates to each approval level in Rather than list them all out, we will instead your country. If your country is not listed list what source book uses are not allowed below, consult your National Storyteller to or are altered for the Camarilla's Sanctioned determine the approval level equivalents chronicle. used.

8 The Camarilla Rules Supplement 6.0

Storyteller(s) involved in the proxy scene. Australia (Pr.4.1.01) In order to proxy a character, the player Low (CST); Mid (DST); High (Venue ANST); must give the Storyteller their character Top (NST) sheet and a brief write-up describing the characters intentions, motivations, Canada (Pr.4.1.02) personality, and reactions to possible Low (CST); Mid (DST); High (Venue ANST); situations. Top (NST) By giving a character over to a Storyteller United Kingdom (Pr.4.1.03) for proxy play, the player grants the Low (DST); Mid (RST); High (Venue ANST); Storyteller all rights to the character for the Top (NST) duration of the proxy scene. The requirements above are the minimum. If a United States (Pr.4.1.04) Storyteller wishes to further limit proxy Low (VST); Mid (DST); High (RST); Top play, she should list any restrictions in the (NST) game’s Venue Style Sheet.

VENUE CROSS-OVERS (Pr.4.2.00) TESTING (Pr.4.4.00) Characters must be made according to the When comparing Traits in the case of a tied guidelines given in the appropriate challenge, no character may declare more supplement, and each character must be Attribute Traits than twice her normal created within a "home venue" (even maximum (counting bonuses gained from mortals). Characters may occasionally be forms, powers, weapons, etc) for overbids played in other venues, provided Mid and the comparison of Ties. Neither the Approval is given on a case-by-case basis bonus Traits granted from Shifter forms (up to three times in a calendar year). This (such as Lupus, Hispo, Crinos, or Glabro for must be noted on the experience log as the Garou) nor the noted above. High Approval is required for bonus Traits granted by a Shifter's pack all occasional crossovers that exceed three in lending towards the Shifter during a mob a calendar year. challenge count towards this limitation.

High Approval is required to approve a Example: Michael is an 8th Generation character for permanent cross-venue play. Malkavian. Thus, he can not bid more than Special rules regarding Primary characters 28 Traits in a challenge. Natasha is a are applied to permanent cross-venue Shadow Lord Fostern. Thus, she can not bid characters (see Membership Benefits, more than 24 Traits in a challenge. But above). Natasha can take Crinos form, and the +8 traits that she receives from doing so does The power comparison chart on page 94 of not apply to her cap, allowing her to bid a Dark Epics should only be used when maximum of 32 Traits. specifically opposed powers interact. By far the most common instance is with detection Example: The baby Thunderwyrm attacking powers attempting to pierce illusions or the Caern has 35 Traits. Even in Crinos, concealment powers. The use of Natasha can only bid a maximum of 32 Archmaster-rank Spheres compare to Traits. However, Natasha has her pack at Superior level Disciplines on the chart. her back, and in a mob challenge, the +4 Traits that her four packmates lend to her PROXY PLAY (Pr.4.3.00) does not apply to her cap, allowing her to Proxy play occurs when one or more player bid a maximum of 36 Traits. characters are given to a Storyteller to portray in the player's absence. At least 48 In cases of vampire cross-venue interaction, hours notice must be given to the the "bomb" is kept, but the "Win All Ties"

9 The Camarilla Rules Supplement 6.0 mechanic is replaced by a +10 trait bonus once for each Negative Trait applicable, not when declaring Traits. This bonus is not each Negative Trait per person challenging. subject to the above limitation. The leader of the group may apply a Example: Natasha, now overconfident, number of bonus Traits to his total (for ties attacks Billy. Billy is an 8th Generation and overbids) equal to the number of people Brujah with Fleetness and Puissance. Billy assisting him (up to four). could normally bid up to 28 Traits in a challenge. Because of the cross-venue rule, If the defender wins, she remains unharmed Billy retains use of the "bomb", but his "Win and can choose to affect any single member All Ties" turns into a +10 Trait bonus. Billy of the attacking group (usually by inflicting may now bid up to 38 Traits against the a wound), and the attackers lose all Traits overconfident Fostern. they bid. If the attackers win, the leader may choose which attacker’s victory Current Traits (Pr.4.4.01) condition applies (usually inflicting a When players compare Traits, they declare wound), and the defender loses all of the their total, permanent number of Traits Traits she bid. Continue the process until all (including Traits lost in previous challenges who declared an action have been the target or for other reasons). A player may still of a challenge or donated Traits as declare fewer Traits than she actually appropriate. possesses in the category if she desires. The Camarilla makes use of this rule to more METAMORPHOSIS (Pr.4.5.00) easily suit the large-scale nature of its Metamorphosis is the process by which a Sanctioned Chronicle. character changes into another creature Type (the most common being death). Rules Mob Rules (Pr.4.4.02) for metamorphosis into specific Types In order to simplify mob combat, the (including rules for non-mortal following rules are used: metamorphosis) may be found in the appropriate venue supplements. Additional First, the narrator must decide who is rules for metamorphing from a mortal Type challenging whom among the group. This is into another creature Type are presented in usually obvious, but when it's not, have the the Mortal Supplement. players all point to the person they are challenging on the count of three. Each General Guidelines (Pr.4.5.01) combatant must bid one Trait, plus an Top Approval is generally required for additional Trait for each person attacking metamorphosis if the character is/was not her beyond the first (no more than five one of the mortal Types (see Mortal for individuals may attack a character at a details). Top Approval is also required for time). If the defender cannot match the any supernatural Type to become mortal. required number of Traits to be bid, she Only High Approval is required if a automatically loses the challenge. If she character is becoming a wraith or specter does have enough Traits, she tests as normal (see Wraith for details), regardless of their with the leader of the group. The group has former Type. The approving Storyteller will five seconds to choose the leader, and decide the exact effects of the should not compare stats while doing so. If metamorphosis, if the standard rules do not a leader is not chosen, then the leader is cover that particular type of change. selected by the defender. A minimum of High Approval is required if Only the leader of the group calls out metamorphosis changes the character's Negative Traits. The defender against venue. (Approval is also required Negative Traits need only bid extra Traits appropriate to what the new Type would normally take if the character stays in the

10 The Camarilla Rules Supplement 6.0 same venue.) For example, a character at Bashing damage is defined as any injury home in the Mortal venue gets killed, and that is painful but fades relatively quickly, the player would like the character to such as kicks, punches, or tackles. Bashing become a wraith. Wraiths are not one of the damage may not be used to declare a killing character types appropriate for the venue, so blow. Lethal damage comes from bullets, the character must receive High Approval, swords, etc. and is intended to kill. either to stay in the venue, or to change to Aggravated damage often comes from fire, the Wraith venue. Conversely, a mortal in or from mystical sources like the claws and one of the vampire venues requires no teeth of supernatural creatures. It is more special approval to get Embraced, unless she difficult for regenerating creatures to heal, is Embraced into a clan that requires special and indeed, such creatures often take approval. aggravated damage from exotic sources such as sunlight or silver weapons. The Characters that undergo metamorphosis Storyteller is the final arbitrator on what normally lose access to all their previous damage type any particular source inflicts, Type’s powers (though some exceptions but damage from the natural weapons and exist for mortal characters). They also lose powers of supernatural creatures is very all Arete, Glamour, Gnosis, Rage, and rarely considered to be bashing. similar Traits, unless their new Type normally possesses them. Ability, Attribute, Contrasting rules for bashing damage are Willpower, and similar Traits that are presented in some of the MET source books. carried over remain at their current level, To clarify, bashing damage is not halved in regardless of the new Type’s starting the Sanctioned chronicle. Living creatures amount. (The number of these cannot heal one level of bashing damage after an exceed the new Type’s maximums, so any hour of rest. excess Traits are lost.) Normally creatures require a week to heal Unspent Experience Traits may be carried each level of lethal or aggravated damage over. Any Experience Traits spent on things through such means as rest and medical that are lost as a result of metamorphosis are attention. Many supernatural creatures subtracted from the character’s “earned suffer from aggravated damage on a more Experience Trait” total (for those countries frequent basis than normal humans do, and who make use of a varying monthly cap heal it more slowly than they do other based on earnable Experience Traits). damage types. Some supernatural creatures have different or faster means for healing, as Most Backgrounds, Merits, and Flaws from described in the applicable supplements. the old creature Type are lost or rendered useless with a metamorphosis. The Blood Loss (Pr.4.6.02) Storyteller will work with the player to Humans (and other living beings in the choose new Backgrounds, Merits, and Flaws World of Darkness) are considered to have a from the source material for their new Type, maximum of ten Blood Traits in their attempting to duplicate the old ones as bodies. They suffer a level of damage for closely as possible. In rare cases, characters each Trait they lose beyond two. Humans may be allowed to keep one or more out-of- fall to Mortally Wounded when completely venue Merits or Flaws, in accordance with drained of blood. Damage suffered from the approval guidelines given in Chapter blood loss cannot be healed until the blood Two. is regained. Regenerating a Blood Trait should be treated as "healing an aggravated OTHER SYSTEMS (Pr.4.6.00) wound" for purposes of effects that can do so, as described above. Otherwise, humans Damage Types (Pr.4.6.01) (and other living beings in the World of

11 The Camarilla Rules Supplement 6.0

Darkness) normally regenerate one Blood Trait per week.

Movement (Pr.4.6.03) Powers, shapes, magic items, and other effects that increase a character’s 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.

12 The Camarilla Rules Supplement 6.0

Changeling 6.0 abusing this occasional liberty are subject to review and possible disciplinary action. The Camarilla's Rules Supplement for the These licenses are not to be for such things Sanctioned Chronicle as the approval of magic items or the allowing of players to play rare character Reprinted material is © White Wolf Game Types. Publishing, Inc. Terms and ideas trademarked by White Wolf are used with Chapter One: Character Creation (Ch.1.0.00) permission, and any mention of said intellectual properties should not be Changeling characters are created using The considered a challenge to their ownership. Shining Host and The Shining Host Players Guide in conjunction with this supplement CONTENTS and with Prime. Chapter One: Character Creation Concepts (Ch.1.0.01) For the Camarilla's Sanctioned chronicle, Chapter Two: Traits there is a slight change with starting seeming, making the relation between a Chapter Three: Powers character's chimerical self and mortal self less concrete in terms of age. For example, Chapter Four: Systems Storyteller approval allows a character to have a mortal self that is fifteen years old, This supplement details rules for just been released from sleeping, and a Changeling venue games in the Camarilla's Childling of ten years. A Seeming may be Sanctioned Mind’s Eye Theatre chronicle. changed by more than five years beyond These rules are intended for use with The normal in either direction with Mid Shining Host, The Shining Host Players Approval, or by more than ten years beyond Guide, and Dark Epics by White Wolf normal with High Approval. Publishing, and with the Camarilla’s Prime Supplement. Membership in the Shadow Court requires High Approval, as does membership in the These rules, when used for Sanctioned play, following houses: are to be applied without change, deviation, Ailil, Balor, Leanhaun, and Scathach. alteration or addition by any member, save a country’s National Storyteller. This is to Some Important Changes Made (Ch.1.0.02) enforce a homogenous set of rules throughout the organization, insuring that Attribute Trait maximums have changed in wherever a member goes, they may play the Supplement. Traits that exceed the new with a minimum of problems. maximums are removed, and their Experience Trait costs are refunded. Storytellers are allowed and encouraged to use their judgment in the World of Darkness As with the other venues, changeling to develop stories and enrich the flavor of characters now get 5 starting Free Traits in the game. If a Storyteller judges that the addition to those gained from Negative flow of the story would be enhanced by Traits and Flaws. These may be added to minor exceptions to the rules (on an existing characters after character creation, individual basis only), this creative license is but may not be used to increase Title or allowed. It is strongly suggested that Holdings in that case. Storytellers stick to the letter and intent of the rules in situations where one or more New or altered approvals levels were characters may die. Storytellers found to be applied to some Backgrounds and powers in

13 The Camarilla Rules Supplement 6.0 the Supplement. Existing characters must BIRTHRIGHTS (Ch.2.1.00) be approved by the appropriate level Some Kith Advantages give permanent Storyteller(s) if something on the character Traits of one kind or other. These Traits act sheet now requires a higher level of as normal Traits but can exceed normal approval than it did previously. maximums. They are expended as normal in challenges but can not be permanently Types (Ch.1.0.03) lost. These Traits are chimerical unless Special approval is required to play some otherwise noted in Sanctioned source Kith or Kinain. Top Approval is required for material. Non-Sidhe characters don’t gain anything not rated here. the advantages or disadvantages listed for membership in a House. Boggan, Eshu, Nocker, Pooka, Redcaps, Satyr, Sluagh, and Troll require only Low ABILITIES (Ch.2.2.00) Approval. Gremayre takes the place of “Kithain Lore” and the same level of approval as any other Clurichaun, Ghille Dhu, Piskie, Selkie, and Lore. It may only be used when canceling Sidhe require Mid Approval. Cantrips, not when employing them. Gremayre may not be combined with the Autumn People, Dauntain, Inanimae, Ability Aptitude Merit. Nunnehi, and all Thallain require High Approval. The Mists protect Shadow Court Lore and Dreaming Lore. High Approval is required Chapter Two: Traits (Ch.2.0.00) for player characters to have either.

All Changelings have a Trait maximum of BACKGROUNDS (Ch.2.3.00) ten in Willpower. Childlings have a Trait Even if gained or created in play, the maximum of ten in each of the Attribute Chimera, Companion, Political Connections, Categories. Wilders are limited to twelve, Remembrance, Title, Treasure, and Trod and Grumps to fourteen. Childlings can Backgrounds require Mid Approval to take purchase up to a maximum of ten Traits of level four, High Approval to take level five, Glamour, Wilders can purchase up to nine and (for Chimera, Title, and Treasure) Top Traits of Glamour, and Grumps can Approval to take level six. These purchase up to seven Traits of Glamour. Backgrounds require extensive Storyteller Characters who begin in one Seeming then assistance in order to be woven into the "age" to the next and lose Glamour traits in Sanctioned chronicle. the process may "move" the spent-points to Willpower at the cost of one-for-one (or get For Nunnehi, the Nunnehi Backgrounds a refund of Experience Traits if that is not (Household, Spirit Companion, and Totem) possible). require Mid Approval to take level 4, and High Approval to take level five. All changeling characters get five Free Traits at character creation in addition to those For Inanimae, the Inanimae Backgrounds gained from Negative Traits and Flaws. (Regard and Famous Anchor) require Mid One Free Trait can be spent to take an Approval to take level four, and High additional Ability, Attribute, or Background Approval to take level five. Trait, or to specialize in an Ability. Two Free Traits can be spent to take one level of a For Kinain, the Kinain Backgrounds (Dross, Realm. Three Free Traits can be used to Faerie Blood, Faerie Mentor, Feth Fiada, and purchase a Basic Art, a Glamour Trait, or a Kenning) require Mid Approval to take level Willpower Trait. 4, and High Approval to take level five. Dross and Feth Fiada are available to

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Kithain characters with a minimum of Mid equal to its rating, which will "appear" in a Approval. treasure- or store-room within the freehold, as long as the Glamour-supply has not been Additional Backgrounds can be found on "tapped out". page 53 of Dark Epics. The Storyteller may approve a "commoner A Word on Background Maximums freehold" in which at least three players (Ch.2.3.01) invest points into a Holding (which may only be as high as level four.) A character While most Backgrounds’ levels are may not choose this Background without normally limited to a maximum of 5 (or 6), taking at least the same level of Title unless the total levels of Chimera, Companion, and it is part of a commoner freehold. Where a Treasure are not limited when referring to commoner freehold is less than three points, multiple creatures or treasures. (Any single or where division makes fractions of points creature or item of levels 4 or higher still cost, then the players may decide between requires the level of approval stated above.) themselves who pays for the Background, Players should make suggestions for these but at least three must be sworn to it as the Backgrounds regarding statistics and "controlling" characters. powers, but the Storyteller always holds the final decision on the specifics. Many nations Storytellers are encouraged to use the have specific creation rules for these three "Freehold Realm Affinity" system when Backgrounds in their National Addenda. helping players create freeholds. This will help give flavor to freeholds, and will help Holdings (Ch.2.3.02) the STs determine the style of the holding, The number of Glamour Traits that as well as the type of Chimera that "come characters can "use" or "absorb" that the with" the holding. For example, a level two Holding generates each week is equal to the Medieval Fortress holding with the Actor number of Traits invested in this Affinity would have a few serfs, and a few Background. The Glamour is distributed as guards in chainmail patrolling the the Storyteller sees fit, though the battlements. The same holding at level four "controlling" character's desires should be would have a full staff of wenches, serfs, considered when making this cooks and grooms, as well as armored determination. For example, four Knights patrols that roam the freehold's lands and sleep around the balefire at a level two defend it if attacked. A level four Freehold Holding. Only two Glamour Traits are that is a skyscraper would also probably available for the Storyteller to split among have the Actor realm, and might have the four characters (each week that they restaurant cooks, accountants, and other have spent some time resting in the assorted corporate-chimera. Holding). Under no circumstance will the Chimera Storytellers should keep in mind that a who "come with" a Freehold ever leave the characters who constantly draws from immediate vicinity of the Freehold. They are freeholds (three to four weeks out of every meant to give flavor and life to this month, or more) run the risk of entering background, and to provide in-game stories Bedlam from spending so much time in the for the characters who frequent such places. chaotic energies of a freehold. Furthermore, caring for a freehold should be a give-and- Influence (Ch.2.3.03) take. If there is no upkeep and the freehold Because dealing too heavily in Influences is constantly drawn upon for Glamour, it may result in Banality, changeling runs the risk of "burning out" and losing characters are limited to beginning with five levels of power, at Storyteller discretion. A total levels of Influence. The Storyteller freehold will produce Dross each month should apply one to three temporary

15 The Camarilla Rules Supplement 6.0

Banality Traits to the Influence holder on a having to "ignore" the Status outright. monthly basis if she acquires more than five Further, characters with this Background levels, or if she uses her Influence in a who abuse it and use it for their own particularly banal fashion. However, personal gain rather than their liege's wishes Storytellers are urged to keep in mind the may find themselves cast out as frauds at type and usage of Influence before applying best...Oath-breakers at worst. temporary Banality Traits. Title (Ch.2.3.07) Prestige [Shadow Court] (Ch.2.3.04) The Titles of Squire, Knight or Baron require This Background requires High Approval. Low Approval. The Title of Count requires Mid Approval. The Title of Duke requires Remembrance (Ch.2.3.05) High Approval. The titles of King (level six) Remembrance cannot be used to retest a or High King (level seven) each requires Top Gremayre counter Cantrip retest. Approval. After character creation, title may raise through role-play, however approval Political Connections (Ch.2.3.06) requirements still apply. The Titles of Baron, This Background represents a character's Count, and Duke for non-Sidhe (Entitled station in a court other than the one in Commoners) require one higher level of which they currently reside. Characters with approval than what is listed above. Political Connections are either Heralds or Ambassadors. Only Sained characters can use the benefits of Status. Status is largely enforced by the A Herald is a character who serves a court Nobility, and it can be ignored, but is seen (the level of this Background equal to the very much as a social "blunder" or "faux presiding Noble's Title) as a messenger, pas". The Dreaming oftimes enforces when acting in an official capacity, may "higher" Status, such as that of Dukes, invoke their liege's status and title instead of Princes, Kings, and High Kings. their own. A noble with Title can give lesser levels of An Ambassador also serves a court similar Title to others if they are sworn (or do to the Herald, but in courtly settings is swear) fealty to that noble. This ability is not always considered to have the same Status to be taken lightly or used without prior as their liege, but only within certain Storyteller permission. The Dreaming itself "boundaries". For example, if Tony the Troll chooses Kings and High Kings. Kings have is the Ambassador to the court of Count the Status trait of "Regal", and High Kings Crispy of the Kingdom of Pacifica, from the have the Status trait of "Lordly". The title of court of Count Boris of the Kingdom of "Prince" or "Princess" is a variation of Dalarna, Tony's "Ambassadorial" status only "Duke" or "Duchess", but must have High functions within that County, and not in a Approval, as the characters must be the different County even in the same Duchy. It heirs of current Kings or High Kings. requires the Approvals of both the PC's home location as well as the location he is Any noble with good reason may refuse (or actually in to be an Ambassador. Example: terminate) the service of another below Tony the Troll would need the approval of them in the chain of fealty. So refused, the the STs for both Count Crispy & Count character does not lose Title, but may not Boris. use the accompanying Status Traits in Social Challenges until he finds service with Status traits utilized by this background are another noble of appropriate rank. A knight superceded by those with the Title thus refused will become a Knight Errant. background, thus a Knight in the court of Count Crispy can interrupt the Ambassador Only a noble 2 ranks higher than a character from the court of Count Boris without may strip or reduce a character's Title (and

16 The Camarilla Rules Supplement 6.0 accompanying Treasures), and only then if Aphrodesia, Infusion, Kryos, Oneiromancy, the offending character falls within that and Skycraft require High Approval to noble's fealty chain. Only the High King can learn. remove a Title of Duke or King, and it is a very rare occurrence. The Dreaming itself Chronos, Contempt, Delusion, and Naming may remove the Duke or King if they are require Top Approval. very unsuitable, and even the High King, although this has not happened since before Metamorphosis requires Top Approval. the Shattering. Commoners (non-Sidhe) may learn the Basic and Intermediate levels with only Mid Characters with titles receive free "Title- Approval. Treasures" that represent the duties and powers of the office, as described in pages Sovereign requires only Low Approval for 210 through 214 of the Shining Host Players Sidhe to learn. Commoners (non-Sidhe) Guide. may learn the Art with High Approval.

MERITS AND FLAWS (Ch.2.4.00) Inanimae Approval Levels (Ch.3.1.02) Merits that duplicate Birthright Advantages Manikins require Mid Approval to learn require High Approval. Fae Marks act as Kith Arts. Other Inanimae require High Flaws and count towards the Kinain’s seven Approval to learn Kith Arts. Trait limit.

Poetic Heart [3 Trait Merit] (Ch.2.4.01) ART DESCRIPTIONS (Ch.3.2.00) This Merit requires High Approval. Chicanery (Ch.3.2.01) Endless Frustration [3 Trait Flaw] (Ch.2.4.02) This entire Art is centered on not directly The cost of this Flaw has changed for the causing harm. Any time that a Chicanery Sanctioned chronicle. Cantrip is cast that will cause direct harm, the Cantrip fails. Fae Songs [1-5 Trait Merit] (Ch.2.4.03) These powers will not work on changelings. Chronos (Ch.3.2.02) This Art can cause a lot of confusion in game play and should be used carefully. It Chapter Three: Powers (Ch.3.0.00) is required that a Narrator be present for any casting of this Art. Only Inanimae may learn Slivers. Chronos, Dream Time (Ch.3.2.03) ARTS (Ch.3.1.00) This cannot be used to reduce a character The three Arts that changelings start with below twelve months of age, nor can it be must be Basic Arts. used to age a target to death.

Approval Levels (Ch.3.1.01) Chronos, Reversal of Fortune (Ch.3.2.04) Some Arts require special approval to learn. This level can cause catastrophic problems The Storyteller may approve an Art to be within a game, and should be carefully learned only to a certain level, due to the regulated. unbalancing nature of some of the higher levels. Because certain Arts are much more Dream Craft (Ch.3.2.05) common to certain characters (Sidhe with Changelings with this Art may physically Chronos, Nockers with Infusion, Shadow enter a sleeping mortal or prodigal’s dream Court members with Delusion, etc.), the (a simple Bunk with Realms appropriate to approving Storyteller will take this into the dreamer is required). Once in, account when processing the application. interaction with the dream is possible but

17 The Camarilla Rules Supplement 6.0 direct control is not. This effectively allows Legerdemain, Phantom Shadows (Ch.3.2.11) the caster to enter the Dreaming. If a Un-enchanted mortals will only see the changeling dies in a dream, in reality she Phantom Shadows if they are made real by also dies a Banal Death. calling upon the Wyrd.

Dream Craft, Dream Riding (second Naming, Runic Circle (Ch.3.2.12) Intermediate, Added) (Ch.3.2.06) You may not spend more Mental Traits than The character may cast this Cantrip (from twice the Bunk level of the Cantrip. The the Near Dreaming) upon a sleeping mortal circle may only be inscribed on the ground, or prodigal, physically transport the caster not on people or objects. into the target's dream. Once in the sleeper's dreams interaction with the dream is Naming, Reweaving (Ch.3.2.13) possible but direct control is not. This Willpower Traits spent for retests to resist effectively allows the caster to "ride" the this Art are not spent permanently. dream into the dreaming. This art may also be used as a Fair Escape if a sleeping mortal Oneiromancy, Oneirodynia (Ch.3.2.14) is present, by tagging along with the The affect cannot be combined with sleeper's dream. This escape may only be Dreamwalk when cast upon a waking used from the physical world and costs a target. Glamour Trait. This can be somewhat risky as it could deposit the Changeling anywhere Oneiromancy, Embrace of Morpheus in the Dreaming. Use of Dream Riding is (Ch.3.2.15) dangerous. If a Changeling dies in a dream, Normally no link is needed, but the Realm in reality she also dies a Banal Death. may require one.

Dream Craft, Dream Weaving (Ch.3.2.07) Oneiromancy, Expiation (Ch.3.2.16) Chimera and companions created with this Use of this power on another player’s Art do not require Background Traits to be character requires that player’s permission. purchased. Normal approval restrictions for Backgrounds still apply. Players should Primal, Willow-Whisper (Ch.3.2.17) keep in mind that these chimera are highly Information gleaned from objects needs to susceptible to Banality (even more so than be presided over by a Storyteller. other chimera). Primal, Eldritch Prime (Ch.3.2.18) Infusion, Animantis (Ch.3.2.08) No more than one level of damage may be While the player may make suggestions as inflicted per use of this power. to the attributes and other traits, the storyteller is the one who actually makes the Primal, Oakenshield (Ch.3.2.19) decision, and is responsible for writing them No armor may provide more than four officially. levels of protection, regardless of stacked effects. Kryos, Cold Heart (Ch.3.2.09) Damage from this Art is limited to four Primal, Holly Strike (Ch.3.2.20) levels. The permanent effect can only occur Ignore the system of resisting given in The on a willing target. Shining Host. The caster must engage his target in a Physical Challenge, and the target Legerdemain, Ensnare (Ch.3.2.10) need not spend a Willpower Trait to resist. Regardless of whether or not the difficulty If successful, the caster may spend two, exceeds the target's Physical Traits, the four, or six Physical Traits to inflict one, two, target always receives at least one Static or three lethal levels of damage. Physical Challenge to break free. Primal, Elder Form (Ch.3.2.21)

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This Art may not be used in conjunction Pyretics, Star Body (Ch3.2.26) with Metamorphosis: Mythic Use of this power against another Kithain Transformation. Other than the shape may well be considered a breech of the changing aspect, Elder Form should not be Escheat. used to mimic the effects of Arts that requires special approval, including Skycraft, Compass Winds (Ch.3.2.27) Chronos, Naming, Sovereign, and any Arts The affect causes one level of bashing from The Shining Host Players Guide. damage.

Pyretics (Ch.3.2.22) Soothsay, Tattletale (Ch.3.2.28) If caught on fire, a target may use a physical This power cannot cross the Gauntlet or the action to put out the flames with a Shroud. successful Simple Test. Additional fire damage is taken at the rate of one health Sovereign, Grandeur (Ch.3.2.29) level per turn if the flames are not This Art’s duration is now one scene or extinguished. hour, whichever is longer. Grandeur drops immediately if the user makes an attack or Pyretics, Willow Light [second basic, added] employs an offensive power. (Ch.3.2.23) This Cantrip will allow you to illuminate or Sovereign, Geasa (Ch.3.2.30) cast auras of light upon objects or places. As this power can be very abusive, Narrator The caster creates a dim and ethereal glow arbitration is required when it is used. The to illuminate the object of the Art. This glow exact wording of the commanded task is will last for approximately one hour for each important, but the Narrator is the final call glamour spent at it's creation. on what the target must do to fulfill it.

Pyretics, Prometheus' Fist (Ch.3.2.24) Wayfare, Flicker Flash (Ch.3.2.31) A subject that is engulfed catches on fire. If This power does not allow crossing of the the victim puts out the flames, the Cantrip Gauntlet or Shroud. The caster must know ends immediately. the destinations teleported to (from a prior visit, seen with Tattletale, etc). Pyretics, Burn and Boil [second intermediate, added] (Ch.3.2.25) This Cantrip allows the caster to engulf an REALMS (Ch.3.3.00) object or person in real flame, igniting and Inanimae require Mid Approval to learn a burning the target of the Cantrip (and Kith Realm. The Inanimae Realm of Water objects in direct contact with the target) just equates to Time, not Actor. as normal flames would. To use this art, you must spend a Willpower trait to initiate the Time Realm (Ch.3.3.01) flames, followed by a Glamour trait for each A Changeling using the Time Realm on a turn it is controlled. The flames inflict one Cantrip may "hold" a Cantrip and chose to Health level of damage per turn a subject is activate it at any point up to the standard engulfed, although the target may attempt limits for their level in Time. This decision to put the flames with a successful simple need not be made at the time of the test as described above, if this works the Cantrip's casting, but any Glamour spent in Cantrip immediately ends. If it is used on an the casting of the Cantrip is immediately item or person in combat, that item or used at the time of the original casting, and person does one extra level of damage per can not be regained until the Cantrip is turn and anyone else near you must win or used. Cantrips that are not used by the end tie a Simple Test to avoid catching fire for of their maximum "holding" period are lost, each turn or challenge she is exposed to you. and all traits spent for it are also lost (although they can be regained later as per

19 The Camarilla Rules Supplement 6.0 normal). A character may choose to let the This chart describes some of the ways a "held" Cantrip expire unused. Changeling can gain Banality. Since Banality is a nebulous concept and what some see as All other realms and decisions for casting banal can be a source of glamour for others, the Cantrip must be made the first time the storytellers are strongly encouraged to keep Cantrip is cast, and cannot be changed when an open mind about what is and is not a the held Cantrip is actually used. Thus, a source of Banality based on the "Flicker Flash" Cantrip can be held, but the circumstances of the action, and on the caster must specify at the time of casting character-concepts of those characters who what Realm it will effect, and where the might be applicable. location will be, and these parameters cannot be changed when the "held" Flicker Remember, "Modern" or "Evil" does not Flash is used. automatically mean "Banal". For example, Fae have been killing each other All challenges involved in the Cantrip are Chimerically (and killing humans) for resolved when the held Cantrip is actually thousands of years, so this should perhaps used. Only one Cantrip may be held at a not generate Banality unless the situation time. Using a "Held" Cantrip takes an seems to be Banal to the presiding action, but does not require any Bunk or storyteller. The rule of thumb for assigning physical action, and is merely a mental Banality - If the actions of a character kill command. even a small part of a dream, or the Dreaming itself, then the actions generate Any use of the Time Realm costs an Banality. Remember that when a character additional Glamour, in addition to any other has accumulated ten or more Temporary used to normally cast the Cantrip. Banality Traits, the character gains one Permanent Banality Trait, and all Realms Re-test (Ch.3.3.02) Temporary Banality Traits are removed. Some nations participating in the Additionally, all Sidhe (except the Scathach) Camarilla’s Sanctioned chronicle use a new receive twice as many Banality Traits for the rule for retesting Cantrips. Consult your actions listed below. national addendum to see if your country uses the following optional rule. Action: Banality A changeling can spend a Realm level in order to retest the challenge for a Cantrip Active Banality she is casting. The Realm must be the same Defending against a Cantrip with Banality: one that was used to describe the target in 1 Temporary the Cantrip’s casting. Realm retests count as Banality Trait Ability retests for the purpose of the retest Failed to overcome a target who defended interaction rules. Realm levels spent in this with Banality: 1 Temporary Banality Trait way are recovered at the end of the session. Actively denying the Dreaming (per Their temporary expenditure does not affect instance): 1 Temporary the changeling’s ability to make full, normal Banality Trait use of her permanent Realm levels. Using a Dauntain power: 2 Temporary Chapter Four: Systems (Ch.4.0.00) Banality Traits

Dark Epics has several pages of rules Destruction of the Dreaming pertinent to the Changeling venue (pages Destroying a treasure or chimera: 79, 80, 81, and 96). 1 Temporary Banality Trait Banality (Ch.4.0.01)

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Killing a Kithain chimerically: 1 Temporary Banality Trait Cold Iron (Ch.4.0.04) Killing a Kithain mortally: Cold Iron is iron that has been "cold forged" 2 Temporary by hand, and as such, can only be formed Banality Traits into very crude tools. As a material it is Destroying a freehold (per level destroyed): brittle, prone to rust, and has great difficulty 3 Temporary holding an edge or point. Cold Iron Banality Traits weapons and tools are usually limited in Dying Chimerically: form to clubs, crude daggers, crowbars, 5 Temporary Banality Traits hammers, or poor-quality swords (that do not stand up to use for very long) and have Cold Iron a tendency to break under duress. As Cold Being struck by Cold Iron (per hit): Iron is harmful to Changelings because of its 1 Temporary intrinsically non-supernatural nature, using Banality Trait supernatural effects to enhance it in any Contact with or Possession of Cold Iron(per way would negate its banal nature. It scene): 1 Temporary Banality Trait requires Top Approval to supernaturally Killing a Kithain with Cold Iron: enhance a item of Cold Iron and have it 1 Permanent Banality Trait retain it's Fae-harming properties.

Locational (Time spent in areas that...) Dragon’s Ire (Ch.4.0.05) Banality more than Kithain's Glamour (per Characters in bedlam that invoke the scene): 1 Temporary Banality Trait dragon’s ire gain a number of extra ire Banality twice as much as Kithain's successes equal to the stage of bedlam that Glamour: 2 they are in. At the end of the scene, the Temporary Banality Traits character enters the next stage of bedlam, or Banality Rating of Nine (per scene): is devoured by a cataclysmic blast in the 3 Temporary case of characters that are already in the Banality Traits third stage of bedlam. Banality Rating of Ten (per scene): 4 Temporary Changelings who witness a bedlam- Banality Traits embraced character invoking the dragon’s ire may enter bedlam if they were close to Bunks (Ch.4.0.02) doing so already (Storyteller’s discretion). For the Jesters Rules system in the Shining Host Players Guide, the following Siochain (Ch.4.0.06) restrictions also apply. For a level one, two, This aspect of the Camarilla's Sanctioned or three Bunk, any of the appropriate game requires Top Approval. number of conditions must be met. For a level four Bunk, one of those conditions Oaths (Ch.4.0.07) must take longer than a minute in a combat The gaining of Traits from Oaths may situation; take longer than an hour; or be exceed listed maximums, but these are especially unique to the Kith or character. always the first Traits spent. Taking the For a level five Bunk, two of the three same Oath multiple times (even in different conditions named above must be met. situations) does not grant cumulative positive effects. Cantrips in the Deep Dreaming (Ch.4.0.03) The normal Glamour cost for Cantrips is Breaking Oaths is considered to be one of removed in the Deep Dreaming, however a the more heinous crimes a Changeling can character may still chose to spend one point commit, and storytellers are encouraged to of Glamour to gain an extra Bunk or to gain see this aspect of the venue through as best one Bunk Trait in place of a Bunk. as they can.

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are different from those listed in The The creation of new Oaths requires Mid Shining Host Players Guide. Consult with Approval if the benefits do not grant any your National Storyteller to learn more positive traits for the character who swears details. 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.

Oath of the Long Road Use of this Oath on a trivial quest results in consequences as dire as if the Oath were broken.

Oath of the Undoing This Oath carries with it a storyteller warning, that not many characters who swear this Oath will be expected to survive themselves

Kingdoms (Ch.4.0.08) Note that for the Camarilla’s Sanctioned chronicle, the Kingdoms and their divisions

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Garou 6.0 abusing this occasional liberty are subject to review and possible disciplinary action. The Camarilla's Rules Supplement for the These licenses are not to be for such things Sanctioned Chronicle as the approval of magic items or the allowing of players to play rare character Reprinted material is © White Wolf Game Types. Publishing, Inc. Terms and ideas trademarked by White Wolf are used with Chapter One: Character Creation (Ga.1.0.00) permission, and any mention of said intellectual properties should not be Garou characters are created using Laws of considered a challenge to their ownership. the Wild in conjunction with this supplement and with Prime. CONTENTS Concept (Ga.1.0.01) Chapter One: Character Creation Character concepts that include being a former or current member in a Silver Pack Chapter Two: Traits or that include high levels of leadership in the character's Tribe or species require High Chapter Three: Powers Approval. Chapter Four: Systems Because of their rarity in modern times, lupus characters require Mid Approval (though lupus is not considered to be a This supplement details rules for Garou special “Type”). venue games in the Camarilla's Sanctioned Mind’s Eye Theatre chronicle. These rules Some Important Changes Made (Ga.1.0.02) are intended for use with Laws of the Wild: Revised and Dark Epics by White Wolf If the required level of approval for Publishing, and with the Camarilla’s Prime anything on the character sheet has been Supplement. raised, you must register the character with the Storyteller whose approval is required These rules, when used for Sanctioned play, under this rule set. This must be done are to be applied without change, deviation, before you can make use of the item, or in alteration or addition by any member, save the case of special character type, before you a country’s National Storyteller. This is to can play the character. Prior to the release of enforce a homogenous set of rules this supplement, MC 12 allowed members throughout the organization, insuring that to start characters at Elder Rank. This was wherever a member goes, they may play used to populate the game with a few Elders with a minimum of problems. right off, and encourage more players to join the venue. To prevent the ongoing venue Storytellers are allowed and encouraged to from becoming overpopulated with Elders, use their judgment in the World of Darkness this option is no longer offered at character to develop stories and enrich the flavor of creation. the game. If a Storyteller judges that the flow of the story would be enhanced by The Rites Background now has a maximum minor exceptions to the rules (on an of five Traits. Additional Experience Traits individual basis only), this creative license is or Background Traits will need to be allotted allowed. It is strongly suggested that for characters to keep additional rites. Storytellers stick to the letter and intent of the rules in situations where one or more characters may die. Storytellers found to be Types (Ga.1.0.03)

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Characters of the Black Fury, Bone Gnawer, cost of one Free Trait. Gnosis and Rage Child of Gaia, Fianna, Get of Fenris, Glass Traits cost two each, while Willpower and Walker, Red Talons, Shadow Lord, Silent Basic Gifts (subject to normal approval Strider, Silver Fang, Uktena, and Wendigo restrictions) cost three Free Traits. Tribes require Low Approval.

Additional shifter Types require varying TRIBES (Ga.2.1.00) levels of approval, as noted in the Should you elect to create a Cub (Rank appropriate appendices. Human kinfolk zero), you are not required to select a Tribe. characters require the same approval level If you don't you will be able to select your as normal shifters of their specific Tribe or Tribe after your rite of passage, although changing breed. you cannot choose a Tribe that has Background requirements or limitations Membership Benefits (Ga.1.0.04) which do not match the Backgrounds you Members who have achieved certain levels possess. As an example, if you create a of Member Class may create their characters 'tribeless' Cub and do not have any Traits of at a higher starting Rank than one (Cliath). Pure Breed, you will not be able to select the MC 4 allows Rank two (Fostern), MC 6 Silver Fangs as your Tribe after your rite of allows Rank three (Adren), and MC 9 allows passage. Cubs without Tribes start at a character to be made at Rank four (Athro). character creation with three Willpower The character’s starting Renown is the Traits. They have no Advantage or minimum number necessary to achieve her Drawback and may not purhase Tribal Gifts starting Rank. until after they have passed their rite of passage. Players may always choose to make their character at a lower starting Rank than their Black Fury (Ga.2.1.01) Member Class allows, even as low as Rank The Tribal Advantage restores a maximum zero (Cub). In this case, the character may of one Willpower Trait per week during start with more Renown Traits than downtime. required to reach current Rank, but not more than is required to reach the next Bone Gnawer (Ga.2.1.02) Rank. Rather then being available once per session, the Tribal Advantage gives a number of Chapter Two: Traits (Ga.2.0.00) extra monthly Influence actions (as Contacts) equal to the Bone Gnawer’s Rank. Regardless of Rank, Garou (and other This is separate from the Contacts “shifters”) characters have a maximum of Background. Note that the starting Gifts for ten Traits each of Gnosis, Rage, and Bone Gnawer characters are Cooking, Resist Willpower, and five Traits in any given Toxin, and Tagalong. Ability. Fianna (Ga.2.1.03) All shifters gain five Free Traits in addition Add Craft to the list of Abilities under the to those gained from Negative Traits and Fianna Tribe Advantage. Flaws (even though some of the source books don’t include this). A character may Get of Fenris (Ga.2.1.04) gain two Free Traits by taking a The starting Gifts for Get of Fenris Derangement at character creation. If she characters are Razor Claws, Resist Pain, and does so, she may only gain Free Traits from Visage of Fenris. three Negative Traits. Glass Walker (Ga.2.1.05) A shifter may gain an Ability Trait, In addition to the free Influence Trait, Glass Attribute Trait, or Background Trait at the Walkers have the following advantage.

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Each of their Kinfolk levels dedicate to Additional Backgrounds can be found on increasing the Influence maximums page 53 of Dark Epics. Garou cannot take increases it by three levels, rather than just Retainers. one. Fetish (Ga.2.3.02) Shadow Lord (Ga.2.1.06) All non-standard Fetishes, and all Fetishes For the Tribal Advantage, before the first level five or higher, require High Approval. test is thrown in a Social Challenge, the Note that a list of additional (Low Shadow Lord can spend one Gnosis to gain Approval) Fetishes and Talens is presented a number of bonus Social Traits for that at the end of Chapter Four. challenge equal to his Rank. This works regardless of the opponent’s Pure Breed. Klaives or Grand Klaives that have different melee-weapon shapes than normal, or are Silent Strider (Ga.2.1.07) made from materials other than silver, After successfully exercising his Advantage, require High Approval. They typically give a Silent Strider negates the first surprise he no more benefits than the standard forms of is subjected to during the remainder of the these weapons. The tradition of crafting and scene. wielding Klaives is a sacred one steeped in honor. Few with the skill to make these Silver Fang (Ga.2.1.08) sacred weapons are willing to deviate from The Silver Fang Advantage is that they may the standard form accepted by the Garou expend a Social Trait to retest a Social Nation. Challenge. Ignore the list of Derangements under the Disadvantage. Instead take any Creatures without Rage may attempt a Derangement listed on pages 212-214. Willpower challenge instead, to resist the effects of a Harmony Flute. Uktena (Ga.2.1.09) The Uktena Advantage is that they do not No more than two extra levels of damage need to spend Mental Traits to gain vivid can be inflicted by an (activated) Fang clarity when peeking across the Gauntlet. Dagger. An activated Fang Dagger remains active for the remainder of the scene. Wendigo (Ga.2.1.10) Traits granted by the Wheel of Seasons Kinfolk (Ga.2.3.03) allow the Wendigo to exceed his Trait Kinfolk takes the place of Retainers for maximums. The Physical Traits granted Garou, a Background that Garou cannot during the winter by the Wheel of Seasons purchase due to the effects of The Curse. are not restricted to “soaking damage”. For determining the statistics of kinfolk, use the same guidelines as those for Retainers in BACKGROUNDS (Ga.2.3.00) Prime.

Ancestors (Ga.2.3.01) Mentor (Ga.2.3.04) A Narrator may disallow any Ability if it is Mentors will not teach out-of-Tribe Gifts. inappropriate for an Ancestor to have had it. Learning a Gift form a mentor includes all For example, Quantum Mechanics or the disadvantages of learning Gifts from Revenant Lore would have to be well another Garou. Mentors can teach rites of justified in the history of character’s the same level as the Gifts they can teach. ancestors. A character cannot use Ancestors to gain Traits of an Ability the character has, Pure Breed (Ga.2.3.05) even if he has expended some or all of those Level five in Pure Breed requires Mid Traits. Approval.

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The Traits granted by Pure Breed are not cost of the totem (see pages 243-248). Ignore automatically added to all Social Challenges the charts in the book and use the following with Garou. The challenge must be one for purchasing improvements to the base where the Garou’s noble bearing can be seen totem. (or is known), and where such a patrician demeanor would affect the outcome of the Totem Improvement Table (Ga.2.3.08) challenge. This includes challenges for stare downs, Etiquette and Leadership Ability Improvement challenges, and Gifts such as Calm, Curse of Cost Hatred, Mastery, Obedience, Paralyzing Per 2 Traits divided among Rage, Gnosis, Stare, Roll Over, Staredown, and Visage of and Willpower 1 Fenris. Per additional Trait of Essence 1 Because of the greater weight of accounting Per Ability Trait placed upon the descendants of the Garou 1 Nation’s heroes, whenever a character with Totem can speak to pack without Spirit Pure Breed loses temporary Renown Traits, Speech 1 he will never lose less than half his Pure Totem can always find pack members Breed total, rounding up. For example, a 1 character with Pure Breed three will lose Per additional Charm possessed two Honor for “not protecting a helpless 2 human”, rather than one Honor. Totem is nearly always with pack members 2 Rites (Ga.2.3.06) Totem is respected by other spirits Characters may not have more than five 2 total Traits in the Rites Background. The Per extra member who can use Totem cost of rites through this Background is one powers in the same turn 3 Trait for a Basic rite, two Traits for an Totem allows members to communicate at Intermediate, and three Traits for an great distances 4 Advanced rite. Two Minor Rites can be Totem can materialize without cost purchased for 1 Trait of the Rites 5 Background. Additional Traits, Abilities, or Rage received The number of Rituals Ability Traits from a totem may exceed the Garou's Trait required before a character may learn rites is maximums. Ability Traits granted by a one Trait for Minor, two Traits for Basic totem are granted per scene, not per turn. rites, three Traits for Intermediate, and five Gnosis or Rage Traits granted by totems Traits for Advanced rites. A Garou of any (normally listed as “per story”) are Rank may learn any rite, but the use of a rite independent pools of Traits that refresh at a not allowed by Rank is a dishonorable and rate of one per day. Willpower Traits unwise act. It is worth the loss of a granted by totems are an independent pool temporary Honor and a temporary Wisdom of Traits that refresh at a rate of one per Renown unless a sept’s Master of the rite is week. directly supervising the Garou. Children of Uktena ignore the first health Further rules for rites can be found in level of damage they suffer each scene while Chapter Three, below. in the Umbra to reflect their “automatic level of soak” against all damage. Each Totem (Ga.2.3.07) story is considered to be a month for the Pack totems are Jaggling spirits. A base purposes of the additional Experience Traits totem (see page 90) costs a number of granted to Uktena's children. These Totem- Background Traits equal to the Background granted Experience Traits can exceed the

26 The Camarilla Rules Supplement 6.0 character’s monthly maximum, but may teach Tribal Gifts to outsiders when a high- never be used to buy Gifts. Ranked Tribe member intercedes with the spirit on the student’s behalf. An Athro’s Top Approval is required for any new totem word is required in such cases for Basic or affiliations not found in the Camarilla's Intermediate Gifts, while only the word of Rules Supplement. an Elder can sanction passing an Advanced Gift to an outsider. (This supersedes the MERITS AND FLAWS (Ga.2.4.00) rule on page 76 of Dark Epics.)

Silver Tolerance (Ga.2.4.01) Garou require protracted periods of time to Instead of allowing you to "soak damage" learn a Gift from another Garou, during from silver weapons, a win or tie on a which the two Garou must have ready Simple Test (re-testable with the Survival access to each other for training sessions. Ability) allows the character to treat the The period is generally one month for Basic attack as though it had not come from a Gifts, two months for Intermediate Gifts, silver source. and three months for Advanced Gifts. In addition to the Notoriety penalty mentioned Supernatural Companion (Ga.2.4.02) in Dark Epics, further Notoriety (and even Treat this as the Supernatural Ally Merit Renown loss) will be in order if the student from Prime. later uses the Gift to harm members of the teacher’s Tribe. Wolf Years (Ga.2.4.03) This Flaw is worth only one Trait in the GIFT CLARIFICATIONS (Ga.3.2.00) Sanctioned chronicle. Some Gifts require a challenge, but are unclear as to who is being challenged. METIS DEFORMITIES (Ga.2.5.00) Unless specifically stated otherwise, the challenge is against the target of the Gift. If Chitinous Skin (Ga.2.5.01) there is not a target, then it is a Static This Disfigurement does not give the Challenge against seven Traits. character an additional Health Level. Many Gifts allow the Garou to expend Weak Immune System (Ga.2.5.02) additional Traits to increase the Rather then having no Bruised health levels, effectiveness of the Gift. A Garou may only a character with this Disfigurement has one spend three Traits to enhance the effect of less Healthy health level. such Gifts. This does not apply to Gifts that have a specific chart showing the number of RAGE TRAITS (Ga.2.6.00) Traits spent versus effect or duration A character may not spend more Rage Traits gained. than half his permanent Physical Traits in any given turn (rounding down). Each clarification below includes a reference to the part of Laws of the Wild’s Gift section Chapter Three: Powers (Ga.3.0.00) where the original text can be found.

LEARNING GIFTS (Ga.3.1.00) Aura of Confidence [Basic Shadow Lord] High Approval is required for a character to (Ga.3.2.01) enter play with any out-of-Tribe Gift, or This Gift also works against supernatural with any Advanced Gifts that is not from powers. their breed or auspice list. Balor’s Gaze [Intermediate Fianna] The spirits that teach Tribal Gifts do so (Ga.3.2.02) based upon ancient pacts made between Ignore the tabletop reference to “Crippled” certain spirits and the Tribes. Spirits only health penalties, substituting penalties for

27 The Camarilla Rules Supplement 6.0 the Wounded health level instead. ten challenges, not ten levels of damage, Willpower spent to ignore would penalties before the doll is automatically destroyed. will also allow this gift to be ignored for one round. Geas [Advanced Philodox] (Ga.3.2.09) Use of this Gift requires a Willpower Bloody Feast [Intermediate Wendigo] Challenge (not a Social Challenge against (Ga.3.2.03) the Target's Willpower). Gain one Ferocious or Tough Trait per level of damage inflicted, instead of one per two Gift of the Porcupine [Intermediate Metis] levels. (Ga.3.2.10) Anyone striking you with bare flesh (i.e. Coupe de Grace [Intermediate Black Fury] without using a weapon] suffers one level of (Ga.3.2.04) aggravated damage [not the same damage This Gift will not add more then two levels they inflict on you). Note that you cannot of damage to an attack. bite or claw in the same action where you tackle, grapple, or immobilize an opponent Create Element [Basic Metis] (Ga.3.2.05) (to inflicting the level of aggravated Flames created as weapons inflict one damage). aggravated wound per Gnosis Trait expended (maximum of three), and requires Gift of the Spriggan [Advanced Fianna] the Garou to win a Mental Challenge against (Ga.3.2.11) his opponent’s Physical Traits. You can gain no more than six Physical Traits from the use of this Gift. Exorcism [Intermediate Theurge] (Ga.3.2.06) Spirits bound into objects cannot be the Gorge [Intermediate Red Talon] (Ga.3.2.12) target of Exorcism if the object is in the The Garou does not need to designate only possession of someone else. Spirits bound one Trait type when he purchases the Gift. into people or animals cannot be targeted by Instead, he can only store one type of Trait Exorcism unless the subject is restrained or with this Gift at a time. This Gift can only trapped during the current and prior turn. be taken once. Fetishes in the hands of an opponents or unrestrained Fomori are not viable targets of Halo of the Sun [Advanced Child of Gaia] this Gift. Ignore the stated requirement to (Ga.3.2.13) gain more successes then the binder gained. This Gift causes attacks to inflict one Fomori who have their Banes successfully additional level of aggravated damage, not removed with this Gift will die. two.

Howl of the Banshee [Basic Fianna] Feral Lobotomy [Advanced Theurge] (Ga.3.2.14) (Ga.3.2.07) To clarify, the user makes a Static Social Ignore the reference to successes. Only one Challenge against seven Traits. If Mental Trait can be destroyed per use of this successful, everyone within ten feet must Gift. Mental Traits can be repurchased with win a Static Social Challenge against the Gift Experience Traits as normal. user’s Social Traits or flee as noted.

Fetish Doll [Advanced Uktena] (Ga.3.2.08) Inspiration [Basic Ahroun] (Ga.3.2.15) The Garou can only have one Fetish Doll Comrades gain either a Willpower Trait that created at a time. The challenge to injure the must be expended that scene, or a free retest target is a Willpower Challenge (not a Static (not an automatic success) on one Mental Challenge against the target's Willpower Challenge in that scene. A Willpower). Additionally, this Gift allows character cannot benefit from Inspiration more then once in a scene.

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Weapons created by this Gift will only Invoke the Spirits of the Storm [Advanced inflict aggravated damage for five minutes Wendigo] (Ga.3.2.16) after creation, regardless of how long they Lightning bolts cause three levels of stay reshaped. aggravated damage, not ten. Resist Pain [Basic Philodox] (Ga.3.2.24) Jam Technology [Basic Homid] (Ga.3.2.17) This Gift allows you to ignore the wound Successful use of this Gift prevents the use penalties for the Bruised, Wounded, and of items of the target complexity or lower. Incapacitated wound levels. Therefore if you test against six Traits, you block use of all electronic devices but no Roll Over [Intermediate Philodox] mechanical devices. (Ga.3.2.25) This Gift costs one Gnosis Trait and requires Kiss of Helios [Advanced Ahroun] a Social Challenge to use, (not a Willpower (Ga.3.2.18) Challenge). The submission effect of the This Gift causes attacks to inflict one Gift ends if the subject is attacked. Against additional level of aggravated damage, not supernatural creatures, Roll Over will not two. force submission, but will keep the subject respectful of the Gift user, and prevent her Luna’s Armor [Basic Child of Gaia] from attacking the Gift user for the (Ga.3.2.19) remainder of the scene. The defensive effect This Gift may only be used once per scene, ends if the Gift user attacks (anyone) or and its effects do not last longer than a takes a directly threatening action. scene. The Garou activating Luna’s Armor is not bound by the standard limitation of Scream of Gaia [Intermediate Get of Fenris] expending no more than three Traits to (Ga.3.2.26) power a Gift (but is limited to no more than Each level of damage may be avoided with a her Rank). successful Simple Test. If a victim does not take any damage from the Gift, she does not Might of Thor [Intermediate Get of Fenris] fall down. (Ga.3.2.20) The Garou activating Might of Thor is not Shadows by the Firelight [Intermediate bound by the standard limitation of Galliard] (Ga.3.2.27) expending no more than three Traits to This Gift causes the participants to act out power a Gift. the story as described, much like actors on a stage. The participants do not cause real Name the Spirit [Intermediate Lupus] harm to one another, nor do they actually (Ga.3.2.21) employ Gifts or use Traits of any type. When learned by Garou other than While affected by this Gift, the participants Theurges, this is an Intermediate Gift. can do nothing except act out their parts and resist the effect of actions taken against them Open Wounds [Intermediate Shadow Lord] by non-participants. (Ga.3.2.22) The “Physical Challenge” is a Static Seizing the Edge [Basic Shadow Lord] Challenge against the target's Physical (Ga.3.2.28) Traits. No bonus Traits are counted for The Traits are divided among the character's forms or powers during this challenge. A Attribute categories (as evenly possible), character can only be affected by this Gift and last for the remainder of the scene. once per scene. Spirit of the Fray [Basic Ahroun] (Ga.3.2.29) Reshape Object [Intermediate Homid] Traits granted by this Gift count for (Ga.3.2.23) determining Initiative only. If Trait-based

29 The Camarilla Rules Supplement 6.0 initiative is not being used, characters with Traits have been repurchased, the character Spirit of the Fray perform their first action of is immune to this Gift. the turn before other characters can act. This includes the resolution of the effects of Wither Limb [Intermediate Metis] that challenge. Characters with Spirit of the (Ga.3.2.37) Fray resolve who goes first amongst To use this Gift, you must defeat your themselves in the same manner as other opponent in a Willpower Challenge (instead characters would. of winning a Static Willpower Challenge versus the target's Physical Traits). Strength of the Dominator [Intermediate Shadow Lord] (Ga.3.2.30) RITES (Ga.3.3.00) To use this Gift, you must defeat your Rules for the Rites Background are found in opponent in a Social Challenge instead of Chapter Two, above. Gathering for the winning a Static Social Challenge. Departed, Rite of the Winter Wolf, Baptism of Fire, and Rite of Passage need not be Strength of Purpose [Basic Philodox] purchased with Experience Traits; they can (Ga.3.2.31) simply be learned with Storyteller approval. You only regain one Willpower Trait with The same is true of Seasonal Rites. All other this Gift, and it may only be attempted once rites must be purchased with the Rites per session. Background or Experience Traits.

Thousand Forms [Advanced Ragabash] Punishment Rites can only be performed in (Ga.3.2.32) the presence of the target. The form assumed grants no supernatural powers or capabilities. Rite of Accomplishment (Ga.3.3.01) This rite is not used to gain Rank, but rather True Fear [Basic Ahroun] (Ga.3.2.33) to turn temporary Renown Traits into Use of this Gift requires a Willpower permanent Renown Traits (as noted on page Challenge (not a Physical Challenge against 179 of Laws of the Wild). Otherwise, use the your opponent’s Willpower). rules on page 160-161 for performing the rite. Visceral Agony [Intermediate Black Fury] (Ga.3.2.34) Rite of Passage (Ga.3.3.02) Ignore the wound penalty examples given. The first successful Rite of Passage gives the Refer to actual MET wound penalties new character three Basic Gifts, one from instead. each of the starting lists for their auspice, breed, and Tribe. With a successful Rite of Wall of Granite [Advanced Philodox] Passage, the character is officially accepted (Ga.3.2.35) into their Tribe. This is an important The wall can absorb ten levels of damage moment for Garou who previously were per scene (not per turn). without a Tribe.

Whelp Body [Intermediate Ragabash] Rite of Summoning (Ga.3.3.03) (Ga.3.2.36) While this rite can be used to summon There is no limit to the number of times a totem, Incarna, and Celestine avatars, Social specific individual can be affected by this Traits cannot be spent to speed up or control Gift, but he may not lose more then a total of their reaction to being summoned. The six Physical Traits to this Gift. Traits lost speed and reaction of such spirits are up to and later repurchased with Experience the Storyteller or Spirit Guide. Traits still count towards the maximum number of Traits that can be lost, so once six

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Chapter Four: Systems (Ga.4.0.00) metal allergies than Garou that determines when they cannot Rage Heal. Do not use the clarification titled “Rage” on page 75 of Dark Epics. The Sanctioned Garou that are not in their breed forms chronicle makes use of the standard rules regenerate bashing and lethal damage at an for extra rage actions in Laws of the Wild. astonishing rate. At the beginning of each turn, they recover one level of damage. (All TESTS (Ga.4.1.00) bashing levels must heal before lethal levels can start to heal.) Non-metis Garou in breed Gnosis, Rage, and Willpower Challenges form heal only one level of lethal damage (Ga.4.1.01) per day of rest. All Garou heal aggravated These challenges are performed like any damage at a rate of one level per day of rest, other, except that no Traits are risked and no regardless of the form they are in. Negative Traits can be called. In the case of a tie (both players throw the same hand Battle Scars (Ga.4.2.01) sign), compare the total number of Each time a Garou is reduced to Mortally permanent Traits of the appropriate Trait Wounded, he gains a battle scar. The first pool (Gnosis, Rage, or Willpower), just as three battle scars a Garou receives are you would with an Attribute Trait category. “superficial”. The fourth and fifth battle scars are “deep”. For all battle scars Unlike standard Static Challenges, Static exceeding the fifth, the Storyteller will select Challenges of this variety allow the player one of the battle scars on the chart (page to win in the case of a true tie (same hand 191) to inflict upon the character, as sign thrown, and same number of Traits as appropriate to the attack that caused the the difficulty). scar.

Garou interaction with Powers that ‘Wins THE MANY FORMS (Ga.4.3.00) All Ties’ (Ga.4.1.02) There are no rank-based advantages for Shifting Forms (Ga.4.3.01) Crinos form. Rather, in Physical Challenges Shifting forms only requires a challenge where a Garou's opponent has a strength- under stressful conditions. The Garou based or speed-based power that allows selects the desired form and engages in a them to ‘Win All Ties’ instead of comparing Static Physical Challenge using his base Traits, the opponent instead gains 10 bonus Physical Traits only (no bonus Traits from Physical Traits for comparison of ties and Gifts or forms). Traits are not lost if this overbidding, as found in (Pr.4.4.00). challenge fails. If successful, he transitions to that form from his current form at a rate HEALTH (Ga.4.2.00) of one form per turn. To clarify, once per scene a Garou who has been reduced to Incapacitated or Mortally Additionally, a character can change into his Wounded by an attack may attempt to stay breed form instantly without a challenge or active by spending a Rage Trait. If he then the use of Rage or Primal-Urge Traits. wins a Static Rage Challenge against eight Traits (re-testable with Survival), he returns Form-based Attribute Traits are replenished to his first Wounded health level, gains a when the Garou's normal Attribute Traits of battle scar, and must immediately test for that category are replenished. frenzy (see page 185). This Rage Healing may not be used if the attack that reduced The Customizing Forms Optional Rule is the Garou to Incapacitated or Mortally not used in the Sanctioned Chronicle. Wounded is one that “cannot be soaked”, (such as attacks made with silver). Note Crinos Form (Ga.4.3.02) that some changing breeds have different

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Metis in their breed form (Crinos) Incarnae are easier to find, but they have regenerate and are allergic to silver. little patience for those whom would waste their time on unimportant matters. Hispo Form (Ga.4.3.03) Storytellers should have them punish those Bite and claw attacks in Hispo form do who dare to bring them trivial questions or aggravated damage. attempt to use them to avoid performing their own task. RANK AND RENOWN (Ga.4.4.00) Note that rules for starting Rank can be Jagglings and Gafflings (Ga.4.5.02) found in the Membership Benefits section, The Trait maximums for Jagglings and above. Gafflings are ten Traits of Willpower, Rage, or Gnosis, although Gafflings very rarely Characters can accumulate any number of near the maximum. Spirits do not lose temporary Renown Traits, but they may Willpower, Rage, or Gnosis Traits as a result only convert one Renown Trait into of challenges. The following rules also permanent Renown each month. This can apply when running challenges for the be increased to two Renown Traits for a various types of Spirits. month with High Approval, or three Renown Traits for a month with Top Spirit Willpower (Ga.4.5.03) Approval. Use the rules on page 238 for unopposed actions by Spirits. When engaged in Successful completion of a challenge for Physical Challenges with others, including Elder Rank requires that the High Approval when they attack but not when just resisting Storyteller be notified within one month’s other attacks, Spirits use twice their time. Information sent should include Willpower in comparison to other's Physical details on the challenge, the challenger, and Traits. the challenged, as well as any further information that Storyteller asks for. Spirit Rage (Ga.4.5.04) Renown Loss (Ga.4.4.01) When defending against attacks, but not It is possible for a Garou to lose enough counterattacking, Spirits use twice their Renown to go down in Rank. A Garou risks Rage in Physical Challenges. When Spirits Renown loss if he uses rites and Gifts above attack others, they do damage equal to their what is allowed by his new Rank. If Rage divided by three (round down, characters outside the Garou's Sept wish to minimum of one). This damage is typically strip or add Renown (through Rites and aggravated. such), they should undertake the appropriate in-character actions and then Spirit Gnosis (Ga.4.5.05) contact that character's Storyteller. Spirits use twice their Gnosis when engaged in Mental and Social Challenges. THE VELVET CURTAIN (Ga.4.5.00) Spirit Charms (Ga.4.5.06) The Triat, Celestines, and the Incarnae Use of Armor allows a spirit to ignore a (Ga.4.5.01) number of wound levels equal to half its Spirits of this level are immensely powerful, Gnosis during the remainder of the scene. far more powerful then any Garou or even This can only be done once per scene. pack of Garou. They do not lose challenges unless they are willing to do so. The Triat Blast does aggravated damage equal to the are never seen in a manifest form, while the spirit’s Rage divided by three (rounded up), Celestines are merely rarely encountered with a successful Physical Challenge. (High Approval is required for direct interaction with the Celestines). The

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Anyone in the area of effect for Freeze may win a Static Willpower Challenge against make a Static Physical Challenge against the blanket's Gnosis. A failure means that twice the spirit’s Rage to avoid the damage the attacker cannot affect the sleeper for the from this Charm. rest of the night. The blanket also lulls nightmares into submission, allowing Caerns (Ga.4.5.07) peaceful sleep. Each city (domain) may have one Caern of rank one, two, or three without need of any Clear Water [Gnosis 4 Talen] (Ga.4.6.04) additional approval. High Approval is This Talen contains a purifying spirit in a required for a city to have a rank four Caern, flask of water. When the spirit is poured or a second Caern. Top Approval is into a polluted body of water, up to and required for a city to have a rank five5 including bodies as large as rivers and lakes, Caern, or three or more Caerns. the water is instantly cleaned of Wyrm-taint. When consumed, the Talen acts like the Gift ADDITIONAL FetishES AND TALONS Resist Toxin. (Ga.4.6.00) The following new Fetishes and Talens are Elk Tooth Necklace [Level 2, Gnosis 5 approved for use in the Sanctioned chronicle Fetish] (Ga.4.6.05) at Low Approval. This necklace of teeth allows the wearer to run and jump twice as far and twice as fast. Baneskin [Level 3, Gnosis 7 Fetish] When activated in combat, its bonuses are (Ga.4.6.01) not cumulative with those of other Gifts. This tiny piece of spirit, carefully wrapped in leather, causes all malevolent spirits, Gaia's Poultice [Level 2, Gnosis 8 Fetish] especially Banes, to react to the wearer as if (Ga.4.6.06) she were a Wyrm-creature and a trusted Gaia's Poultice is an herb-filled bandage. soul. A Baneskin does not need to be This wrapping, when activated, activated, but its effects can be seen through automatically heals one level of damage with close scrutiny by suspicious spirits (any type) from an open wound on which it who win a Gnosis Challenge against the is placed. This Fetish takes one hour to Fetish's Gnosis. recharge between uses.

Basket of Bones [Gnosis 8 Talen] (Ga.4.6.02) Gnostic Bag [Level 4, Gnosis 9 Fetish] This basket is woven from plant fibers and (Ga.4.6.07) the bones of fallen agents of the Wyrm. The Gnostic Bag appears as nothing more Decorated with beads, it has a handle than a small leather pouch with fringes, odd carved from ash wood. Any one item of the paintings, and Garou pictograms on it. The Wyrm, be it a gob of toxic waste, or an evil pouch literally holds Gnosis. To activate it, Fetish, instantly burns to powder when the user reaches into the bag, "grabs" a placed in the basket. The Basket of Bones Gnosis Trait, and eats it. The bag holds nine itself turns to ash after three uses. The item Gnosis Traits. These can be recharged if the must fit completely within the basket for it owner expends temporary Gnosis from his to work. Example, you can't jam this Talen pool into the bag. Taking or leaving a on a fomori's head and hope for the best. Gnosis in this way is an action unto itself, so it the bag is not easily usable in combat. Blanket of Peaceful Dreams [Level 2, Gnosis 7 Fetish] (Ga.4.6.03) Heart of the Spirit [Level 5, Gnosis 10 Fetish] This handsome blanket protects the sleeper (Ga.4.6.08) from bad dreams and invasion of his This Fetish is a small, heart-shaped piece of dreams. Any creature attempting to rose quartz. The Heart of the Spirit allows influence or harm a sleeper ensconced the character attuned to it to store up to ten within the Blanket of Peaceful Dreams must Traits worth of Gnosis, Rage, or Willpower

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(only one type at a time). Storage of these This Talen is distilled from the very essence Traits is accomplished by activating the of night. One fluid ounce of this liquid, Fetish and spending the Traits from the when quaffed, turns the imbiber's body into user's own pool. These Traits may be called shadow for the next two scenes, rendering upon by activating the Fetish. This allows him virtually invisible in dark areas and the Garou to draw on one Trait from the allowing him access through the smallest of Heart of the Spirit each turn for the openings. Any form of heightened senses remainder of the scene. will reveal that the shadow is out of place with a successful Mental Challenge, but it is Key to the Umbra [Level 2, Gnosis 8 Fetish] otherwise undetectable. Nightshade grants (Ga.4.6.09) the equivalent of a Basic power of This small key, when activated, reduces the concealment for the purpose of cross-venue difficulty of passing through the Gauntlet by power comparisons. two. If a character spends three Gnosis Traits, she can take one other willing Pine Dagger [Gnosis 6 Talen] (Ga.4.6.14) character with her when using the Key to This Talen destroys the Materialized form of the Umbra, though she must be touching a spirit upon contact. When struck, the them skin to skin for the Fetish to work. spirit must win a Willpower Challenge against six Traits or be banished back to the Kinship Doll [Level 2, Gnosis 8 Fetish] Umbra. This dagger is made from the (Ga.4.6.10) heartwood of a downed pine tree. This Fetish appears to be nothing more than a crude handmade doll. However, when a Rat's Tooth Necklace [Level 1, Gnosis 4 Garou holds and activates it, the doll Fetish] (Ga.4.6.15) announces the location and condition of any When activated, the Rat's Tooth Necklace one Kinfolk whose name is spoken by the gives the user the temporary Physical Trait user. Nimble, the temporary Mental Trait Cunning, and the temporary Negative Loon's Refund [Level 3, Gnosis 8 Fetish] Mental Trait Impatient. Whoever wears the (Ga.4.6.11) necklace openly gains the respect and This Fetish is an ATM card with mystic admiration of most Bone Gnawers, who Garou symbols covering both sides. It is a constantly try to barter for it, if not steal it universal card that can be used at any ATM outright. machine to get up to $500.00, or the local equivalent. In order to use it, the Fetish's Sands of Sleep [Level 1, Gnosis 3 Fetish] owner simply needs to succeed in activating (Ga.4.6.16) it (and has to remember to get the receipt!). When this Fetish is activated and the sand is If the wielder of the Loon’s Refund uses it scattered in an area, all those in the area more than once per session, he must make a must spend a Willpower Trait immediately Simple Test or the Fetish is destroyed by or fall asleep. Even if a character spends a Weaver spirits. Willpower Trait, she gains the Negative Physical Trait Lethargic for the duration of Moon Watch [Level 1, Gnosis 4 Fetish] the scene. Those in frenzy either fall asleep (Ga.4.6. 12) (if they don't spend a Willpower Trait) or The Moon Watch acts like a normal come out of frenzy (although they will not wristwatch that also shows accurately the be Lethargic at that point). The sleep lasts phases of the moon, except that it never until some loud noise or other outside needs to be wound or set. Furthermore, the stimulus wakes the sleepers, some kind of when it is activated, the watch displays the impending threat is presented to them, or auspice of any one Garou in the vicinity. until they have gotten a good eight hours of sleep. The Sands of Sleep work only once Nightshade [Gnosis 5 Talen] (Ga.4.6.13) per scene.

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This appendix describes alterations to the Stone of Wealth [Level 3, Gnosis 8 Fetish] following Revised Tribebooks: Black Furies, (Ga.4.6.17) Bone Gnawers, Children of Gaia, Fianna, This Fetish appears to be nothing more than Get of Fenris, Glass Walkers, Red Talons, a very old "worry stone”. When rubbed and Shadow Lords, for use in the (activated), it brings the user wealth. Camarilla’s Sanctioned chronicle. This Wealth does not always mean money, which appendix will be updated as future is Wyrm-tainted, nor does the summoned Tribebooks are released. Unless otherwise wealth necessarily come instantly. Instead, noted, Low Approval is required for items the stone provides the resources a Garou from a character’s appropriate Revised needs to complete her tasks. These Tribebook (if that Tribebook has been resources usually appear in the form of incorporated into this chapter). High funds or marketable items. The Storyteller Approval is required for a member of a is the final arbitrator as to how the Fetish's different Tribe to take them. High Approval power manifests. Each time the stone is is also required for camp-specific items to be used in a single session, the next test using taken by those who are not members of both the Stone of Wealth during that session is the Tribe and the camp. All other approval against an additional two Traits. requirements and restrictions from the chapters above also apply. Top Approval is Tear of Renewal [Level 3, Gnosis 6 Fetish] required for creatures outside the Garou (Ga.4.6.18) venue to take anything from these books. These milky-white, tear-shaped stones grant a Garou Gnosis. By activating this Fetish, New Charms or Optional Rules found in the Garou gains three Gnosis Traits, up to these Tribebooks are not used in the his maximum. A Tear of Renewal can only Sanctioned chronicle, unless otherwise be used this way seven times before the noted in this chapter. spirit within dies and the Fetish becomes useless. TYPES (Ga.A.1.00) Kucha Ekunda, (from Tribebook Red Wise Bag [Level 3, Gnosis 4 Fetish] Talons) require Top Approval. (Ga.4.6.19) A Wise Bag is a bag of tokens, bones, or other small items. When the Fetish is ABILITIES (Ga.A.2.00) activated, the owner can reach inside and Some of the Tribebooks introduce new gain on small "fact" about people in his Abilities, most of which are just variations of surrounding area (e.g., breed, tribe, species, standard, currently-used Abilities. Unless vampire, mage, ghoul, kinfolk, etc.) This otherwise noted in this chapter, Abilities bag cannot detect the Wyrm, but can relate from the Tribebooks are not used in the knowledge of a previously unknown Sanctioned chronicle. Negative Trait possessed by a nearby target if the Fetish owner can defeat the target in a BACKGROUNDS (Ga.A.3.00) Mental Challenge. If any of the pieces inside the Wise Bag ever goes missing for Clout (Ga.A.3.01) more than twenty-four hours, the bag The Clout Background requires High becomes spiritually dead and no longer Approval. functions. Fetish (Ga.A.3.02) Garou Appendix A: Air Hightops: The system to avoid falling damage is a Static Physical Challenge. The Tribebooks difficulty is 2 Traits per 10 feet of the fall.

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Boar’s Tusk: This may only be activated the ones in the Tribebooks are so much once per session. better.

Body Reformation Engine: This Talen When using the Totems presented in the requires High Approval. It takes an hour to Tribebooks, levels, or “dots” of Abilities make any change. translate into Ability Traits on a one for one basis. The MET systems for the American Cub’s Vigor: Willpower is recovered as Dream are left to the discretion of the though the Garou had meditated [per the Narrator to create on a case-by-case basis in Ability], though no test or time is required. any given scene. It is not compatible with further meditation in a night. Eagle (Child of Gaia) grants its retest to each pack member only once per session. The Final Draught: This Talen requires High Approval. Epona (Fianna) only grants the three Tireless Traits in challenges involving Fogg’s 9mm: This unique item is not used in extended travel and endurance, not in the Sanctioned Chronicle. combat.

Judge’s Dagger: The dagger inflicts only one Medusa (Black Fury) has vanished in the additional level of damage per strike, and Sanctioned chronicle. This Totem requires only for a number of strikes equal to the Top Approval. number of Gnosis stored in it. MERITS AND FLAWS (Ga.A.4.00) Labrys Axe: The rules for this weapon may not be used in the Sanctioned Chronicle Caern Child and Camp Affinity/Enmity without High Approval. Otherwise, (Ga.A.4.01) substitute the statistics for a Large Axe, from The Social bonus/penalty Traits follow the Dark Epics. same rules presented under Pure Breed in Chapter Two. Quiver of Silvered Arrows: The arrows that are not recovered and returned to the quiver Mentor/Feared Mentor (Ga.A.4.02) within twenty-four hours will lose their Feared Mentor does not grant a bonus Social power. When all the arrows are lost, the Trait. quiver likewise loses its power. GIFTS (Ga.A.5.00) Thunder’s Bracers: This unique item is not Level one and two Gifts from the used in the Sanctioned Chronicle. Tribebooks equate to Basic level in the MET system. Levels three and four equate to Torque of Wisdom: This may only be Intermediate, and level five Gifts equate to activated once per session. Advanced. Level six Gifts may only be learned by Legend rank Garou, and only Ultimate Search Engine: This is not used in with Top Approval. the Sanctioned Chronicle. Gifts from the Boli Zouhisze, Iron Rider, and Totem (Ga.A.3.03) Tetrasomians lists (Tribebook Glass Walker) The Tribe-specific guidelines apply even to require High Approval. totems. It requires High Approval to be part of a pack with a totem from a Tribebook that Blessing of the First Pack [Red Talon] is not the character’s own. This helps to (Ga.A.5.01) ensure that some of the standard Totems Learning this Gift requires Top Approval. from Laws of the Wild will be used, since The originators of the auspices should not

36 The Camarilla Rules Supplement 6.0 be called upon in any but the direst of The effects of this Gift last for a scene, not a circumstances. Frivolous use of this Gift turn. will earn the user Notoriety Traits, or worse. Kali’s Tongue [Black Fury] (Ga.A.5.11) Blizzard of Arrows [Black Fury] (Ga.A.5.02) This Gift requires a touch, and a regular The Fury need not bid Physical Traits in the Social Challenge to activate. No more than challenges to use this Gift. Blizzard of four Social Traits may be spent to increase Arrows may only be used once per scene. the Gift’s duration. Ammunition may limit the number of shots the Garou can actually make. After Blizzard Mule’s Bane [Child of Gaia] (Ga.A.5.12) of Arrows is used, the bow must succeed in The effects of this Gift last for a scene, not a a Simple Test, or be destroyed by the strain. turn.

Cool Mind [Glass Walker] (Ga.A.5.03) Reap the Soul [Red Talon] (Ga.A.5.13) This Gift does not immunize the recipient to This Gift is usable only once per scene. emotion-affecting powers, granting instead a retest to resist. Repel Metal [Glass Walker] (Ga.A.5.14) This Gift has no affect on incoming Corner Shot [Glass Walker] (Ga.A.5.04) projectiles such as bullets. The restriction against “autofire” refers to the weapon’s Fully Automatic and/or Spray Reverie [Fianna] (Ga.A.5.15) capabilities. This Gift requires a normal Social Challenge (not one against the target’s Willpower). Cub’s Lesson [Red Talon] (Ga.A.5.05) Ignore the sentence beginning: “If you Seeds of Doubt [Shadow Lord] (Ga.A.5.16) succeed, the original results…” This This Gift requires a normal Social vs. Mental sentence makes no sense using Mind’s Eye Challenge, not a Social Challenge vs. the Theatre rules. target’s Wits-related Mental Traits.

Electroshock [Glass Walker] (Ga.A.5.06) Shadow Cutting [Shadow Lord] (Ga.A.5.17) This Gift only inflicts one aggravated The Trait penalty applies to all combat wound level per touch. The cost to use challenges, not just dodging. The Storyteller Electroshock is a single Rage Trait. may increase or decrease this penalty by one Trait, based on lighting conditions. Find the Transgressor [Shadow Lord] (Ga.A.5.07) Silence the Slain [Red Talon] (Ga.A.5.18) This Gift requires High Approval. This Gift requires a normal Social Challenge against any it is used on, not a Static Social Flames of Hestia [Black Fury] (Ga.A.5.08) Challenge. The extra level of damage in combat is only inflicted upon targets that are tainted by Tommy’s New Trick [Glass Walker] corruption or the Wyrm (which is (Ga.A.5.19) determined by the Narrator’s whim). This Gift does not allow the user to automatically change failed firearms Interrogator [Shadow Lord] (Ga.A.5.09) challenges into successes. Instead, while This Gift requires a Social Challenge, not a active it allows the Garou to retest any use Static Social Challenge against the target’s of firearms with a Willpower Trait. Willpower. The once per month per target limit applies even if the Gift is not Troll Skin [Get of Fenris] (Ga.A.5.20) successful. This Gift can be activated no more than once per scene. Jam Weapon [Child of Gaia] (Ga.A.5.10)

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Truest Sacrament [Black Fury] (Ga.A.5.21) This Gift uses a normal Social Challenge. Rite of Conquest [Shadow Lord] (Ga.A.6.06) To learn this rite requires High Approval. Trust Me [Bone Gnawer] (Ga.A.5.22) To use this rite requires High Approval. The This Gift can also be learned from approving High Storyteller moderates the appropriate spirits, not just Munchmausen rite’s application and its result. Ratkin. Garou Appendix B: Wounding Lies [Shadow Lord] (Ga.A.5.23) This Gift requires a Social Challenge, not a Changing Breeds Static Social Challenge against the target’s Willpower. This appendix describes alterations to Laws of the Wild Changing Breeds: 1, Laws of the Wyrm Taint [Shadow Lord] (Ga.A.5.24) Wild Changing Breeds: 2, and Laws of the This Gift requires High Approval. Wild Changing Breeds: 3, for use in the Camarilla’s Sanctioned chronicle. A Yu’s Endurance [Glass Walker] (Ga.A.5.25) minimum of High Approval is required for The benefits of this Gift apply only during Garou venue characters to take anything tests of endurance, not in combat. from these books. Top Approval is required for creatures outside the Garou venue to RITES (Ga.A.6.00) take anything from these books. Even Level one and two rites from the Tribebooks special approval Type characters require equate to Basic level in the MET system. approval after creation if they decide to take Level three and four equate to Intermediate, anything from these sources specifically and level five rites equate to Advanced. marked here for High or Top Approval.

Avenge the Innocent [Black Fury] A shifter cannot take items specific to (Ga.A.6.01) another shifter Type without Top Approval, This rite does not work on supernatural regardless of the fact that these items are all creatures (though semi-Awakened mortals listed together in this chapter. Top can be affected). The subject need not be Approval is required for creatures outside present for the rite to take place. the Garou venue to take anything from these books. Rite of Conquest [Get of Fenris] (Ga.A.6.02) Experience Traits must be spent as normal SHIFTING BREEDS (Ga.B.1.00) for these Gifts, though no teacher is Corax, Nuwisha, and Ratkin require High required. Approval in the Garou venue. Ananasi, Bastet, Gurahl, and Mokole require Top Rite of Defiance [Red Talon] (Ga.A.6.03) Approval in the Garou venue. This rite is should not be performed commonly, typically only at a moot The changing breeds use all the same rules following an unsuccessful battle. for forms as Garou in Laws of the Wild, including tests to change forms (except Rite of Gaia’s Rebirth [Red Talon] where their rules note specific changes). (Ga.A.6.04) The difficulty to change forms is the same as To learn this rite requires Top Approval. To the equivalent Garou forms in Laws of the use this rite requires Top Approval. . Wild. There are no rank-based advantages for Crinos form. Rite of the Hurricane [Shadow Lord] (Ga.A.6.05) Shifters who are not Garou commonly have To learn this rite requires High Approval. Rank and Renown systems quite different To use this rite requires High Approval. from those of the werewolves. For these

38 The Camarilla Rules Supplement 6.0 characters, the same level Storyteller that is Archid Traits with similar effects do not required to approve them as a Type will stack. (For example, extra damage from moderate increases in Rank. Long Teeth is not added to extra damage from Poison Sacs.) Movement changes Ananasi (Ga.B.1.01) listed for the Varna are for Suchid form The Sanctioned chronicle makes use of the only. optional rule on page 46 of Laws of the Wild Changing Breeds: 3 (the one regarding The Poison Sacs Archid Trait inflicts only female Ananasi forms having a higher one additional level of damage. If it is number of Physical Traits than male bought more than once, it can be applied to Ananasi forms). Ananasi may initiate Social different attack forms, but the damage Challenges normally in their various forms bonus does not increase. (beyond those involving just Intimidation.) Nuwisha (Ga.B.1.06) Bastet (Ga.B.1.02) Being a member of the Umbral Danse Bubasti start with one Rage Trait. Bagheera, (successful completion of the rite) requires Qualmi, and Swara start with two Rage High Approval. Traits. Ceilican and Pumonca start with three Rage Traits. Balam start with four All Nuwisha start with four Willpower Rage Traits. Khan and Simba start with five Traits (instead of three). Latrani start with Rage Traits. five Gnosis Traits (instead of three).

Khan and Simba start with two Willpower Traits. Balam and Ceilican start with three BACKGROUNDS (Ga.B.3.00) Willpower Traits. Bagheera, Pumonca, and Swara start with four Willpower Traits. Den Realm (Ga.B.3.01) Bubasti and Qualmi start with five This Background requires High Approval. Willpower Traits. Fetish (Ga.B.3.02) All Bastet start with one more Trait of The Ball of Death, Mirror of Ti Malice, Gnosis than Garou of the same breed. Mother Tongues, Soul Brush, and Helios' Mirror require High Approval. Corax (Ga.B.1.03) All Corax start with six Gnosis Traits and Fylfot (Ga.B.3.03) three Willpower Traits (not four and two). All of these fetish items are unique and require Top Approval for the Ananasi to Gurahl (Ga.B.1.04) have at character creation or to create later. The effect of spending Rage to gain extra Physical Traits or extra Health Levels lasts Secrets (Ga.B.3.04) for the remainder of the scene. Gurahl use The approval level for Secrets is equal to the Rage Healing rules for all shifters as that of the Storyteller who overseas the area noted in Garou (not the Remaining Active the secret covers. (If the secret is specific to rule in Changing Breeds 2, page 53). another venue, a minimum of Mid Approval is required.) For example, knowledge of the Mokole (Ga.B.1.05) local vampire prince's dark secret would be A Mokole receives a number or Archid Mid Approval, while knowledge of a Traits equal to his starting Gnosis plus any Justicar's haven would be Top Approval. Gnosis Traits purchased with Free Traits. Gnosis Traits purchased with Experience Totem (Ga.B.3.05) Traits do not add Archid Traits. A Nuwisha may have up to eight Traits in the Totem Background and can only gain bonus Traits from one Totem. Note that

39 The Camarilla Rules Supplement 6.0

Nuwisha do not get Totem spirits like To use this Gift, engage the target in a Garou packs, just bonus Traits from Willpower Challenge (not a Static Mental following a Totem. A Nuwisha gains only Challenge against the target's Willpower). the benefits of his current Totem. Those of past Totems are lost. Awe [Basic Eclipsed Sun Mokole] (Ga.B.5.02) For the purposes of the Willpower Traits This gift is as the Homid Gift Staredown in granted by Oghma, a story is one month. Laws of the Wild. These Willpower Traits are temporary and do not count during the resolution of Backbite [Intermediate General Ratkin] challenges (Ga.B.5.03) Each use of this Gift beyond the first in a The bonus health levels gained from scene requires the Ratkin to win a Mental Xochipilli are for the scene the Nuwisha is Challenge to actually surprise her opponent. attempting his outrageous stunt. The free retest (“to soak”) counts only in challenges Backfire [Advanced Nuwisha] (Ga.B.5.04) where the Nuwisha is not attempting to Powers that change that type of damage that harm or otherwise affect his opponent. would be inflicted by an attack instead inflict unmodified damage on the Nuwisha The totem Ptah requires High Approval. while his attacker takes the damage the Nuwisha should have taken. For example, Trinkets (Ga.B.3.06) Prowess causes an attacker's punch to do Non-Fetish Trinkets use the rules for lethal damage instead of bashing. Wonders in Laws of Ascension, Laws of Successful use of Backfire would result in Ascension Companion, and the Mage the Nuwisha taking a bashing wound while supplement to determine Trait value. the attacker takes a lethal wound.

MERITS AND FLAWS (Ga.B.4.00) Battery [Intermediate Engineer Ratkin] Rip Van Winkle, Step Sideways, and Umbra (Ga.B.5.05) Affinity require High Approval. The effects of this Gift last for ten minutes, after which another power source must be Gold Tolerance (Ga.B.4.01) jury-rigged (and more Gnosis spent) to give This Corax Merit operates like Silver the recipient more “juiced-up” time. Tolerance following the rules in Chapter Two, affecting gold rather than silver. Become Log [Basic Shrouded Sun Mokole] (Ga.B.5.06) GIFTS (Ga.B.5.00) When a Mokole that is not a Shrouded Sun Baring the Will, Dark Truths, Feed the Gods, learns this Gift, it is learned at Advanced Ghost Dance, and Spirit Touch are not used level. in the Sanctioned Chronicle. If a Gift states that it uses the system from Laws of the Blur of the Weeping Eyes [Basic Plague Lord Wild, but the Gift referred to does not exist Ratkin] (Ga.B.5.07) in that book, the Gift is not used in the Using this Gift requires a successful Physical Sanctioned Chronicle. Challenge against the target.

Bastet require High Approval to swipe Gifts Burning Blood [Advanced Hatar Ananasi] or learn mortal Sorcery Numinae. (Ga.B.5.08) A character cannot suffer more than three Aversion Therapy [Advanced Kojubat level of damage per Turn from this blood Gurahl] (Ga.B.5.01) through contact and/or ingestion.

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Calm the Flock [Advanced Decorated Sun The ‘seven actions to heal wounds’ allows Mokole] (Ga.B.5.09) the Gurahl to touch and heal one wound As the Homid Gift Part the Veil in Laws of level for no cost. This is a single action. the Wild. Judgment of Pestilence [Advanced Feline Combat Healing [Intermediate Rising Sun Bastet] (Ga.B.5.19) Mokole] (Ga.B.5.10) Willpower is used to retest any of the Once activated the Mokole does not need to Simple Tests of this Gift. test to heal damage during combat. Lead-Line [Basic Kumoti Ananasi] Command Attention [Basic General Bastet] (Ga.B.5.20) (Ga.B.5.11) The Ananasi must perform the Mental No more then four Social Traits can be Challenge each hour to maintain the gained by use of this Gift. tracking line.

Dance of Abandon [Intermediate Nuwisha] Nature of the Beast [Intermediate Kumoti (Ga.B.5.12) Ananasi] (Ga.B.5.21) To use the Gift, the Nuwisha must succeed The Ananasi must win a Social Challenge in a normal Social Challenge (not a Social against the victim, rather than winning a Challenge against his opponent's Simple Test. The victim may stave off the Willpower). effects of this Gift for ten minutes by expending a Willpower Trait. Dragonroar [Intermediate Khan Bastet] (Ga.B.5.13) Ojas Surge [Basic Bagheera Bastet] This Gift inflicts 2 aggravated wounds the (Ga.B.5.22) first Turn and 1 on the second and third The Traits must be divided among the Turns. character's Attribute categories as evenly possible, and last for the remainder of the Entropic Bite [Intermediate General scene. Ananasi] (Ga.B.5.14) Defenders without Gnosis Traits (or with Paws of the Raging Spirit Tiger more Willpower than Gnosis) may use their [Intermediate Khan Bastet] (Ga.B.5.23) Willpower Traits to resist the Gnosis This Gift only functions to allow Bastet in Challenge. the Realm to strike into the Umbra.

Gaia's Breath [Advanced General Gurahl] Perfect Poison [Advanced General Ratkin] (Ga.B.5.15) (Ga.B.5.24) Use of this Gift requires Top Approval. Characters affected make a Simple Test for each wound level inflicted. On a win, they Grasp the Beyond [Intermediate Shrouded do not suffer that level of damage. Perfect Sun Mokole] (Ga.B.5.16) Poison can only affect a character once per When a Mokole that is not a Shrouded Sun day. learns this Gift, it is learned at Advanced level. Persecution Complex [Intermediate Warrior Ratkin] (Ga.B.5.25) Happy Thoughts [Intermediate Nuwisha] The subject’s Trait penalty only applies to (Ga.B.5.17) Physical Challenges when attacking the Touching the target when activating this Ratkin. Gift requires a Physical Challenge. Plague Bite [Advanced General Ratkin] Image of the Sky Bear [Advanced Kieh (Ga.B.5.26) Gurahl] (Ga.B.5.18)

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Surviving the resulting plague makes the Sweet Hunter's Smile [Basic Homid Bastet] victim immune to further uses of this Gift. (Ga.B.5.35) This Gift cannot be reactivated until the Quell the Mob Rage [Intermediate Rishi Traits gained are lost. Gurahl] (Ga.B.5.27) To use this Gift requires a Static Social Swollen Tongue [Basic Nuwisha] (Ga.B.5.36) Challenge (not a Static Social Challenge Touching the target when activating this against the target's Willpower). Gift requires a Physical Challenge.

Razor Feathers [Basic Corax] (Ga.B.5.28) Thousand-Hands [Advanced Myrmidon This Gift may be used in Corvid or Rara Ananasi] (Ga.B.5.37) Avis forms. Contrary to the text, the Ananasi may not perform follow-up challenges for any of her Razor Webs [Advanced Wyrsta Ananasi] multiple attacks gained through the use of (Ga.B.5.29) this Gift. Multiple contacts with the webs inflict a maximum of three levels of damage per Threaten [Basic Uzmati Gurahl] (Ga.B.5.38) Turn. To use this Gift, engage the target in a Willpower Challenge (not a Static Social Song of Kokopelli [Basic Nuwisha] Challenge against the target's Willpower). (Ga.B.5.30) The effects of this Gift are negated if the Trickster's Skin [Advanced Nuwisha] subject is attacked. (Ga.B.5.39) This Gift requires a Mental Challenge Spines [Basic General Ananasi] (Ga.B.5.31) against the target (not a Static Mental Ignore the system presented in the book. Challenge against half the target's Mental This Gift functions as Gift of the Porcupine Traits). from Laws of the Wild, including the clarifications noted in Chapter 3. Vulture's Feast [Intermediate Corax] (Ga.B.5.40) Spirit Healing [Intermediate Kieh Gurahl] The Negative Trait caused by this Gift lasts (Ga.B.5.32) only one month. This Gift replenishes Essence, not Power. Waken [Intermediate Rishi Gurahl] Sticky Fingers [Basic Homid Ratkin] (Ga.B.5.41) (Ga.B.5.33) To use this Gift, engage the target in a Static Items dedicated with the Rite of Talisman Willpower Challenge (not a Static Mental Dedication cannot be stolen with this Gift. Challenge against the target's Willpower).

Still Blood [Intermediate Hatar Ananasi] Walking Between Worlds [Intermediate (Ga.B.5.34) General Mokole] (Ga.B.5.42) In a combat situation, the adrenaline rush When a Mokole that is not a Decorated, reduces the duration of this Gift’s paralysis Eclipsed, or Shrouded Sun learns this Gift, it to one Turn per Blood Trait, rather than one is learned at Intermediate level. scene per Blood Trait. Withering Stare [Advanced General Bastet] Strength of the Dominator [Intermediate (Ga.B.5.43) Noonday Sun Mokole] (Ga.B.5.34) When using this Gift, the Bastet spends a When a Mokole that is not a Noonday Sun Rage Trait each Turn to inflict one learns this Gift, it is learned at Advanced aggravated wound upon the subject. level. RITES (Ga.B.6.00)

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Rite of the Changing Moon, Rite of Wild), unless they have received Top Conquest, Rite of the Fetish Egg, Rite of Approval for the Way of Emerald Virtue. Memory Theft, and Rite of Weaving require High Approval, both to learn and to use. BACKGROUNDS (Ga.C.3.00)

Battle Blessing, Fighting the Death Bear, Rite Sempai (Ga.C.3.01) of Nine Lives, Rite of One, and Sing Back Rules clarifications applied to the Mentor the Dead require Top Approval, both to Background also apply to Sempai. learn and to use. Totem (Ga.C.3.02) Rite of Freed Spirit (Ga.B.6.01) Dog grants Alert x 3 only for the purpose of If this rite fails and the Gurahl becomes making perception-related challenges. inhabited by the Bane, he becomes a non- player character under the control of the MERITS AND FLAWS (Ga.C.4.00) High level Storyteller. Auspicious Birth [2 Trait Merit] (Ga.C.4.01) Garou Appendix C: The automatic success can only be used for a Simple Test or Static Challenge. Hengeyokai GIFTS (Ga.C.5.00) This appendix describes alterations to The following Gifts on the Gukutsushi Hengeyokai, for use in the Camarilla’s Kitsune list are Intermediate: Distant Sanctioned chronicle. A minimum of High Whispers, Ebisu's Fingers, Moon-Fan-Face- Approval is required for Garou venue Shadow, Shadow-Fan-Flowers, and Whelp characters to take anything from this book. Body. Top Approval is required for creatures outside the Garou venue to take anything The Kitsune Ju-Fu spells cost the same to from this book. learn as Gifts taught by spirits. The Gnosis spent to ensorcel a kami is not recoverable HENGEYOKAI (Ga.C.1.00) until the kami is expended or destroyed. High Approval is required for Stargazers (Sunset People) in the Garou venue. References to “Simple Gnosis Tests” just Stargazers that revere the Way of Emerald mean Simple Tests. Virtue require Top Approval, as do all other shifter Types from Hengeyokai. Blaze Talons [Basic Hengeyokai Gift] (Ga.C.5.01) Where there are discrepancies, hengeyokai The additional damage is not cumulative forms use the standard Traits from their with additional damage from other fire- equivalent Types in the Changing Breeds based sources such as Kiss of Helios. books. Any other applicable rules or clarifications from Garou Appendix A: Blessings of Kali [Intermediate Nagah Gift] Changing Breeds also apply. (Ga.C.5.02) This Gift may be activated only once per Kitsune (Ga.C.1.01) scene. The armor levels may be bypassed An alteration has been made to the only by those that know of the sides’ Gukutsushi’s Gift list (see Gifts, below). vulnerability (Top Approval for non- Nagah). Stargazers (Ga.C.1.02) Stargazers previously approved in the Blind [Intermediate Roko Gift] (Ga.C.5.03) Garou venue are now considered Sunset This power requires a Social vs. Physical People (with auspices from Laws of the Challenge. An affected target may spend a

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Willpower Trait to see through the Only 1 retest is allowed before the Gift’s blindness for a scene. effects are expended. Dream of a Thousand Cranes may only be used once per session. Blood Scent [Basic Same-Bito Gift] (Ga.C.5.04) Fair Path [Basic Hakken Gift] (Ga.C.5.12) Each target must be challenged individually. The bonus Social Traits are only applicable in challenges involving appearance (i.e. Bolt [Basic Eji Gift] (Ga.C.5.05) when the Hakken is visible and bidding an Bolt inflicts only a single aggravated wound appearance-based Trait). level. Whenever a character is “stunned”, they lose only their next action. If they have Fan-Shadow Robe [Basic Gukutsushi Gift] more than one action coming in the turn, (Ga.C.5.13) they do not lose them all. No challenge is required to initiate this Gift. Suspicious persons may attempt a Mental Breath of the Dragon Lords [Advanced Challenge to see through the illusion. The Nagah Gift] (Ga.C.5.06) illusion dissolves if the Kitsune attacks or The damage inflicted is no more than three makes a hostile challenge against another levels, even if the Nagah has four or more creature. remaining Gnosis Traits. Forgetfulness [Intermediate Kojin Gift] Call of the Dead [Intermediate Eji Gift] (Ga.C.5.14) (Ga.C.5.07) Each use of this power affects only fifteen Having lost the challenge, the victim may minutes of memories. opt to spend Willpower Traits to reduce the effects of this Gift. Each Willpower Trait so Flow of Aura [Basic Shinju Gift] (Ga.C.5.15) spent reduces the effect by one level (see The more detail-discerning use of this page 212), to a minimum of the effect’s first power does not allow the Kitsune to identify degree. specific persons.

Clarity [Intermediate Stargazer Gift] Gaze of the Serpent [Intermediate Nagah (Ga.C.5.08) Gift] (Ga.C.5.16) Invisible creatures must be spotted with a The challenge required is a normal Mental successful Mental Challenge. They are not Challenge, not a Static Mental Challenge seen automatically. against the target’s Willpower Traits.

Crushing the Centipede [Basic Khan Gift] Heavy Thunder Hammer [Advanced Khan (Ga.C.5.09) Gift] (Ga.C.5.17) After this Gift halves damage, the remainder The Khan makes a separate physical is rounded down. For example, when the challenge against all secondary targets Khan would take half a level of damage, she within the area of effect (no participants bid instead takes none. Traits). Other Gifts may enhance the effectiveness of the attack against the Dragon Ally [Advanced Eji Gift] (Ga.C.5.10) primary target, but not against any No test is performed to summon the dragon secondary targets. (ignore the reference to a “Simple Gnosis Test”). The damage that the dragon can Kidnap [Advanced Ju-Fu Gift] (Ga.C.5.18) inflict either attack does not increase as the The Kitsune must win a Physical Challenge size increases. This Gift can be used only against his target in addition to all other once per session. tests required for this paper magic.

Dream of a Thousand Cranes [Basic Hakken Labyrinth [Basic Ju-Fu Gift] (Ga.C.5.19) Gift] (Ga.C.5.11)

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Creatures trapped in the Labyrinth may aggravated damage. Ignore the phrase make a Mental Challenge against the “successful defense”. The Tengu need not Kitsune to escape. The challenge may be win the challenge for damage to be inflicted attempted once per hour. this way.

Lore [Basic Kataribe Gift] (Ga.C.5.20) Snake Bites Itself [Advanced Nezumi Gift] This Gift is not used in the Sanctioned (Ga.C.5.29) Chronicle. The challenge required is a normal Mental Challenge, not a Static Mental Challenge Moon Dance [Basic Kitsune Gift] (Ga.C.5.21) against the target’s Willpower Traits. Any hostile act or challenge breaks the effect of this Gift. Song of Frenzy [Intermediate Eji Gift] (Ga.C.5.30) Past Whispers [Basic Shinju Gift] (Ga.C.5.22) The duration of the effect is ten minutes, not The whispers heard by the Kitsune are too one turn. distorted to allow her to identify specific persons. Tsunami Form [Intermediate Same-Bito Gift] (Ga.C.5.31) Paws of the Raging Tiger [Intermediate Successful combat attacks deal only one Khan Gift] (Ga.C.5.23) additional level of damage. This bonus is The Khan may only use natural weaponry in not compatible with extra damage from combination with this Gift. Additional Gifts other Gifts. may not enhance the effectiveness of her attacks. Wisdom of the Seer [Advanced Stargazer Gift] (Ga.C.5.32) Preternatural Awareness [Intermediate Because secrets are the foundation of Stargazer Gift] (Ga.C.5.24) intrigue in any live action game, powers that Ignore the system of limiting an opponent to simply pluck secrets from the air such as 2 hand signs. Instead, this Gift gives the Wisdom of the Seer are prohibited or user a free retest on any combat challenge. severely restricted in the Camarilla’s games. Each such retest costs a Gnosis Trait. High Approval is required for any use of this Gift. Shadow Step [Basic Kumo Gift] (Ga.C.5.25) This Gift functions automatically (the Kumo Yoshitsune’s Sword [Intermediate Tengu need not initiate challenges against those Gift] (Ga.C.5.33) present). Instead, those wishing to remain The recipient gains specialization in all unaffected may challenge the Kumo. swords in addition to the levels of Melee. The Ability levels granted, combined with Silence [Intermediate Kataribe Gift] the recipient’s permanent Melee levels, (Ga.C.5.26) cannot exceed the Tengu’s number of The opposed Gnosis Challenge is replaced permanent Gnosis Traits. If the recipient’s with an opposed Mental Challenge (not all level of Melee is equal to or higher than the creatures have Gnosis). Tengu’s Gnosis, one additional Ability Trait is gained. Silver Sigil [Basic Ju-Fu Gift] (Ga.C.5.27) Suspicious persons may attempt a Mental RITES (Ga.C.6.00) Challenge to see through the illusion. Rite of the Fetish Egg and Rite of Hell Made Flesh require High Approval both to learn, Slicing Feathers [Basic Tengu Gift] and to use. (Ga.C.5.28) Characters striking the Gift user with their natural weapons suffer one level of

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Garou Appendix D: the damage unless they are restrained or otherwise unable to move away from the Laws of the Wyld West Gift user.

This appendix describes alterations to Laws Iron Fur [Basic Iron Rider] (Ga.D.5.02) of the Wyld West, for use in the Camarilla’s The extra Traits are applied in challenges Sanctioned chronicle. A minimum of High only where the character is defending, not Approval is required for Garou venue when he is attacking his foe in return. characters to take anything from this book. Top Approval is required for creatures Kachina's Luck [Advanced Uktena] outside the Garou venue to take anything (Ga.D.5.03) from this book. The doll created a number of Traits equal to half the Garou's permanent Gnosis (ignore SHIFTING BREEDS (Ga.D.1.00) the Extended Challenge system presented). Do not use the rules for Nuwisha or Corax A character may only have one of these from Laws of the Wyld West. dolls created at a time.

BACKGROUNDS (Ga.D.3.00) Mirage [Intermediate Fianna] (Ga.D.5.04) This Gift may only add to the environment Fetish (Ga.D.3.01) and not suppress or turn objects invisible. The Spirit Axe and Warbow Fetishes have initial statistics based upon their size (check Rattler's Bite [Intermediate Metis] the weapon statistics beginning on page 83 (Ga.D.5.05) of Dark Epics). This Gift only works on "alive", biological creatures that have a circulatory system. The Turtle Necklace gives extra Traits that are applied only in challenges where the Roar of Vengeance [Advanced Get of Fenris] character is defending (not when he is (Ga.D.5.06) affecting his foe in return). A maximum of three levels of damage may be inflicted per use of this power. GIFTS (Ga.D.5.00) Most of the old Gifts in Laws of the Wild Weave of Steal [Advanced Homid] West have fallen into disuse. Rarely will a (Ga.D.5.07) Garou have even heard of them, so Apparel can only grant its wearer four levels discovering which spirits teach them is of armor, so the Gift user can give normal somewhat difficult. Gifts that reference the clothing four bonus levels, or she can give Storm Umbra are nearly useless to the chain mail armor two bonus levels. Garou in these times. They can only be used Multiple uses of this Gift, or the stacking of in areas with extreme amounts of Wyld clothing and armor cannot grant more than energy present, such as in the heart of the four levels. Amazon rain forest, or in a few rare pocket realms that are charged with Wyld energies. RITES (Ga.D.6.00) Rites of the Frontier and Rites of the Pure If a Gift states that it uses the system from Ones are simply no longer useful (or even Laws of the Wild, but the Gift referred to heard of) in modern times. Even does not exist in that book, the Gift is not discovering which spirits teach them is used in the Sanctioned chronicle. somewhat difficult.

Healing Breath of Mother Gaia [Advanced Rite of the Trodden Track (Ga.D.6.01) Black Fury] (Ga.D.5.01) Multiple uses of this rite are not cumulative. Because this Gift takes a day or two to implement, Wyrm creatures can easily avoid

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Garou Appendix E: Use of Sting requires that the target first be grappled, followed by a second Physical Book of the Wyrm Challenge to inject the venom.

This appendix describes alterations to Book Stomach Pumper [Fomori Power] of the Wyrm, for use in the Camarilla’s (Ga.E.5.08) Sanctioned chronicle. The contents of the The victim’s retching lasts for one turn. book are intended for use as antagonists, primarily in the Garou venue. Top Targeted Heave [Basic Buzzard Gift] Approval is required for any player (Ga.E.5.09) character to take anything from this book, or The victim’s retching lasts for one turn. to be of any special Type from this book. Wyrm Hide [Basic Black Spiral Dancer Gift] GIFTS AND POWERS (Ga.E.5.00) (Ga.E.5.10) Rites of Accord that directly affect a target This Gift can only be activated once per character require a normal Challenge session. against the target, not a Static Challenge. RITES (Ga.E.6.00) Bane Protector [Basic Black Spiral Dancer The following rites may be learned with no Gift] (Ga.E.5.01) expenditure of Experience Traits: Rite of the One Jaggling bane is summoned for every Goodbye Party, Rite of Unburdening the Social Trait spent by the Dancer after the Soul, Rite of the Sixth Circle, and Springtime Static Social Challenge. Procreation Rite.

Brain Eating [Fomori Power] (Ga.E.5.02) Winter Rite of the Wandering Soul A game session is defined as one month for (Ga.E.6.01) the purpose of this power. The brains must This rite is more powerful than Gathering be human or Garou. for the Departed. It will take precedence if performed on the same night Dagger of the Mind [Intermediate Black Spiral Dancer Gift] (Ga.E.5.03) ITEMS AND EQUIPMENT (Ga.E.7.00) This Gift requires an opposed Social Challenge if the target is not also the user. Megadon Pharmaceuticals (Ga.E.7.01) It requires High Approval for any player Hands from Beyond [Fomori Power] character to make use of Wyrm fetishes or (Ga.E.5.04) Megadon pharmaceuticals. Most Megadon This power also requires a Physical pharmaceuticals must be stored under Challenge to successfully grab an unwilling special conditions or they will lose their target. potency, and the spirits in Wyrm fetishes rarely cooperate with Garou and other non- Mind Blast [Fomori Power] (Ga.E.5.05) Wyrm creatures. An affected subject may spend a Willpower Trait to act normally for any given turn.

Poison Tumors [Fomori Power] (Ga.E.5.06) A maximum of thee levels of damage can be accrued per turn for coming into contact with the poison.

Sting [Heart Eater Power] (Ga.E.5.07)

47 The Camarilla Rules Supplement 6.0

Mage 6.0 abusing this occasional liberty are subject to review and possible disciplinary action. The Camarilla's Rules Supplement for the These licenses are not to be for such things Sanctioned Chronicle as the approval of magic items or the allowing of players to play rare character Reprinted material is © White Wolf Game Types. Publishing, Inc. Terms and ideas trademarked by White Wolf are used with Chapter One: Character Creation (Ma.1.0.00) permission, and any mention of said intellectual properties should not be Mage characters are created using Laws of considered a challenge to their ownership. Ascension and Laws of Ascension Companion in conjunction with this CONTENTS supplement and with Prime. Chapter One: Character Creation Concepts (Ma.1.0.01) There are slight paradigm differences Chapter Two: Traits between White Wolf’s source material and what is used for the Camarilla's Sanctioned Chapter Three: Powers chronicle. For example, the Avatar Storms in the Sanctioned chronicle occurred in May Chapter Four: Systems 2001 rather than September 1999.

Players are encouraged to limit their This supplement details rules for Mage character's age upon entering play to that of venue games in the Camarilla's Sanctioned a normal mortal lifespan. Concepts that Mind’s Eye Theatre chronicle. These rules include holding high positions in the are intended for use with Laws of various Traditions, whether past or present, Ascension, Laws of Ascension Companion, require High Approval. High Approval is and Dark Epics by , also required if the character is from another and with the Camarilla’s Prime Supplement. Realm. High Approval is required if the character is, or used to be, a member of a These rules, when used for Sanctioned play, Technocratic Convention. are to be applied without change, deviation, alteration or addition by any member, save Some Important Changes Made (Ma.1.0.02) a country’s National Storyteller. This is to enforce a homogenous set of rules The Wonder Background is changed in the throughout the organization, insuring that Supplement, due in part to the release of the wherever a member goes, they may play Laws of Ascension Companion. All with a minimum of problems. wonders must be recreated under the Supplement's Wonder rules. (The ability for Storytellers are allowed and encouraged to wonders to have extra Grades of Success use their judgment in the World of Darkness was limited for game balance.) to develop stories and enrich the flavor of the game. If a Storyteller judges that the The rules on Sanctums were changed to flow of the story would be enhanced by reflect changes made in Revised material. minor exceptions to the rules (on an individual basis only), this creative license is The Merits and Flaws from LotN:R that allowed. It is strongly suggested that were used in previous editions are now Storytellers stick to the letter and intent of removed in favor of the Merits and Flaws the rules in situations where one or more found in LoA:C. Reallocation of Free Traits characters may die. Storytellers found to be on Merits and Flaws to reflect this is

48 The Camarilla Rules Supplement 6.0 permitted, with Low Approval. Please note Players with a Member Class of 4 or higher that in some cases, different Merits and may start with three Traits. MC 9 allows the Flaws from each book have the same name, character four Traits of starting Arete, but and to retain a Merit or Flaw that appears in this requires High Approval. These higher LotN:R but not in the Companion requires Arete scores must be purchased as normal. High Approval. Chapter Two: Traits (Ma.2.0.00) Existing characters must be approved by the appropriate level Storyteller(s) if something A mage has Trait maximums of ten (plus her on the character sheet now requires a higher Arete) for each Attribute category, five for level of approval than it did previously. each Ability, and ten Willpower. The Prior to this series, MC 12 allowed members Beyond Human Limits and Archmage to purchase 5 Traits of Arete at character Spheres optional rules are used in the creation. This was used to populate the Sanctioned chronicle. game with a few Masters right off, and encourage more players to join at the ADVANTAGES and DISADVANTAGES venue’s inception. To keep the venue from (Ma.2.1.00) becoming overpopulated with Masters, this The High Approval Storyteller can approve option is no longer allowed. Any characters a character changing Traditions, moderating that were created with 5 Traits of Arete the game effects of such a change on a case- must be registered with the High Approval by-case basis. Storyteller before they can be played. Any PC that has gained six or more Arete Traits Some Tradition, Union, and Disparate must be registered with the High Approval Advantages give permanent Traits of some Storyteller before they can be played. kind or another. These Traits act as normal Characters are now all subject to the same but can exceed the character’s maximums. time interval requirements between successful seekings, regardless of a player’s Akashic Brotherhood (Ma.2.1.01) Membership Class. Akashics do not need to have three levels of Brawl to possess the Do specialization. It Types (Ma.1.0.03) requires High Approval for any non- Some mages require special approval to Akashic to learn the Do specialization of play. Top Approval is required for anything Brawl. not rated here. Virtual Adept (Ma.2.1.02) Members of the Akashic Brotherhood, Virtual Adepts do not gain extra time to Celestial Chorus, Cult of Ecstasy, solve puzzles if doing so will disrupt game Dreamspeakers, Euthanatos, Order of play. Instead, the Narrator should give Hermes, Sons of Ether, Verbena, or Virtual them the extra clues. Adepts, require only Low Approval, as do Hollow Ones and Orphans. Orphan (Ma.2.1.03) Orphans have no Advantage or Members of the Ahl-I-Batin, Sisters of Disadvantage, but may select a specialty Hippolyta, Taftani, Templars, or Wu Nung sphere during the Assign Specialty Spheres Crafts require High Approval. step of character creation, as noted on page 76 of Laws of Ascension. Once selected, the Members of the Wu Keng Craft require Top specialty may not be changed. Hollow Ones Approval. do not get a specialty sphere.

Membership Benefits (Ma.1.0.04) ABILITIES (Ma.2.2.00) Players may not normally create characters High Approval is required for characters with a starting Arete higher than two. outside the Technocracy to have any of the

49 The Camarilla Rules Supplement 6.0 following Abilities: Biotech, Construct Politics, Energy Weapons, Helmsman, High Node (Ma.2.3.06) Ritual, Hypertech, Jetpack, Microgravity Due to their extreme value and rarity, two Operations, RD Data, and Subdimensions. and three Trait Nodes require Mid Approval, while four and five Trait Nodes BACKGROUNDS (Ma.2.3.00) require High Approval. Nodes provide Note that Node and Resources can also be Tass once every two weeks, as detailed in considered Chantry Backgrounds. Laws of Ascension. Additional Backgrounds can be found on page 53 of Dark Epics. Influence (Ma.2.3.07) Because the Technocracy is the undisputed High Approval is required for the following master of Influence among mortals, any Backgrounds: Backup, Requisitions, Secret mage who acquires a large number (twenty Weapons, and Spies. or more) of Influences should be warned that they risk drawing Technocratic Adversarial Backgrounds are not used in the attention. Sanctioned Chronicle. A Word on Background Maximums Blessing (Ma.2.3.01) (Ma.2.3.08) If this Background duplicates a custom Effect that would normally require While most Backgrounds’ levels are limited approval, the same level of approval is to a maximum of five, the total levels of required. A blessing can only use one Chantry/Construct, Familiar/Companion, Sphere, and employs no additional Grades & Wonder are not. Players should make of Success. suggestions for these Backgrounds regarding statistics and powers, but the Destiny (Ma.2.3.02) Storyteller always holds the final decision Rather then making a test at any point in a on the specifics. session to regain Willpower, a character must expend a Destiny Trait at the same Wonder (Ma.2.3.09) time he spends a Willpower Trait. If he A wonder can have an Effect that uses succeeds in the Simple Test for Destiny, he multiple Spheres, but not more then five immediately regains that Willpower Trait. Sphere levels. It can also have multiple Effects, as long as no specific Effect has more Enhancement (Ma.2.3.03) then five Sphere levels. Effects created by a This Background has been altered for the wonder are at the first Grade of Success. Sanctioned chronicle. A player’s character (Effects may make use of one additional may gain Attribute Traits, mechanical Grade of Success, but only to increase devices, or biological modifications, but all duration.) Thus, a wonder that duplicates Enhancements suffer from the Cyborg Trick Shot is allowed, as that only requires disadvantage. four Sphere levels, but one that duplicates Void Strike is not, since that requires six Library (Ma.2.3.04) Sphere levels. Each Trait of this Background shaves two weeks off of the character’s learning time for Talismans will absorb all Paradox generated Spheres. No Sphere may be learned in less for using one to create a Vulgar Effect. If a time than two weeks per level. Talisman absorbs Paradox equal to it's Trait value in a twenty-four hour period, it is Mentor (Ma.2.3.05) rendered inoperative for twenty-four hours Due to the scarcity of Adepts and Masters, thereafter. Failing to create an Effect with a four Trait Mentors are Mid Approval while Talisman renders it inoperative for an hour five Trait Mentors are High Approval. or scene.

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since the character's last successful Seeking A talisman can only have more than one (or since its creation). This minimum time is Trait of Arete with High Approval. (Each a number of months equal to two plus the additional Arete Trait requires four more character’s current Arete. Thus, someone Wonder Traits). When using any Effect with an Arete of three must wait at least five generated by a talisman, the mage uses the months before attempting to undergo a new Arete of the talisman to create the Effect, Seeking to raise his Arete to four. ignoring modifiers for Resonance and any Effects the mage is maintaining, while Characters with Arete ratings of five, six, reducing the difficulty by two Traits for seven, and eight require High Approval for using a Unique Focus. Talismans can a successful Seeking. Characters with Arete benefit from the Spending Extra Time rule. nine require Top Approval for a successful Seeking. MERITS AND FLAWS (Ma.2.4.00) Note that the rules in Prime for Merits and Chapter Three: Powers (Ma.3.0.00) Flaws override those on page 54 of the Laws of Ascension Companion where they Gaining Spheres and Rotes (Ma.3.1.01) conflict. Thus, a character can gain a Characters training with a member of their maximum of seven Free Traits from Flaws, Tradition (or using the Mentor Background) and any Merit with a Trait value of eight or learn Spheres at the rate of two weeks per greater defaults to Top Approval. level. It takes one month per Sphere level to learn a Sphere from another type of teacher. Physical Enhancement, Resistant Pattern, Add another month to the learning time if Sleepwalker, and Twin Souls require Mid you don’t have a teacher at all. Learning Approval. time for your specialty Sphere is halved. All learning times for Archmaster-rank Spheres Dual Traditions, Fae Blood, Ghoul, are doubled. These latter two factors cancel Shapechanger Kin, and Stormwarden out if you are learning an Archmaster-rank require High Approval. Sphere in your Specialty. The Library Background can help improve learning Shattered Avatar requires Top Approval. times. Bigot, Construct, Inner Knight, and Technobabbler require Top Approval for A mage must have a higher level of the non-Technocrat player characters. Sphere than the level they are teaching, with these two exceptions: A Master of a Sphere Non-Technocratic player characters may not may teach up to Master level in that Sphere, take Demented Eidolon, Fifth Degree, or and an Archmage of a Sphere may teach up Rogue. to Archmage levels in that Sphere.

Sphere Inept (Ma.2.4.01) The cost of Rotes is changed to one This Flaw is only worth one Trait in the Experience Trait for every five Sphere levels Sanctioned chronicle, unless it is taken with involved in the Rote (or fraction of thereof). the mage’s specialty Sphere. Thus, Trick Shot would require one Experience Trait, while Void Strike would ARETE (Ma.2.5.00) require two. The Extended Challenge rules in Prime are not used for Arete Tests. Upon learning each level of a Sphere, a character automatically learns one Rote of In addition to spending Experience Traits the appropriate level for that Sphere. A Rote and succeeding in a Seeking to raise a requiring additional Spheres may be character’s Arete, there is a minimum selected if the mage also meets the other amount of time required to have passed Sphere requirements.

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of the past made the present. It is possible Custom Rotes (Ma.3.1.02) to see the past and even change the Custom rotes require Mid Approval, unless immediate past, but those who tamper with they cause a Restricted Effect (see below). If long settled history will fail and fall to a character with custom Rotes is played in Paradox. another Storyteller’s game, that Storyteller (or the Narrator) is at liberty to disapprove High Approval is required for any ‘finite or alter the system for any new Rote. duration’ Effect that becomes permanent or lasts longer than 6 months due to Grades of Success applied for duration. For an USING MAGIC (Ma.3.2.00) example, see the Adept and Master levels of High Approval is required for any Effect the Prime Sphere. Any Effect that results in that attempts to bring a dead character back the creation of permanent magic must be to life. Returning from the dead is one of cast via Superhuman Ritual. the most Paradox-ridden actions a Mage could attempt to perform, and it rarely Any effect that would create a Shallowing works in the post-Storms Tellurian. must be undertaken at the strongest of Nodes. It takes a Node with a minimum High Approval is required for any Effect rating of four for any attempt to create a that fundamentally changes the nature of a Shallowing to work. Otherwise, Shallowings supernatural creature for longer then a turn. are High Approval. Few mages possess the power and knowledge necessary to rid a vampire of the Spending Extra Time (Ma.3.2.01) Curse, return a ghost to life, rob a shifter of The advantage of “Spending Extra Time” the blessing of Gaia. when creating an Effect is one Bonus Trait on your Arete Test as detailed on page 136 High Approval is required for any Effect (ignore the contradicting one Trait reduction that interacts with an Avatar. This includes indicated by the chart). forcing a Sleeper to Awaken, destroying an Avatar through Gilgul, interrogation of an Inflicting Damage with Spheres (Ma.3.2.02) Avatar, or any attempt to negate a mage's It requires at least Adept level to directly ability to use magic. harm a living creature with Entropy. All damage caused solely by use of the Mind High Approval is required for any Effect Sphere is automatically bashing. The whose area extends outside the area of the Telekinesis Effect found on page 151 does a current scene. For an example, Ball of base of two levels of damage (not three). Abyssal Flame should not normally be allowed to damage everything within half a Healing Damage with Spheres (Ma.3.2.03) mile of the casting. This rule is not intended The Life Sphere can be used to heal to keep Correspondence Effects from aggravated damage. Such Effects are functioning. This rules is intended to keep always vulgar, except in the caster's the effects of a game contained within the Sanctum (where they are coincidental for game (and under the authority umbrella of the caster). Healing aggravated damage the Storyteller running the game). It is with magic requires the expenditure of one extremely difficult to moderate effects that Trait of Quintessence per level healed, to be cross the boundaries of other games, venues, spent by the caster, the target, or a regions, etc. and mages have a higher than combination of both. average ability to create such effects. Mages do not need to spend Quintessence to High Approval is required for any Effect heal aggravated wounds in the normal way, that will change the history of the chronicle at the normal rate. (See Prime for rules on beyond that of the current scene. The events normal healing.)

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The Superhuman Ritual Optional Rule is Magical healing of Paradox damage is used, but each application requires High automatically Vulgar if done within twenty- Approval. four hours of the backlash. The following Optional Rules are not used Using Quintessence (Ma.3.2.04) in the Sanctioned Chronicle: Half-Dead, The lowest possible difficulty for an Effect is Final Retribution, Grades of Power, Mixed one. This is true even if there are other Paradigm Flaws, Reputation Erosion, modifiers that would theoretically reduce Stacking Backgrounds, and Staggered the difficulty of the Effect below this Reputation. minimum if you stacked them on after spending Quintessence. The following Optional Rules may be used for an Orphan with Low Approval: Avatar Arete and Foci (Ma.3.2.05) Filter and Do-It-Yourself Paradigm. A mage may discard the use of a focus for one Sphere at Arete six, as stated on page The following optional rules may be used in 117 of Laws of Ascension. (Ignore the a game with Low Approval: Animal Form contradictory statements on page 178.) Knowledge, Consensus Coincidence, Paradox Flaws, and Paradox Realms. Any Chapter Four: Systems (Ma.4.0.00) use of these rules must be noted in the Venue Style Sheet. Rules and clarifications for using magic can be found above in Chapter Three: Powers. The following optional rules are superseded (in part or in full) by rules in Prime: Combat MET Optional Rules used in the Mobility, Limited Mobs, Merits and Flaws, Sanctioned Chronicle (Ma.4.0.01) and No Instant Kill.

The following Optional Rules are used in Avatar Storm Damage (Ma.4.0.02) the Sanctioned chronicle: Acting in Concert, To clarify pages 165 and 220, crossing the Archmage Spheres, Beyond Human Limits, Gauntlet inflicts one level of aggravated Conjunctional Effects, Dynamic Magic, damage on the mage for every two of his Extended Grades of Duration, Fast-Casting, Arete Traits (rounded up). In addition, the Merits and Flaws, Negative Reputation, mage is one Trait down on all challenges for Optional Casting Modifiers, Overbidding the next ten minutes. for Success, Power Source Separation, Reputation Maximums, Rituals and (Ma.4.0.03) Extended Magic, Slow Reputation Build, The Digital Web follows all the mechanics and Using Willpower. for an Umbral Realm, though the flavor text differs. This may change with the future The Contested Effect Optional Rule is used, release of the Revised Traditionbook: except where the published text of a power Virtual Adepts. As such, virtually entering specifically says a follow-up challenge is not the Web via Mind is the same as Astrally required, such as with Slay Machine. Projecting to another Realm, but holistically entering the Web via Spirit, Life, or The Extended Grades of Duration Optional Correspondence subjects the mage to the Rule is used, with the addition of "one fury of the Avatar Storm. week" and "one month" to the chart found on page 119 of Laws of Ascension Testing Mechanics (Ma.4.0.04) Companion. These do not require an Any Background or Effect that would cause additional Grade of Success to be used. the addition of "The Bomb", or "Win All Ties", or other such Rock / Paper / Scissors

53 The Camarilla Rules Supplement 6.0 modifications from other Sanctioned source Deathwalker, Ecumenist, Judge's Wisdom, material requires High Approval. and Techgnosi (the six Trait version) each require High Approval. 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 Camarilla’s 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)

Do [Akashic Brotherhood] (Ma.A.1.01) This is a separate Ability from Brawl. The Tradition Advantage applies in that a character must possess the Brawl Ability with a specialization in “Do” before one can learn the Do Ability. All Do rules found on pages 64 and 65 of Tradition Book Akashic Brotherhood are used in the Sanctioned chronicle, except the Dragon Rules system, and the Butterfly's Palm Maneuver.

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.

MERITS AND FLAWS (Ma.A.3.00)

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Mortal 6.0 the rules in situations where one or more characters may die. Storytellers found to be The Camarilla's Rules Supplement for the abusing this occasional liberty are subject to Sanctioned Chronicle review and possible disciplinary action. These licenses are not to be for such things Reprinted material is © White Wolf Game as the approval of magic items or the Publishing, Inc. Terms and ideas allowing of players to play rare character trademarked by White Wolf are used with Types. permission, and any mention of said intellectual properties should not be Chapter One: Character Creation (Mo.1.0.00) considered a challenge to their ownership. Mortal characters are created using Laws of CONTENTS the Hunt in conjunction with this supplement and with Prime. While mortal Chapter One: Character Creation characters are (for the most part) created independently of the assorted venue Chapter Two: Traits supplements, they must be assigned to a particular venue, whether that is the Mortal Chapter Three: Powers venue, or another. Reference to other venue sourcebooks and supplements may be Chapter Four: Systems required to create characters of certain Types. This supplement details rules for Mortal Some Important Changes Made (Mo.1.0.02) venue games in the Camarilla's Sanctioned Mind’s Eye Theatre chronicle. It is also used Many previously existing Numina, to create mortal characters that are based in Backgrounds, Merits, and Flaws are altered one of the other venues. These rules are or not present in the Revised material. If intended for use with Laws of the Hunt: something that a character possessed is no Revised and Dark Epics by White Wolf longer available, it is removed from the Publishing, and with the Camarilla’s Prime character sheet and the Traits spent on it are supplement. refunded. In almost every case, mortal character sheets will simply need to be These rules, when used for Sanctioned play, reconstructed from the ground up, using the are to be applied without change, deviation, new rules. Your Storyteller will help you to alteration or addition by any member, save make sure the new character sheet should a country’s National Storyteller. This is to resemble the old one as closely as possible. enforce a homogenous set of rules Sorcerer character sheets will be especially throughout the organization, insuring that altered, as their powers are now quite wherever a member goes, they may play different. with a minimum of problems. Some Merits that were previously exempted Storytellers are allowed and encouraged to from counting against a character’s seven- use their judgment in the World of Darkness Trait maximum are no longer exempt. to develop stories and enrich the flavor of the game. If a Storyteller judges that the If an item on a character sheet (including the flow of the story would be enhanced by character’s Type) has increased in approval minor exceptions to the rules (on an level, approval must be applied for as individual basis only), this creative license is though it were a new character. It is the allowed. It is strongly suggested that player’s responsibility to submit the Storytellers stick to the letter and intent of

55 The Camarilla Rules Supplement 6.0 character for standard approval within one Only mortals in the Mortal venue choose an month of the release of this document. association. (See The Mortals Venue in Chapter Four). Kinfolk require High Approval to keep Gifts that are not from their breed or Tribe list. Government Agencies (Mo.2.1.01) Members of Government Agencies have a Ghouls that were previously approved to be different Advantage than the one listed in of an Approval clan (per the guidelines of Laws of the Hunt. Each of their Retainers the Vampire supplement) can consider that dedicated to increasing their Influence approval to mean Approval to learn that maximum increases it by three levels, rather clan’s special approval Disciplines (unless than just one. the Approval specifically stated otherwise). ABILITIES (Mo.2.2.00) The Humanity rules found in Laws of the Mortals begin play with five starting Hunt:Revised are not used. The Morality Abilities, not three. rules from Vampire are used, instead. Alchemy and Herbalism (used with the Types (Mo.1.0.03) Alchemy path of sorcery) both fall under the A character’s Numina and/or ‘venue Hobby/Professional/Expert Ability in Laws subtype’ Merits determine its Type. In the of the Hunt. Mortals venue, Dauntain, Mediums, Psychics, Sorcerers, and Theurgists require BACKGROUNDS (Mo.2.3.00) only Low Approval, as do the venue Ignore the occasional reference to Arcane subtypes (Kinain, Kinfolk, Ghouls, and and Library, Backgrounds that are not Revenants). This is providing that the game actually available in the Revised Laws of the they are being played in is of the Hunt. Additional Backgrounds can be appropriate “Setting” (see Chapter Four for found on page 53 of Dark Epics. information on Mortal venue Settings). Mentor (Mo.2.3.01) Playing one of the above in another venue In addition to the standard use for this requires the standard High Approval for Background, Mentor non-player characters cross-venue Types. Sorcerers in the Mage may teach psychic phenomenon to psychics venue are an exception, requiring only Low or Theurgy to Theurgists. A character may Approval for that venue. In addition, the not learn more Numina powers from her venue subtypes have certain exceptions in Mentor than her level in this Background, so their parent venue (see Merits and Flaws in the character’s Experience Trait log should Chapter Two). reflect which powers have been learned this way. Mortal characters without Numina or venue-subtype Merits (normal humans) MERITS AND FLAWS (Mo.2.4.00) require only Low Approval in any venue. Characters may not have more than one “venue subtype” Merit (Kinain, Kinfolk, Chapter Two: Traits (Mo.2.0.00) Ghoul, or Revenant) without High Approval. Further rules regarding these Regardless of age, mortal and partially Merits are listed under Type (above) and Awakened mortal characters have the Metamorphosis (below). following maximums: Ten Traits in each Attribute category, ten Willpower Traits, Clear Sighted (Mo.2.4.01) and five Traits in any given Ability. This Merit requires Mid Approval. Use the power comparison chart on page 94 of Dark ASSOCIATION (Mo.2.1.00) Epics, comparing the Clear Sighted Merit as an Intermediate Sphere.

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In the Camarilla and Sabbat venues, a Faerie Blood (Mo.2.4.02) ghoul’s current domitor limits the level of The cost of learning a Basic level Art is Disciplines that she may learn (and use). changed to four Experience Traits. A kinain Normally ghouls may not learn higher than may purchase up to two levels of any given Basic level powers, but ghouls of a domitor Realm at the cost of three Experience Traits that is tenth generation or better may learn per level. You do not take a Merit or Flaw and make use of Intermediate Disciplines. from The Shining Host; instead you are Ghouls of a domitor that is eighth allowed to take Fae Gifts and Fae Marks generation or better may learn and make use from The Shining Host Players Guide. Treat of Advanced Disciplines. these as a separate set of Merits and Flaws that does not count toward your normal To balance this Merit with the other venue maximums. Your number of Traits in Fae subtype Merits, ghouls who are also Gifts and Fae Marks are each limited to Dauntain, Mediums, Psychics, Sorcerers, or being no more than the level you have taken Theurgists may not have additional in this Merit. Disciplines. This restriction does not apply to characters outside the Mortal venue or to Ghoul (Mo.2.4.03) those with High Approval for permanent If a mortal character’s home venue is cross-venue play. Camarilla or Sabbat, this Merit requires only Low Approval and can be taken at no cost. Kinfolk (Mo.2.4.04) Players in the Mortals venue who want this If a mortal character’s home venue is Garou, Merit for their characters should work with this Merit requires only Low Approval and the Storyteller to come up with a suitable can be taken at no cost. If a character also domitor, typically a non-player character. takes the Merit Gnosis, Kinfolk does not count against the character’s maximum Ghouls have safe, “usable” access to six of number of Merit Traits. their ten Blood Traits, and suffer a level of damage for each Blood Trait they lose (or The cost of learning a Basic Gift is changed use) beyond that. Ghouls may only spend to four Experience Traits, but the kinfolk one Blood Trait per turn, to increase may only purchase Gifts from her breed and Physical Traits, power Disciplines, or heal Tribe lists. If the character does not select a wounds as vampires do. Tribe (see Laws of the Wild page 70), she may only purchase breed Gifts. Ghouls begin play with only one Discipline, the first power of Celerity, Fortitude, or Kinain (Mo.2.4.05) Potence (usually whichever the domitor has Kinain in the Changeling venue don’t in-clan, but not necessarily). All Disciplines require a Merit to be kinain. They use the are considered out-of-clan for ghouls, thus character creation rules beginning on page teachers must be acquired, and out-of-clan 138 of The Shining Host Players Guide. Experience Trait costs must be paid (see Kinain in the Changeling venue require only Chapter Three of the Vampire Supplement Low Approval. for adjusted out-of-clan Discipline costs). Additional levels of the ghoul’s initial Kinain in the Mortals venue (or another physical Discipline can be bought without a venue) choose a Heritage from The Shining teacher (but the other restrictions still Host Players Guide (page 142), but apply). Ghouls whose domitors have in- otherwise do not use the character creation clan access to special approval Disciplines rules from that book. If a character in the do not find those powers any easier to learn Mortal venue also takes the Merit Faerie (Approval must still be acquired, as with all Blood, one of these Merits (the lowest level out-of-clan Disciplines). one) does not count against the character’s maximum number of Merit Traits.

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Revenants use blood exactly as ghouls, Medium (Mo.2.4.06) except they may safely spend (or lose) all of Possession of this Merit is required for all their Blood Traits without losing health Medium Types (Benandanti, Boardwalk levels or falling to Mortally Wounded. Mediums, Dannati, Orphic Circle, PRW, Shamans, and Specter Cultists), though To balance this Merit with the other venue simply possessing it does not require the subtype Merits, revenants who are also character’s type to be ‘Medium’. Dauntain, Mediums, Psychics, Sorcerers, or Theurgists may not have additional Magical Item (Mo.2.4.07) Disciplines, regardless of age. This This Merit is only available to characters in a restriction does not apply to characters home venue whose regular members have outside the Mortal venue or to those with access to such item Backgrounds as Artifact, High Approval for permanent cross-venue Fetish, or Treasure. The item in question play. must conform to the rules for the Background appropriate to the character’s Symbol Independence (Mo.2.4.10) home venue, with its level being no higher This Merit does not count against your than the level of this Merit. maximum number of Merits.

Potent Blood (Mo.2.4.08) True Faith (Mo.2.4.11) The character’s blood is so powerful that Additional rules for this Merit are found at nearby vampires can smell it when they the end of Chapter Three. come within ten feet of him. (Double this distance if the character is bleeding, or if the HUMANITY (Mo.2.5.00) vampire has a heightened sense of smell.) Because the blood can be smelled, hungry The rules for Humanity Traits from Laws of vampires may have to check their Self the Hunt are not used. Instead, all Mortal Control to avoid attempting to feed on a characters (regardless of Venue) use the character with Potent Blood, and a vampire Virtue and Morality rules from Laws of the already in a feeding frenzy will most Night Revised. However, Mortal characters certainly choose a mortal possessing this start off with ten points of Virtues, which Flaw as her first victim. are assigned during character creation in exactly the same way as they are for Revenant [New 7 Trait Merit] (Mo.2.4.09) vampires. All Virtue and Morality rules If a mortal character’s home venue is Sabbat, from Vampire apply to Mortal characters, as this Merit requires Mid Approval and can well. Storyteller discretion should be used to be taken at no cost. determine when a Virtue Test is required, and at what difficulties. A Mortal that loses Revenants use the standard mortal character his last Morality Trait does not enter creation rules for their Traits, with Wassail. Instead, he automatically regains additional rules taken from Laws of the the Morality Trait at no cost, but is inflicted Night Sabbat Guide (page 168). Revenants with a permanent, incurable Derangement who have a Path of Enlightenment use the of the Storytellers choice. It requires Top rules for them presented in Laws of the Approval for any Mortal character to be on a Night and the Vampire Supplement Morality (and use the alternate Virtues) (including approval requirements based other than Humanity, with the exception of upon venue). Revenants may buy age with Revenants. Revenants may be on the Paths Mid Approval, but not more than four of Cathari, Death and the Soul, Honorable Traits. They do not automatically get bonus Accord, Lilith, or Power and the Inner Voice Path Traits based on age. with Low Approval. Revenants may choose either the Path of Evil Revelations or

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Humanity with High Approval. Any Path not listed would require Top Approval. When a psychic phenomenon does not specifically list the difficulty for the Static Chapter Three: Powers (Mo.3.0.00) Challenge (or does not provide an alternate system of testing), use the following Mortals may buy Numina with Experience guideline: three Traits for Basic powers, six Traits at character creation (the text on page Traits for Intermediate, and nine Traits for 140 implies otherwise). They may not take Advanced. multiple types of Numina, with the exception of True Faith). Multiple paths Anti-Psychic (Mo.3.1.01) within the same type are acceptable, though Buying any level of this path requires Mid certain Numina types have additional Approval. restrictions. Astral Projection (Mo.3.1.02) Numina that add Attribute Traits are not The projecting psychic can only use her cumulative, so Physical Traits gained from other psychic phenomenon to affect the an Alchemy potion would not add to those physical plane while she is manifested. gained from an Enchantment talisman; only Powers that rely upon (or exude from) your the highest bonus will apply. physical body cannot be used, nor can powers above Basic level. Numina that allow for the recovery of Willpower do not allow a character to Clairvoyance (Mo.3.1.03) recover more than two Traits per session. Despite the effects of an identically named power from another venue, the Revised PSYCHIC PHENOMENON (Mo.3.1.00) version of this psychic phenomenon does Psychics must choose a “primary path” of not locate objects or people. It functions psychic phenomenon (making all other only on locations. paths “secondary”). The psychic may develop the entirety of her primary path “Very familiar” typically applies only to the without assistance, but learning additional clairvoyant’s home, a place (about the size paths is both costly and difficult. of a building) that she has lived at almost exclusively for six months or more. Such To learn a secondary psychic power, the places may be tuned in upon with relative psychic must seek out another who has the ease. What the psychic perceives is limited desired power and is willing to teach it to only by the Clairvoyance power she is her, or have a generous and widely versatile using. mentor. She must also pay higher Experience Trait costs for any secondary “Known” places are those that the path powers (four for Basic, eight for clairvoyant frequents, and has spent a lot of Intermediate, twelve for Advanced). A time studying in person. Only Basic level psychic can rarely develop more than a psychic phenomenon may be used in single path of psychic phenomenon, and she conjunction with this power (provided the may never be as skilled in a secondary path psychic has sufficient levels of Clairvoyance as she is in her primary path. Thus a to do so). A character may only “Refocus” psychic cannot study additional paths (Basic once from her original point of reference (as levels) until her primary path reaches described on page 168). Such locations are Intermediate level, and she cannot take treated as being “unfamiliar.” Intermediate levels in any secondary path unless her primary path has reached “Unfamiliar” locations are those that the Advanced. It requires High Approval for a clairvoyant has only been to once, or has mortal to learn powers from more than two only been able to study from a distance secondary paths. (perhaps through a telescope). Such

59 The Camarilla Rules Supplement 6.0 locations may not be viewed in anything description of the area (i.e. “a damp cave better than a haze. Sounds are slightly about the size of a closet” or “a comfortable muffled, scents are difficult to discern, and apartment with a view of the river”). When vision is too blurry to read any writing or the psychic begins to use an object as a focus recognize those who are in the area. No in this way, the link between it and its powers can be used through an unfamiliar owner begins to decay. After a few days, connection. the object will no longer be usable to determine the previous owner’s location. Clairvoyance may not be used on a “completely unknown” location Psychoportation (Mo.3.1.09) (“unfamiliar” replaces that difficulty level These powers still require the normal on the chart). The Storyteller has the final concentration and activation time, and may word on the degree of familiarity the not be fast cast. This means that that when psychic has with the location being spied Psychoportation is used, the character will upon. not leave the scene until the end of the turn. The entirety of the travel takes place in the Psychic Invisibility (Mo.3.1.04) following turn, regardless of distance. Do not use the bonus Trait system presented on page 179. Instead, if a character attempts Pyrokinesis, Fireworks (Mo.3.1.10) to perceive the psychic, use the chart on The difficulty of the Static Willpower page 94 of Dark Epics, equating Psychic Challenge to extinguish one’s self is 6. Invisibility levels to mage Spheres. Synergy (Mo.3.1.11) Psychic Invisibility, Forget You Ever Saw This Numina is not used in the Sanctioned Me (Mo.3.1.05) Chronicle. If the psychic affected a subject significantly before attempting to disappear from sight Telepathy (Mo.3.1.12) and memory (such as having inflicted Note that the Sanctioned chronicle makes damage or stolen a possession), the subject use of the optional rule splitting Telepathy will not forget that the psychic was there or into three different Numina paths: what she did. Telepathic Sensing, Telepathic Projection, and Telepathic Control. Each is a separate Psychic Vampirism (Mo.3.1.06) path of psychic phenomenon. The psychic may not gain more than one bonus Willpower Trait above her normal SORCERY (Mo.3.2.00) level. The Camarilla’s Sanctioned chronicle makes use of the optional rules for Freeform Spells, Psychometry (Mo.3.1.07) Grades of Success, and Tradition Even at the Advanced level, the “rough Advantages and Disadvantages, where images” described by the text are not appropriate. enough to positively identify them or allow for the use of Clairvoyance upon them. The Willpower Trait spent to “hang” a spell Psychometry is a powerful tool for seeing is in addition to the normal cost to cast it. events in the past, but is imprecise when it The test to cast must be made as the spell is comes to identifying people or specific hung, and then again when the spell is details. actually cast. Hanging complex spells is extremely difficult, such that the sorcerer Psychometry, Touch the Soul (Mo.3.1.08) may not successfully hang a ritual spell, nor A “general impression” of the owner’s may she employ teamwork or extra Grades location means your knowledge of their of Success in the casting. location is accurate to within 5 miles, and the Storyteller will provide a vague

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New sorcery spells are Low Approval, but or additional affects used in combination their use from game to game is somewhat with it. limited. If a sorcerer is played in another Storyteller’s game, that Storyteller must Variations of Hellfire are allowed in the specifically approve each of the character’s Sanctioned chronicle (see the ‘Hellwind, spells before they can be used. The etc.’ boxed text on page 211), but very Storyteller is at liberty to deny any new spell limited game mechanics are applied. Unlike brought into her game, or alter the system fire, varied energy types do not cause for it when it is used in her game. combustible materials to catch fire, nor do they cause vampires to test for Rötschreck. In the text under the heading “Rituals”, Non-standard elemental effects apply a one- ignore the reference to the Rituals Ability. Trait penalty to a certain type of challenge for a number of turns equal to the level of Alchemy (Mo.3.2.01) the spell being used (Apprentice, Initiate, Storytellers should discourage sorcerers Disciple, Adept, Master). from “flooding” the game with items not intended for the their own use. It requires For example, cryogenic attacks may cause High Approval for an Alchemy item to be surfaces to become icy, applying a penalty transferred to another character that is not a to all physical challenges where movement member of the Mage or Mortal venue. is involved. Poisonous vapors make apply the penalty to all challenges involving Alchemy never benefits from extra Grades perception, or where the challenger needs to of Success. The duration of Alchemy items see her target. The Storyteller designs the is one scene, not one turn. penalty at the time the sorcerer learns her first level of the power. The penalty is Enchantment (Mo.3.2.02) applied over the entirety of the spell’s area Enchantment may not be used to mimic of effect, so in some cases, it might be non-Sorcery powers. applicable to only a single person.

Healing (Mo.3.2.03) Summoning (Mo.3.2.05) Only one level of damage is healed per level The challenge against the target, which of the spell used. A single extra Grade of occurs after the challenge to see if the spell is Success allows the sorcerer’s healing spell to successful, is a Mental Challenge (rather take effect instantly. than a Mental vs. Willpower Challenge), unless the target does not have Mental Hellfire (Mo.3.2.04) Traits (as is the case with many types of The range and duration of Hellfire are spirits). unmodified by this supplement, but the damage levels it can inflict are altered STIGMAS AND AGENDAS (Mo.3.3.00) thusly: one level for Basic effects, two levels New Stigmas are Low Approval and require for Intermediate, and three levels for no expenditure of Experience Traits, but Advanced effects. Spells that combine this their use from game to game is somewhat damage with damage from other attacks limited. If a Dauntain is played in another simply add a level to the guideline above. Storyteller’s game, that Storyteller must For example, Hellblade as an Initiate spell specifically approve each of the character’s adds only one level of damage (the Stigmas before they can be used. The maximum for its level), but as a Master spell Storyteller is at liberty to deny any new adds three levels of damage. In the example Stigma brought into her game, or alter the of the Master level spell, attacks from the system for it when it is used in her game. weapon inflict a maximum of four levels of damage, regardless of the type of weapon,

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The Banal Bunks optional rule on page 234 (one wound level at Basic, two at is only used for Agendas in the Changeling Intermediate, and three levels at Advanced.) venue. Via Medicamenti, Ease Suffering (Mo.3.4.03) THEURGY (Mo.3.4.00) The highest type of wound level penalty Theurgists must choose a “primary path” of that can be negated is Incapacitated, Theurgy (making all other paths requiring the theurgist to have the first “secondary”). The theurgist may develop Intermediate power (or higher) in the Via the entirety of her primary path without Medicamenti (one power negates Bruised, assistance, but learning additional paths is two negates Wounded, and three negates both costly and difficult. Incapacitated).

To learn a secondary path of Theurgy, the Via Medicamenti, Hand of Christ theurgist must seek out another who has the (Mo.3.4.04) desired power and is willing to teach it to When the theurgist reaches this level of her, or have a generous and widely versatile power, she can affect aggravated damage as mentor. She must also pay higher though it were only lethal. Experience Trait costs for any secondary path powers (four for Basic, eight for Via Oraculi (Mo.3.4.05) Intermediate, twelve for Advanced). A This path of Theurgy is not used in the theurgist can rarely develop more than a Sanctioned Chronicle. single path of psychic phenomenon, and she may never be as skilled in a secondary path TRUE FAITH (Mo.3.5.00) as she is in her primary path. Thus a Characters require High Approval for True psychic cannot study additional paths (Basic Faith. Traits of True Faith beyond the first levels) until her primary path reaches cost 3 Experience Traits each and must Intermediate level, and she cannot take receive High Approval before being Intermediate levels in any secondary path purchased, even by Inquisition hunters. unless her primary path has reached This Numina does not determine or change Advanced. It requires High Approval for a the character’s Type. Some rare characters mortal to learn powers from more than two (theurgists in most cases) possess it in secondary paths. addition to other Numina.

Via Geniorum (Mo.3.4.01) Chapter Four: Systems (Mo.4.0.00) To clarify, there are five levels of this Numina: Grade One (Basic), Grade Two THE MORTALS VENUE (Mo.4.1.00) (Basic), Grade Three (Intermediate), Grade No Mortal venue game is required to be Four (Intermediate), and Grade Five focused toward the extermination of (Advanced). Each level of Via Geniorum supernatural creatures (as might have been purchased gives the theurgist a free ritual implied by the title "Laws of the Hunt"). For from that path’s list, of the same (or lower) the purpose of Mortal venue games, the level. Storyteller must also supply a Setting. This can sometimes be defined in as little as a Via Medicamenti (Mo.3.4.02) single phrase or sentence, such as 'FBI Any normal use of these powers that halves Special Affairs Department' or 'A Cabal of healing time can be further improved by the shamans dedicated to worshiping Rat, and expenditure of an additional Willpower defending her people'. Obviously these two Trait. In this case, the healing takes places Settings have little or nothing in common, instantly. No patient can be instantly healed meaning that cross-Setting play would be as of more health levels in a single day than the difficult as or more difficult than cross- theurgist has levels in Via Medicamenti. venue play. If the excuse for a character to show up in another Setting of the Mortals

62 The Camarilla Rules Supplement 6.0 venue is too improbable, the Storyteller is the guidelines under the Ghoul Merit, encouraged to deny it. above). If her domitor’s generation is not sufficient to allow access to all levels, Storytellers must be very careful with games switching to a powerful enough domitor in the Mortal venue, lest they turn into 'zoos' later can allow her access to these supporting many different characters types Disciplines again. who have nothing in common. Venue Style Sheets are extremely important for letting Ghoul and Revenant Embrace (Mo.4.2.04) players know what sort of Mortal game is When Embraced, ghouls and revenants may being run. Storytellers will deny vague keep any Disciplines that are now in-clan for Settings in a Mortal game’s Venue Style them, with no special approval. Any other Sheet. Play of a mortal character in a Setting Disciplines that the player wishes her that is not appropriate to it is considered to character to keep require Storyteller be “cross venue” play, and is handled approval - the same level that would be according to the rules in the Prime needed for a vampire to get the Discipline supplement. out-of-clan (see the Vampire Supplement for Discipline approval levels). It is not METAMORPHOSIS (Mo.4.2.00) common for former ghouls to keep out-of- Note that additional rules for clan Disciplines that do not fall into the metamorphosis exist in Prime, and eight that are inherent to all vampiric blood additional rules for metamorphing into (Animalism, Auspex, Celerity, Dominate, specific Types (including rules for non- Fortitude, Obfuscate, Potence, and mortal metamorphosis) may be found in the Presence). If approval is not obtained, the appropriate Supplements. Experience Traits are refunded.

Things Lost, Things Retained (Mo.4.2.01) Wraith: into Oblivion (Mo.4.2.05) Mortals that undergo metamorphosis Contrary to the implication on page 277, no normally lose access to all their Numina. character with True Faith can become a (The possible exceptions are listed in the wraith. book beginning on page 274, all of which require High Approval.) Mortals with Arts, Disciplines, or Gifts lose access to them upon metamorphosis unless they are morphing into a character Type that normally has access to them (in which case keeping them requires no special approval).

Mortal to Mage: Awakening (Mo.4.2.02) As a full-fledged will-worker, the mage who receives special approval to retain one or more praxis now suffers Paradox for using them (as per the optional rule on page 196). Notes for Paradox are found throughout the descriptions of mortal sorcery in Laws of the Hunt.

Mortal to Ghoul: Enthrallment (Mo.4.2.03) A mortal whose ghoul condition has lapsed because of lack of blood regains all Discipline levels upon being ghouled again, provided her new domitor’s generation is powerful enough for her to access them (see

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Vampire 6.0 Storytellers stick to the letter and intent of the rules in situations where one or more characters may die. Storytellers found to be The Camarilla's Rules Supplement for the abusing this occasional liberty are subject to Sanctioned Chronicle review and possible disciplinary action. These licenses are not to be for such things Reprinted material is © White Wolf Game as the approval of magic items or the Publishing, Inc. Terms and ideas allowing of players to play rare character trademarked by White Wolf are used with Types. permission, and any mention of said intellectual properties should not be Chapter One: Character Creation (Va.1.0.00) considered a challenge to their ownership. Vampire characters are created using Laws CONTENTS of the Night: Revised, Laws of the Night Camarilla Guide, and Laws of the Night Chapter One: Character Creation Sabbat Guide in conjunction with this supplement and with Prime. Chapter Two: Traits Concepts (Va.1.0.01) Chapter Three: Powers It is suggested that a vampire character’s age be appropriate to the generation at Chapter Four: Systems which it is made. Extremely old Neonates and Ancilla are very unlikely according to the source material, and should be This supplement details rules for Camarilla discouraged or denied by Storytellers. and Sabbat venue games in the Camarilla's Sanctioned Mind’s Eye Theatre chronicle. Concepts that include holding a sect These rules are intended for use with Laws position above the city level require High of the Night: Revised, Laws of the Night Approval. This includes, but is not limited Camarilla Guide, Laws of the Night Sabbat to, Archons, Black Hand, Cardinals, Guide, Laws of the Night Storytellers Guide, Justicars, and Prisci. This restriction applies and Dark Epics by White Wolf Publishing, to characters that achieve these positions and with the Prime Supplement. through game play, as well as those who had (or have) them as result of their history. These rules, when used for Sanctioned play, High Approval is also required if the are to be applied without change, deviation, character used to be a member of the alteration or addition by any member, save venue’s opposing sect, such as a former a country’s National Storyteller. This is to Camarilla member who joined Sabbat. enforce a homogenous set of rules throughout the organization, insuring that Membership Benefits (Va.1.0.02) wherever a member goes, they may play Characters may not normally take more with a minimum of problems. than two Traits of the Generation Background at creation. Characters whose Storytellers are allowed and encouraged to players have achieved Member Class 4 may use their judgment in the World of Darkness take up to three Traits. MC 6 allows up to to develop stories and enrich the flavor of four, MC 9 allows up to five, MC 12 allows the game. If a Storyteller judges that the up to six, and MC 14 allows characters to flow of the story would be enhanced by take up to seven Traits of Generation. minor exceptions to the rules (on an Further rules for Generation are found individual basis only), this creative license is under Backgrounds, below. allowed. It is strongly suggested that

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less than the player is normally allowed (see TYPES (Va.1.1.00) Membership Benefits, above). Example: the Special approval is required to play vampire maximum number of Traits that can be characters of certain clans, even if the taken by a MC 9 member is three. Known character is Embraced during the course of Caitiff receive the additional Negative play. Clans not listed require Top Status Trait Caitiff (see Camarilla Status, Approval. below).

Camarilla Venue Types (Va.1.1.01) Caitiff only pay one Experience Trait more In the Camarilla venue, Brujah, Caitiff, than normal in-clan costs for each Discipline Gangrel, Malkavian, Nosferatu, Toreador, power they learn. Though they have no clan Tremere, and Ventrue require Low Disciplines of their own, Caitiff select any Approval to play. three Disciplines at character creation for which they require no teacher. Disciplines Followers of Set and Giovanni require Mid selected are subject to the normal out-of-clan Approval to play. approval levels at the character’s creation. The character’s free starting Basic Assamite, Daughter of Cacophony, Disciplines must be selected from among Gargoyle, Lasombra antitribu, Ravnos, the three selected Disciplines. If no Samedi, Salubri, and variant bloodlines, Disciplines are selected, the Caitiff's such as Setite Warriors, require High "default" Disciplines are Celerity, Potence, Approval. and Presence.

Sabbat Venue Types (Va.1.1.02) Giovanni (Va.2.1.02) In the Sabbat venue, Assamite antitribu, The one Trait wraith Retainer option for Brujah antitribu, Gangrel antitribu (city or Giovanni uses the rules for “common country bloodline), Lasombra, Malkavian wraiths” in the Merits and Flaws section of antitribu, Nosferatu antitribu, Pander, Prime’s Chapter Two. For each additional Toreador antitribu, Tzimisce, and Ventrue Background Trait the Giovanni spends on a antitribu require Low Approval to play. particular Retainer, add five Experience Traits to its character sheet (to a maximum Ravnos antitribu, Salubri antitribu, and of four additional Background Traits, or 20 Serpent of the Light require Mid Approval Experience Traits). Retainers do not gain to play. Experience Traits in the course of play. Giovanni have a good deal more control Harbinger of Skulls, Kiasyd, Samedi, and over these wraiths than a PC would variant bloodlines, such as Tzimisce Koldun, normally have over a Supernatural Ally. require High Approval. Because other PCs have no reasonable means of protecting themselves from such Chapter Two: Traits (Va.2.0.00) retainers, Storytellers will strictly limit their interactions in the Sanctioned game. Vampires use the Trait maximum rules (but not any of the optional rules) on page 95 of Harbinger of Skulls (Va.2.1.03) Laws of the Night. Note that Status Traits A Harbinger in his "normal" visage cannot are discussed at the end of Chapter Four, initiate any Social Challenges except for the Systems. purpose of intimidation, although he may defend against Social Challenges normally. CLANS (Va.2.1.00) This does not apply to the usage of Necromancy. Caitiff (Va.2.1.01) The maximum number of Generation Malkavian (Va.2.1.04) Background Traits a Caitiff may take is two

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As noted in their Clan Advantage, Tremere who take part in the Vaulderie Malkavian vampires are often able to immediately gain the Infertile Vitae and instinctually identify one another. A Thin Blooded Flaws. They gain no Free Malkavian may engage an individual (once Traits for these Flaws. Every day after the per night per individual) in a Mental Vaulderie, the player must win a Physical Challenge (retest with Awareness) to Challenge against 30 Traits. The Survival determine if they are a Malkavian. Ability and Willpower may be used for However, it is impossible to determine if a retests. Any time the player loses the test the vampire is a Malkavian while she is using character permanently loses three Physical powers that shield the mind (such as Mind Traits, which can never be regained. When Blank). the character has no Physical Traits remaining, they combust, and enter Final Lasombra (Va.2.1.05) Death. Avoiding these effects requires Top The Status Trait of Lasombra granted for Approval. being a member of this clan cannot be permanently removed but does not count in Tzimisce (Va.2.09) excess of the character's Status maximum. The ability to purchase Lores does not (See the Status rules in Chapter Four, extend to those that would require High or below.) Top Approval. The ability to have Revenants as retainers does not cost Pander (Va.2.1.06) additional Traits. Revenants for Tzimisce Panders use the rules for Caitiff (above). (Bratovitch, Grimaldi, or Obertus) fall under However, they do not receive the Caitiff the Retainer Background’s venue-specific Negative Status Trait. partially Awakened mortal clause.

Salubri (Va.2.1.07) BACKGROUNDS (Va.2.3.00) Instead of two free Traits of the Generation Additional Backgrounds can be found on Background, Salubri receive two free Traits page 53 of Dark Epics. in any Vampire Background (except Generation) of their choice. This does not Generation (Va.2.3.01) replace the necessary approval for any Levels of this Background are free during specific Background, such as the fifth level character generation. However, levels of Fame. cannot be taken beyond what is allowed by the player’s MC (see Membership Benefits, Tremere (Va.2.1.08) above). After character creation, vampires Starting a character with the rank of Regent may only acquire more Generation Traits of the first through Regent of the sixth through diablerie. Unless otherwise stated, requires Mid Approval. Starting a character none of the optional rules found under the with the rank of Regent of the seventh, or Generation chart in Laws of the Night: Lord or the first through Lord of the sixth Revised are used in the Sanctioned requires High Approval. Starting a Chronicle. character with any higher rank requires Top Approval. No rank should be assigned until Herd (Va.2.3.02) the Storyteller examines the current in-game Herd may be called upon each week, rather hierarchy to determine the need for another than each session. character of any particular rank. After character creation, ranks are subject to the Mentor (Va.2.3.03) whim of appropriately ranked player and Mentors may not teach Disciplines. non-player characters within the established hierarchy. Retainers (Va.2.3.04) Each of a vampire’s Retainers dedicated to increasing her Influences maximum

66 The Camarilla Rules Supplement 6.0 increases it by three levels, rather than just To stay awake during the day requires a one level. They may have an unlimited Courage Test vs. three Traits at the number of such retainers. beginning of each hour. If the Courage Test is lost, the player may choose to stay awake MERITS AND FLAWS (Va.2.4.00) and gain a permanent Negative Trait (either Camarilla vampires may take Merits and Cowardly or Submissive) or fall asleep Flaws from Laws of the Night Sabbat Guide, where they are. and Sabbat vampires can take Merits and Flaws from Laws of the Night Camarilla A new Virtue Trait costs two Experience or Guide. This requires only Low Approval, Free Traits and a new Morality/Path Trait but Storytellers should be aware that while costs three Experience or Free Traits. most of these Merits and Flaws are Twelve months must pass between appropriate to the opposing venue, some purchases of Morality Traits. Three months are certainly not and should not be allowed. must pass between purchases of Virtue Traits. This limit does not apply during Flesh of the Corpse (Va.2.4.01) character creation. This Flaw is worth only one Trait in the Sanctioned chronicle. Your Storyteller may remove a Virtue or Morality Trait once a month if she feels you Prestigious Sire (Va.2.4.02) are not playing the character's level of This Merit is High Approval if the Sire is a Morality appropriately. For example, PC, Top Approval if the Sire is an NPC. Conrad has five Traits of Humanity and Conscience. In the last month, Conrad ate Infamous Sire (Va.2.4.03) five babies. He succeeded each of his This Flaw is High Approval if the Sire is a Morality Tests, but his Storyteller still has PC, Top Approval if the Sire is an NPC. the option of removing a Morality Trait and a Conscience Virtue Trait to reflect Conrad's Probationary Sect Member (Va.2.4.04) unrepentant ways. Any sect member, not just Elders, may treat the character as if she had only one Status In the Camarilla venue, any Path of Trait. Anytime a character joins a new sect Enlightenment other than Humanity require she gains this Flaw (with no benefits) for High Approval. Clan-specific paths from one year. Characters who started play with Laws of the Night: Revised require only Mid Probationary Sect Member (those benefiting Approval for members of the appropriate from the additional Free Traits) do not lose clan. the Flaw after this period. In the Sabbat venue, the Paths of VIRTUES and MORALITY (Va.2.5.00) Enlightenment from Laws of the Night: Characters compare current Traits on all Revised and Laws of the Night Sabbat Virtue tests, but they lose ties on them. Guide are Mid Approval, save for the Path Thus if he currently has the same number of of Evil Revelations, which requires High Traits as the difficulty of the Test, the Approval. Sabbat vampires require High character loses the Virtue Test. If a character Approval to learn clan-specific paths if they relents to a Virtue Test of Self-Control, are not a member of that clan. Instinct, or Courage, they do not lose any Traits or gain any Negative Traits. OTHER TRAITS (Va.2.6.00)

Vampires with Instinct automatically frenzy Use of Willpower Traits (Va.2.6.01) only if their Instinct is less then twice the Willpower may be used to stave off frenzy level of the provocation. for ten minutes in a non-combat situation or one turn in a combat situation.

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Generation Maximum and Willpower Traits Basic, 8 Experience Traits for Intermediate, (Va.2.6.01) 12 Experience Traits for Advanced, 16 The "Generation Maximum Willpower" Experience Traits for Elder, and 20 rating for all Kindred of eleventh (and Experience Traits for Master. weaker) Generation is 10. Disregard the limitations of 6 or 8 as found on page 95 of Low Approval Disciplines (Va.3.1.01) Laws of the Night. Low Approval out-of-clan Disciplines: Animalism, Auspex, Celerity, Dominate, Chapter Three: Powers (Va.3.0.00) Fortitude, Obfuscate, Potence, and Presence.

LEARNING DISCIPLINES (Va.3.1.00) Mid Approval Disciplines (Va.3.1.02) Follow the rules in Laws of the Night page Mid Approval out-of-clan Disciplines: 133 for learning Disciplines. All teachers Dementation. Additionally, after character must be active player characters and may creation, the approval level for Sabbat teach up to one level less then they possess members to learn any out-of-clan Basic of their in-clan Disciplines. Characters may Discipline is reduced to Mid Approval, if not teach out-of-clan Disciplines. Non- the teacher is a member of the character's Player Characters may not teach Disciplines. pack. Otherwise the normal restrictions For example, a vampire possessing an apply. Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of High Approval Disciplines (Va.3.1.03) Superior Disciplines, characters are further High Approval out-of-clan Disciplines: limited to teaching only powers that they Chimerstry, Dark Thaumaturgy, possess. Necromancy (Ash, Bone, and Sepulchre Paths), Protean, Serpentis, and To teach Advanced Necromancy or Thaumaturgy. Sabbat venue vampires may Thaumaturgy, the teacher must be eighth learn Obtenebration and Vicissitude with (or more potent) generation, have the High Approval. Tremere characters may Discipline in-clan, and must know two learn Thaumaturgical Countermagic with paths of the Discipline through the High Approval. Advanced level. Top Approval Disciplines (Va.3.1.04) Basic through Advanced levels in a Top Approval out-of-clan Disciplines: Discipline path must be purchased in the Daimoinon, Obtenebration, Temporis, order listed. Superior levels need not be Thaumaturgical Countermagic, Vicissitude, purchased in order, so long as the character and any Discipline not listed above. The has a Discipline in the same path from the Mortuus path of Necromancy requires Top level just below the one she wishes to Approval to be learned by anyone except purchase. For example, a Master level is Harbingers of Skulls. The Vitreous path of required before a character can purchase an Necromancy requires Top Approval to be Ascendant level of a Discipline path. learned by anyone except Nagaraja.

Out-of-clan Disciplines may be taken at Custom powers of any kind require Top character creation, but this must be justified Approval, including any new custom in the character's background and approved Discipline, custom Superior Disciplines, and by the Storyteller. This includes Disciplines custom Thaumaturgy paths. The new purchased with Experience Traits granted powers presented in this supplement by Membership Class. Advanced (or require only Low Approval, unless higher) Out-of-clan Disciplines may not be otherwise noted. taken at character creation. The Experience Traits cost for out-of-clan Disciplines has Thaumaturgy (Va.3.1.05) been changed to 4 Experience Traits for

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All characters possessing Thaumaturgy as brawling attacks (such as Horrid Form), and an in-clan Discipline use the following even more specific attacks (like the bite Approvals: bonus from The Skin of the Adder).

Unless otherwise stated, a Path of DISCIPLINE DESCRIPTIONS (Va.3.3.00) Thaumaturgy requires Mid Approval. The Disciplines are listed alphabetically by only Paths that may be learned at Low Discipline path and sub-path (for such Approval are: Path of Blood, Lure of Flame, powers as Necromancy and Thaumaturgy). & Movement of the Mind. Specific Discipline powers within a path are listed in the order they are learned, or All characters require High Approval for the alphabetically in the case of Superior levels. following Paths: Animalism, Quell the Beast (Va.3.3.01) Biothaumaturgy, the Focused Mind, the This power lasts for an hour or scene. Green Path, the Path of the Blood's Curse, the Path of Corruption, the Path of Curses, Animalism, Subsume the Spirit (Va.3.3.02) the Path of Technomancy, the Path of the The Negative Traits gained from using this Vine of Dionysus, and Spirit Manipulation. Discipline are only cumulative to a maximum of five. Animals generally have Camarilla characters also need High between two and ten Health Levels, and Approval for Hands of Destruction, the Path between three and twelve Physical Traits, of Mars, and the Path of the Father's depending on size. Vengeance. Animalism, Drawing Out the Beast Sabbat characters also need High Approval (Va.3.3.03) for Elemental Mastery, Neptune's Might, A Beast lost through use of this power and Weather Control. returns after one month, if not otherwise recovered. Characters may change their primary path of Thaumaturgy to another with High Auspex (Va.3.3.04) Approval (or Top Approval if the new path The interaction between Auspex and normally requires Top Approval to learn). Obfuscate is changed thusly for the Sanctioned chronicle: Auspex and USING DISCIPLINES (Va.3.2.00) Obfuscate are opposing Disciplines. The A character cannot simultaneously use examples listed under Auspex and multiple powers that substantially Obfuscate in Laws of the Night conflict. Do transform the character’s body. Such not use the listed system of bonus Traits. powers should be considered mutually Instead, players compare their Discipline exclusive, with the activation of one levels. Precise powers (Heightened Senses, canceling any other that is active. Powers Aura Perception) do not matter, only the such as Shape of the Beast, Horrid Form, Discipline levels matter for this comparison Skin of the Adder, and Black (Basic, Intermediate, Advanced, Elder, Metamorphosis invoke this rule, but minor Master, or Ascendant). Note that this only transformations like Eyes of the Beast or The comes into effect for purposes of Tongue of the Asp do not. concealment, or of piercing concealment.

Extra levels of damage caused by A character with the appropriate Auspex Disciplines apply only to the specific type of power active may attempt to accurately attack noted in the Discipline’s description, perceive characters or objects that have been which rarely includes weapon attacks. Be rendered invisible or altered by use of careful to note the difference between Obfuscate. If the Auspex level is higher general combat bonuses (like Puissance), than the Obfuscate level, the Auspex user

69 The Camarilla Rules Supplement 6.0 wins without a test. If it is lower, the Auspex, Mirror Reflex [New Master] Auspex user loses without a test. Only if the (Va.3.3.08) two Disciplines are of the same level is the This power taps into the physical reflexes of standard challenge actually performed. an opponent, allowing the vampire to anticipate an enemy's actions in personal To compare the Auspex vs. Obfuscate levels combat. At the beginning of any turn of in a challenge, the player using Auspex combat, you may spend a Blood Trait to announces her Auspex level. She states the prevent a specific character from using any level she has (Basic, Intermediate, retest in physical challenges with you Advanced, Elder, Master, or Ascendant). during that turn. Additionally, that The visual sign for this is counting numbers opponent must declare his on fingers, one through six; one finger is for victory conditions for the challenge before Basic, two is for Intermediate, three for you. Advanced, four for Elder, five for Master, and six fingers for Ascendant . The Auspex, Psychic Assault (Va.3.3.09) character under Obfuscate will give a verbal The third (kill) challenge for Psychic Assault level or hold up fingers to show their level is not used in Sanctioned play. A character of Obfuscate. The same process applies to can at most be put to the Torpor or Mortally Auspex vs. Chimerstry. Wounded health levels by this power.

Auspex, Aura Perception (Va.3.3.05) Celerity, Alacrity (Va.3.3.10) Characters using Aura Perception on an The additional action granted by Alacrity individual who is Possessed or otherwise can be used for any physical action, except under the control of another entity see the movement, so long as it does not involve an aura of the controlling entity only, not that opposed (non-Static) Challenge. Alacrity of the host body. cannot be used to avoid a normal “everyman” challenge that has already been Auspex, Psychic Projection (Va.3.3.06) declared. Characters in Psychic Projection are limited to using perception-based powers. Any Celerity, Flower of Death (Va.3.3.11) powers that require a non-static challenge Other Celerity powers may be used while can only be used while the character has Flower of Death is active, but the costs for manifested his form. Projecting characters each must be paid normally. have no access to their bodies, which prevents the use of blood for any purpose. Chimerstry, Ignis Fatuus and Fata Morgana (Va.3.3.12) Auspex, Telepathic Communication [New You do not need to defeat an opponent in a Elder] (Va.3.3.07) Social Challenge to activate these powers. The character can create a telepathic web Pay the cost listed and the illusion springs allowing communication between everyone into life, visible by anyone present. If a so connected. Including an unwilling target character has a valid reason to disbelieve the requires a Mental Challenge as per illusion, they may attempt a Static Mental Telepathy, and the expenditure of a Mental Challenge against the illusionist’s Trait. Those known to the Auspex user, but permanent Social Traits. Success on this not within line of sight, can also be included challenge allows the character to see in the web, up to a maximum range of one through the illusion (or hear through it, hundred miles times the character's smell through it, etc.). permanent Mental Traits. Telepathic Communication does not allow the user or Chimerstry, Horrid Reality (Va.3.3.13) participants to pluck information from one All of the challenges for Horrid Reality another’s mind as Telepathy would. apply, regardless of the target's level of Auspex. (An exception to the Auspex vs.

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Chimerstry rule.) Horrid Reality cannot be Dominate (Va.3.3.19) used to dictate reality without engaging in The limit of one retest mentioned in the challenges. Each turn the illusionist may description of Dominate refers only to the make Social Challenge to have the illusion use of Willpower Traits. It does not prevent create a new effect on the target, such as the target from using Abilities, overbids, etc. being hit by a chimerical attacker or engulfed in flame. Damage from attacks Dominate, Mesmerism (Va.3.3.20) created by Horrid Reality is equal to the Once triggered, the command from normal damage such an attack would cause, Mesmerism has a duration of no longer then such as a punch doing one level and a pistol a single scene. A victim may only have one doing two levels. Additional effects of Mesmerism implanted per mesmerist at any attacks, such as staking, must be tested as given time. normal. Where there is a question on the amount of damage done, consult a Narrator. Dominate, Conditioning (Va.3.3.21) The victim of this power does not shake off Daimoinon, Fear the Void Below (Va.3.3.14) the Conditioning as described in Laws of the The difficulty of the Courage Test caused by Night. The victim must instead go six this Discipline is equal to twice the number consecutive months (minus one month per of Traits risked in the preceding Sense the Willpower Trait spent toward resisting the Sin challenge. bond). The minimum period that the victim must go without being around her regnant Daimoinon, Psychomachia (Va.3.3.15) in order to successfully shake off the The difficulty of the Courage Test caused by Conditioning is one month. Morality Tests this Discipline is twice the number of Traits may apply for using this power. risked in the preceding Sense the Sin challenge. The nightmare construct created Dominate, Possession (Va.3.3.22) is a match or near match for the character in Partially Awakened mortals, such as ghouls every way, taking into account powers and or mortals with Numina, may be targets of equipment the character has available to Possession. While possessing such mortals, them. the vampire may only access powers inherent to the physical form, such as Daimoinon, Condemnation (Va.3.3.16) Celerity, Fortitude and Potence, but not To clarify, the character does not other supernatural powers possessed by the permanently expend Traits to use this mortal in question. The vampire uses the Discipline. Instead, Traits used to reduce blood pool and maximum expenditures per those of his victim are unavailable to the turn of her host. If a character assumes character in any way until he chooses to end another shape before possessing, the special the curse or the victim dies. This means the powers granted do not transfer with her into Traits cannot be bid or expended, nor do the possessed body. This includes such they count in comparisons of Traits for ties, things as the bonus Mental Traits from overbids, or other purposes. Shape of the Beast, the Dominate/Presence immunity from Felis Negrum, and the Daimoinon, Concordance (Va.3.3.17) darkness immunity granted by The Form of Mechanics representing ‘powers’ granted by the Cobra. this Discipline require Top Approval. This Discipline can be purchased multiple times. Dominate, Still the Mortal Flesh (Va.3.3.23) The duration of this Discipline is the user's Dementation, Personal Scourge (Va.3.3.18) permanent Willpower Traits in turns. The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it Dominate, Far Mastery (Va.3.3.24) reduced by other Disciplines.

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Note that this Discipline replaces the need eligible target for summoning with for eye contact, but not the need for the Necromancy. target to hear your voice. Necromancy, the Bone Path, Shambling Fortitude, Aegis (Va.3.3.25) Hordes (Va.3.3.30) The invocation of Aegis requires spending The number of animated corpses you permanent Willpower or temporary control at any time may never exceed the Stamina-based Traits. Only Physical Traits number of permanent Willpower Traits you that are Stamina-based may be spent on possess. Aegis. Stamina and Willpower Traits expended to power Aegis must be available Necromancy, the Bone Path, Soul Stealing to bid or expend. Invoking Aegis does not (Va.3.3.31) prevent a successful staking of the character, A spirit ejected through Soul Stealing may unless the power is invoked before either of return to its body immediately if the body is the staking tests are performed. injured, although it must still perform the normal test to eject any other spirit Fortitude, Personal Armor (Va.3.3.26) inhabiting the body. This is true, even if the Damage caused to unarmed attackers by spirit is Compelled or Haunted. If the spirit Personal Armor is always bashing, is damaged enough to be Incapacitated, it regardless of the type of damage caused by returns to the body as above and regains the attack. Attackers do not suffer the consciousness 10 minutes later. inability to use limbs when they take damage due to Personal Armor. For example, Conrad's soul is stolen from his body. Conrad's body is placed carefully Fortitude, Shared Strength (Va.3.3.27) in the trunk of a car. As the car is driving The ability to use Shared Strength is not down the street, a bus hits the car, causing transferred to a recipient of Shared Strength, two levels of bashing damage to Conrad’s regardless of the amount of Fortitude they body. Conrad's soul is automatically pulled receive. back into his body.

Mytherceria, Riddle Phantastique (Va.3.3.28) Necromancy, the Bone Path, Daemonic A character under the effects of this Possession (Va.3.3.32) Discipline will temporarily snap out of the If the original owner of a body returns to trance if he enters imminent danger (such as their possessed body, they may engage in a an attack on himself or the rising of the sun Mental Challenge once each hour for control for a vampire). He may then take whatever of the body. If the true owner succeeds, actions are necessary to remove himself they have removed the foreign spirit and from the danger. Once out of danger, the need not test again. Daemonic Possession trance returns, with the timing of challenges may not be used to take a vampire's soul restarting where it was when he left the and place it another vampire's body. You trance. cannot use Daemonic Possession on yourself. Necromancy (Va.3.3.29) Necromancy is considered “blood magic” For a dead PC to receive a new body with and is thus subject to Thaumaturgical the use of this power requires High Countermagic, the Magic Resistance Merit, Approval. and similar magic-affecting phenomenon. Necromancy, the Sepulchre Path, Compel Few vampires become wraiths upon Soul (Va.3.3.33) suffering the Final Death, as most Compel Soul will fail if you order the wraith immediately slip into Oblivion. It requires to perform an action that will cause it harm High Approval for a dead vampire to be an (such as requiring to leave an area it is being

72 The Camarilla Rules Supplement 6.0 held in by Haunting). You may not Compel by each arm is equal to the number of a soul to remain out of its body more than Discipline powers the character has in one day. If it is a PC or NPC from the Obtenebration. For example, a character Wraith Venue, then you may Compel it with Advanced Obtenebration would create longer. Arms of the Abyss tentacles with five Physical Traits each. Necromancy, the Sepulchre Path, Haunting (Va.3.3.34) Obtenebration, Black Metamorphosis You may not keep a soul out of its body by (Va.3.3.41) using Haunting for longer than one day. If The Clumsy Negative Trait is not it is a PC or NPC from the Wraith Venue, cumulative with other Negative Traits then you may Haunt it longer. inflicted by Obtenebration.

Necromancy, the Vitreous Path (Va.3.3.35) Potence (Va.3.3.42) This Discipline is retested with the Occult Potence does not modify ranged combat Ability, not Wraith Lore. except where specifically mentioned in the power's description. Obfuscate (Va.3.3.36) Cloak of Shadows, Unseen Presence, Vanish Potence, Might (Va.3.3.43) from the Mind's Eye, and similar The use of Might is the last retest. Even if 'invisibility' powers have much the same the use of Might is cancelled by the effect, with varying degrees of skill. A opponent declaring the use of Might as well, character cannot benefit from layering these no further retests may be performed for this powers, even if someone attempts to assist challenge. him by using Cloak the Gathering in an attempt to duplicate the 'invisibility'. Potence, Imprint (Va.3.3.44) Imprint causes one extra level of damage Obfuscate, Mask of a Thousand Faces when squeezing or crushing any target. (Va.3.3.37) Imprint does not cause extra damage when You may modify the specific details of the user is wielding a weapon. The extra clothing but not add or remove items in full. damage is not limited to just affecting Thus, a ratty windbreaker can be made to vampires, and it can be inflicted by biting, appear as a new and stylish tuxedo jacket, hugging, etc. but not a trench coat. Mask of a Thousand Faces cannot conceal items, nor does it Presence, Awe (Va.3.3.45) increase the character's ability to conceal Awe may only be used with Presence items with the alteration of clothing. powers or Social Challenges that do not involve supernatural powers. It may only Obfuscate, Vanish from the Mind's Eye be used in challenges where the user is (Va.3.3.38) visible to the other character. A character attempting to vanish only bids one Trait regardless of the number of Presence, Summon (Va.3.3.46) observers bidding against her. The Social Trait bid and the Leadership Ability used (if you elect to use one) are Obfuscate, Cloak the Gathering (Va.3.3.39) considered expended regardless of the Cloak the Gathering cannot be used on result of the challenge. The Summon power unwilling, torpored, or unconscious targets. dissipates at dawn at the victim's location. Also, Summon cannot cause the subject to Obtenebration, Arms of the Abyss travel through extremely dangerous or (Va.3.3.40) directly damaging areas. A summoned Potence and Fortitude cannot be added to individual will take steps to avoid danger the arms. The number of Traits possessed and mitigate risk when traveling, but the

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Summons is broken if there is no way to Quietus, Scorpion's Touch (Va.3.3.51) reach the summoner, except through Traits lost to Scorpion's Touch also apply to dangerous or fatal territory. The the comparison of ties, causing the victim to summoning character's intent is not bid fewer Traits. considered when determining if a situation is "dangerous". Only the condition of the Quietus, Dagon's Call (Va.3.3.52) physical environment is relevant. This power takes one turn to activate. Only base Physical Traits are applicable for the Presence, Father Knows Best (Va.3.3.47) comparison of ties in these Static Physical This Discipline requires High Approval to challenges, not Traits added for blood possess. expenditure, alternate forms, etc.

Protean, Earth Meld (Va.3.3.48) Quietus, Taste of Death (Va.3.3.53) Normal disturbances to the ground will not This power does two levels of aggravated end the effects of Earth Meld, although damage instead of one. digging will cause the character to be ejected. Serpentis, The Form of the Cobra (Va.3.3.54) Characters using The Form of the Cobra are Protean, Shape of the Beast (Va.3.3.49) not affected by the darkness rules. Also, Vampires in wolf form gain the Physical their venom causes living beings one level Traits Quick, and Lithe, in addition to the of lethal damage each turn after a bite, for Sharp Trait granted by Feral Claws. The three turns. form allows them to travel an additional six un-penalized steps per action in combat Temporis (Va.3.3.55) during any round in which they do not The optional rules in the box labeled “You attack. Can't Get There From Here: A Storyteller Option” are used in the Sanctioned Vampires in bat form may only declare Chronicle. No character can have both three Traits in challenges to harm or Celerity and Temporis. otherwise attack someone. (They are not limited to bidding three Traits in challenges Temporis, Clotho's Gift (Va.3.3.56) of defense.) They can fly at their normal The maximum number of Physical Traits a running speed and all attacks against them character can risk on this Discipline is equal suffer a two Trait penalty. If more then five to half the number of Temporis powers the steps away from the nearest attacker, they character possesses, rounded down. can declare a Fair Escape unless an attacker possesses more heightened speed. Note that Temporis, Clio's Kiss (Va.3.3.57) vampires in either "fight" or "flight" form Every use of this Discipline requires High may not make use of weapons in combat. Approval.

Thanatosis, Withering (Va.3.3.58) Quietus (Va.3.3.50) A successful use of Withering against the The maximum number of Quietus toxin head of a vampire prevents him from using coatings that may be applied to any single any Disciplines except Celerity, Fortitude, weapon is three times the weapon’s normal and Potence. bonus Traits. Different Quietus powers cannot be used on the same weapon, as the Thanatosis, Necrosis (Va.3.3.59) different poisons render themselves inert This power inflicts aggravated damage, when mixed. Unless a duration is otherwise rather than lethal. noted in the Discipline’s text, coatings of Quietus toxins last for a single session. Thaumaturgy (Va.3.3.60)

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Thaumaturgical powers that require touch do not require skin contact, despite the rule Thaumaturgy, Hands of Destruction, Acidic on page 47 of Laws of the Night Storytellers Touch (Va.3.3.65) Guide. Only effects that keep the This power lasts for the duration of the thaumaturge from speaking (carving out her scene. The vampire can choose to inflict an tongue, Vicissitude) will prevent her from aggravated wound level upon an unarmed using Thaumaturgy. Unless a power attacker, even if the thaumaturge loses the specifically requires the subject to hear the Physical Challenge. The acid can only inflict thaumaturge’s voice, circumstances that a maximum of one aggravated level of simply prevent it from being heard (a raging damage per turn, regardless of the amount storm, Silence of Death) will not hinder that comes in contact with a victim, or the Thaumaturgy. means by which it does so.

While the Thaumaturgy possessed by the Thaumaturgy, Mastery of the Mortal Shell, Tremere, the Assamites, and the Setites Seizure (Va.3.3.66) share game mechanics, in the World of This power lasts for one turn per Mental Darkness these are widely different magical Trait expended by the thaumaturge (up to a paths. It requires High Approval for a maximum of five Traits), not one scene. Thaumaturge to learn paths or rituals from someone possessing a different Clan's Thaumaturgy, Mastery of the Mortal Shell, 'version' of Thaumaturgy. Body Failure (Va.3.3.67) This power lasts for one turn per Mental Thaumaturgy, Elemental Mastery, Animate Trait expended by the thaumaturge (up to a the Unmoving (Va.3.3.61) maximum of three Traits). Each turn, a Objects animated with this power have vampire may "soak" the damage by winning Physical Traits equal to the thaumaturge’s a Static Physical Challenge against the current Willpower and can inflict one level thaumaturge's Mental Traits to avoid one of damage in combat, the type of which is level of lethal damage. The "Bomb" or "Win determined by the Storyteller. All Ties" mechanics may not be used in this Challenge. Thaumaturgy, Elemental Mastery, Summon Elemental (Va.3.3.62) Thaumaturgy, Mastery of the Mortal Shell, Storyteller assistance is required for use of Marionette (Va.3.3.68) this power. Storytellers are encouraged to This power lasts for one turn per Mental be harsh towards players who make Trait expended by the thaumaturge (up to a frivolous use of Summon Elemental, as it maximum of three Traits). While in control can disrupt game play if not closely of a target's body, the vampire may force the monitored. This power may only be used target to utilize as much Potence and once per session. The elemental will serve Celerity as the thaumaturge knows the the caster for the duration of the session. target to possess (except any Superior levels). The target may utilize Fortitude as Thaumaturgy, the Green Path, Speed the he desires. Season’s Passing (Va.3.3.63) Using this power to destroy an item in Thaumaturgy, Movement of the Mind, combat may require a Physical Challenge at Flight (Va.3.3.69) Storyteller discretion. To retain an ensnared victim, the thaumaturge must win another Mental vs. Thaumaturgy, the Green Path, Dance of Physical Challenge at the end of every other Vines (Va.3.3.64) turn. The use of the "Bomb" or "Win All Consult with a Storyteller to determine the Ties" mechanics in this challenge is at exact damage and reach of plants animated Storyteller discretion. with this Discipline.

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Thaumaturgy, Movement of the Mind, Thaumaturgy, the Path of the Blood’s Curse, Control (Va.3.3.70) Ravages of the Beast (Va.3.3.75) To retain an immobilized victim, the The difficulty of the Virtue Test to avoid thaumaturge must win another Mental vs. frenzy is four Traits. Physical Challenge at the end of every third turn. The use of the "Bomb" or "Win All Thaumaturgy, the Path of Corruption Ties" mechanics in this challenge is at (Va.3.3.76) Storyteller discretion. Followers of Set and Serpents of the Light with Path of Corruption do not possess Thaumaturgy, Neptune’s Might, Blood to Thaumaturgy; rather they possess Setite Water (Va.3.3.71) Sorcery. A Storyteller should be consulted Using this power requires an action, which to help determine the exact effects of Basic includes a Physical Challenge to touch the Path of Corruption Disciplines. Path of target. A maximum of three Mental Traits Corruption uses the Subterfuge Ability for may be spent on each use of this power. retests.

Thaumaturgy, the Path of Blood, Blood Thaumaturgy, the Path of the Father’s Rage (Va.3.3.72) Vengeance, Feast of Ashes (Va.3.3.77) Blood Rage cannot force a subject to commit No more than three Mental Traits can be a feat of which they are normally incapable. spent when activating this Discipline. It can be used to bypass the generational limits for blood expenditure. Blood Rage Thaumaturgy, the Path of Transmutation, cannot force a character out of torpor. If a Gaol (Va.3.3.78) character entered torpor due to injury, Using this Discipline to trap an unwilling Blood Rage may be used to heal the subject requires the thaumaturge to make a wounds, allowing the character a single Mental Challenge against his subject’s opportunity to wake prematurely. The Physical Traits. The use of the "Bomb" or normal cost and test for waking still apply. "Win All Ties" mechanics in this challenge is Additional healing does not provide at Storyteller discretion. No Disciplines or additional opportunities to wake early. supernatural powers can be exercised across the barrier created by Gaol. As stated in the Thaumaturgy, the Path of Blood, Blood of power's description, a Gaol completely Potency (Va.3.3.73) encapsulates the target. Once created, a Gaol The generation granted by this power only may not be moved. affects the character's Blood Pool size, her number of Blood Traits expendable in a Thaumaturgy, Spirit Manipulation, Entrap turn, her ability to awaken vampires from Ephemera (Va.3.3.79) torpor, and her interaction with powers that Creating a fetish requires High Approval. compare generation. No other benefits of The approving Storyteller will provide a the lower generation are gained. No signed write-up of the exact effects of the character can reduce her effective generation fetish. below 4th with Blood of Potency. Thaumaturgy, Spirit Manipulation, Duality Thaumaturgy, the Path of the Blood’s Curse (Va.3.3.80) (Va.3.3.74) This power may not be used to move All levels of this path are lost, without creatures between worlds. refunding of experience or other Traits used to purchase it, should the Thaumaturge Valeren, Burning Touch (Va.3.3.81) permanently acquire a generation below Endurance and other similar powers do not tenth. negate the wound level effects caused by this Discipline.

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Valeren, Blissful Agony (Va.3.3.82) remainder of the scene. The animated mass Endurance and other similar powers do not is not sentient, but it can move and attack at negate the wound level effects caused by the user's bidding. It has Physical Traits and this Discipline. health levels equal to the user's, but no Abilities or other powers. The user can only Visceratika, Scry the Hearthstone (Va.3.3.83) control a number of these equal to her Use the Auspex vs. Obfuscate interaction permanent Willpower Traits at any given rules given under Auspex instead of those time. in Laws of the Night. RITUALS (Va.3.4.00) Visceratika, Armor of Terra (Va.3.3.84) Casting Superior level rituals requires a As a reminder, bashing damage is not Static Mental Challenge (against 11 Traits halved in the Sanctioned chronicle. for Elder, 13 Traits for Master, and 15 Traits for Ascendant level Rituals). The standard Visceratika, Rockheart [New Elder] casting times are 40 minutes for Elder, 50 (Va.3.3.85) minutes for Master, and 60 minutes for The vampire’s innards become hard and Ascendant level rituals. rocklike. Incoming damage from physical attacks such as fists, claws, swords, firearms, For Necromancy, Thaumaturgy, and clan- or explosives is reduced to half (round up), specific sorceries, free rituals are only after considerations for other reductions gained from the primary path, not all paths such as armor and Fortitude. This effect the character learns. (Characters will only does not reduce damage from fire, sunlight, receive a maximum of five free rituals.) or magic. Additionally, the vampire cannot be staked unless his attacker possesses Rituals from Laws of the Night Storytellers superhuman strength, such as granted by Guide are Low Approval, unless noted Potence (of at least Intermediate level), otherwise below. Those with a Horrid Form, Crinos form, etc. Thaumaturgy path listed after their name cannot be learned unless the character Visceratika, Dark Statue [New Elder] possesses at least one power from that (Va.3.3.86) Discipline path. Necromancy and By spending three Blood Traits and Thaumaturgy rituals from Laws of the remaining completely still, the user is Night Sabbat Guide require High Approval invulnerable to sunlight until the next to be learned by vampires who are not sundown. This power does not preclude the members of the Sabbat venue. New rituals vampire from having to make a Courage with a clan or sect listed in the title require check for the presence of sunlight, but she High Approval to be learned by one who is only has to make one for the entire day. not a member of that clan or sect. While in this form, the user is aware of her surroundings, and can use her complete Cobra's Favor, Court of Hallowed Truth, range of senses and sensory powers. If the Pavis of Foul Presence, Rite of Introduction, vampire moves while Dark Statue is active, Stone Slumber, and Track Transgressor are the power ends, and she becomes Low Approval for Tremere, but High vulnerable to sunlight. Additionally, she is Approval for others. Custom rituals require then subject to the rules for staying awake Top Approval. during the day. To learn Elder, Master, or Ascendant Visceratika, Crawling Chamber [New Thaumaturgy rituals, a character must know Master] (Va.3.3.87) two paths at Advanced level and must be of By spending three Blood Traits, the user can sufficient generation to learn Disciplines of animate up to one hundred cubic feet of equivalent level (i.e. you must be at least freestanding stone (usually a statue) for the seventh generation to learn Master

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Disciplines). The Experience Trait costs for that this ritual does not allow the character Superior rituals are eight Experience Traits to see ancestors beyond the originator of the for Elder, ten Experience Traits for Master, subject’s clan or bloodline. and twelve Experience Traits for Ascendant level rituals. Thaumaturgy Ritual, Burning Blade [New Camarilla] (Va.3.5.03) BASIC RITUAL DESCRIPTIONS This ritual can only be used on melee (Va.3.5.00) weapons. The caster spends at least three Blood Traits to cast the ritual. At any time Necromancy Ritual, Call of the Hungry during that session, she may then wound Dead (Va.3.6.01) herself with the weapon to activate the The lock of hair used in this ritual is power until the end of that scene. When destroyed during the casting. activated, the weapon flickers with an unholy green flame, inflicting aggravated Thaumaturgy Ritual, Bind the Accusing wounds. The ritual ends prematurely if, Tongue [New Camarilla] (Va.3.5.01) after activation, the number of times the This power lays a compulsion upon the weapon inflicts damage ever equals the subject preventing her from speaking, number of Blood Traits spent in the casting. writing or otherwise communicating ill of the caster, thus allowing the thaumaturge to Thaumaturgy Ritual, Donning the Mask of commit literally unspeakable acts without Shadows [New Camarilla] (Va.3.5.04) fear of reprisal. Casting requires a picture While this ritual does not create true or effigy of the target, a lock of the target's invisibility, it renders the subject hair, and a black silk cord. The caster then translucent. Her form becomes dark and cast the ritual, winding the cord around the smoky, and the sounds of her footsteps are image and the lock of hair, and engages the muffled. The ritual may be cast to affect a target in a Mental Challenge. If successful number of willing subjects equal to the the target must spend a Willpower Trait and thaumaturge's level of the Occult Ability. defeat the thaumaturge in a Mental The subjects are concealed exactly as per the Challenge to communicate ill of the caster in Obfuscate power, Unseen Presence. The any manner. The ritual lasts until the target effect may be seen through or dispelled in manages to speak ill of the caster or the cord exactly the same manner as that Basic is unwound, at which point the components power. For example, Conrad is concealed turn to dust. by Donning the Mask of Shadows. Johnny successfully uses Auspex to see Johnny, who Thaumaturgy Ritual, Blood Walk [New appears as a dark and smoky shape. Camarilla] (Va.3.5.02) Donning the Mask of Shadows lasts a This ritual is used to trace a subject's number of hours equal to the caster's level of vampire lineage and the blood bonds in the Occult Ability or until he dispels the which the subject is involved. The effect. thaumaturge must have a Trait of the subject's blood, and must win or tie a series Thaumaturgy Ritual, Engaging the of Simple Tests, continuing until she loses. Transference Vessel [New Tremere] Each successful test allows the vampire to (Va.3.5.05) look back one generation, giving both the This ritual enchants a container filled with true identity of the ancestor and an image of blood to transfer its contents with blood his face. The caster also learns the from any living or unliving being making generation and clan from which the subject skin contact with it. When the ritual is cast is descended. If at least three tests were the object, which must be between the size successful, the identities of all parties with of a mug and a gallon jug, is sealed with a whom the subject shares a blood bond, quantity of blood that it transfer with an either regnant or thrall, are revealed. Note equal amount of blood from anyone who

78 The Camarilla Rules Supplement 6.0 touches it, until the object is opened. The flesh, tattoo ink, etc. The character spends a target feels a slight chill as the container Blood Trait in the execution of this ritual. trades the Blood Trait within it for a Blood She must be completely naked in the Trait within the target. As this sensation casting, lest her clothes, jewelry, makeup, seems quite normal and varies with each etc. be dissolved as well. casting, characters must have at least 4 levels of the Occult Ability or 3 levels of the Thaumaturgy Ritual, Wards (Va.3.5.12) Tremere Lore Ability to recognize the effect Once cast; Wards remain on the object until for what it is, even if they have experienced it is destroyed or until the passing of a year it before. Tremere find this ritual useful for and a day. The same ritual can be used to acquiring blood and creating blood bonds. attune an old Ward so as to immunize a new person). Anyone who will be affected by a Thaumaturgy Ritual, Impressive Visage ward can sense it just before they touch it. (Va.3.5.06) When a ward is placed on a melee weapon, This ritual lasts for one scene, not a full the weapon does normal damage, plus one session. lethal wound from the ward. Damage from a Ward may not be converted into Thaumaturgy Ritual, The Imp's Affliction aggravated damage through the use of (Va.3.5.07) additional powers. Characters do not While under the effects of this ritual, the receive cumulative damage from contact target has a one Trait penalty to all Physical with multiple wards at the same time. Challenges and a two Trait Penalty to all Social Challenges. The effects of this ritual Thaumaturgy Ritual, Ward vs. Ghouls cannot be stacked with multiple castings. (Va.3.5.13) This ritual has no effect on either normal Thaumaturgy Ritual, Incantation of the humans, or mages, and there is no known Shepherd [New Camarilla] (Va.3.5.08) Warding ritual that does. This ritual allows the vampire to locate any member of his herd. If the character does Thaumaturgy Ritual, Warding Circles not have any Herd Background, it locates (Va.3.5.14) the closest five mortals from whom he has The casting time for all Warding Circles is as fed at least three times each. normal to create a circle that lasts until sunset, or one entire night to create one that Thaumaturgy Ritual, Principal Focus of will last for a year and a day. Vitae Infusion (Va.3.5.09) After breaking down the ensorcelled object, The Tremere have access to seven Warding it becomes a pool of the caster’s blood. To Circle rituals: Warding Circle versus Ghouls utilize this blood, a character will need to (Basic, see below), Warding Circle versus ingest this blood. As listed on page 106 of Fae, Lupines, and Kindred (all Laws of the Night: Revised, only three Traits Intermediate), and Warding Circle versus of blood may be consumed in a turn. Spirits, Ghosts and Demons (all Advanced). Each of these Warding Circles must be Thaumaturgy Ritual, Purge the Inner learned separately. The effects against the Demon (Va.3.5. 10) targeted beings are the same as for Warding This ritual will not help a vampire in Circle versus Ghouls, except the affected Wassail. creature is determined by the version of the ritual. All such rituals require material Thaumaturgy Ritual, Purity of Flesh [New components equal to those of the Camarilla] (Va.3.5.11) corresponding Ward ritual, multiplied for The caster cleanses her body of all foreign each five feet of radius in the Warding material with this ritual. This includes dirt, Circle. Warding Circles cross all planes of alcohol, drugs, poison, bullets lodged in the

79 The Camarilla Rules Supplement 6.0 reality, and will affect the target creatures capture the voice of the target. The victim regardless of current form. knows the source of the attack.

Thaumaturgy Ritual, Warding Circle vs. Thaumaturgy Ritual, Flesh of Fiery Touch Ghouls [New Tremere] (Va.3.5.15) [New Camarilla] (Va.3.6.04) This ritual is enacted in a manner similar to This defensive ritual inflicts one level of Ward vs. Ghouls, but it creates a circle (up aggravated damage on anyone who to fifty feet in radius) centered on the caster voluntarily touches the ritualist (such as an into which a ghoul cannot pass without unarmed attack). The caster must swallow a risking harm. Any ghoul who attempts to red-hot ember, suffering one aggravated cross the boundary of the circle feels a wound, after which she is protected for the sleight tingle on her skin, just in time to stop entire night. herself from crossing it. Those who ignore this warning must succeed in a Static Thaumaturgy Ritual, Heart of Stone [New Willpower Challenge (no Traits risked) vs. Camarilla] (Va.3.6.05) the ritualist's permanent Willpower Traits in A vampire under the effect of this ritual is order to cross the barrier. Should the rendered impervious to staking and gains challenge be failed, the ghoul suffers a lethal three bonus Traits in challenges to resist wound, and is barred from the area Presence powers, as his heart is transformed protected by the Warding Circle until the into solid stone. This ritual requires the next sunset. Attempts to leave the circle are caster to suffer one level of aggravated not opposed, but once the ghoul has left, it damage as a candle burns on his chest. The must challenge again to reenter. effects last until the caster desires to break them. While affected, the thaumaturge's INTERMEDIATE RITUAL emotional capacity becomes almost non- DESCRIPTIONS (Va.3.6.00) existent, giving him an effective Conscience Virtue of one, barring the use of the Necromancy Ritual, Call Upon the Shadow's Empathy Ability, allowing him to bid only Grave (Va.3.6.03) half his Traits in non-intimidation Social This ritual only works on wraiths and only Challenges he initiates, and temporarily on one wraith per casting. negating all Merits pertaining to positive social interaction. Thaumaturgy Ritual, Blood Allergy (Va.3.6.01) Thaumaturgy Ritual, Pavis of Foul Presence The blood focus must be that of the target, (Va.3.6.06) who must also be defeated in a separate When a Presence power is used on the Mental Challenge for the ritual to work. The ritualist, she may elect to activate the ritual caster does not need to be within sensory reflexively after the challenge. If the range of the target to use Blood Allergy. ritualist won the challenge to resist the Presence power used against her, the Thaumaturgy Ritual, Bottled Voice [New Presence user is affected by the power Camarilla] (Va.3.6.02) instead. If the ritualist failed the challenge, This ritual draws out an individual's ability the Presence power is simply nullified. to create any sound with their voice. The Pavis of Foul Presence cannot be used on caster prepares a bottle (sealed by wax) into Presence powers that do not directly target which the voice becomes trapped, the thaumaturge (such as Majesty). The remaining lost to the target until the seal or casting is dispelled after a single use. bottle is broken. The caster performs the incantation within the normal speaking Thaumaturgy Ritual, Sanguine Assistant range of the target. Once cast, the vampire [New Camarilla] (Va.3.6.07) must expend a Willpower Trait and then This ritual creates an automaton out of the win a Mental Challenge to successfully caster's spare laboratory pieces. The

80 The Camarilla Rules Supplement 6.0 construct stands about one foot high and is combination with Shaft of Belated roughly human in shape. It aids the Quiescence. The Splinter Servant has no thaumaturge in research and rituals, but is Auspex, and thus may not attempt to pierce useless in combat. The exact benefits of the Obfuscate or similar effects. aid of these constructs are left to the Storyteller, but they generally allow Thaumaturgy Ritual, Ward versus Kindred research to be completed in a shorter [New Camarilla] (Va.3.6.11) amount of time. This ritual wards an object in a manner identical to Ward versus Ghouls, except that Thaumaturgy Ritual, Scry (Va.3.5.08) it affects vampires instead of ghouls. When this ritual is used to spy on someone Casting the ritual requires a Trait of the using powers of concealment (such as caster’s blood, instead of a Trait of mortal Obfuscate), the caster must use Auspex to blood, and the ward does not affect the defeat his target's concealment, lest the caster. This ritual has no effect on Kuei-Jin, ritual automatically fail. This is the only and there is no known Warding ritual that way that Auspex can be used in conjunction does. with Scry. Thaumaturgy Ritual, Ward versus Lupine Thaumaturgy Ritual, Shaft of Belated [New Camarilla] (Va.3.6.12) Quiescence [New Camarilla] (Va.3.6.09) This ritual wards an object in a manner This ritual turns an ordinary stake (or other identical to Ward versus Ghouls, except that pointed weapon) made of rowan wood into it affects werewolves instead of ghouls. a particularly vicious weapon. It costs three Additionally, to cast the ritual requires a Blood Traits to treat the stake in this fashion. handful of silver (approximately $1,000 A successful strike with the treated weapon worth) instead of a Trait of mortal blood. causes its tip to break off in the target and Note that this ritual has no effect on burrow towards the heart. A normal Changing Breeds other than the Garou, and staking check is immediately performed there is no known ritual that does. against the victim, which if successful, stakes a vampire or Mortally Wounds a ADVANCED RITUAL DESCRIPTIONS mortal, ghoul, etc. If the check fails, another (Va.3.7.00) is made each hour until the tip succeeds in its attempts. Each hour, a character with the Thaumaturgy Ritual, Enchant Talisman Medicine Ability may surgically remove the [New Camarilla] (Va.3.7.01) tip if she succeeds in a Static Mental This ritual is the first taught to most Challenge against ten Traits. Tremere once they have attained mastery of their first path. A thaumaturge's talisman is Thaumaturgy Ritual, Splinter Servant [New a source of personal pride. It costs a Camarilla] (Va.3.6.10) permanent Willpower Trait to enchant the Splinter Servant consists of a stake carved of item, which may be any rigid object close to wood from a tree that has nourished itself a yard in length. Swords and staves are the on the dead and is bound in wax-sealed most common, but even violins, shotguns, nightshade. When activated, the servant pool cues, and classroom pointers can be splits itself into roughly human form and used. When grasping his talisman, a begins single-mindedly trying to impale the thaumaturge is one Trait up on all target's heart. A Splinter Servant has three challenges involving Thaumaturgy and its health levels and a number of Physical rituals. He also gains one bonus Trait while Traits equal to the caster's permanent using it in melee combat (in addition to Willpower Traits. It will continually what is normally given for using such a attempt to stake its target until it succeeds, weapon or item). A vampire can only have is destroyed, or it destroys itself (runs out of one talisman at a time and ownership of a Traits). This ritual is not usable in talisman cannot be transferred. If another

81 The Camarilla Rules Supplement 6.0 thaumaturge gets a hold of the ritualist's components of these Advanced rituals are a talisman, she is up three Traits up on all handful of powered marble from a Thaumaturgy challenges against the ritualist tombstone for Ward versus Ghost, and a while she holds it. vial of holy water for Ward versus Demons.

Thaumaturgy Ritual, Escape to a True COMBINATION POWERS (Va.3.8.00) Friend [New Camarilla] (Va.3.7.02) Combination powers are listed in the Escape to a True Friend allows the caster to Clanbooks (see Vampire Appendix A), or travel to a person whose friendship and are converted from tabletop sources (with trust she values. The vampire steps into a the appropriate special approval). For the ritual circle (which requires six nights to Sanctioned chronicle, all combination create), speaks the “True Name” of her powers cost half the number of Experience friend, and is instantly transported to that Traits as the tabletop versions (rounded up). individual. She does not appear directly in front of the friend. Instead she materializes To teach a combination power she knows, a in a location out of sight of any observer and character must also be able to teach the within a few minutes' walk from the friend. Discipline levels that the combination power Activating this ritual requires a full turn of requires. For example, to teach Burning concentration while within the circle. The Wrath (which requires Intermediate Celerity thaumaturge does not actually escape until and Intermediate Potence), a character must the end of the turn. have Burning Wrath, Advanced Celerity, and Advanced Potence. Thaumaturgy Ritual, Nectar of the Bitter Rose (Va.3.7.03) Combination powers based on Dominate do This ritual requires Top Approval. not work on a vampire of lower generation than the user. Combination powers based Thaumaturgy Ritual, Stone of the True Form on Chimerstry or Obfuscate interact with (Va.3.7.04) Auspex is the same manner as those The effect lasts only three turns, not a scene. Disciplines normally would. The pebble talisman becomes inert after one successful use. A character may only have RITAE (Va.3.9.00) one such talisman made at a time. The optional Performing the Rites rules on page 140 of Laws of the Night: Sabbat Guide Thaumaturgy Ritual, Ward versus Spirits are used in the Sanctioned chronicle. [New Camarilla] (Va.3.7.05) This ritual wards an object in a manner The Blood Feast (Va.3.9.01) identical to Ward versus Ghouls, but the A character's blood pool cannot exceed his ward created also extends beyond the generational limit by more then half (round physical world to affect spirits, such as those down) as a result of this ritae. Additional controlled with Spirit Manipulation. The Traits are lost. material component of this ritual is a handful of pure sea salt, instead of the Trait Fire Dance (Va.3.9.02) of mortal blood required in Ward versus No more then three Traits can be gained as a Ghouls. The ward created affects spirits in result of this ritae. It is suggested than only both the physical and the spirit realm, the most impressive jumper should receive allowing the ward to harm them even when more then one Trait. they are not material. The Vaulderie (Va.3.9.03) There are two variations to this ritual, Ward This ritual purifies the blood used, versus Ghost and Ward versus Demons, removing the taint of disease and negating which function in the same manner but powers that leave lingering harmful effects must be learned separately. The material in the blood. Note that unlike traditional

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Blood Bonds, the Vaulderie does not fade either one higher than her sire’s or is the over time. lowest that her MC allows (whichever is worse). Characters that did not already Chapter Four: Systems (Va.4.0.00) have three Discipline levels gain enough Basic in-clan Disciplines to bring them up to The crossover rules in Chapter Six of Laws three. of the Night Storytellers Guide are not used in the Sanctioned chronicle. Instead, refer to STATES OF THE SOUL (Va.4.3.00) the rules beginning on page 92 of Dark Epics. Blood Bonds (4.3.01) A character may have any number of one- DAMAGE (Va.4.1.00) and two-stage blood bonds. However, they may only have one three-stage bond. When Healing with Blood Traits is reflexive, and a three-stage blood bond is achieved, all can be done while performing other actions. other bonds have no effect upon the thrall One Blood Trait heals one level of lethal but still exist for purposes of determining damage, or two levels of bashing damage. It future blood bonds. requires three Blood Traits and one Willpower Trait for a vampire to heal one When a bond “breaks” through the isolation aggravated wound level, and the wound process described in Laws of the Night, the will not heal until the vampire arises the bond is simply reduced by one stage. next night. Through this same method, even first and second-stage blood bonds can be lost. The Firearms (Va.4.1.01) thrall’s number of permanent Willpower Vampires take Bashing, not Lethal, damage Traits cannot reduce the time requirement to from firearms. less than two months. Note that time will not reduce any type of blood bond that a Torpor (Va.4.1.02) Tremere has to the Council of Seven, as Vampires in torpor remain there for twelve described in the Clan Disadvantage. weeks minus two weeks for each Morality Trait they possess. Diablerie (Va.4.3.02) Diablerie attempts on NPCs that would Staking (Va.4.1.03) result in a lowering of the character's The mechanics for Staking operate exactly as generation below what the player’s Member written in Laws of the Night: Revised. Class allows at character creation, automatically fail in the fourth phase. METAMORPHOSIS (Va.4.2.00) Note that additional rules for All diablerie that results in a lowering of metamorphosis exist in Prime, and Mortal. generation constitutes an increase in the Most supernatural creatures that are Generation Background and must be Embraced simply die. (Awakened mortals reported to the High Approval Storyteller are an exception.) Being Embraced during within one month. It must also be included the course of a game does not allow a in all reports to higher level Storytellers character to circumvent the necessary until the High Approval Storyteller approval levels for certain clans (see Types acknowledges it. Each instance of diablerie in Chapter One for details). that increases generation must be noted in the character's Experience Log. This When a character is turned into a vampire, information must include date of the the player’s Member Class limits her diablerie, the name and generation of the starting Generation Background (see character diablerized, and the name and Chapter One and Chapter Two for details). membership number of the player of that This means that the character’s generation is character, or the name and membership

83 The Camarilla Rules Supplement 6.0 number of the Storyteller behind the NPC. Trait-lending system Laws of the Night Previous diableries are not grandfathered. assigns to Prestation is not used in the Sanctioned chronicle. No Experience Traits are gained from Diablerie, nor does improving generation Status may not be bought during character increase the vampire’s number of Willpower generation. Traits. However, a successful Diablerie allows the vampire to gain one Generation Patronage Status (Va.4.4.01) Background Trait, at no cost, so long as the Patronage Status refers to those Traits not diablerie resulted in a lowering of granted by sect position or social class. generation. (Acknowledged is considered to be Patronage Status). Camarilla vampires are Golconda (Va.4.3.02) limited to four such permanent Status Achieving Golconda, or any step toward it, Traits. Sect members that are not members requires Top Approval. of the common Camarilla clans (Brujah, Malkavian, Nosferatu, Toreador, Tremere, CAMARILLA STATUS (Va.4.4.00) or Ventrue) have a maximum of only three. The importance of reputation and standing When a character receives Patronage Status, is deeply ingrained in older Kindred. the Trait’s full name must include its source. Though it is considered incredibly offensive For example, the prince of Springfield to ignore or show disrespect to those with wishes to declare a member of her court to more standing, it should be noted that a be honorable. The Trait is named Honorable straight comparison of Status Traits is not from Madame Colleen, the Prince of always appropriate to every situation. As Springfield. examples, a prince is always considered to be the master of her own domain, and a Status granted by sect position and social character’s standing means very little in a class may exceed the maximums applied to domain where he has been blood hunted. Patronage Status. Characters cannot receive Status from more than one sect position and Temporary Status Traits expended are one social class at a time. Using these rules, regained at the end of the month (unless the most Status a Camarilla member could they were a loan). Any extra temporary possess is ten, as an Elder Prince of a Status Traits accrued are lost at this time. Camarilla Clan: Acknowledged, This return also applies to Status Traits that (Patronage), (Patronage), (Patronage), Elder, cannot be permanently lost, such as those Established, Venerated, Exalted, Well- attached to currently held sect positions, Known, & Famous and those from social class. Social Class (Va.4.4.02) Permanent (not temporary) Status Traits Camarilla characters are divided by society may be added to a character’s Social Traits into social classes determined by a during Social Challenges. This applies to combination of their age and generation. Social Challenges with members of the The classes are neonate, Ancilla, and Elder. Camarilla in which the source of the It is common knowledge what social class a challenge is obvious, but not to challenges character belongs to, although it’s possible where supernatural powers are involved. (with Storyteller approval) for a character to When characters compare Status Traits to be seen as belonging to a class other then determine social importance or credibility, what is allowed by her true age and only permanent Traits are considered. generation.

For the purpose of the Status granting Neonates are vampires of eleventh limitations in Laws of the Night, each generation or higher, or who have existed calendar month represents one “story”. The less then 50 years in Kindred society. It is

84 The Camarilla Rules Supplement 6.0 advised that characters created of these generation may take months or years to generations be made at less than 200 years become sufficiently known for the of age, as very old neonates tend to suffer a character’s social class to change.) Gaining good deal of scorn. Ancilla requires Mid Approval. Gaining pretender or Elder requires High Approval. Ancilla are vampires that have proven themselves worthy of respect within Using Status (Va.4.4.03) Kindred society. They are known to be of All changes in Status must occur in a public the tenth (or lower) generation, and have forum (such as the local court or a regional existed for not less than 50 years. It requires e-mail list). To affect those who are absent Mid Approval for a vampire of neonate from a domain, or who are not members of a generation and/or age to have the Ancilla domain, an announcement must be made social class. either over a public forum that extends outside the domain or via the Storyteller Pretender Elders are characters of the eighth hierarchy. The ability of a prince or court generation or better, who have not lived the officer (primogen, harpy, and all stations centuries that true Elders have. True Elders appointed by the prince) to grant or remove consider age and experience to be a status can only affect Kindred physically necessity to temper the power of Elder present in the city, or those who have been blood. They often fear or distrust in the city within the last month. pretenders because many pretenders get their generation through diablerie. It A character cannot use her sect position to requires High Approval for a vampire of grant Status Traits to those of equal or neonate or Ancilla generation and/or age to greater standing. (I.e. if Julie has four Status have the pretender social class. Traits, she cannot give someone their fifth.)

Elder characters are known to be eighth Negative Status (Va.4.4.04) generation or better, and to have lived in Anytime a character can remove a Status excess of 300 years. Most Elders know of Trait from a character, he may instead elect one another or have heard of one another to award a Negative Status Trait. Similarly, over the span of the centuries they have anytime a character can grant or restore a lived. It requires High Approval for a Status Trait, they can remove a Negative vampire of neonate, Ancilla, or pretender Status Trait instead. generation and/or age to have the Elder social class. A character that possesses a Negative Status Trait is down one Trait in all comparisons of Ancilla gain the new additional Status Trait Status. A character can normally only of Ancilla. Pretenders gain the new possess one Negative Status Trait. Should additional Status Traits of Elder and another be gained, the earlier Trait is Venerated. Elders gain the new additional replaced with the new, and the character Status Traits of Elder, Established, and loses a permanent Status Trait. Examples of Venerated. As with Status granted by sect Negative Status Traits are Deceitful, positions, social class Status cannot be lost Despised, Disreputable, Foolish, Hated, permanently. The new Traits mentioned are Ignorant, Incompetent, Powerless, and used exclusively for social class. Reviled.

A character can begin play with a lesser In Camarilla society, known Caitiff are social class than her age and generation scorned and always possess the extra entitle her to. A change in social class after Negative Status Trait of Caitiff. This is the character creation requires Storyteller only exception to the rule preventing a approval, even if the character’s generation Camarilla venue character from having changes during play. (A change in more than one Negative Status Trait.

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Enlightened (for a five). The benefit is only Archons, Alastors, and Justicars (Va.4.4.05) applied for characters on the Paths of The Justicar may appoint (or create) archons Cathari, Caine, Death and the Soul, Feral during the course of play, but High Heart, Honorable Accord, Metamorphosis, Approval is required for any that are Night (all versions), and Power and the actually player characters. Alastors (and Inner Voice. Red Alastors) require Top Approval, regardless of how the appointment is Gaining Status (Va.4.5.02) achieved. A character’s pack can grant her one new permanent Status Trait if each of them The Justicars themselves are completely expends one temporary Status to that effect. immune to the powers and authority of the domain stations, answering only to the Negative Status (Va.4.5.03) Inner Circle of the Camarilla. They have The Sabbat makes use of a Negative Status four additional Status Traits granted by Trait system similar to the one described their position, though these Traits are not a under Camarilla Status. Sabbat can have up standard set. (Thus, the most Status that an to two Negative Status Traits at the same Elder Justicar could possess is eleven: time, but if they gain a third they remove Acknowledged, Elder, Established, the oldest Negative Status and one Venerated, three additional Patronage permanent Status Trait. Status Traits, and four for being a Justicar) Justicars are non-player characters created by the Master Storyteller with assistance of Vampire Appendix A: the National Storytellers, and assigned to specific National Storytellers (or a selected Clanbooks Assistant or Associate NST) to portray in the Sanctioned chronicle. This appendix describes alterations to the following Revised Clanbooks for use in the SABBAT STATUS (Va.4.5.00) Sanctioned chronicle: Assamite, Brujah, Temporary Status Traits expended are Followers of Set, Gangrel, Giovanni, regained at the end of the month. Any Lasombra, Malkavian, Nosferatu, Ravnos, extras accrued are lost at this time. This Toreador, Tremere, Tzimisce, and Ventrue. return also applies to the permanent Status Backgrounds, Merits, Flaws, and other items Traits that cannot be permanently lost while from the Revised Clanbooks are restricted to the station is held (like those linked to members of that clan (unless otherwise currently-held sect positions). noted), requiring only Low Approval for them, but High Approval for others. Status Maximums (Va.4.5.01) Disciplines are not limited to clan members, Sabbat vampires have a Status Trait and may be selected by others, subject to the maximum of eight, though Traits gained normal limitations for approval and from (one of) a character’s stations can learning (see Vampire, Chapter 3). Top exceed this maximum, as can Traits gained Approval is required for creatures outside in recognition of having a high Morality the Vampire venues to take anything from rating. A vampire must have the Status Trait these books. Initiated before it can have other Sabbat Status Traits. CLANS (Va.A.1.00)

Path Traits are not added to Sabbat Status Assamite (Va.A.1.01) on a one-for-one basis. Sabbat characters The variant bloodline weaknesses are not instead receive the additional Status Trait(s): used in Sanctioned Play. Instead, all Devoted (for a rating of three), Devoted and Assamites use the standard disadvantages Blessed (for a four), Devoted, Blessed, and listed in Laws of the Night (for all Assamites

86 The Camarilla Rules Supplement 6.0 whose primary venue is the Cam Venue) or Without the Cup, False Reflection, Paragon, Laws the Night Sabbat Guide (for all Proxy Kissed, Revenant Disciplines, Sleep Assamites whose primary venue is the Unseen, Sanguine Incongruity, Song in the Sabbat Venue). Assamite Sorcerers and Dark and Sympathetic Bond require High Viziers require High Approval to play. Approval. Characters whose concept includes membership in the Web of Knives use the Animal Traits [Gangrel] (Va.A.2.01) normal creation rules. All of the Animal Traits listed on page 58 of the Gangrel Clanbook are two Trait Merits Follower of Set (Va.A.1.02) for Gangrel (which count against their Followers of Set, Children of Damballah, maximum number of Merit Traits). They and Daitya use the standard rules for can be taken during character creation, or Followers of Set in Laws of the Night and purchased after the character gains a are Mid Approval in the Camarilla venue, Negative Trait due to frenzy. No more than while Tlacique and Warrior Setites are High one such Trait can be taken at character Approval for the Camarilla venue. These creation. Once in play characters should bloodlines are Top Approval for the Sabbat only take such Traits after extreme cases of venue. frenzy (Storyteller discretion). For taking an Animal Trait during character creation, the The Path of Sutekh is Mid Approval for character begins with one of the Negative Followers of Set and High Approval for Traits from the Clan Disadvantage without other vampires. The more rare Paths of any Free Trait benefits. Advantages gained Enlightenment Ecstasy and the Warrior are from these Traits do not apply if the both High Approval for Followers of Set, character uses a power that substantially and Top Approval for others. transforms the her body, such as Form of the Beast, Shape of the Beast's Wrath, or Mythic Lasombra (Va.A.1.03) Form. Armor granted by Animal Traits will Alternate Paths of Night are Mid Approval absorb the first wounds of the appropriate for Lasombra, High Approval for others. type inflicted in the session (calculated before the damage is reduced by any other Malkavian (Va.A.1.04) power the character might have). Malkavian Time is not used in the Sanctioned Chronicle. Attuned Taste [Tremere] (Va.A.2.03) This Merit requires Mid Approval. Tremere (Va.A.1.05) Membership in the Astors requires High Lizard Limbs [Nosferatu] (Va.A.2.04) Approval. The cost to re-grow a limb is the same as the cost to heal an aggravated wound, although Tzimisce (Va.A.1.06) it doesn’t prevent the vampire from healing The Flavoring Blood Bonds Optional Rule is an actual aggravated wound during the not used in the Sanctioned Chronicle. same day.

Ventrue (Va.A.1.07) Long Fingers [Nosferatu] (Va.A.2.05) Flavor text on page 49 aside, Ventrue cannot The Dexterous Trait gained from this Merit gain any special knowledge from tasting may exceed the character’s normal blood, except to determine whether or not it maximum, but it is not usable in combat. is blood allowed by their feeding restriction. BACKGROUNDS (Va.A.3.00) MERITS AND FLAWS (Va.A.2.00) Bound to the Council, Consanguineous Military Force (Va.A.3.01) Resistance, Deadened Nerves, Double This Background is not used in the Betrayer, Dynamic Personality, Embraced Sanctioned Chronicle.

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Dominate, Oberon's Grail [Tremere] Spirit Slaves (Va.A.3.02) (Va.A.4.05) This Background has been modified in the This is an Elder level Discipline, not Master Sanctioned Chronicle. Each level of this level. Only vampires who possess Oberon's background represents a hold upon an Grail can restore memories lost to Oberon's additional "common wraith" as described in Grail. In that case, the memories can be Prime, Chapter 2, with a maximum of five restored using the rules outlined under wraiths so held. Disregard the option to Forgetful Mind. obtain a more powerful wraith, instead of multiple weaker ones. Koldunic Sorcery [Tzimisce] (Va.A.4.06) The Tzimisce Koldun bloodline practices DISCIPLINES (Va.A.4.00) Thaumaturgy, not actual Koldunic Sorcery. Six dot (***** *) Disciplines equate to Elder Possession of Koldunic Sorcery (such as the Disciplines in the MET system. Seven dot Path of Sorrows) requires Top Approval. (***** **) Disciplines are Master, and eight dot (***** ***)Disciplines are Ascendant. Necromancy, the Maelstrom and Nigrimancy [Giovanni] (Va.A.4.07) Mask of Cathay, Path of the Levinbolt, and These rules are not used in the Sanctioned Path of Shadowcrafting require High Chronicle. Approval. Only Malkavians may learn Babble, The Call, Scrawl, and Sibyl's Obfuscate, Mental Maze [Followers of Set] Tongue. (Va.A.4.08) It costs a Willpower Trait to use this Animalism, Drawing Out the Beast [Ravnos] Discipline on a supernatural creature or a (Va.A.4.01) Partially Awakened mortal. The effects last The Optional Rules for Drawing Out the no longer than one scene (or three turns if Beast are not used in the Sanctioned the subject is engaged in combat). Chronicle. Obtenebration, Special Effects and Optional Animalism, Quell the Herd [Gangrel] Rules [Lasombra] (Va.A.4.09) (Va.A.4.02) These rules are not used in the Sanctioned Quell the Herd works on vampires, but Chronicle. requires a Willpower Trait to be spent (before the mob challenge is made). Obtenebration, Shroud of Absence [Lasombra] (Va.A.4.10) Assamite Sorcery [Assamite] (Va.A.4.03) The Shroud of Absence has no effects on Assamite Sorcery (a version of mechanical recording devices, acting Thaumaturgy developed by the Assamites) identically to Obfuscate in that respect only. is a High Approval Discipline for any but A maximum of three Social Traits can be Amr caste Assamites. Assamite Sorcery spent to raise the user's Willpower for uses the same rules and approval levels as challenges to the Shroud of Absence. They Thaumaturgy. The primary path for must be spent when the power is activated, Assamite Sorcery is Lure of Flames (instead and they last for the duration of the power’s of Path of Blood). use. Any attacks made out of a Shroud of Absence allow those around it to Assamite Sorcery, Awakening of Steel immediately test against the Shroud, even if [Assamite] (Va.A.4.04) they have recently failed to pierce it. This path requires High Approval for practitioners of Assamite Sorcery, and is not Presence, Temptation and Phobia [Followers available to characters practicing other of Set] (Va.A.4.11) versions of Thaumaturgy. Effects of these Disciplines are not permanent. Instead, they last until the

88 The Camarilla Rules Supplement 6.0 victim spends as many Willpower Traits as Quietus, Blood Sweat [Assamite] (Va.A.4.16) the user spent to activate it. Each time the To use Blood Sweat, the character victim spends Willpower to resist, they stop concentrates for two turns, doing nothing the effects of the Discipline for ten minutes more than walking a step each turn, and (or one turn of combat). Temptation and then initiates the challenge as his action on Phobia are High Approval for non-Setites. the third turn. He expends Mental Traits (up to a maximum of three) and makes a Presence, Corruption [Followers of Set] Simple Test for each Trait expended. Each (Va.A.4.12) Simple Test won will cause the victim to The Setite must spend at least as many lose three Blood Traits. Each tie causes a Willpower Traits as the target's Morality loss of two Blood Traits, and each Test lost rating for this power to be successful. It will will cause the victim to lose only one Blood then last until the target spends as many Trait. Willpower Traits to resist this discipline as the Setite has permanent Social Traits. Each Quietus, Baal’s Bloody Talons [Assamite] time the victim spends Willpower to resist, (Va.A.4.17) they stop the effects of the Discipline for ten Additional damage caused as a result of minutes (or one turn in combat). winning the Simple Tests is also aggravated. Corruption is High Approval for non- A weapon may hold a maximum number of Setites. coatings equal to its normal bonus Traits. Other special enhancements of the weapon Protean, Shape of the Beast [Gangrel] (other Quietus blood powers, wards or any (Va.A.4.13) other special enhancements) are destroyed The Sanctioned Chronicle allows the flavor as soon as the weapon is coated with Baal's text for different shapes (“Animal Forms” Bloody Talons. As each Blood Trait on page 67 of Clanbook Gangrel) for use degrades, the weapon loses one bonus Trait. with Gangrel characters. Non-Gangrel do When reduced to 0 bonus traits the weapon not have the option of choosing different is destroyed as per the description. shapes, but default to the 'wolf' and 'bat' as described in Laws of the Night: Revised. Serpentis, Cobra Fangs [Followers of Set] However, the rules mechanics found in the (Va.A.4.18) Clanbook for Shape of the Beast are not used After activating this discipline, a successful in the Sanctioned Chronicle. Use the rules in bite by the Setite inflicts an extra level of Laws of the Night and Vampire, Chapter 3 aggravated damage, plus one additional to define the capabilities of your animal damage level per Blood Trait expended at forms. that time (up to a maximum of three Blood Traits). Protean, Animal Swarm [Gangrel] (Va.A.4.14) Serpentis, Heart Thief [Followers of Set] The animals created by this Discipline can (Va.A.4.19) have from one to four Blood Traits each To use this Discipline successfully, the Setite (divided evenly between the creatures). must win a Physical Challenge and then win Each creature has Physical Traits equal to or tie two Simple Tests to steal a vampire's three plus the number of Blood Traits it heart. These may be retested with Brawl. started with, and health levels as follows: Healthy, Bruised, Wounded, Incapacitated, Setite Sorcery [Followers of Set] (Va.A.4.20) and Dead. Setite Sorcery (a version of Thaumaturgy developed by the Followers of Set) is a High Protean, Mythic Form [Gangrel] (Va.A.4.15) Approval Discipline for which all characters This Discipline and all the mechanics (even Setites) must pay out of clan involved are High Approval. Experience Traits costs. Setite Sorcery uses the same rules and approval levels as

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Thaumaturgy. The primary path of Setite as noted below). No teacher is required for Sorcery is the Path of Corruption instead of combination powers from these sources if the Path of Blood. Followers of Set and the learning vampire has three Traits of Lore Serpents of the Light who know Setite for the appropriate clan. Sorcery may teach it to others as if it were an in-clan Discipline. Birth the Vozhd [Tzimisce] (Va.A.6.01) It requires Top Approval to learn and to use RITUALS (Va.A.5.00) this power. Possessing it is required before All Thaumaturgy rituals in Clanbook a character can use the rules for creating Tremere require Low Approval to be Vozhd in Laws of the Night Sabbat Guide. learned by Tremere, but High Approval for others. Only Tremere can learn Power of Calling the Thing in Darkness and Descent the Pyramid and Transubstantiation of Into Darkness [Lasombra] (Va.A.6.02) Seven. These rules are not used in the Sanctioned Chronicle. Abandon the Fetters, Blood Certámen, Inscription, Mark of Amaranth, and Night of Claw Immunity [Gangrel] (Va.A.6.03) the Red Heart require High Approval. Curse This power is effective against Belated requires High Approval to shapechangers in their animal or near- successfully use. animal forms (Lupus and Hispo for Garou).

Bone of Contention [Tremere] (Va.A.5.01) Iron Heart [Brujah] (Va.A.6.04) This is an Elder level ritual. This power requires High Approval for Brujah and Top Approval for others. Deny the Intruder [Tremere] (Va.A.5.02) Influence endeavors directed at a chantry Pater Szlachta [Tzimisce] (Va.A.6.05) protected by this ritual require twice the All Blood Traits spent for this power must normal level of Influence, and twice the be spent in one turn. number of Influence actions expended. Failure to meet these requirements causes the endeavor to fail.

Inscription [Tremere] (Va.A.5.03) Inscription works on Basic rituals only. A character cannot use this ritual if her effective maximum blood pool has been reduced to five or less.

Rutor’s Hand (Va.A.5.04) Rutor’s Hand does not establish line of sight for the purpose of using other powers.

Transubstantiation of Seven [Tremere] (Va.A.5.05) This ritual is only effective if the subject is Tremere.

COMBINATION POWERS (Va.A.6.00) Combination powers from the Clanbooks may be learned with Mid Approval for members of the appropriate clan, and High Approval for members of other clans (except A

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Wraith 6.0 characters may die. Storytellers found to be abusing this occasional liberty are subject to The Camarilla's Rules Supplement for the review and possible disciplinary action. Sanctioned Chronicle These licenses are not to be for such things as the approval of magic items or the Reprinted material is © White Wolf Game allowing of players to play rare character Publishing, Inc. Terms and ideas Types. trademarked by White Wolf are used with permission, and any mention of said Chapter One: Character Creation (Wr.1.0.00) intellectual properties should not be considered a challenge to their ownership. Wraith characters are created using Oblivion in conjunction with this supplement and with Prime. CONTENTS Concept (Wr.1.0.01) Membership in the Alchemists, Mnemoi, Chapter One: Character Creation and Solicitors Guilds requires High Approval. Chapter Two: Traits Some Important Changes Made (Wr.1.0.02) Chapter Three: Powers As with the other venues, wraith characters Chapter Four: Systems now get five starting Free Traits in addition to those gained from Negative Traits and Flaws. These may be added to existing This supplement details rules for Wraith characters after character creation. venue games in the Camarilla's Sanctioned Mind’s Eye Theatre chronicle. These rules Wraiths now begin with five (Basic) are intended for use with Oblivion and Dark Arcanoi, rather than three. Add two Basic Epics by White Wolf Publishing, and with Arcanoi to the character sheet, or refund the the Camarilla’s Prime Supplement. Experience Traits spent on two Basic Arcanoi bought beyond the old initial These rules, when used for Sanctioned play, starting number of three. are to be applied without change, deviation, alteration or addition by any member, save Wraiths now have different Attribute a country’s National Storyteller. This is to maximums. Any Traits in excess of these enforce a homogenous set of rules are reduced to match the new maximum(s), throughout the organization, insuring that and the Experience Traits spent on the lost wherever a member goes, they may play Attributes are refunded. with a minimum of problems. New or altered approvals levels were Storytellers are allowed and encouraged to applied to some Backgrounds and powers in use their judgment in the World of Darkness the Wraith Supplement. Existing characters to develop stories and enrich the flavor of must be approved by the appropriate level the game. If a Storyteller judges that the Storyteller(s) if something on the character flow of the story would be enhanced by sheet now requires a higher level of minor exceptions to the rules (on an approval than it did previously. individual basis only), this creative license is allowed. It is strongly suggested that Types (Wr.1.0.03) Storytellers stick to the letter and intent of Playing a spectre of any kind, or a Risen, the rules in situations where one or more requires High Approval.

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during creation. Free Traits gained from the combination of Derangements, Negative Chapter Two: Traits (Wr.2.0.00) Traits, and additional Thorns cannot exceed five. Wraiths have a maximum of ten Traits in each of the Attribute categories, ten Recovering Traits (Wr.2.0.02) Willpower Traits, and five Traits in any Each session a wraith begins play with the single Ability. All wraiths have a maximum same number of temporary Angst and Pathos Trait capacity of 10. Common Pathos Traits as she had the last time she wraiths begin play with three Willpower played. This is modified by the use of Traits, and one permanent Angst Trait. Memoriam, or by Storyteller-approved activities performed in downtime. Older characters may begin with better Traits, but in exchange they suffer penalties ABILITIES (Wr.2.2.00) that represent their extended un-life spans. Players may select a higher maximum for all Empathy (Wr.2.2.01) of their Attribute categories: eleven, twelve, A wraith with this Ability can make a Static thirteen, or fourteen. Each point increased Mental Challenge against six Traits to locate costs the wraith a permanent Corpus level a nearby source of strong emotion, coming or a fetter, and adds a permanent Angst from a creature within the immediate area Trait to her total. (A character can never (about one city block). The source is not lose or remove her starting permanent guaranteed to be the type needed to fulfill Angst Traits.) the character’s Passions.

For example: Bill creates a wraith with Survival (Wr.2.2.02) Attribute maximums of thirteen. He starts Wraiths with this Ability know how to with four permanent Angst Traits, and survive in the harsh places of the chooses to sacrifice one fetter and two Shadowlands, from the Tempest to the permanent Corpus levels. Labyrinth. It allows the wraith to test to find shelter and similar things when out of Wraith characters also increase their the safety of the Necropolis, and the Attribute maximums naturally through time Storyteller may allow the character to in play. A character that has been in play predict upcoming atmospheric changes in for more than six months has an Attribute the Shadowlands. category maximum of eleven. This increases to twelve after one year in play, thirteen BACKGROUNDS (Wr.2.3.00) after eighteen months in play, fourteen after Having (and using) Influence requires Mid two years in play, sixteen after four years in Approval for wraith characters. The same is play, and eighteen after six years in play. true of Allies, Contacts, Resources, and other similar, real-world Backgrounds. For example: Bill’s wraith already has Additional Backgrounds can be found on Attribute maximums of thirteen, so they do pages 53 and 77 of Dark Epics. not improve until the character has been in play for two years. At that time, its Artifact (Wr.2.3.01) maximums increase to fourteen. This Background may be purchased multiple times to represent different Free Traits (Wr.2.0.01) Artifacts. Mid Approval is required for any Like characters in other venues, wraiths get level four Artifact, and High Approval is five Free Traits in addition to those gained required for any level five Artifact. from Negative Traits and Flaws. One Free Trait can be gained per additional Thorn Eidolon (Wr.2.3.02) Trait the player assigns to her shadow

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Eidolon can only be used as many times per spot. She must take the location as a Fetter, night as the character has points in the and can leave it once the Fetter is resolved Background, but each use lasts only fifteen (and the Flaw is bought off). This imposes a minutes. Characters must have five levels in very severe limitation on the character, and Eidolon to even begin to be considered for your Storyteller may simply rule that it Transcendence. doesn't fit the chronicle.

Memoriam (Wr.2.3.03) Bright [4 Trait Supernatural Merit] A character can test at the beginning of each (Wr.2.4.04) game once per level of Memoriam, and gain Emotions of the character have a particular one Trait of Pathos for each win or tie. quality that makes it easy to cross the Losses do not count, but a wraith tests as Shroud. She gets a one Trait bonus to all many times as they have levels in the challenges involving piercing the Shroud. Background, regardless of how many losses Unfortunately, mortals seeking wraiths tend they make. to find her first.

Status (Wr.2.3.04) Cold [2 Trait Supernatural Merit] (Wr.2.4.05) Mid Approval is needed to gain or purchase The Corpus of wraiths with this Merit is Guild Status, which may only be acquired very cold. Mortals who pass near feel a with Free Traits or earned in game. A distinct chill. This is one of the classic para- wraith must have at least one level in Guild psychological manifestations of haunting, Status to be considered part of the Guild. and makes it easy for the character to get Membership in a Guild is quite uncommon, mortals' attention… whether she wants to or and players should be encouraged to avoid not. it at character creation. Concentration [1 Trait Mental Merit] MERITS AND FLAWS (Wr.2.4.00) (Wr.2.4.06) Given here is a list of new Merits and Flaws The character can focus her mind and shut specific to the Wraith venue. out distractions and annoyances. She cannot take more than two Traits in Addiction [1-2 Trait Psychological Flaw] penalties based on distractions and (Wr.2.4.01) disorientation for a challenge. The Restless Dead can develop a psychological addiction to a thing or even a Damned [1 Trait Supernatural Flaw] person. If denied daily access to the subject (Wr.2.4.07) of the character's addiction, she will be The wraith believes that she missed her down one or two Traits (depending on the chance at salvation. Every minute she level of the Flaw) in all challenges until spends in a site dedicated to her old religion access is acquired. drains a Trait of Willpower. If she touches a religious artifact of her old religion, she Botched Moliation [1-3 Trait Physical Flaw] immediately loses a level of Corpus from (Wr.2.4.02) the burning agony. Something went wrong in a past effort at Moliate. Perhaps the character goofed, or Disembodied Shadow [3 Trait Supernatural someone else really flubbed it. Take a one Flaw] (Wr.2.4.08) Trait penalty to Social Challenges for each The character's Shadow manifests in a form level of this Flaw. only she can see, generally that of a small animal. She can talk with it, but she must Bound [3 Trait Supernatural Flaw] speak out loud to do so. The Shadow has (Wr.2.4.03) one Physical Trait with which it can move The wraith is bound, and cannot move more small objects. than one hundred feet from a particular

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Distinctive Appearance [1 Trait Physical dis-corporating. If she loses more than four Flaw] (Wr.2.4.09) Corpus levels in any single blow, she must Something about the wraith stands out and make a Static Willpower Challenge, stays in others' minds, like a strange difficulty five, to avoid being dragged into a hairstyle, a prominent tattoo, or differently Harrowing. colored eyes. This can be concealed with Moliate, but it always comes back each Full of Life [2 Trait Corporeal Merit] evening. (Wr.2.4.13) These wraiths were vibrant, energetic, and Echoes [2-5 Trait Supernatural Flaw] full of life when alive, and this continues to (Wr.2.4.10) serve them in death. The character has one The character is vulnerable to old wives' extra Corpus level, but when her Corpus is tales about handling ghosts. Salt keeps her above ten, she looks more real and alive to from crossing a threshold, animals detect other Wraiths; taking a one Trait penalty to her presence, she cannot cross running all efforts at concealment and disguise. water, skeptical disbelief repels her, and so on. Wherever the character goes, she leaves Heretic Boon [1-3 Trait Social Ties Merit] an ectoplasmic residue, and her sounds can (Wr.2.4.14) be taped with mundane recording devices. The members of a Heretic cult owe the Review ghost stories and para-psychological character a favor for aid rendered. The accounts for details of the effects of this higher the level, the more significant and Flaw. The cost depends on how severe the lasting the favor. For one Trait of this Merit, limitations are. For the purposes of she can enter a meeting of the group, while challenges, take a one Trait penalty to for three Traits she could get access to some affected tests per level of this Flaw. of the group's resources. Arrange the details with your Storyteller, and make sure you Echoes of the Past [1 Trait Psychological agree on the limits of the boon. Flaw] (Wr.2.4.11) The wraith manifests in the Skinlands in Hierarchy Boon [1-4 Trait Social Ties Merit] ways she can't consciously control. Often (Wr.2.4.15) her Haunt offers some clue as to her The members of one of the Legions or presence, which alert mortals may notice. Hierarchy administration owe the character For level, the Haunt retains a faint but a favor for aid rendered. The higher the distinctive scent, sound, or image of level, the more significant and lasting the something that was important to the favor. For one Trait of this Merit, she can character: her favorite lilac perfume, gentle enter a meeting of the group, while for three sobbing, or images of Fetters in the corner of Traits she could get access to some of the an observer's eye. Those in the Haunt may group's resources. Arrange the details with make a Static Mental Challenge (difficulty your Storyteller, and make sure you agree equal to the local Shroud rating) to notice on the limits of the boon. the effect. This Flaw manifests only when the wraith is present, though she is not Improperly Buried [1 Trait Supernatural embodied or otherwise present in the Flaw] (Wr.2.4.16) Skinlands, and cannot gain Memoriam from Whatever the wraith's beliefs say shouldn't the emotions of observers. be done for the dead, she got. Perhaps she was turned facedown in her coffin, or Fragile Corpus [3 Trait Corporeal Flaw] buried on unconsecrated ground, or died (Wr.2.4.12) without last rites. In any case, you must The character just doesn't hang together choose the character's corpse as a Fetter, but very well. She loses two Corpus rather than she cannot regain Pathos or get other the usual one when bonuses from it. All actions involving the corpse incur a one Trait penalty. What's

94 The Camarilla Rules Supplement 6.0 wrong can be fixed over time, but it's the mentor. She is able to interact with wraiths Storyteller's discretion how difficult this of the appropriate group as though she had should be. an additional Status Trait with that group. This doesn't actually give an additional Malleable [2 Trait Corporeal Merit] Status Trait to bid or spend. This Merit may (Wr.2.4.17) not be taken multiple times unless each The Corpus of such wraiths bends and flows Reputation applies to a different group easier than normal. They have a two Trait (Hierarchy, Heretics, or Renegades). bonus on all efforts to use Moliate on themselves. Unfortunately, the same bonus Rotting [2 Trait Physical Flaw] (Wr.2.4.22) applies to others' attempts to use In life, the character thought of the dead as Rend/Moliate on the character. rotting, festering things from horrible nightmares. That image now marks her Mortal Companion [2 Trait Social Ties own Corpus. Muscle and tissue show Merit] (Wr.2.4.18) through ragged holes in her flesh, giving a The wraith maintains close ties with a three Trait penalty to Social Challenges particular mortal, either one of her Fetters or where appearance might play a part. If just a chance friendship. The mortal must Embodied, the character actually gets some have some way of interacting with the benefit from it; mortals who see her are character; perhaps he's a medium, or a affected by the Fog as if they had two fewer parapsychologist. In most cases the wraith Willpower than they actually do. will want to be attuned to him, though this must be done in play. Enemies who find Time Cycle [1-5 Trait Supernatural Flaw] out about this companion can use him (Wr.2.4.23) against the character, of course. At certain times it's much harder for the wraith to act across the Shroud. The time Notoriety [3 Trait Social Ties Flaw] might be some hours of the day, some days (Wr.2.4.19) of the week, or some phases of the moon; The character has a bad reputation among work out the details with your Storyteller, her peers, whichever faction that is. She along with a reason for the obstruction to takes a two Trait penalty to all Social exist. The character takes a one Trait Challenges involving those wraiths that penalty during the affected times per level have heard of her. of this Flaw. Add one Trait to the value of the Flaw if the obstruction applies to days of Renegade Boon [1-3 Trait Social Ties Merit] the week. Add two if it applies to hours of (Wr.2.4.20) the day. The members of a Renegade faction owe the character a favor for aid rendered. The Tomb [1-2 Trait Social Ties Merit] higher the level, the more significant and (Wr.2.4.24) lasting the favor. For one Trait in this Merit, The character was buried with a relic or she can enter a meeting of the group, while memorabilia. For one Trait, she has a for three Traits she could get access to some variety of small personal items as relics; for of the group's resources. Arrange the details two Traits she has a substantial array of with your Storyteller, and make sure you furnishings and goods. agree on the limits of the boon. Twisted Apprenticeship [1 Trait Social Ties Reputation [2 Trait Social Ties Merit] Flaw] (Wr.2.4.25) (Wr.2.4.21) The character's Reaper taught her all the Some wraiths enjoy a good reputation wrong things about wraith society. Her among the Hierarchy, Heretics, or misconceptions will often get her into Renegades. This might come from the trouble. character's own actions or as a result of a

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Unknown Fetter [2 Trait Supernatural Merit] (Wr.2.4.26) Dark Allies [1 Trait/level] (Wr.2.5.01) The wraith has an additional Fetter, but The character's Shadow communicates doesn't know where or what it is. The regularly with specific specters, and can call Storyteller decides the nature of this Fetter, on them for assistance. based on the wraith's history. The character must identify the nature of the connection Death's Sigil [1-3 Traits] (Wr.2.5.02) before she can locate the specific person, The character carries a prominent sign of place, or thing. Lifeweb can locate it, but Oblivion's touch: wings of choking smoke, Fatalism will not reveal the connection. footprints of sea water, the smell of a charnel house, and so on. Each Trait of Weak Shadow [4 Trait Supernatural Merit] Death's Sigil reduces the wraith's effective (Wr.2.4.27) total Social Traits by one for the purpose of The Psyche gets a two Trait bonus to efforts ties and overbids. The character can spend a at resisting her Shadow. Willpower Trait to stifle (negate) the effects for a scene. THORNS (Wr.2.5.00) When a character earns a certain number of Infamy [1 Trait/level] (Wr.2.5.03) Experience Traits, the Storyteller must Similar to Memoriam, this represents the assign it an additional Thorn. Only measure of fear and loathing the character Experience Traits earned in game count inspires in the living. Each time the toward gaining Thorns; Experience Traits character falls into slumber, the player must from Member Class do not. Thorns taken at make one Simple Test per Trait of this character creation have no effect on this Thorn. Each test that she does not win or tie process. gives the character a temporary Angst Trait.

A Thorn is assigned when twenty Deafened Ear [1 Trait] (Wr.2.5.04) Experience Traits have been earned. A new The Shadow may spend a temporary Angst Thorn need not be assigned until another Trait to inflict total deafness on the wraith twenty Experience Traits have been earned, for fifteen minutes. This can be done once and so on. If a two Trait Thorn is assigned, per session, and does not grant the wraith the character doesn’t get another until fifty immunity to Keening and other sound- more Experience Traits have been gained. A based powers. three Trait Thorn means the character doesn’t get another until ninety more Mirror, Mirror [1 Trait] (Wr.2.5.05) Experience Traits have been earned. A four Whenever the wraith sees itself in a Trait Thorn prevents another Thorn from reflective surface, the Shadow can activate being gained until one hundred and forty this Thorn. Everyone who sees the additional Experience Traits are earned, and reflection sees it as horribly distorted, in a five Trait Thorn staves off the next until whatever manner the Shadow desires. This two hundred more Experience Traits have costs nothing to activate, but repeated usage been earned. mutes the surprise and shock value it can have. The following expands the list of Thorns to give players more options when fleshing out Nightmares [1 Trait] (Wr.2.5.06) their characters. Every wraith's Shadow The Shadow can inflict wracking nightmare starts off with two Traits of Thorns. on the Psyche. The Shadow spends a Additional Thorns may be taken in lieu of temporary Angst Trait and engages in a Negative Traits, but the character is still Static Challenge of the wraith's permanent limited in the number of Negative Traits it Angst against its Willpower (no Traits bid). can take (these extra Thorns do count Success means the Shadow causes the against that maximum).

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Psyche to immediately wake from slumber narrator then determines the level of Lore without the usual benefits. required for the information, and that number is then added to the wraith's Shadow Face [1 Trait] (Wr.2.5.07) temporary Angst Traits. As a side effect of The wraith can take on a completely these frequent pacts, each time the Psyche different appearance when the Shadow gains any Lores on its own, the player must takes over (should it desire to do so). make as Simple Test for each level learned, with a loss giving the wraith one temporary Shadow Call [2 Traits] (Wr.2.5.08) Angst Trait. The Shadow can use this only when the wraith is in the Tempest or near the mouth Shadowplay [4 Traits] (Wr.2.5.13) of a Nihil. For each Trait of permanent The Shadow can offer an additional action Angst the wraith possesses, the Shadow can to the Psyche after the wraith uses up all of spend a Trait of temporary Angst and its normally available actions for a turn. perform a Simple Test. Each win (not loss or This offer is at the discretion of the Shadow, tie) summons a specter, the exact nature of the Psyche can't ask. If the Psyche agrees, it which is decided by the Storyteller. losses one, two or three Pathos Traits (win, tie or loss on a Simple Test). It gains one, Wrack [2 Traits/level] (Wr.2.5.09) two, or three temporary Angst Traits (win, The Shadow can inflict the Psyche with tie or loss on another Simple Test). This shooting pain during a Physical Challenge. affect can be offered only once per scene. The Shadow simply spends a temporary The Psyche must spend a Willpower Trait in Angst Trait, and forces the wraith to bid an order to resist when the Shadow offers this. additional Trait per level of this Thorn. A Willpower Trait can be spent to negate the Tainted Touch [4 Traits] (Wr.2.5.14) use of this Thorn for a scene. The wraith becomes a psychic Typhoid Mary. When the character brushes against Silenced Tongue [3 Traits] (Wr.2.5.10) another's corpus (or vice versa), he must The Shadow can (once per session) spend a engage that individual in a Physical, Social, Trait of temporary Angst to render the or Mental Challenge (whichever is his wraith unable to make any sound for thirty strongest category). If successful, the other minutes. The wraith cannot use any sound- character gains a temporary Angst Trait. based powers, though it can communicate Willpower cannot be used to negate the by writing, gesturing, and the like. effects of this Thorn, nor does this Thorn Remember that writing implements are rare work when the character is in combat. in the Shadowlands. Whispers [4 Traits] (Wr.2.5.15) Honeyed Tongue [3 Traits] (Wr.2.5.11) The Shadow can speak directly to other The Shadow can spend a temporary Angst Shadows, without the Psyche's knowledge. Trait and engage its target in a Social Challenge. If successful, the next sentence Manifestation [5 Traits] (Wr.2.5.16) the Shadow speaks will be believed by the The Shadow can take on independent target (until irrefutable evidence is shown to corporeal existence, with the same Traits as the contrary). The Psyche can spend a the Psyche. The Shadow must spend three Willpower Trait to negate this effect. Traits of temporary Angst for every ten minutes that it wishes to maintain its Shadow Mentor [3 Traits] (Wr.2.5.12) manifestation. The Shadow can tap into the Hive-Mind to produce knowledge (Lores) for the Psyche. Chapter Three: Powers (Wr.3.0.00) The player informs the Narrator that he wishes to gain some knowledge, and that he ARCANOI (Wr.3.1.00) is making a pact with his Shadow. The

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The wraith’s five initial Arcanoi must all be [Leadership], Shroud-Rending Basic level. The wraith receives the Innate [Investigation], and Usury [Finance]. Abilities of each of these Arcanoi paths for free. Argos, Enshroud (Wr.3.1.01) This Arcanos allows wraiths to remain The Experience Trait cost reduction to Guild hidden to all creatures looking into the Arcanoi for Guild members is not applicable Shadowlands, including Sluagh. Enshroud in the Sanctioned chronicle. The bonus users who win the Static Mental Challenge encourages too many players to play Guild to stay concealed in combat still become members, something uncommon in the partly visible, but cannot be recognized. wraith side of the World of Darkness. They are up one Trait in combat challenges, but gain no other combat benefits from the A character cannot possess Flux, power. Mnemosynis, or Intimation at character creation without holding Status in the Argos, Flicker (Wr.3.1.02) proper Guild (Alchemists for Flux, Mnemoi The optional rule for this power is used in for Mnemosynis, or Solicitors for the Sanctioned chronicle. Intimation). These Guilds are fairly protective of their secrets and rarely teach Argos, Oubliette (Wr.3.1.03) their Arcanoi to non-members, so taking The secondary use of this power lasts for these Arcanoi requires Mid Approval. Flux, one turn per success. Mnemosynis, and Intimation cannot be learned without the instruction of a teacher Embody, Phantom Whispers (Wr.3.1.04) that already has them (including the Innate Supernatural creatures can not normally Abilities). Learning these Arcanoi in the hear wraiths, despite the text for this course of the game also requires Mid Arcanos. Approval. Fatalism (Wr.3.1.05) Basic Arcanoi do not make sufficient impact Fatalism is difficult to work into a live- on their users to be detected through action setting and is recommended for non- ‘markings’. Intermediate Arcanos markings player characters only. High Approval is can be observed with a successful Simple required for player characters to learn this Test. Advanced Arcanoi leave inimitable Arcanos. marks, and are always able to be seen. Fatalism, Luck (Wr.3.1.06) Note that the Storyteller may change the This power is used to give the wraith a difficulty of Static Challenges of any number of free retests in challenges for the Arcanos from what the Shroud rating is to a evening (Ignore the described system of level of difficulty that they feel is “changing ties into wins”). appropriate to the situation at hand. Flux (Wr.3.1.07) As a standard, Arcanoi use the following Possessing this Arcanos marks a wraith as a Abilities when retesting: Argos [Survival], member of the Alchemist's Guild (regardless Castigate [Intimidation], Contaminate of whether or not she has Status in that [Empathy], Embody [Athletics], Fascinate guild). Though possession of this Arcanos is [Empathy], Fatalism [Enigmas], Flux hard to notice, characters can be destroyed if [Science], Inhabit [Repair], Intimation they are found to possess it. [Subterfuge], Keening [Performance], Larceny [Occult], Lifeweb [Investigation], Intimation (Wr.3.1.08) Mnemosynis [Empathy], Moliate Possessing this Arcanos marks a wraith as a [Medicine], Outrage [Brawl], Pandemonium member of the Solicitor's Guild (regardless [Occult], Phantasm [Enigmas], Puppetry of whether or not she has Status in that

98 The Camarilla Rules Supplement 6.0 guild). Characters can be destroyed merely Characters can be destroyed merely for for possessing Intimation. possessing Mnemosynis.

While the uses of Deep Desiring (if used to Moliate (Wr.3.1.13) remove desires) and The Craving are Moliate can only be used on wraiths, unsubtle, most non-Solicitors will attribute specters, plasmics, shadowed plasmics, and the behavior to something else other ecologies of the Underworld. (psychological problems, Dominate, Anything composed of plasm is malleable Keening, etc). Over time however, and with (unless soulforged or otherwise locked into the Storyteller decision, they may figure out a form). Visitors to the Underworld can be the cause. affected by this power. However, the power fades away when the visit ends. Example: Some of the higher uses of this Arcanos someone who is the target of Soul Stealing (especially Cupitatis) can completely change can be moliated, however, any changes a character's motivations and desires. In made disappear when the target re-enters any case, a complete changing of a his body. character's personality should require many uses of this Arcanos over time and requires Moliate, Sculpt (Wr.3.1.14) the adjudication of the Storyteller. A Sculpt can be used to hide Arcanos Storyteller can rule that drastic changes to a markings on the corpus of a wraith, but the character's behavior can fade with therapy effect is not permanent. The mark of an and time (at least a few months). Arcanos returns the next time the sculpted character uses it. Keening, Crescendo (Wr.3.1.09) This power does bashing damage, and may Moliate, Martialry (Wr.3.1.15) be used to affect more than one target at a Weapons created by Martialry cannot have time. The Chanteur using this power bids moving parts. For example, swords and one Trait regardless of the number of targets claws are fine, but crossbows and guns are involved. not. A weapon created by Martialry can only do a maximum of three levels of Keening, Requiem (Wr.3.1.10) damage (including base damage of the The subject may initiate a Social Challenge weapon + the number of success gained to resist the effects of this Arcanos, with the activation of Martialry). Only one regardless of whether or not they are “ready weapon can be created at a time, and a for it”. The effect is broken if a victim of the weapon created by Martialry is still attached reverie is seriously attacked (the Narrator to the wraith that made it. Armor can only rules that the character’s existence is provide a maximum of three temporary threatened – something is occurring that Corpus and also must remain attached to might send it into a Harrowing). the wraith that creates it.

Lifeweb (Wr.3.1.11) Phantasm, Phantasmagoria (Wr.3.1.16) NPCs may have Lifeweb at Mid Approval, This power costs three Pathos Traits to but its use should be strictly regulated. activate and lasts for ten minutes. Each Since there are no systems presented, Top additional Pathos Trait spent during Approval is required for a PC to have this activation extends the duration by ten Arcanos. minutes.

Mnemosynis (Wr.3.1.12) Pandemonium, Tempus Fugit (Wr.3.1.17) Possessing this Arcanos marks a wraith as a Each use of this power can reduce the member of the Mnemoi (regardless of number of actions that a single victim can whether or not she has Status in that guild). perform in combat. Each success removes an action gained from Celerity, Rage, or

99 The Camarilla Rules Supplement 6.0 similar effects, to a minimum of one action 149 of Oblivion. They do not suffer wound per turn (the victim's normal action). penalties for losing Corpus. Tempus Fugit's effect lasts one turn for each success. METAMORPHOSIS (Wr.4.3.00) Note that additional rules for If the wraith has no Tempus Fugit effects metamorphosis exist in Prime. Vampires working at the time, she can increase her who have been the victim of diablerie, or own speed in combat. She gains an who have achieved Golconda, may not additional physical action in a turn if she become wraiths. Changelings may not acquires three successes, or two additional become wraiths unless slain by cold iron. physical actions if she acquires five or more Garou may not normally become wraiths successes. This effect lasts for one turn for unless they die with Wyrm-taint and do not each success, during which time Tempus have a Rite of the Departed performed for Fugit cannot be used again (even if the them within a day of their death. If a mage wraith gained no extra actions by scoring dies while holistically present in the only one or two successes). Shadowlands, he becomes a wraith (if the necessary Approval is granted, otherwise, DISCIPLINES (Wr.3.2.00) he simply dies). No character with True Risen can buy up to the Advanced levels of Faith can become a wraith. Celerity, Fortitude, Obfuscate, and Potence. See Laws of the Night: Revised and Vampire Supernatural characters that metamorph for rules on Disciplines and their use. into wraiths start with five permanent Angst Substituted Pathos Traits for any system Traits. Normal humans and partially- that uses Blood Traits for activation. The Awakened (ghoul, kinfolk, etc.) character risen pays four Experience Traits for Basic that metamorph into wraiths start with one Discipline powers, eight for Intermediate, to five permanent Angst Traits (at and twelve for Advanced. These powers are approving Storyteller's discretion). Thorns, not technically Disciplines – risen require no passions, fetters are chosen as normal. instruction to learn them, nor can they teach them to others. For the purposes of increasing Trait Maximums over time in play, the date of the Chapter Four: Systems (Wr.4.0.00) character's metamorphosis is considered to be the date the character entered play. SHARPENED SENSES (Wr.4.1.00) Example: A Giovanni that was played in the The Sharpened Senses capability of Cam/Anarch Venue for three years before powerful wraiths (those native to the Wraith dying and gaining the Approval to become Venue) allows them to spend a Pathos Trait a wraith must wait six months before his and make a Mental Challenge in order to Trait Maximum rises to eleven. pierce a supernatural power of concealment, up through Advanced level. This is a specific exception to the Prime cross-venue rules. Weaker wraiths (those described in Prime as “common wraiths”) do not possess this exception, and may only test against Basic levels. The Pathos expenditure allows the wraith to attempt to pierce powers of concealment for the remainder of the scene.

HEALTH (Wr.4.2.00) Wraiths, specters, and risen do not follow the health level system presented in Prime. They instead use the Corpus rules on page

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