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Table of ContentsPrime 6.0……………………………………001 Chapter One – Character Guidelines...002 Chapter Two – Traits…………………..003 Chapter Three – There is none Chapter Four – Systems……………….008Changeling 6.0………………………....…..013 Chapter One – Character Creation..….013 Chapter Two – Traits..…………………014 Chapter Three – Power………………..017 Chapter Four – Systems.………………020Garou 6.0…………………………………...023 Chapter One – Character creation……023 Chapter Two – Traits…………………..024 Chapter Three – Powers……………….027 Chapter Four – Systems……………….031 Appendix A – Tribebooks……………..035 Appendix B – The Changing Breeds…038 Appendix C – The Hengeyokai……….043 Appendix D – The Wyld West………..046 Appendix E – The Book of the Wyrm..047Mage 6.0…………………………………….048 Chapter One – Character Creation…...048 Chapter Two – Traits…………………..049 Chapter Three – Powers……………….051 Chapter Four – Systems……………….053 Appendix A – The Traditionbooks…...054Mortal 6.0…………………………………...055 Chapter One – Character Creation…...055 Chapter Two – Traits…………………..056 Chapter Three – Powers……………….059 Chapter Four – Systems……………….062Vampire 6.0...………………………………064 Chapter One – Character Creation…...064 Chapter Two – Traits…………………..065 Chapter Three – Powers……………….068 Chapter Four – Systems……………….083 Appendix A – The Clanbooks………...086Wraith 6.0…………………………………..091 Chapter One – Character Creation…...091 Chapter Two – Traits…………………..092 Chapter Three – Powers……………….097 Chapter Four – Systems……………….100

Compiled and merged by Kevin LaneUS2002022274 and available in .pdf formatathttp://www.angelfire.com/games4/harvesterofsouls/index.htm

Prime 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Guidelines

Chapter Two: Traits

(Note: There is no Chapter Three in Prime)

Chapter Four: Systems

This supplement details rules for use in allvenue games of the Camarilla's SanctionedMind’s Eye Theatre chronicle. These rulesare intended for use with Dark Epics,published by White Wolf Game Studios.These rules replace all prior rules for theCamarilla's Sanctioned Mind’s Eye Theatrechronicle.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested thatStorytellers stick to the letter and intent ofthe rules in situations where one or more

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characters may die. Storytellers found to beabusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare character"Types".

Chapter One: Character Guidelines(Pr.1.0.00)

Concept (Pr.1.0.01)All of a player's characters must be designedin such a way as to not conflict and/orinteract with each other in any way.Interactions, relationships, or otherdeliberate connections between twocharacters played by the same player areprohibited. Concepts that give charactersbackgrounds specific to another venue (i.e. aKindred that used to be a mage, Changeling,Garou, etc.) require High Approval.

Any historical figure or character taken fromWhite Wolf materials or from any work offiction, without direct, written consent of theauthor, may not be recognizably used as thebasis for a character.

Some Important Changes (Pr.1.0.02)

The system of free monthly Lore Traits thatwas previously given is now changed. AllLores on the old seven point scale must beconverted to the new five point scale. Lorescurrently on the five point scale do notchange in value. Some level of Lores havechanges in Approval required, as listedbelow:

Level 7 (Top Approval) turns into Level 5(High Approval)Level 6 (High Approval) turns into Level 4(Mid Approval)Level 5 (High Approval) turns into Level 4(Mid Approval)Level 4 (Low Approval) turns into Level 3(Low Approval)Level 3 (Low Approval) turns into Level 2(Low Approval)

Level 2 (Low Approval) turns into Level 1(Low Approval)Level 1 (Low Approval) turns into Level 1(Low Approval)

Characters with Influence no longer getdouble the normal number of monthlyInfluence actions for each level.

The Supernatural Ally Merit has beenaltered to curb rampant abuse. Previouslyexisting supernatural allies will not begrandfathered. Any that are to remain inplay must satisfy the new approvalrequirements.

Further guidelines for the Movement inCombat rules have been provided, to reflectwhat Storytellers have learned in the yearssince those rules were introduced into theMET mechanics.

Types (Pr.1.0.03)No player may have more than one Primarycharacter that is considered to be of anunusual “Type” (a clan, Tribe, kith, etc.which requires High or Top Approval).Because of this limitation, each venuesupplement will list the venue’s Types as aseparate set of approvals in the CharacterCreation chapter. A character approved forpermanent cross-venue play counts as aspecial approval Type for these purposes(see Venue Cross-Overs in Chapter Three).

Membership Benefits (Pr.1.0.04)Members who have performed certainduties or attained positions in the real worldorganization (as described in the Camarilla’smembership materials), receive higher levelsof Member Class (MC), allowing them tocreate more experienced characters for usein Sanctioned games. If your country doesnot make use of the Camarilla’sInternational Prestige System, skip thissection and consult the membership benefitdocumentation provided by your NationalCoordinator.

Each player is limited to one Primarycharacter for each Sanctioned venue. A

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player may choose to have a second Primaryin one venue, at the cost of selecting a venueto not have a Primary in. A player may onlyhave one venue "doubled up" in this mannerat any given time. Players should not insuch cases play two characters of the sameType (see Concept limitations, above). APrimary that has approval for permanentcross-venue play (see below) is consideredto take up two Primary slots, one for bothvenues. Characters that are not Primariesare called Secondary characters, and aremade as though the player were MC 1. Thedistinction between Primary and Secondaryis applied to a character at its creation andmay not be changed afterward.

Primary characters may all begin with fiveextra Experience Traits for each of theplayer’s MCs. Secondary characters onlybegin play with five extra Experience Traits(as though the player were MC 1). Somevenues apply additional character creationguidelines based upon MC. Specifics can befound in the appropriate Version Six venuesupplements.

When a player gains MC, all of his Primariesmay apply an additional five ExperienceTraits per MC gained. If a player loses oneor more MCs, the Experience Traits grantedto the character for the player's lost MCsmust be re-accounted for. These Traits arenot removed from the character sheet.Instead an Experience Trait "debt" is appliedwhich must be paid off before the charactercan spend Experience Traits on anythingelse.

Experience Trait Restrictions (Pr.1.0.05)The maximum number of Experience Traitsthat a player character can earn in a monthis four, though some countries make use of a“graduated Experience Trait cap”. (Checkyour national addendum to see if this is thecase.) Experience Traits gained for MC arean exception, as are the Experience Traitsgranted from the Lore of the Stage Ordeal (ifthe Camarilla’s Ordeals are used by yournation). High or Top Approval may begiven for a character to exceed their cap in agiven month by one or two Experience

Traits respectively. This exception is usuallyreserved as an "exceptional role-playingaward" given to a few players at regional ornational events.

ET expenditures after character creation takea minimum of one week to implement,though the Storyteller (or certain itemsnoted specifically in the venue supplements)can require a longer “training period”.

Character Sanctioning and Records(Pr.1.0.06)All characters must be approved by theplayer’s Low Approval Storyteller. A copyshould be kept up to date and on file withthat Storyteller. Low Approval Storytellersregister their characters with their MidApproval Storyteller. See Chapter Four forapproval level information.

A complete character record should includea character sheet, the character's ExperienceTrait log, and records/verification of anyspecial approvals made on the character.An Experience Trait log will detail howstarting Traits (including Free Traits) werespent at character creation, and howExperience Traits earned after were spent. Itwill also list games attended and theExperience Traits gained for each game.Dates should be noted for each entry in theExperience Trait log. Games in which thePC crossed into another Venue must also benoted. If there is uncertainty over adiscrepancy between what is on the player'scharacter sheet and the copy kept in theStoryteller's records, the copy in the recordswill be considered accurate.

Character Retirement (Pr.1.0.07)Since a player is limited to a specific numberof Primary characters, they will sometimeswish to retire a Primary from play to allowthem to utilize the slot on a new character.Retired characters are considered dead forall intents and purposes, and may not laterbe brought back into play.

Non-Player Character Limitations (Pr.1.0.08)The creation process of non-playercharacters is limited in the same manner as

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it is for player characters, except thatExperience Traits may be added to reflectthe length of the chronicle. The Type is stillsubject to the Storyteller approval levelsshown in the venue supplements, but is onelevel lower than indicated for player-characters. Venue-specific antagonist suchas Fomori for the Garou venue or AutumnPeople for Changeling venue, are allowedwith Low Approval. Types eligible to beplayer characters in other venues requireMid Approval, or the same Approval as thetype in question, whichever is higher. Pleasenote that only "types" are subject to the "onelevel lower" clause. Thus, a Samedi NPC inthe Cam/Anarch Venue would be MidApproval (one level lower than the HighApproval needed to have a Samedi PC) buta Brujah NPC with True Faith would beHigh Approval, as True Faith is a Merit, nota "type".

Certain non-player characters shouldremain the sole province of NationalStorytellers; specifically unique non-playercharacters from the source material (Caine,Gaia, the First Ronin, High King David,Charon, Voormas, etc.), and very powerfulnon-player characters (Methuselahvampires, Justicars, Ferrymen, Malfeans,Celestian Spirits, Changeling Kings andQueens, Garou Legends, Archmasters andOracles, world leaders and national levelpoliticians, etc.) Use good judgment, andwhen in doubt, consult with your NationalStoryteller to see which non-playercharacters are appropriate for use.

Because creatures in most venues have noreasonable means of protecting themselvesfrom wraiths, they have additionalrestrictions outside their own venue. HighApproval is required for NPC wraithsoutside the Wraith venue, unless they aremade as “common wraiths” (see Merits andFlaws in Chapter Two, below).

Players may only play NPCs that their MCwould normally allow them to create (notcounting Type restrictions and ExperienceTrait totals). Any of these limitations abovemay be superseded with High Approval.

Chapter Two: Traits (Pr.2.0.00)

The Camarilla’s Sanctioned games make useof the special rules for Abilities andBackgrounds in Dark Epics, pages 48through 70.

While the Traits referred to in this chapterare universal, some venues have Abilities,Backgrounds, Merits, and Flaws that remainspecific to those venues, and as such will beaddressed in the appropriate venuesupplement (if not their venue METrulebook).

Any Ability, Background, power, etc. for aplayer character that requires the creation ofnew rules mechanics requires TopApproval. Any Ability, Background, power,etc. for a player character that requirestabletop rules to be translated into Mind'sEye Theater format requires Top Approval.Any other items not covered in theSanctioned source material (or supplement)for a character’s venue, automaticallydefaults to Top Approval. Once thisApproval is obtained, it requires TopApproval for another to learn the item inquestion from your character. Example: AGiovanni creates a new Necromancy Ritual.This Ritual requires Top Approval to enterplay, and it requires Top Approval foranother Necromancer to learn this Ritualfrom a Necromancer who possesses it.

Recovering Traits (Pr.2.0.01)Temporary Attribute and Ability Traits arerecovered at the beginning of the day afterthe end of the session. Venue-specific Traitssuch as Blood, Rage, Glamour, Pathos,Quintessence, etc, are regained as describedin the Sanctioned source material orappropriate Venue supplement. WillpowerTraits are recovered naturally at a rate ofone per week.

ABILITIES (Pr.2.2.00)Mid Approval is required to take a(normally Low Approval) Ability Trait froma Sanctioned MET source book that is notpart of the venue source material for thecharacter’s home. If a MET sourcebook is

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not Sanctioned in any of the Supplements,then it requires Top Approval.

These Ability descriptions, and those inDark Epics, override any found in othervenue sourcebooks.

Linguistics (Pr.2.2.01)Linguistics is a single Ability, which allowsa character to know languages other thenher native tongue. One Trait gives thecharacter one additional language; twoTraits gives two, three Traits gives four, fourTraits gives eight, and five Traits gives thecharacter 16 additional languages. Whilemost PCs are capped at five traits of anAbility, those PCs with six Traits ofLinguistics know 24 additional languages,while those with seven Traits know 32additional languages.

Lore (Pr.2.2.02)Individual Lore Abilities cannot exceed fiveTraits. Level four in a Lore requires MidApproval. Level five in a Lore requiresHigh Approval. Learning a Lore specific toanother venue requires High Approval.Learning a Lore that is specific to a specialapproval character type, organization, etc.(one that the character does not belong to)requires a minimum level of approval equalto the character type or group that the Lorerefers to.

The Storyteller may award free Traits ofLore Abilities to a character at its creation,based upon the character’s history. Thetotal Traits of Lore given in this mannercannot exceed the player’s Member Class,though characters made by MC 1 and MC 2players can always have up to three suchTraits. Once per month, a Storyteller mayaward one Trait of Lore to a characterwithout an Experience Trait cost. Thisaward must be noted in the Experience Traitlog for the character. Level four and levelfive Lores may not be awarded in thisfashion. In the case of Lores awardedwithout Experience Trait cost prior to thisrules set, Lores of level one, two, or threerequire no Experience Trait purchase tokeep, but Lores of level four or level five do

require the expenditure of an ExperienceTrait for each such level.

BACKGROUNDS (Pr.2.3.00)High Approval is required to take a(normally Low Approval) Background fromSanctioned source material (or supplement)outside of a character’s home Venue. AnyBackground or power that would duplicatean item or power that would otherwiserequire Approval requires the sameApproval as the duplicated item. (Example:A Wonder that duplicates the StormwardenMerit would require High Approval.)

If a character gains a Background duringplay (keeping it more than a month),Experience Traits must be spent to pay for it.If a character loses a Background (or levelsof) during play, those lost levels are held inreserve in case the character should laterreacquire or develop more levels of thatBackground during play. Influences do notfollow this restriction.

Unless otherwise noted, each Background islimited to five Traits, although thoserepresenting items (such as Treasures orFetishes) or specific people (such asCompanion or Retainers) are only limited tofive Traits per item / person. Influences donot follow this restriction.

Fame (Pr.2.3.01)Level four requires High Approval, whilelevel five requires Top Approval.

Influence (Pr.2.3.02)Use the rules in Dark Epics (beginning onpage 54) for additional Influence endeavors,and the rules in Laws of the Night:Camarilla Guide for standard Influenceendeavors at levels six through ten. Militaryand Espionage Influences are not used in theSanctioned Chronicle.

Characters may not purchase more than fivelevels of any given Influence at charactercreation, although levels may rise as high aslevel ten through the course of play. MidApproval is required for a character to haveInfluence in any given category above level

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five. Each Influence category within a cityshould not have more than one characterwith level ten, two characters with levelnine, and three characters with level eights.This recommended total is inclusive of allvenues within the city. Thus, in a Domainthat offers Cam/Anarch, Garou, and Mage,one could find a Ventrue with Political 10, aGlass Walker with Finance 10, and aHermetic with Occult 10, and it isrecommended that no other character in thisDomain, in any Venue, possess ten levels ofthe Political, Finance, or Occult Influences.

For the Camarilla's Sanctioned games,characters may use a number of actions eachmonth (not session) equal to his or herInfluence level. No more than twentyactions can be spent towards a singleendeavor in any given month, including allactions spent for modifications. Playersshould register actions with their localStoryteller who will moderate theirinteraction with other Influences ifnecessary.

The example given in Dark Epics for Attackcontradicts the system described. BankedGrowth actions are lost if the Attack issuccessful. Ignore the example that allowsthe Attacked player to spend Banked actionsas the result of a successful Attack.

Retainers (Pr.2.3.03)If a character sheet is needed for a Retainer,create it with 6-4-3 Attributes, five AbilityTraits, three Humanity Traits, and 1Willpower Trait. For each additionalBackground Trait spent on a particularRetainer, add five Experience Traits to itscharacter sheet (to a maximum of fouradditional Background Traits, or twentyExperience Traits). Retainers may takeDerangements and Negative Traits to gainup to five Free Traits, but may not haveMerits, Flaws, or Backgrounds (includingInfluence). The Retainer’s character sheetcannot have anything on it that requiresMid, High, or Top Approval. Retainers donot gain Experience Traits in the course ofplay. Retainers may be partially Awakenedmortals specific to your venue (ghouls for

the Vampire venues, kinfolk for the Garouvenue, or kinain for the Changeling venue).There is no additional cost for this. Thesevenue-specific Retainers do not need topurchase the Merits typically required to bepartially Awakened. Example: A Retainer inthe Cam/Anarch Venue may be a Ghoul.This Ghoul does not need to purchase theGhoul Merit.

MERITS AND FLAWS (Pr.2.4.00)High Approval is required to take a(normally Low Approval) Merit or Flawfrom a MET source book that is not part ofthe venue source material for the character’shome Venue.

A character cannot possess more then sevenTraits of Merits nor take Free Traits frommore then seven Traits of Flaws. Example: avampire could take both Disease Carrierand Thin Blood as flaws, but would onlygain seven (not eight) Traits for doing so. Ifa Merit or Flaw is no longer applicable tothe character, the Storyteller should assignan appropriate number of Merit or FlawTraits as replacements. This also applies ifthe Storyteller feels that the Merit or Flaw isbeing abused or ignored. These limitationsmay be surpassed with Top Approval.

Players may not choose Flaws that describequalities already inherent to the character,such as a Lasombra antitribu taking theDark Secret Flaw: "true clan" whilepretending to be a Brujah, or a Silent Stridertaking the Haunted Flaw, or an Ahl-I-Batintaking Sphere Inept: Entropy.

Bonus Traits granted by Merits or Flaws donot apply to challenges involvingsupernatural powers. Exceptions are notedin the appropriate venue supplement.

Below are listed some clarifications andadditions to Merits and Flaws for all venues.If the description and/or cost of a Merit orFlaw differs between this source and theMind's Eye Theatre source book appropriateto the character's venue, use what is listed inthis supplement.

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Some Merits and Flaws like Spirit Mentorand Haunted bring wraith NPCs into play.‘Common’ NPC wraiths use the basestatistics for a wraith (per the rules inOblivion) without any Backgrounds, Merits,Flaws, or benefits from Membership Class.They have no starting Arcanoi, but can buyInnate Abilities or the first Basic level of anArcanoi with Free Traits. 'Common' maynever possess the second Basic, or anyhigher, Arcanoi. They may not haveanything that requires Mid, High, or TopApproval. The Sharpened Senses power ofsuch wraiths allows them to test againstBasic level powers of concealment.Storytellers must moderate the interactionsof wraith NPCs in the Sanctioned Chronicle.(See Chapter One for further rules onNPCs.)

Ability Aptitude [1 Trait Merit] (Pr.2.4.01)You have a natural affinity for a particular(but not combat related) Ability. You are up2 Traits on all tests directly related to thatAbility only (not with powers that woulduse the Ability for a retest). This bonus onlyapplies to a single Ability (for those thatrequire a specific focus such as Performanceor Science).

Ambidextrous [1 Trait Merit] (Pr.2.4.02)You are equally skilled at using either hand.You do not suffer the normal two Traitpenalty for performing actions with your offhand. In addition, you do not need to havethe prerequisite number of Ability levelsappropriate to a weapon in order to get theadvantage of using two weapons (or ashield) in combat.

Destiny (Pr.2.4.03)This Merit is not used in the SanctionedChronicle.

Iron Will [3 Trait Merit] (Pr.2.4.04)This Merit gives the character a free retestwhen attempting to resist Dominate andDementation, or when fending off othermind-influencing powers. You get threebonus Traits against magic or Thaumaturgythat both influences your mind and requiresa Mental Challenge.

Luck/Lucky [3 Trait Merit] (Pr.2.4.05)The character gets a free retest once persession on any non-combat challenge.

Magic Resistance [2 Trait Merit] (Pr.2.4.06)The Traits granted by this Merit are anexception to the above rule that prohibitsMerit-granted Traits from affectingchallenges for supernatural powers.

Mistaken Identity [1 Trait Flaw] (Pr.2.4.07Resemblance with this Flaw to an actualplayer character requires permission of theplayer who portrays it (or the Storytellerresponsible in the case of a NPC).

Natural Linguist [2 Trait Merit] (Pr.2.4.08)You have a remarkable grasp of anylanguages that you speak or write (as peryour Linguistics Ability). You gain 3 bonusTraits on all challenges related to language.You also know twice the number oflanguages that your level of the LinguisticsAbility would normally allow.

Nine Lives (Pr.2.4.09)This Merit requires High Approval. Each"life" used must be reported to the ApprovalStoryteller.

Quiet Heart [4 Trait Merit] (Pr.2.4.10)This Merit gives the character a free retestwhen attempting to resist Presence andFascination, or when fending off otheremotion- influencing powers. You get threebonus Traits against magic or Thaumaturgythat both influences your emotions andrequires a Social Challenge. If a Presenceuser has Superior levels, this Merit onlyworks if the defender is a vampire of eighthgeneration or better.

Supernatural Ally [3 Trait Merit] (Pr.2.4.11)You maintain a secret relationship withanother supernatural creature, maybe evena Type from another venue. Sometimes youmust go to some lengths to maintain yourfriendship with this creature, and to keepyour relationship secret. In return, he willsometimes perform small favors for you.

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This ally is not your retainer. It is createdand controlled entirely by the Storyteller.

This Merit requires Approval one degreeless than would be needed to play a creatureof the same Type if it is from same venue, orHigh Approval if it is from a differentvenue. For example, a Bone Gnawercharacter could take a Ratkin ally with MidApproval, since Ratkin normally requireHigh Approval to be played in the Garouvenue. A Nosferatu would need HighApproval to have the same Ratkin (or theBone Gnawer) as an ally, since they are froma different venue. Top Approval Typesrequire Top Approval as an ally in anyvenue.

True Faith [7 Trait Merit] (Pr.2.4.12)This Merit requires High Approval. Traitsof True Faith beyond the first cost threeExperience Traits each and must receiveHigh Approval before being purchased. Usethe rules for True Faith as found in Laws ofthe Hunt: Revised, pages 267 through 272.

Unbondable (Pr.2.4.13)This Merit requires High Approval.

EQUIPMENT (Pr.2.7.00)‘Non-standard’ magical items that do notadhere to the systems presented in thevenue source material (those not covered byBackgrounds like Artifact, Fetish, Treasure,Wonder; or covered by approved itemcreating powers like Alchemy andEnchantment) require High Approval.

The Camarilla’s Sanctioned chronicle usesthe simplified weapon and armor statisticspresented in Dark Epics, beginning on page81. High Approval is required for anyweapon or armor whose statistics do notmatch those listed.

WILLPOWER TRAITS (Pr.2.8.00)Most Mind's Eye Theatre source books listdifferent ways to use Willpower Traits.Rather than list them all out, we will insteadlist what source book uses are not allowedor are altered for the Camarilla's Sanctionedchronicle.

When spending a Willpower Trait toreplenish all lost Traits in a category(Physical, Social, or Mental), each givencategory may only be replenished once inany game session.

Expending a Willpower Trait allows a retestto defend against a Mental or SocialChallenge; it does not automatically negatethe challenge. This may not be used forsuch challenges as those involvingperception, using Mental Traits withFirearms, or Mental versus PhysicalChallenges. It may not be used to retestchallenges that are the result of a character'sown power (such as Auspex), even if he isthe challenge's defender (such as withMajesty).

Willpower may not be used to automaticallysucceed in Static Challenges or Simple Tests.

Chapter Four: Systems (Pr.4.0.00)

The Camarilla’s Sanctioned chronicle makesuse of the generic systems presented in DarkEpics, pages 70 through 72.The Camarilla’s Sanctioned chroniclespecifically does not make use of theExperience Trait Standards (page 97) andChanging the Rules (page 98) systems.

APPROVAL LEVELS (Pr.4.1.00)Throughout the supplements, there arevarious items that require approval of aspecific level of Storyteller. Any time asupplement uses the term “specialapproval” it is referring to any level aboveLow Approval. Anything that requires aspecific level of approval requires theapproval of all Storytellers in the chain ofcommand beneath it. All characters andcharacter changes require Low Approval,regardless of the approval level listed.

Consult the list below to determine whichStoryteller equates to each approval level inyour country. If your country is not listedbelow, consult your National Storyteller todetermine the approval level equivalentsused.

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Australia (Pr.4.1.01)Low (CST); Mid (DST); High (Venue ANST);Top (NST)

Canada (Pr.4.1.02)Low (CST); Mid (DST); High (Venue ANST);Top (NST)

United Kingdom (Pr.4.1.03)Low (DST); Mid (RST); High (Venue ANST);Top (NST)

United States (Pr.4.1.04)Low (VST); Mid (DST); High (RST); Top(NST)

VENUE CROSS-OVERS (Pr.4.2.00)Characters must be made according to theguidelines given in the appropriatesupplement, and each character must becreated within a "home venue" (evenmortals). Characters may occasionally beplayed in other venues, provided MidApproval is given on a case-by-case basis(up to three times in a calendar year). Thismust be noted on the experience log asnoted above. High Approval is required forall occasional crossovers that exceed three ina calendar year.

High Approval is required to approve acharacter for permanent cross-venue play.Special rules regarding Primary charactersare applied to permanent cross-venuecharacters (see Membership Benefits,above).

The power comparison chart on page 94 ofDark Epics should only be used whenspecifically opposed powers interact. By farthe most common instance is with detectionpowers attempting to pierce illusions orconcealment powers. The use ofArchmaster-rank Spheres compare toSuperior level Disciplines on the chart.

PROXY PLAY (Pr.4.3.00)Proxy play occurs when one or more playercharacters are given to a Storyteller toportray in the player's absence. At least 48hours notice must be given to the

Storyteller(s) involved in the proxy scene.In order to proxy a character, the playermust give the Storyteller their charactersheet and a brief write-up describing thecharacters intentions, motivations,personality, and reactions to possiblesituations.

By giving a character over to a Storytellerfor proxy play, the player grants theStoryteller all rights to the character for theduration of the proxy scene. Therequirements above are the minimum. If aStoryteller wishes to further limit proxyplay, she should list any restrictions in thegame’s Venue Style Sheet.

TESTING (Pr.4.4.00)When comparing Traits in the case of a tiedchallenge, no character may declare moreAttribute Traits than twice her normalmaximum (counting bonuses gained fromforms, powers, weapons, etc) for overbidsand the comparison of Ties. Neither thebonus Traits granted from Shifter forms(such as Lupus, Hispo, Crinos, or Glabro forthe Garou) nor thebonus Traits granted by a Shifter's packlending towards the Shifter during a mobchallenge count towards this limitation.

Example: Michael is an 8th GenerationMalkavian. Thus, he can not bid more than28 Traits in a challenge. Natasha is aShadow Lord Fostern. Thus, she can not bidmore than 24 Traits in a challenge. ButNatasha can take Crinos form, and the +8traits that she receives from doing so doesnot apply to her cap, allowing her to bid amaximum of 32 Traits.

Example: The baby Thunderwyrm attackingthe Caern has 35 Traits. Even in Crinos,Natasha can only bid a maximum of 32Traits. However, Natasha has her pack ather back, and in a mob challenge, the +4Traits that her four packmates lend to herdoes not apply to her cap, allowing her tobid a maximum of 36 Traits.

In cases of vampire cross-venue interaction,the "bomb" is kept, but the "Win All Ties"

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mechanic is replaced by a +10 trait bonuswhen declaring Traits. This bonus is notsubject to the above limitation.

Example: Natasha, now overconfident,attacks Billy. Billy is an 8th GenerationBrujah with Fleetness and Puissance. Billycould normally bid up to 28 Traits in achallenge. Because of the cross-venue rule,Billy retains use of the "bomb", but his "WinAll Ties" turns into a +10 Trait bonus. Billymay now bid up to 38 Traits against theoverconfident Fostern.

Current Traits (Pr.4.4.01)When players compare Traits, they declaretheir total, permanent number of Traits(including Traits lost in previous challengesor for other reasons). A player may stilldeclare fewer Traits than she actuallypossesses in the category if she desires. TheCamarilla makes use of this rule to moreeasily suit the large-scale nature of itsSanctioned Chronicle.

Mob Rules (Pr.4.4.02)In order to simplify mob combat, thefollowing rules are used:

First, the narrator must decide who ischallenging whom among the group. This isusually obvious, but when it's not, have theplayers all point to the person they arechallenging on the count of three. Eachcombatant must bid one Trait, plus anadditional Trait for each person attackingher beyond the first (no more than fiveindividuals may attack a character at atime). If the defender cannot match therequired number of Traits to be bid, sheautomatically loses the challenge. If shedoes have enough Traits, she tests as normalwith the leader of the group. The group hasfive seconds to choose the leader, andshould not compare stats while doing so. Ifa leader is not chosen, then the leader isselected by the defender.

Only the leader of the group calls outNegative Traits. The defender againstNegative Traits need only bid extra Traits

once for each Negative Trait applicable, noteach Negative Trait per person challenging.

The leader of the group may apply anumber of bonus Traits to his total (for tiesand overbids) equal to the number of peopleassisting him (up to four).

If the defender wins, she remains unharmedand can choose to affect any single memberof the attacking group (usually by inflictinga wound), and the attackers lose all Traitsthey bid. If the attackers win, the leadermay choose which attacker’s victorycondition applies (usually inflicting awound), and the defender loses all of theTraits she bid. Continue the process until allwho declared an action have been the targetof a challenge or donated Traits asappropriate.

METAMORPHOSIS (Pr.4.5.00)Metamorphosis is the process by which acharacter changes into another creatureType (the most common being death). Rulesfor metamorphosis into specific Types(including rules for non-mortalmetamorphosis) may be found in theappropriate venue supplements. Additionalrules for metamorphing from a mortal Typeinto another creature Type are presented inthe Mortal Supplement.

General Guidelines (Pr.4.5.01)Top Approval is generally required formetamorphosis if the character is/was notone of the mortal Types (see Mortal fordetails). Top Approval is also required forany supernatural Type to become mortal.Only High Approval is required if acharacter is becoming a wraith or specter(see Wraith for details), regardless of theirformer Type. The approving Storyteller willdecide the exact effects of themetamorphosis, if the standard rules do notcover that particular type of change.

A minimum of High Approval is required ifmetamorphosis changes the character'svenue. (Approval is also requiredappropriate to what the new Type wouldnormally take if the character stays in the

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same venue.) For example, a character athome in the Mortal venue gets killed, andthe player would like the character tobecome a wraith. Wraiths are not one of thecharacter types appropriate for the venue, sothe character must receive High Approval,either to stay in the venue, or to change tothe Wraith venue. Conversely, a mortal inone of the vampire venues requires nospecial approval to get Embraced, unless sheis Embraced into a clan that requires specialapproval.

Characters that undergo metamorphosisnormally lose access to all their previousType’s powers (though some exceptionsexist for mortal characters). They also loseall Arete, Glamour, Gnosis, Rage, andsimilar Traits, unless their new Typenormally possesses them. Ability, Attribute,Willpower, and similar Traits that arecarried over remain at their current level,regardless of the new Type’s startingamount. (The number of these cannotexceed the new Type’s maximums, so anyexcess Traits are lost.)

Unspent Experience Traits may be carriedover. Any Experience Traits spent on thingsthat are lost as a result of metamorphosis aresubtracted from the character’s “earnedExperience Trait” total (for those countrieswho make use of a varying monthly capbased on earnable Experience Traits).

Most Backgrounds, Merits, and Flaws fromthe old creature Type are lost or rendereduseless with a metamorphosis. TheStoryteller will work with the player tochoose new Backgrounds, Merits, and Flawsfrom the source material for their new Type,attempting to duplicate the old ones asclosely as possible. In rare cases, charactersmay be allowed to keep one or more out-of-venue Merits or Flaws, in accordance withthe approval guidelines given in ChapterTwo.

OTHER SYSTEMS (Pr.4.6.00)

Damage Types (Pr.4.6.01)

Bashing damage is defined as any injurythat is painful but fades relatively quickly,such as kicks, punches, or tackles. Bashingdamage may not be used to declare a killingblow. Lethal damage comes from bullets,swords, etc. and is intended to kill.Aggravated damage often comes from fire,or from mystical sources like the claws andteeth of supernatural creatures. It is moredifficult for regenerating creatures to heal,and indeed, such creatures often takeaggravated damage from exotic sourcessuch as sunlight or silver weapons. TheStoryteller is the final arbitrator on whatdamage type any particular source inflicts,but damage from the natural weapons andpowers of supernatural creatures is veryrarely considered to be bashing.

Contrasting rules for bashing damage arepresented in some of the MET source books.To clarify, bashing damage is not halved inthe Sanctioned chronicle. Living creaturesheal one level of bashing damage after anhour of rest.

Normally creatures require a week to healeach level of lethal or aggravated damagethrough such means as rest and medicalattention. Many supernatural creaturessuffer from aggravated damage on a morefrequent basis than normal humans do, andheal it more slowly than they do otherdamage types. Some supernatural creatureshave different or faster means for healing, asdescribed in the applicable supplements.

Blood Loss (Pr.4.6.02)Humans (and other living beings in theWorld of Darkness) are considered to have amaximum of ten Blood Traits in theirbodies. They suffer a level of damage foreach Trait they lose beyond two. Humansfall to Mortally Wounded when completelydrained of blood. Damage suffered fromblood loss cannot be healed until the bloodis regained. Regenerating a Blood Traitshould be treated as "healing an aggravatedwound" for purposes of effects that can doso, as described above. Otherwise, humans(and other living beings in the World of

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Darkness) normally regenerate one BloodTrait per week.

Movement (Pr.4.6.03)Powers, shapes, magic items, and othereffects that increase a character’s movementrate are not cumulative. Unless otherwiseclarified in their appropriate venuesupplement, a character may not attack andmake use of such movement increases in thesame action.

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Changeling 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Creation

Chapter Two: Traits

Chapter Three: Powers

Chapter Four: Systems

This supplement details rules forChangeling venue games in the Camarilla'sSanctioned Mind’s Eye Theatre chronicle.These rules are intended for use with TheShining Host, The Shining Host PlayersGuide, and Dark Epics by White WolfPublishing, and with the Camarilla’s PrimeSupplement.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested thatStorytellers stick to the letter and intent ofthe rules in situations where one or morecharacters may die. Storytellers found to be

abusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare characterTypes.

Chapter One: Character Creation(Ch.1.0.00)

Changeling characters are created using TheShining Host and The Shining Host PlayersGuide in conjunction with this supplementand with Prime.

Concepts (Ch.1.0.01)For the Camarilla's Sanctioned chronicle,there is a slight change with startingseeming, making the relation between acharacter's chimerical self and mortal selfless concrete in terms of age. For example,Storyteller approval allows a character tohave a mortal self that is fifteen years old,just been released from sleeping, and aChildling of ten years. A Seeming may bechanged by more than five years beyondnormal in either direction with MidApproval, or by more than ten years beyondnormal with High Approval.

Membership in the Shadow Court requiresHigh Approval, as does membership in thefollowing houses:Ailil, Balor, Leanhaun, and Scathach.

Some Important Changes Made (Ch.1.0.02)

Attribute Trait maximums have changed inthe Supplement. Traits that exceed the newmaximums are removed, and theirExperience Trait costs are refunded.

As with the other venues, changelingcharacters now get 5 starting Free Traits inaddition to those gained from NegativeTraits and Flaws. These may be added toexisting characters after character creation,but may not be used to increase Title orHoldings in that case.

New or altered approvals levels wereapplied to some Backgrounds and powers in

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the Supplement. Existing characters mustbe approved by the appropriate levelStoryteller(s) if something on the charactersheet now requires a higher level ofapproval than it did previously.

Types (Ch.1.0.03)Special approval is required to play someKith or Kinain. Top Approval is required foranything not rated here.

Boggan, Eshu, Nocker, Pooka, Redcaps,Satyr, Sluagh, and Troll require only LowApproval.

Clurichaun, Ghille Dhu, Piskie, Selkie, andSidhe require Mid Approval.

Autumn People, Dauntain, Inanimae,Nunnehi, and all Thallain require HighApproval.

Chapter Two: Traits (Ch.2.0.00)

All Changelings have a Trait maximum often in Willpower. Childlings have a Traitmaximum of ten in each of the AttributeCategories. Wilders are limited to twelve,and Grumps to fourteen. Childlings canpurchase up to a maximum of ten Traits ofGlamour, Wilders can purchase up to nineTraits of Glamour, and Grumps canpurchase up to seven Traits of Glamour.Characters who begin in one Seeming then"age" to the next and lose Glamour traits inthe process may "move" the spent-points toWillpower at the cost of one-for-one (or geta refund of Experience Traits if that is notpossible).

All changeling characters get five Free Traitsat character creation in addition to thosegained from Negative Traits and Flaws.One Free Trait can be spent to take anadditional Ability, Attribute, or BackgroundTrait, or to specialize in an Ability. TwoFree Traits can be spent to take one level of aRealm. Three Free Traits can be used topurchase a Basic Art, a Glamour Trait, or aWillpower Trait.

BIRTHRIGHTS (Ch.2.1.00)Some Kith Advantages give permanentTraits of one kind or other. These Traits actas normal Traits but can exceed normalmaximums. They are expended as normalin challenges but can not be permanentlylost. These Traits are chimerical unlessotherwise noted in Sanctioned sourcematerial. Non-Sidhe characters don’t gainthe advantages or disadvantages listed formembership in a House.

ABILITIES (Ch.2.2.00)Gremayre takes the place of “Kithain Lore”and the same level of approval as any otherLore. It may only be used when cancelingCantrips, not when employing them.Gremayre may not be combined with theAbility Aptitude Merit.

The Mists protect Shadow Court Lore andDreaming Lore. High Approval is requiredfor player characters to have either.

BACKGROUNDS (Ch.2.3.00)Even if gained or created in play, theChimera, Companion, Political Connections,Remembrance, Title, Treasure, and TrodBackgrounds require Mid Approval to takelevel four, High Approval to take level five,and (for Chimera, Title, and Treasure) TopApproval to take level six. TheseBackgrounds require extensive Storytellerassistance in order to be woven into theSanctioned chronicle.

For Nunnehi, the Nunnehi Backgrounds(Household, Spirit Companion, and Totem)require Mid Approval to take level 4, andHigh Approval to take level five.

For Inanimae, the Inanimae Backgrounds(Regard and Famous Anchor) require MidApproval to take level four, and HighApproval to take level five.

For Kinain, the Kinain Backgrounds (Dross,Faerie Blood, Faerie Mentor, Feth Fiada, andKenning) require Mid Approval to take level4, and High Approval to take level five.Dross and Feth Fiada are available to

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Kithain characters with a minimum of MidApproval.

Additional Backgrounds can be found onpage 53 of Dark Epics.

A Word on Background Maximums(Ch.2.3.01)

While most Backgrounds’ levels arenormally limited to a maximum of 5 (or 6),the total levels of Chimera, Companion, andTreasure are not limited when referring tomultiple creatures or treasures. (Any singlecreature or item of levels 4 or higher stillrequires the level of approval stated above.)Players should make suggestions for theseBackgrounds regarding statistics andpowers, but the Storyteller always holds thefinal decision on the specifics. Many nationshave specific creation rules for these threeBackgrounds in their National Addenda.

Holdings (Ch.2.3.02)The number of Glamour Traits thatcharacters can "use" or "absorb" that theHolding generates each week is equal to thenumber of Traits invested in thisBackground. The Glamour is distributed asthe Storyteller sees fit, though the"controlling" character's desires should beconsidered when making thisdetermination. For example, four Knightssleep around the balefire at a level twoHolding. Only two Glamour Traits areavailable for the Storyteller to split amongthe four characters (each week that theyhave spent some time resting in theHolding).

Storytellers should keep in mind that acharacters who constantly draws fromfreeholds (three to four weeks out of everymonth, or more) run the risk of enteringBedlam from spending so much time in thechaotic energies of a freehold. Furthermore,caring for a freehold should be a give-and-take. If there is no upkeep and the freeholdis constantly drawn upon for Glamour, itruns the risk of "burning out" and losinglevels of power, at Storyteller discretion. Afreehold will produce Dross each month

equal to its rating, which will "appear" in atreasure- or store-room within the freehold,as long as the Glamour-supply has not been"tapped out".

The Storyteller may approve a "commonerfreehold" in which at least three playersinvest points into a Holding (which mayonly be as high as level four.) A charactermay not choose this Background withouttaking at least the same level of Title unlessit is part of a commoner freehold. Where acommoner freehold is less than three points,or where division makes fractions of pointscost, then the players may decide betweenthemselves who pays for the Background,but at least three must be sworn to it as the"controlling" characters.

Storytellers are encouraged to use the"Freehold Realm Affinity" system whenhelping players create freeholds. This willhelp give flavor to freeholds, and will helpthe STs determine the style of the holding,as well as the type of Chimera that "comewith" the holding. For example, a level twoMedieval Fortress holding with the ActorAffinity would have a few serfs, and a fewguards in chainmail patrolling thebattlements. The same holding at level fourwould have a full staff of wenches, serfs,cooks and grooms, as well as armoredpatrols that roam the freehold's lands anddefend it if attacked. A level four Freeholdthat is a skyscraper would also probablyhave the Actor realm, and might haverestaurant cooks, accountants, and otherassorted corporate-chimera.

Under no circumstance will the Chimerawho "come with" a Freehold ever leave theimmediate vicinity of the Freehold. They aremeant to give flavor and life to thisbackground, and to provide in-game storiesfor the characters who frequent such places.

Influence (Ch.2.3.03)Because dealing too heavily in Influencesmay result in Banality, changelingcharacters are limited to beginning with fivetotal levels of Influence. The Storytellershould apply one to three temporary

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Banality Traits to the Influence holder on amonthly basis if she acquires more than fivelevels, or if she uses her Influence in aparticularly banal fashion. However,Storytellers are urged to keep in mind thetype and usage of Influence before applyingtemporary Banality Traits.

Prestige [Shadow Court] (Ch.2.3.04)This Background requires High Approval.

Remembrance (Ch.2.3.05)Remembrance cannot be used to retest aGremayre counter Cantrip retest.

Political Connections (Ch.2.3.06)This Background represents a character'sstation in a court other than the one inwhich they currently reside. Characters withPolitical Connections are either Heralds orAmbassadors.

A Herald is a character who serves a court(the level of this Background equal to thepresiding Noble's Title) as a messenger,when acting in an official capacity, mayinvoke their liege's status and title instead oftheir own.

An Ambassador also serves a court similarto the Herald, but in courtly settings isalways considered to have the same Statusas their liege, but only within certain"boundaries". For example, if Tony the Trollis the Ambassador to the court of CountCrispy of the Kingdom of Pacifica, from thecourt of Count Boris of the Kingdom ofDalarna, Tony's "Ambassadorial" status onlyfunctions within that County, and not in adifferent County even in the same Duchy. Itrequires the Approvals of both the PC'shome location as well as the location he isactually in to be an Ambassador. Example:Tony the Troll would need the approval ofthe STs for both Count Crispy & CountBoris.

Status traits utilized by this background aresuperceded by those with the Titlebackground, thus a Knight in the court ofCount Crispy can interrupt the Ambassadorfrom the court of Count Boris without

having to "ignore" the Status outright.Further, characters with this Backgroundwho abuse it and use it for their ownpersonal gain rather than their liege's wishesmay find themselves cast out as frauds atbest...Oath-breakers at worst.

Title (Ch.2.3.07)The Titles of Squire, Knight or Baron requireLow Approval. The Title of Count requiresMid Approval. The Title of Duke requiresHigh Approval. The titles of King (level six)or High King (level seven) each requires TopApproval. After character creation, title mayraise through role-play, however approvalrequirements still apply. The Titles of Baron,Count, and Duke for non-Sidhe (EntitledCommoners) require one higher level ofapproval than what is listed above.

Only Sained characters can use the benefitsof Status. Status is largely enforced by theNobility, and it can be ignored, but is seenvery much as a social "blunder" or "fauxpas". The Dreaming oftimes enforces"higher" Status, such as that of Dukes,Princes, Kings, and High Kings.

A noble with Title can give lesser levels ofTitle to others if they are sworn (or doswear) fealty to that noble. This ability is notto be taken lightly or used without priorStoryteller permission. The Dreaming itselfchooses Kings and High Kings. Kings havethe Status trait of "Regal", and High Kingshave the Status trait of "Lordly". The title of"Prince" or "Princess" is a variation of"Duke" or "Duchess", but must have HighApproval, as the characters must be theheirs of current Kings or High Kings.

Any noble with good reason may refuse (orterminate) the service of another belowthem in the chain of fealty. So refused, thecharacter does not lose Title, but may notuse the accompanying Status Traits in SocialChallenges until he finds service withanother noble of appropriate rank. A knightthus refused will become a Knight Errant.

Only a noble 2 ranks higher than a charactermay strip or reduce a character's Title (and

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accompanying Treasures), and only then ifthe offending character falls within thatnoble's fealty chain. Only the High King canremove a Title of Duke or King, and it is avery rare occurrence. The Dreaming itselfmay remove the Duke or King if they arevery unsuitable, and even the High King,although this has not happened since beforethe Shattering.

Characters with titles receive free "Title-Treasures" that represent the duties andpowers of the office, as described in pages210 through 214 of the Shining Host PlayersGuide.

MERITS AND FLAWS (Ch.2.4.00)Merits that duplicate Birthright Advantagesrequire High Approval. Fae Marks act asFlaws and count towards the Kinain’s sevenTrait limit.

Poetic Heart [3 Trait Merit] (Ch.2.4.01)This Merit requires High Approval.

Endless Frustration [3 Trait Flaw] (Ch.2.4.02)The cost of this Flaw has changed for theSanctioned chronicle.

Fae Songs [1-5 Trait Merit] (Ch.2.4.03)These powers will not work on changelings.

Chapter Three: Powers (Ch.3.0.00)

Only Inanimae may learn Slivers.

ARTS (Ch.3.1.00)The three Arts that changelings start withmust be Basic Arts.

Approval Levels (Ch.3.1.01)Some Arts require special approval to learn.The Storyteller may approve an Art to belearned only to a certain level, due to theunbalancing nature of some of the higherlevels. Because certain Arts are much morecommon to certain characters (Sidhe withChronos, Nockers with Infusion, ShadowCourt members with Delusion, etc.), theapproving Storyteller will take this intoaccount when processing the application.

Aphrodesia, Infusion, Kryos, Oneiromancy,and Skycraft require High Approval tolearn.

Chronos, Contempt, Delusion, and Namingrequire Top Approval.

Metamorphosis requires Top Approval.Commoners (non-Sidhe) may learn the Basicand Intermediate levels with only MidApproval.

Sovereign requires only Low Approval forSidhe to learn. Commoners (non-Sidhe)may learn the Art with High Approval.

Inanimae Approval Levels (Ch.3.1.02)Manikins require Mid Approval to learnKith Arts. Other Inanimae require HighApproval to learn Kith Arts.

ART DESCRIPTIONS (Ch.3.2.00)

Chicanery (Ch.3.2.01)This entire Art is centered on not directlycausing harm. Any time that a ChicaneryCantrip is cast that will cause direct harm,the Cantrip fails.

Chronos (Ch.3.2.02)This Art can cause a lot of confusion ingame play and should be used carefully. Itis required that a Narrator be present forany casting of this Art.

Chronos, Dream Time (Ch.3.2.03)This cannot be used to reduce a characterbelow twelve months of age, nor can it beused to age a target to death.

Chronos, Reversal of Fortune (Ch.3.2.04)This level can cause catastrophic problemswithin a game, and should be carefullyregulated.

Dream Craft (Ch.3.2.05)Changelings with this Art may physicallyenter a sleeping mortal or prodigal’s dream(a simple Bunk with Realms appropriate tothe dreamer is required). Once in,interaction with the dream is possible but

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direct control is not. This effectively allowsthe caster to enter the Dreaming. If achangeling dies in a dream, in reality shealso dies a Banal Death.

Dream Craft, Dream Riding (secondIntermediate, Added) (Ch.3.2.06)The character may cast this Cantrip (fromthe Near Dreaming) upon a sleeping mortalor prodigal, physically transport the casterinto the target's dream. Once in the sleeper'sdreams interaction with the dream ispossible but direct control is not. Thiseffectively allows the caster to "ride" thedream into the dreaming. This art may alsobe used as a Fair Escape if a sleeping mortalis present, by tagging along with thesleeper's dream. This escape may only beused from the physical world and costs aGlamour Trait. This can be somewhat riskyas it could deposit the Changeling anywherein the Dreaming. Use of Dream Riding isdangerous. If a Changeling dies in a dream,in reality she also dies a Banal Death.

Dream Craft, Dream Weaving (Ch.3.2.07)Chimera and companions created with thisArt do not require Background Traits to bepurchased. Normal approval restrictions forBackgrounds still apply. Players shouldkeep in mind that these chimera are highlysusceptible to Banality (even more so thanother chimera).

Infusion, Animantis (Ch.3.2.08)While the player may make suggestions asto the attributes and other traits, thestoryteller is the one who actually makes thedecision, and is responsible for writing themofficially.

Kryos, Cold Heart (Ch.3.2.09)Damage from this Art is limited to fourlevels. The permanent effect can only occuron a willing target.

Legerdemain, Ensnare (Ch.3.2.10)Regardless of whether or not the difficultyexceeds the target's Physical Traits, thetarget always receives at least one StaticPhysical Challenge to break free.

Legerdemain, Phantom Shadows (Ch.3.2.11)Un-enchanted mortals will only see thePhantom Shadows if they are made real bycalling upon the Wyrd.

Naming, Runic Circle (Ch.3.2.12)You may not spend more Mental Traits thantwice the Bunk level of the Cantrip. Thecircle may only be inscribed on the ground,not on people or objects.

Naming, Reweaving (Ch.3.2.13)Willpower Traits spent for retests to resistthis Art are not spent permanently.

Oneiromancy, Oneirodynia (Ch.3.2.14)The affect cannot be combined withDreamwalk when cast upon a wakingtarget.

Oneiromancy, Embrace of Morpheus(Ch.3.2.15)Normally no link is needed, but the Realmmay require one.

Oneiromancy, Expiation (Ch.3.2.16)Use of this power on another player’scharacter requires that player’s permission.

Primal, Willow-Whisper (Ch.3.2.17)Information gleaned from objects needs tobe presided over by a Storyteller.

Primal, Eldritch Prime (Ch.3.2.18)No more than one level of damage may beinflicted per use of this power.

Primal, Oakenshield (Ch.3.2.19)No armor may provide more than fourlevels of protection, regardless of stackedeffects.

Primal, Holly Strike (Ch.3.2.20)Ignore the system of resisting given in TheShining Host. The caster must engage histarget in a Physical Challenge, and the targetneed not spend a Willpower Trait to resist.If successful, the caster may spend two,four, or six Physical Traits to inflict one, two,or three lethal levels of damage.

Primal, Elder Form (Ch.3.2.21)

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This Art may not be used in conjunctionwith Metamorphosis: MythicTransformation. Other than the shapechanging aspect, Elder Form should not beused to mimic the effects of Arts thatrequires special approval, includingChronos, Naming, Sovereign, and any Artsfrom The Shining Host Players Guide.

Pyretics (Ch.3.2.22)If caught on fire, a target may use a physicalaction to put out the flames with asuccessful Simple Test. Additional firedamage is taken at the rate of one healthlevel per turn if the flames are notextinguished.

Pyretics, Willow Light [second basic, added](Ch.3.2.23)This Cantrip will allow you to illuminate orcast auras of light upon objects or places.The caster creates a dim and ethereal glowto illuminate the object of the Art. This glowwill last for approximately one hour for eachglamour spent at it's creation.

Pyretics, Prometheus' Fist (Ch.3.2.24)A subject that is engulfed catches on fire. Ifthe victim puts out the flames, the Cantripends immediately.

Pyretics, Burn and Boil [secondintermediate, added] (Ch.3.2.25)This Cantrip allows the caster to engulf anobject or person in real flame, igniting andburning the target of the Cantrip (andobjects in direct contact with the target) justas normal flames would. To use this art, youmust spend a Willpower trait to initiate theflames, followed by a Glamour trait for eachturn it is controlled. The flames inflict oneHealth level of damage per turn a subject isengulfed, although the target may attemptto put the flames with a successful simpletest as described above, if this works theCantrip immediately ends. If it is used on anitem or person in combat, that item orperson does one extra level of damage perturn and anyone else near you must win ortie a Simple Test to avoid catching fire foreach turn or challenge she is exposed to you.

Pyretics, Star Body (Ch3.2.26)Use of this power against another Kithainmay well be considered a breech of theEscheat.

Skycraft, Compass Winds (Ch.3.2.27)The affect causes one level of bashingdamage.

Soothsay, Tattletale (Ch.3.2.28)This power cannot cross the Gauntlet or theShroud.

Sovereign, Grandeur (Ch.3.2.29)This Art’s duration is now one scene orhour, whichever is longer. Grandeur dropsimmediately if the user makes an attack oremploys an offensive power.

Sovereign, Geasa (Ch.3.2.30)As this power can be very abusive, Narratorarbitration is required when it is used. Theexact wording of the commanded task isimportant, but the Narrator is the final callon what the target must do to fulfill it.

Wayfare, Flicker Flash (Ch.3.2.31)This power does not allow crossing of theGauntlet or Shroud. The caster must knowthe destinations teleported to (from a priorvisit, seen with Tattletale, etc).

REALMS (Ch.3.3.00)Inanimae require Mid Approval to learn aKith Realm. The Inanimae Realm of Waterequates to Time, not Actor.

Time Realm (Ch.3.3.01)A Changeling using the Time Realm on aCantrip may "hold" a Cantrip and chose toactivate it at any point up to the standardlimits for their level in Time. This decisionneed not be made at the time of theCantrip's casting, but any Glamour spent inthe casting of the Cantrip is immediatelyused at the time of the original casting, andcan not be regained until the Cantrip isused. Cantrips that are not used by the endof their maximum "holding" period are lost,and all traits spent for it are also lost(although they can be regained later as per

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normal). A character may choose to let the"held" Cantrip expire unused.

All other realms and decisions for castingthe Cantrip must be made the first time theCantrip is cast, and cannot be changed whenthe held Cantrip is actually used. Thus, a"Flicker Flash" Cantrip can be held, but thecaster must specify at the time of castingwhat Realm it will effect, and where thelocation will be, and these parameterscannot be changed when the "held" FlickerFlash is used.

All challenges involved in the Cantrip areresolved when the held Cantrip is actuallyused. Only one Cantrip may be held at atime. Using a "Held" Cantrip takes anaction, but does not require any Bunk orphysical action, and is merely a mentalcommand.

Any use of the Time Realm costs anadditional Glamour, in addition to any otherused to normally cast the Cantrip.

Realms Re-test (Ch.3.3.02)Some nations participating in theCamarilla’s Sanctioned chronicle use a newrule for retesting Cantrips. Consult yournational addendum to see if your countryuses the following optional rule.

A changeling can spend a Realm level inorder to retest the challenge for a Cantripshe is casting. The Realm must be the sameone that was used to describe the target inthe Cantrip’s casting. Realm retests count asAbility retests for the purpose of the retestinteraction rules. Realm levels spent in thisway are recovered at the end of the session.Their temporary expenditure does not affectthe changeling’s ability to make full, normaluse of her permanent Realm levels.

Chapter Four: Systems (Ch.4.0.00)

Dark Epics has several pages of rulespertinent to the Changeling venue (pages79, 80, 81, and 96).

Banality (Ch.4.0.01)

This chart describes some of the ways aChangeling can gain Banality. Since Banalityis a nebulous concept and what some see asbanal can be a source of glamour for others,storytellers are strongly encouraged to keepan open mind about what is and is not asource of Banality based on thecircumstances of the action, and on thecharacter-concepts of those characters whomight be applicable.

Remember, "Modern" or "Evil" does notautomatically mean "Banal". For example,Fae have been killing each otherChimerically (and killing humans) forthousands of years, so this should perhapsnot generate Banality unless the situationseems to be Banal to the presidingstoryteller. The rule of thumb for assigningBanality - If the actions of a character killeven a small part of a dream, or theDreaming itself, then the actions generateBanality. Remember that when a characterhas accumulated ten or more TemporaryBanality Traits, the character gains onePermanent Banality Trait, and allTemporary Banality Traits are removed.Additionally, all Sidhe (except the Scathach)receive twice as many Banality Traits for theactions listed below.

Action:Banality

Active BanalityDefending against a Cantrip with Banality:

1 TemporaryBanality TraitFailed to overcome a target who defendedwith Banality: 1 Temporary Banality TraitActively denying the Dreaming (perinstance): 1 TemporaryBanality TraitUsing a Dauntain power:

2 TemporaryBanality Traits

Destruction of the DreamingDestroying a treasure or chimera:

1 TemporaryBanality Trait

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Killing a Kithain chimerically:1 Temporary Banality Trait

Killing a Kithain mortally:2 Temporary

Banality TraitsDestroying a freehold (per level destroyed):

3 TemporaryBanality TraitsDying Chimerically:

5 Temporary Banality Traits

Cold IronBeing struck by Cold Iron (per hit):

1 TemporaryBanality TraitContact with or Possession of Cold Iron(perscene): 1 Temporary Banality TraitKilling a Kithain with Cold Iron:

1 Permanent Banality Trait

Locational (Time spent in areas that...)Banality more than Kithain's Glamour (perscene): 1 Temporary Banality TraitBanality twice as much as Kithain'sGlamour: 2Temporary Banality TraitsBanality Rating of Nine (per scene):

3 TemporaryBanality TraitsBanality Rating of Ten (per scene):

4 TemporaryBanality Traits

Bunks (Ch.4.0.02)For the Jesters Rules system in the ShiningHost Players Guide, the followingrestrictions also apply. For a level one, two,or three Bunk, any of the appropriatenumber of conditions must be met. For alevel four Bunk, one of those conditionsmust take longer than a minute in a combatsituation; take longer than an hour; or beespecially unique to the Kith or character.For a level five Bunk, two of the threeconditions named above must be met.

Cantrips in the Deep Dreaming (Ch.4.0.03)The normal Glamour cost for Cantrips isremoved in the Deep Dreaming, however acharacter may still chose to spend one pointof Glamour to gain an extra Bunk or to gainone Bunk Trait in place of a Bunk.

Cold Iron (Ch.4.0.04)Cold Iron is iron that has been "cold forged"by hand, and as such, can only be formedinto very crude tools. As a material it isbrittle, prone to rust, and has great difficultyholding an edge or point. Cold Ironweapons and tools are usually limited inform to clubs, crude daggers, crowbars,hammers, or poor-quality swords (that donot stand up to use for very long) and havea tendency to break under duress. As ColdIron is harmful to Changelings because of itsintrinsically non-supernatural nature, usingsupernatural effects to enhance it in anyway would negate its banal nature. Itrequires Top Approval to supernaturallyenhance a item of Cold Iron and have itretain it's Fae-harming properties.

Dragon’s Ire (Ch.4.0.05)Characters in bedlam that invoke thedragon’s ire gain a number of extra iresuccesses equal to the stage of bedlam thatthey are in. At the end of the scene, thecharacter enters the next stage of bedlam, oris devoured by a cataclysmic blast in thecase of characters that are already in thethird stage of bedlam.

Changelings who witness a bedlam-embraced character invoking the dragon’sire may enter bedlam if they were close todoing so already (Storyteller’s discretion).

Siochain (Ch.4.0.06)This aspect of the Camarilla's Sanctionedgame requires Top Approval.

Oaths (Ch.4.0.07)The gaining of Traits from Oaths mayexceed listed maximums, but these arealways the first Traits spent. Taking thesame Oath multiple times (even in differentsituations) does not grant cumulativepositive effects.

Breaking Oaths is considered to be one ofthe more heinous crimes a Changeling cancommit, and storytellers are encouraged tosee this aspect of the venue through as bestas they can.

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The creation of new Oaths requires MidApproval if the benefits do not grant anypositive traits for the character who swearssuch an Oath, High Approval if the benefitsinvolve the granting of traits. New Oathsmust be proposed by Storytellers forApproval, so that Oaths already approveddo not require re-approval if multiplecharacters decide to swear the Oath. EachNation is encouraged to publish new Oathsin their National Addendum, and to providea list of currently-approved Oaths availablein their Nation.

Oath of AdoptionSidhe that change Houses neither lose theiroriginal House Boon or Flaw, nor gain theBoon or Flaw of their new House in doingso.

Oath of FealtyA character can only be under one Oath ofFealty at a time. It is possible for a characterto be released from their Oath of Fealty bythe Noble they are sworn to. Without beingreleased (or being stripped of all title andthen later given title elsewhere), a characterwho swears another Oath of Fealty is tobreak the first. The only exception to this isif the new Oath of Fealty is to the directsuperior (all of the way "up the chain" to theHigh King level) of the original Oath.Characters can swear Fealty to whomeverthey wish, as long as their title is equal orlesser than the character they are swearingto.

Oath of the Long RoadUse of this Oath on a trivial quest results inconsequences as dire as if the Oath werebroken.

Oath of the UndoingThis Oath carries with it a storytellerwarning, that not many characters whoswear this Oath will be expected to survivethemselves

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

are different from those listed in TheShining Host Players Guide. Consult withyour National Storyteller to learn moredetails.

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Garou 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Creation

Chapter Two: Traits

Chapter Three: Powers

Chapter Four: Systems

This supplement details rules for Garouvenue games in the Camarilla's SanctionedMind’s Eye Theatre chronicle. These rulesare intended for use with Laws of the Wild:Revised and Dark Epics by White WolfPublishing, and with the Camarilla’s PrimeSupplement.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested thatStorytellers stick to the letter and intent ofthe rules in situations where one or morecharacters may die. Storytellers found to be

abusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare characterTypes.

Chapter One: Character Creation(Ga.1.0.00)

Garou characters are created using Laws ofthe Wild in conjunction with thissupplement and with Prime.

Concept (Ga.1.0.01)Character concepts that include being aformer or current member in a Silver Packor that include high levels of leadership inthe character's Tribe or species require HighApproval.

Because of their rarity in modern times,lupus characters require Mid Approval(though lupus is not considered to be aspecial “Type”).

Some Important Changes Made (Ga.1.0.02)

If the required level of approval foranything on the character sheet has beenraised, you must register the character withthe Storyteller whose approval is requiredunder this rule set. This must be donebefore you can make use of the item, or inthe case of special character type, before youcan play the character. Prior to the release ofthis supplement, MC 12 allowed membersto start characters at Elder Rank. This wasused to populate the game with a few Eldersright off, and encourage more players to jointhe venue. To prevent the ongoing venuefrom becoming overpopulated with Elders,this option is no longer offered at charactercreation.

The Rites Background now has a maximumof five Traits. Additional Experience Traitsor Background Traits will need to be allottedfor characters to keep additional rites.

Types (Ga.1.0.03)

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Characters of the Black Fury, Bone Gnawer,Child of Gaia, Fianna, Get of Fenris, GlassWalker, Red Talons, Shadow Lord, SilentStrider, Silver Fang, Uktena, and WendigoTribes require Low Approval.

Additional shifter Types require varyinglevels of approval, as noted in theappropriate appendices. Human kinfolkcharacters require the same approval levelas normal shifters of their specific Tribe orchanging breed.

Membership Benefits (Ga.1.0.04)Members who have achieved certain levelsof Member Class may create their charactersat a higher starting Rank than one (Cliath).MC 4 allows Rank two (Fostern), MC 6allows Rank three (Adren), and MC 9 allowsa character to be made at Rank four (Athro).The character’s starting Renown is theminimum number necessary to achieve herstarting Rank.

Players may always choose to make theircharacter at a lower starting Rank than theirMember Class allows, even as low as Rankzero (Cub). In this case, the character maystart with more Renown Traits thanrequired to reach current Rank, but notmore than is required to reach the nextRank.

Chapter Two: Traits (Ga.2.0.00)

Regardless of Rank, Garou (and other“shifters”) characters have a maximum often Traits each of Gnosis, Rage, andWillpower, and five Traits in any givenAbility.

All shifters gain five Free Traits in additionto those gained from Negative Traits andFlaws (even though some of the sourcebooks don’t include this). A character maygain two Free Traits by taking aDerangement at character creation. If shedoes so, she may only gain Free Traits fromthree Negative Traits.

A shifter may gain an Ability Trait,Attribute Trait, or Background Trait at the

cost of one Free Trait. Gnosis and RageTraits cost two each, while Willpower andBasic Gifts (subject to normal approvalrestrictions) cost three Free Traits.

TRIBES (Ga.2.1.00)Should you elect to create a Cub (Rankzero), you are not required to select a Tribe.If you don't you will be able to select yourTribe after your rite of passage, althoughyou cannot choose a Tribe that hasBackground requirements or limitationswhich do not match the Backgrounds youpossess. As an example, if you create a'tribeless' Cub and do not have any Traits ofPure Breed, you will not be able to select theSilver Fangs as your Tribe after your rite ofpassage. Cubs without Tribes start atcharacter creation with three WillpowerTraits. They have no Advantage orDrawback and may not purhase Tribal Giftsuntil after they have passed their rite ofpassage.

Black Fury (Ga.2.1.01)The Tribal Advantage restores a maximumof one Willpower Trait per week duringdowntime.

Bone Gnawer (Ga.2.1.02)Rather then being available once per session,the Tribal Advantage gives a number ofextra monthly Influence actions (asContacts) equal to the Bone Gnawer’s Rank.This is separate from the ContactsBackground. Note that the starting Gifts forBone Gnawer characters are Cooking, ResistToxin, and Tagalong.

Fianna (Ga.2.1.03)Add Craft to the list of Abilities under theFianna Tribe Advantage.

Get of Fenris (Ga.2.1.04)The starting Gifts for Get of Fenrischaracters are Razor Claws, Resist Pain, andVisage of Fenris.

Glass Walker (Ga.2.1.05)In addition to the free Influence Trait, GlassWalkers have the following advantage.

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Each of their Kinfolk levels dedicate toincreasing the Influence maximumsincreases it by three levels, rather than justone.

Shadow Lord (Ga.2.1.06)For the Tribal Advantage, before the firsttest is thrown in a Social Challenge, theShadow Lord can spend one Gnosis to gaina number of bonus Social Traits for thatchallenge equal to his Rank. This worksregardless of the opponent’s Pure Breed.

Silent Strider (Ga.2.1.07)After successfully exercising his Advantage,a Silent Strider negates the first surprise heis subjected to during the remainder of thescene.

Silver Fang (Ga.2.1.08)The Silver Fang Advantage is that they mayexpend a Social Trait to retest a SocialChallenge. Ignore the list of Derangementsunder the Disadvantage. Instead take anyDerangement listed on pages 212-214.

Uktena (Ga.2.1.09)The Uktena Advantage is that they do notneed to spend Mental Traits to gain vividclarity when peeking across the Gauntlet.

Wendigo (Ga.2.1.10)Traits granted by the Wheel of Seasonsallow the Wendigo to exceed his Traitmaximums. The Physical Traits grantedduring the winter by the Wheel of Seasonsare not restricted to “soaking damage”.

BACKGROUNDS (Ga.2.3.00)

Ancestors (Ga.2.3.01)A Narrator may disallow any Ability if it isinappropriate for an Ancestor to have had it.For example, Quantum Mechanics orRevenant Lore would have to be welljustified in the history of character’sancestors. A character cannot use Ancestorsto gain Traits of an Ability the character has,even if he has expended some or all of thoseTraits.

Additional Backgrounds can be found onpage 53 of Dark Epics. Garou cannot takeRetainers.

Fetish (Ga.2.3.02)All non-standard Fetishes, and all Fetisheslevel five or higher, require High Approval.Note that a list of additional (LowApproval) Fetishes and Talens is presentedat the end of Chapter Four.

Klaives or Grand Klaives that have differentmelee-weapon shapes than normal, or aremade from materials other than silver,require High Approval. They typically giveno more benefits than the standard forms ofthese weapons. The tradition of crafting andwielding Klaives is a sacred one steeped inhonor. Few with the skill to make thesesacred weapons are willing to deviate fromthe standard form accepted by the GarouNation.

Creatures without Rage may attempt aWillpower challenge instead, to resist theeffects of a Harmony Flute.

No more than two extra levels of damagecan be inflicted by an (activated) FangDagger. An activated Fang Dagger remainsactive for the remainder of the scene.

Kinfolk (Ga.2.3.03)Kinfolk takes the place of Retainers forGarou, a Background that Garou cannotpurchase due to the effects of The Curse.For determining the statistics of kinfolk, usethe same guidelines as those for Retainers inPrime.

Mentor (Ga.2.3.04)Mentors will not teach out-of-Tribe Gifts.Learning a Gift form a mentor includes allthe disadvantages of learning Gifts fromanother Garou. Mentors can teach rites ofthe same level as the Gifts they can teach.

Pure Breed (Ga.2.3.05)Level five in Pure Breed requires MidApproval.

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The Traits granted by Pure Breed are notautomatically added to all Social Challengeswith Garou. The challenge must be onewhere the Garou’s noble bearing can be seen(or is known), and where such a patriciandemeanor would affect the outcome of thechallenge. This includes challenges for staredowns, Etiquette and Leadership Abilitychallenges, and Gifts such as Calm, Curse ofHatred, Mastery, Obedience, ParalyzingStare, Roll Over, Staredown, and Visage ofFenris.

Because of the greater weight of accountingplaced upon the descendants of the GarouNation’s heroes, whenever a character withPure Breed loses temporary Renown Traits,he will never lose less than half his PureBreed total, rounding up. For example, acharacter with Pure Breed three will losetwo Honor for “not protecting a helplesshuman”, rather than one Honor.

Rites (Ga.2.3.06)Characters may not have more than fivetotal Traits in the Rites Background. Thecost of rites through this Background is oneTrait for a Basic rite, two Traits for anIntermediate, and three Traits for anAdvanced rite. Two Minor Rites can bepurchased for 1 Trait of the RitesBackground.

The number of Rituals Ability Traitsrequired before a character may learn rites isone Trait for Minor, two Traits for Basicrites, three Traits for Intermediate, and fiveTraits for Advanced rites. A Garou of anyRank may learn any rite, but the use of a ritenot allowed by Rank is a dishonorable andunwise act. It is worth the loss of atemporary Honor and a temporary WisdomRenown unless a sept’s Master of the rite isdirectly supervising the Garou.

Further rules for rites can be found inChapter Three, below.

Totem (Ga.2.3.07)Pack totems are Jaggling spirits. A basetotem (see page 90) costs a number ofBackground Traits equal to the Background

cost of the totem (see pages 243-248). Ignorethe charts in the book and use the followingfor purchasing improvements to the basetotem.

Totem Improvement Table (Ga.2.3.08)

ImprovementCost

Per 2 Traits divided among Rage, Gnosis,and Willpower 1Per additional Trait of Essence

1Per Ability Trait

1Totem can speak to pack without SpiritSpeech 1Totem can always find pack members

1Per additional Charm possessed

2Totem is nearly always with pack members

2Totem is respected by other spirits

2Per extra member who can use Totempowers in the same turn 3Totem allows members to communicate atgreat distances 4Totem can materialize without cost

5

Additional Traits, Abilities, or Rage receivedfrom a totem may exceed the Garou's Traitmaximums. Ability Traits granted by atotem are granted per scene, not per turn.Gnosis or Rage Traits granted by totems(normally listed as “per story”) areindependent pools of Traits that refresh at arate of one per day. Willpower Traitsgranted by totems are an independent poolof Traits that refresh at a rate of one perweek.

Children of Uktena ignore the first healthlevel of damage they suffer each scene whilein the Umbra to reflect their “automaticlevel of soak” against all damage. Eachstory is considered to be a month for thepurposes of the additional Experience Traitsgranted to Uktena's children. These Totem-granted Experience Traits can exceed the

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character’s monthly maximum, but maynever be used to buy Gifts.

Top Approval is required for any new totemaffiliations not found in the Camarilla'sRules Supplement.

MERITS AND FLAWS (Ga.2.4.00)

Silver Tolerance (Ga.2.4.01)Instead of allowing you to "soak damage"from silver weapons, a win or tie on aSimple Test (re-testable with the SurvivalAbility) allows the character to treat theattack as though it had not come from asilver source.

Supernatural Companion (Ga.2.4.02)Treat this as the Supernatural Ally Meritfrom Prime.

Wolf Years (Ga.2.4.03)This Flaw is worth only one Trait in theSanctioned chronicle.

METIS DEFORMITIES (Ga.2.5.00)

Chitinous Skin (Ga.2.5.01)This Disfigurement does not give thecharacter an additional Health Level.

Weak Immune System (Ga.2.5.02)Rather then having no Bruised health levels,a character with this Disfigurement has oneless Healthy health level.

RAGE TRAITS (Ga.2.6.00)A character may not spend more Rage Traitsthan half his permanent Physical Traits inany given turn (rounding down).

Chapter Three: Powers (Ga.3.0.00)

LEARNING GIFTS (Ga.3.1.00)High Approval is required for a character toenter play with any out-of-Tribe Gift, orwith any Advanced Gifts that is not fromtheir breed or auspice list.

The spirits that teach Tribal Gifts do sobased upon ancient pacts made betweencertain spirits and the Tribes. Spirits only

teach Tribal Gifts to outsiders when a high-Ranked Tribe member intercedes with thespirit on the student’s behalf. An Athro’sword is required in such cases for Basic orIntermediate Gifts, while only the word ofan Elder can sanction passing an AdvancedGift to an outsider. (This supersedes therule on page 76 of Dark Epics.)

Garou require protracted periods of time tolearn a Gift from another Garou, duringwhich the two Garou must have readyaccess to each other for training sessions.The period is generally one month for BasicGifts, two months for Intermediate Gifts,and three months for Advanced Gifts. Inaddition to the Notoriety penalty mentionedin Dark Epics, further Notoriety (and evenRenown loss) will be in order if the studentlater uses the Gift to harm members of theteacher’s Tribe.

GIFT CLARIFICATIONS (Ga.3.2.00)Some Gifts require a challenge, but areunclear as to who is being challenged.Unless specifically stated otherwise, thechallenge is against the target of the Gift. Ifthere is not a target, then it is a StaticChallenge against seven Traits.

Many Gifts allow the Garou to expendadditional Traits to increase theeffectiveness of the Gift. A Garou may onlyspend three Traits to enhance the effect ofsuch Gifts. This does not apply to Gifts thathave a specific chart showing the number ofTraits spent versus effect or durationgained.

Each clarification below includes a referenceto the part of Laws of the Wild’s Gift sectionwhere the original text can be found.

Aura of Confidence [Basic Shadow Lord](Ga.3.2.01)This Gift also works against supernaturalpowers.

Balor’s Gaze [Intermediate Fianna](Ga.3.2.02)Ignore the tabletop reference to “Crippled”health penalties, substituting penalties for

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the Wounded health level instead.Willpower spent to ignore would penaltieswill also allow this gift to be ignored for oneround.

Bloody Feast [Intermediate Wendigo](Ga.3.2.03)Gain one Ferocious or Tough Trait per levelof damage inflicted, instead of one per twolevels.

Coupe de Grace [Intermediate Black Fury](Ga.3.2.04)This Gift will not add more then two levelsof damage to an attack.

Create Element [Basic Metis] (Ga.3.2.05)Flames created as weapons inflict oneaggravated wound per Gnosis Traitexpended (maximum of three), and requiresthe Garou to win a Mental Challenge againsthis opponent’s Physical Traits.

Exorcism [Intermediate Theurge] (Ga.3.2.06)Spirits bound into objects cannot be thetarget of Exorcism if the object is in thepossession of someone else. Spirits boundinto people or animals cannot be targeted byExorcism unless the subject is restrained ortrapped during the current and prior turn.Fetishes in the hands of an opponents orunrestrained Fomori are not viable targets ofthis Gift. Ignore the stated requirement togain more successes then the binder gained.Fomori who have their Banes successfullyremoved with this Gift will die.

Feral Lobotomy [Advanced Theurge](Ga.3.2.07)Ignore the reference to successes. Only oneMental Trait can be destroyed per use of thisGift. Mental Traits can be repurchased withExperience Traits as normal.

Fetish Doll [Advanced Uktena] (Ga.3.2.08)The Garou can only have one Fetish Dollcreated at a time. The challenge to injure thetarget is a Willpower Challenge (not a StaticMental Challenge against the target'sWillpower). Additionally, this Gift allows

ten challenges, not ten levels of damage,before the doll is automatically destroyed.

Geas [Advanced Philodox] (Ga.3.2.09)Use of this Gift requires a WillpowerChallenge (not a Social Challenge againstthe Target's Willpower).

Gift of the Porcupine [Intermediate Metis](Ga.3.2.10)Anyone striking you with bare flesh (i.e.without using a weapon] suffers one level ofaggravated damage [not the same damagethey inflict on you). Note that you cannotbite or claw in the same action where youtackle, grapple, or immobilize an opponent(to inflicting the level of aggravateddamage).

Gift of the Spriggan [Advanced Fianna](Ga.3.2.11)You can gain no more than six PhysicalTraits from the use of this Gift.

Gorge [Intermediate Red Talon] (Ga.3.2.12)The Garou does not need to designate onlyone Trait type when he purchases the Gift.Instead, he can only store one type of Traitwith this Gift at a time. This Gift can onlybe taken once.

Halo of the Sun [Advanced Child of Gaia](Ga.3.2.13)This Gift causes attacks to inflict oneadditional level of aggravated damage, nottwo.

Howl of the Banshee [Basic Fianna](Ga.3.2.14)To clarify, the user makes a Static SocialChallenge against seven Traits. Ifsuccessful, everyone within ten feet mustwin a Static Social Challenge against the Giftuser’s Social Traits or flee as noted.

Inspiration [Basic Ahroun] (Ga.3.2.15)Comrades gain either a Willpower Trait thatmust be expended that scene, or a free retest(not an automatic success) on oneWillpower Challenge in that scene. Acharacter cannot benefit from Inspirationmore then once in a scene.

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Invoke the Spirits of the Storm [AdvancedWendigo] (Ga.3.2.16)Lightning bolts cause three levels ofaggravated damage, not ten.

Jam Technology [Basic Homid] (Ga.3.2.17)Successful use of this Gift prevents the useof items of the target complexity or lower.Therefore if you test against six Traits, youblock use of all electronic devices but nomechanical devices.

Kiss of Helios [Advanced Ahroun](Ga.3.2.18)This Gift causes attacks to inflict oneadditional level of aggravated damage, nottwo.

Luna’s Armor [Basic Child of Gaia](Ga.3.2.19)This Gift may only be used once per scene,and its effects do not last longer than ascene. The Garou activating Luna’s Armoris not bound by the standard limitation ofexpending no more than three Traits topower a Gift (but is limited to no more thanher Rank).

Might of Thor [Intermediate Get of Fenris](Ga.3.2.20)The Garou activating Might of Thor is notbound by the standard limitation ofexpending no more than three Traits topower a Gift.

Name the Spirit [Intermediate Lupus](Ga.3.2.21)When learned by Garou other thanTheurges, this is an Intermediate Gift.

Open Wounds [Intermediate Shadow Lord](Ga.3.2.22)The “Physical Challenge” is a StaticChallenge against the target's PhysicalTraits. No bonus Traits are counted forforms or powers during this challenge. Acharacter can only be affected by this Giftonce per scene.

Reshape Object [Intermediate Homid](Ga.3.2.23)

Weapons created by this Gift will onlyinflict aggravated damage for five minutesafter creation, regardless of how long theystay reshaped.

Resist Pain [Basic Philodox] (Ga.3.2.24)This Gift allows you to ignore the woundpenalties for the Bruised, Wounded, andIncapacitated wound levels.

Roll Over [Intermediate Philodox](Ga.3.2.25)This Gift costs one Gnosis Trait and requiresa Social Challenge to use, (not a WillpowerChallenge). The submission effect of theGift ends if the subject is attacked. Againstsupernatural creatures, Roll Over will notforce submission, but will keep the subjectrespectful of the Gift user, and prevent herfrom attacking the Gift user for theremainder of the scene. The defensive effectends if the Gift user attacks (anyone) ortakes a directly threatening action.

Scream of Gaia [Intermediate Get of Fenris](Ga.3.2.26)Each level of damage may be avoided with asuccessful Simple Test. If a victim does nottake any damage from the Gift, she does notfall down.

Shadows by the Firelight [IntermediateGalliard] (Ga.3.2.27)This Gift causes the participants to act outthe story as described, much like actors on astage. The participants do not cause realharm to one another, nor do they actuallyemploy Gifts or use Traits of any type.While affected by this Gift, the participantscan do nothing except act out their parts andresist the effect of actions taken against themby non-participants.

Seizing the Edge [Basic Shadow Lord](Ga.3.2.28)The Traits are divided among the character'sAttribute categories (as evenly possible),and last for the remainder of the scene.

Spirit of the Fray [Basic Ahroun] (Ga.3.2.29)Traits granted by this Gift count fordetermining Initiative only. If Trait-based

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initiative is not being used, characters withSpirit of the Fray perform their first action ofthe turn before other characters can act.This includes the resolution of the effects ofthat challenge. Characters with Spirit of theFray resolve who goes first amongstthemselves in the same manner as othercharacters would.

Strength of the Dominator [IntermediateShadow Lord] (Ga.3.2.30)To use this Gift, you must defeat youropponent in a Social Challenge instead ofwinning a Static Social Challenge.

Strength of Purpose [Basic Philodox](Ga.3.2.31)You only regain one Willpower Trait withthis Gift, and it may only be attempted onceper session.

Thousand Forms [Advanced Ragabash](Ga.3.2.32)The form assumed grants no supernaturalpowers or capabilities.

True Fear [Basic Ahroun] (Ga.3.2.33)Use of this Gift requires a WillpowerChallenge (not a Physical Challenge againstyour opponent’s Willpower).

Visceral Agony [Intermediate Black Fury](Ga.3.2.34)Ignore the wound penalty examples given.Refer to actual MET wound penaltiesinstead.

Wall of Granite [Advanced Philodox](Ga.3.2.35)The wall can absorb ten levels of damageper scene (not per turn).

Whelp Body [Intermediate Ragabash](Ga.3.2.36)There is no limit to the number of times aspecific individual can be affected by thisGift, but he may not lose more then a total ofsix Physical Traits to this Gift. Traits lostand later repurchased with ExperienceTraits still count towards the maximumnumber of Traits that can be lost, so once six

Traits have been repurchased, the characteris immune to this Gift.

Wither Limb [Intermediate Metis](Ga.3.2.37)To use this Gift, you must defeat youropponent in a Willpower Challenge (insteadof winning a Static Willpower Challengeversus the target's Physical Traits).

RITES (Ga.3.3.00)Rules for the Rites Background are found inChapter Two, above. Gathering for theDeparted, Rite of the Winter Wolf, Baptismof Fire, and Rite of Passage need not bepurchased with Experience Traits; they cansimply be learned with Storyteller approval.The same is true of Seasonal Rites. All otherrites must be purchased with the RitesBackground or Experience Traits.

Punishment Rites can only be performed inthe presence of the target.

Rite of Accomplishment (Ga.3.3.01)This rite is not used to gain Rank, but ratherto turn temporary Renown Traits intopermanent Renown Traits (as noted on page179 of Laws of the Wild). Otherwise, use therules on page 160-161 for performing therite.

Rite of Passage (Ga.3.3.02)The first successful Rite of Passage gives thenew character three Basic Gifts, one fromeach of the starting lists for their auspice,breed, and Tribe. With a successful Rite ofPassage, the character is officially acceptedinto their Tribe. This is an importantmoment for Garou who previously werewithout a Tribe.

Rite of Summoning (Ga.3.3.03)While this rite can be used to summontotem, Incarna, and Celestine avatars, SocialTraits cannot be spent to speed up or controltheir reaction to being summoned. Thespeed and reaction of such spirits are up tothe Storyteller or Spirit Guide.

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Chapter Four: Systems (Ga.4.0.00)

Do not use the clarification titled “Rage” onpage 75 of Dark Epics. The Sanctionedchronicle makes use of the standard rulesfor extra rage actions in Laws of the Wild.

TESTS (Ga.4.1.00)

Gnosis, Rage, and Willpower Challenges(Ga.4.1.01)These challenges are performed like anyother, except that no Traits are risked and noNegative Traits can be called. In the case ofa tie (both players throw the same handsign), compare the total number ofpermanent Traits of the appropriate Traitpool (Gnosis, Rage, or Willpower), just asyou would with an Attribute Trait category.

Unlike standard Static Challenges, StaticChallenges of this variety allow the playerto win in the case of a true tie (same handsign thrown, and same number of Traits asthe difficulty).

Garou interaction with Powers that ‘WinsAll Ties’ (Ga.4.1.02)There are no rank-based advantages forCrinos form. Rather, in Physical Challengeswhere a Garou's opponent has a strength-based or speed-based power that allowsthem to ‘Win All Ties’ instead of comparingTraits, the opponent instead gains 10 bonusPhysical Traits for comparison of ties andoverbidding, as found in (Pr.4.4.00).

HEALTH (Ga.4.2.00)To clarify, once per scene a Garou who hasbeen reduced to Incapacitated or MortallyWounded by an attack may attempt to stayactive by spending a Rage Trait. If he thenwins a Static Rage Challenge against eightTraits (re-testable with Survival), he returnsto his first Wounded health level, gains abattle scar, and must immediately test forfrenzy (see page 185). This Rage Healingmay not be used if the attack that reducedthe Garou to Incapacitated or MortallyWounded is one that “cannot be soaked”,(such as attacks made with silver). Notethat some changing breeds have different

metal allergies than Garou that determineswhen they cannot Rage Heal.

Garou that are not in their breed formsregenerate bashing and lethal damage at anastonishing rate. At the beginning of eachturn, they recover one level of damage. (Allbashing levels must heal before lethal levelscan start to heal.) Non-metis Garou in breedform heal only one level of lethal damageper day of rest. All Garou heal aggravateddamage at a rate of one level per day of rest,regardless of the form they are in.

Battle Scars (Ga.4.2.01)Each time a Garou is reduced to MortallyWounded, he gains a battle scar. The firstthree battle scars a Garou receives are“superficial”. The fourth and fifth battlescars are “deep”. For all battle scarsexceeding the fifth, the Storyteller will selectone of the battle scars on the chart (page191) to inflict upon the character, asappropriate to the attack that caused thescar.

THE MANY FORMS (Ga.4.3.00)

Shifting Forms (Ga.4.3.01)Shifting forms only requires a challengeunder stressful conditions. The Garouselects the desired form and engages in aStatic Physical Challenge using his basePhysical Traits only (no bonus Traits fromGifts or forms). Traits are not lost if thischallenge fails. If successful, he transitionsto that form from his current form at a rateof one form per turn.

Additionally, a character can change into hisbreed form instantly without a challenge orthe use of Rage or Primal-Urge Traits.

Form-based Attribute Traits are replenishedwhen the Garou's normal Attribute Traits ofthat category are replenished.

The Customizing Forms Optional Rule isnot used in the Sanctioned Chronicle.

Crinos Form (Ga.4.3.02)

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Metis in their breed form (Crinos)regenerate and are allergic to silver.

Hispo Form (Ga.4.3.03)Bite and claw attacks in Hispo form doaggravated damage.

RANK AND RENOWN (Ga.4.4.00)Note that rules for starting Rank can befound in the Membership Benefits section,above.

Characters can accumulate any number oftemporary Renown Traits, but they mayonly convert one Renown Trait intopermanent Renown each month. This canbe increased to two Renown Traits for amonth with High Approval, or threeRenown Traits for a month with TopApproval.

Successful completion of a challenge forElder Rank requires that the High ApprovalStoryteller be notified within one month’stime. Information sent should includedetails on the challenge, the challenger, andthe challenged, as well as any furtherinformation that Storyteller asks for.

Renown Loss (Ga.4.4.01)It is possible for a Garou to lose enoughRenown to go down in Rank. A Garou risksRenown loss if he uses rites and Gifts abovewhat is allowed by his new Rank. Ifcharacters outside the Garou's Sept wish tostrip or add Renown (through Rites andsuch), they should undertake theappropriate in-character actions and thencontact that character's Storyteller.

THE VELVET CURTAIN (Ga.4.5.00)

The Triat, Celestines, and the Incarnae(Ga.4.5.01)Spirits of this level are immensely powerful,far more powerful then any Garou or evenpack of Garou. They do not lose challengesunless they are willing to do so. The Triatare never seen in a manifest form, while theCelestines are merely rarely encountered(High Approval is required for directinteraction with the Celestines). The

Incarnae are easier to find, but they havelittle patience for those whom would wastetheir time on unimportant matters.Storytellers should have them punish thosewho dare to bring them trivial questions orattempt to use them to avoid performingtheir own task.

Jagglings and Gafflings (Ga.4.5.02)The Trait maximums for Jagglings andGafflings are ten Traits of Willpower, Rage,or Gnosis, although Gafflings very rarelynear the maximum. Spirits do not loseWillpower, Rage, or Gnosis Traits as a resultof challenges. The following rules alsoapply when running challenges for thevarious types of Spirits.

Spirit Willpower (Ga.4.5.03)Use the rules on page 238 for unopposedactions by Spirits. When engaged inPhysical Challenges with others, includingwhen they attack but not when just resistingother attacks, Spirits use twice theirWillpower in comparison to other's PhysicalTraits.

Spirit Rage (Ga.4.5.04)When defending against attacks, but notcounterattacking, Spirits use twice theirRage in Physical Challenges. When Spiritsattack others, they do damage equal to theirRage divided by three (round down,minimum of one). This damage is typicallyaggravated.

Spirit Gnosis (Ga.4.5.05)Spirits use twice their Gnosis when engagedin Mental and Social Challenges.

Spirit Charms (Ga.4.5.06)Use of Armor allows a spirit to ignore anumber of wound levels equal to half itsGnosis during the remainder of the scene.This can only be done once per scene.

Blast does aggravated damage equal to thespirit’s Rage divided by three (rounded up),with a successful Physical Challenge.

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Anyone in the area of effect for Freeze maymake a Static Physical Challenge againsttwice the spirit’s Rage to avoid the damagefrom this Charm.

Caerns (Ga.4.5.07)Each city (domain) may have one Caern ofrank one, two, or three without need of anyadditional approval. High Approval isrequired for a city to have a rank four Caern,or a second Caern. Top Approval isrequired for a city to have a rank five5Caern, or three or more Caerns.

ADDITIONAL FetishES AND TALONS(Ga.4.6.00)The following new Fetishes and Talens areapproved for use in the Sanctioned chronicleat Low Approval.

Baneskin [Level 3, Gnosis 7 Fetish](Ga.4.6.01)This tiny piece of spirit, carefully wrappedin leather, causes all malevolent spirits,especially Banes, to react to the wearer as ifshe were a Wyrm-creature and a trustedsoul. A Baneskin does not need to beactivated, but its effects can be seen throughwith close scrutiny by suspicious spiritswho win a Gnosis Challenge against theFetish's Gnosis.

Basket of Bones [Gnosis 8 Talen] (Ga.4.6.02)This basket is woven from plant fibers andthe bones of fallen agents of the Wyrm.Decorated with beads, it has a handlecarved from ash wood. Any one item of theWyrm, be it a gob of toxic waste, or an evilFetish, instantly burns to powder whenplaced in the basket. The Basket of Bonesitself turns to ash after three uses. The itemmust fit completely within the basket for itto work. Example, you can't jam this Talenon a fomori's head and hope for the best.

Blanket of Peaceful Dreams [Level 2, Gnosis7 Fetish] (Ga.4.6.03)This handsome blanket protects the sleeperfrom bad dreams and invasion of hisdreams. Any creature attempting toinfluence or harm a sleeper ensconcedwithin the Blanket of Peaceful Dreams must

win a Static Willpower Challenge againstthe blanket's Gnosis. A failure means thatthe attacker cannot affect the sleeper for therest of the night. The blanket also lullsnightmares into submission, allowingpeaceful sleep.

Clear Water [Gnosis 4 Talen] (Ga.4.6.04)This Talen contains a purifying spirit in aflask of water. When the spirit is pouredinto a polluted body of water, up to andincluding bodies as large as rivers and lakes,the water is instantly cleaned of Wyrm-taint.When consumed, the Talen acts like the GiftResist Toxin.

Elk Tooth Necklace [Level 2, Gnosis 5Fetish] (Ga.4.6.05)This necklace of teeth allows the wearer torun and jump twice as far and twice as fast.When activated in combat, its bonuses arenot cumulative with those of other Gifts.

Gaia's Poultice [Level 2, Gnosis 8 Fetish](Ga.4.6.06)Gaia's Poultice is an herb-filled bandage.This wrapping, when activated,automatically heals one level of damage(any type) from an open wound on which itis placed. This Fetish takes one hour torecharge between uses.

Gnostic Bag [Level 4, Gnosis 9 Fetish](Ga.4.6.07)The Gnostic Bag appears as nothing morethan a small leather pouch with fringes, oddpaintings, and Garou pictograms on it. Thepouch literally holds Gnosis. To activate it,the user reaches into the bag, "grabs" aGnosis Trait, and eats it. The bag holds nineGnosis Traits. These can be recharged if theowner expends temporary Gnosis from hispool into the bag. Taking or leaving aGnosis in this way is an action unto itself, soit the bag is not easily usable in combat.

Heart of the Spirit [Level 5, Gnosis 10 Fetish](Ga.4.6.08)This Fetish is a small, heart-shaped piece ofrose quartz. The Heart of the Spirit allowsthe character attuned to it to store up to tenTraits worth of Gnosis, Rage, or Willpower

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(only one type at a time). Storage of theseTraits is accomplished by activating theFetish and spending the Traits from theuser's own pool. These Traits may be calledupon by activating the Fetish. This allowsthe Garou to draw on one Trait from theHeart of the Spirit each turn for theremainder of the scene.

Key to the Umbra [Level 2, Gnosis 8 Fetish](Ga.4.6.09)This small key, when activated, reduces thedifficulty of passing through the Gauntlet bytwo. If a character spends three GnosisTraits, she can take one other willingcharacter with her when using the Key tothe Umbra, though she must be touchingthem skin to skin for the Fetish to work.

Kinship Doll [Level 2, Gnosis 8 Fetish](Ga.4.6.10)This Fetish appears to be nothing more thana crude handmade doll. However, when aGarou holds and activates it, the dollannounces the location and condition of anyone Kinfolk whose name is spoken by theuser.

Loon's Refund [Level 3, Gnosis 8 Fetish](Ga.4.6.11)This Fetish is an ATM card with mysticGarou symbols covering both sides. It is auniversal card that can be used at any ATMmachine to get up to $500.00, or the localequivalent. In order to use it, the Fetish'sowner simply needs to succeed in activatingit (and has to remember to get the receipt!).If the wielder of the Loon’s Refund uses itmore than once per session, he must make aSimple Test or the Fetish is destroyed byWeaver spirits.

Moon Watch [Level 1, Gnosis 4 Fetish](Ga.4.6. 12)The Moon Watch acts like a normalwristwatch that also shows accurately thephases of the moon, except that it neverneeds to be wound or set. Furthermore, thewhen it is activated, the watch displays theauspice of any one Garou in the vicinity.

Nightshade [Gnosis 5 Talen] (Ga.4.6.13)

This Talen is distilled from the very essenceof night. One fluid ounce of this liquid,when quaffed, turns the imbiber's body intoshadow for the next two scenes, renderinghim virtually invisible in dark areas andallowing him access through the smallest ofopenings. Any form of heightened senseswill reveal that the shadow is out of placewith a successful Mental Challenge, but it isotherwise undetectable. Nightshade grantsthe equivalent of a Basic power ofconcealment for the purpose of cross-venuepower comparisons.

Pine Dagger [Gnosis 6 Talen] (Ga.4.6.14)This Talen destroys the Materialized form ofa spirit upon contact. When struck, thespirit must win a Willpower Challengeagainst six Traits or be banished back to theUmbra. This dagger is made from theheartwood of a downed pine tree.

Rat's Tooth Necklace [Level 1, Gnosis 4Fetish] (Ga.4.6.15)When activated, the Rat's Tooth Necklacegives the user the temporary Physical TraitNimble, the temporary Mental TraitCunning, and the temporary NegativeMental Trait Impatient. Whoever wears thenecklace openly gains the respect andadmiration of most Bone Gnawers, whoconstantly try to barter for it, if not steal itoutright.

Sands of Sleep [Level 1, Gnosis 3 Fetish](Ga.4.6.16)When this Fetish is activated and the sand isscattered in an area, all those in the areamust spend a Willpower Trait immediatelyor fall asleep. Even if a character spends aWillpower Trait, she gains the NegativePhysical Trait Lethargic for the duration ofthe scene. Those in frenzy either fall asleep(if they don't spend a Willpower Trait) orcome out of frenzy (although they will notbe Lethargic at that point). The sleep lastsuntil some loud noise or other outsidestimulus wakes the sleepers, some kind ofimpending threat is presented to them, oruntil they have gotten a good eight hours ofsleep. The Sands of Sleep work only onceper scene.

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Stone of Wealth [Level 3, Gnosis 8 Fetish](Ga.4.6.17)This Fetish appears to be nothing more thana very old "worry stone”. When rubbed(activated), it brings the user wealth.Wealth does not always mean money, whichis Wyrm-tainted, nor does the summonedwealth necessarily come instantly. Instead,the stone provides the resources a Garouneeds to complete her tasks. Theseresources usually appear in the form offunds or marketable items. The Storytelleris the final arbitrator as to how the Fetish'spower manifests. Each time the stone isused in a single session, the next test usingthe Stone of Wealth during that session isagainst an additional two Traits.

Tear of Renewal [Level 3, Gnosis 6 Fetish](Ga.4.6.18)These milky-white, tear-shaped stones granta Garou Gnosis. By activating this Fetish,the Garou gains three Gnosis Traits, up tohis maximum. A Tear of Renewal can onlybe used this way seven times before thespirit within dies and the Fetish becomesuseless.

Wise Bag [Level 3, Gnosis 4 Fetish](Ga.4.6.19)A Wise Bag is a bag of tokens, bones, orother small items. When the Fetish isactivated, the owner can reach inside andgain on small "fact" about people in hissurrounding area (e.g., breed, tribe, species,vampire, mage, ghoul, kinfolk, etc.) Thisbag cannot detect the Wyrm, but can relateknowledge of a previously unknownNegative Trait possessed by a nearby targetif the Fetish owner can defeat the target in aMental Challenge. If any of the piecesinside the Wise Bag ever goes missing formore than twenty-four hours, the bagbecomes spiritually dead and no longerfunctions.

Garou Appendix A:

Tribebooks

This appendix describes alterations to thefollowing Revised Tribebooks: Black Furies,Bone Gnawers, Children of Gaia, Fianna,Get of Fenris, Glass Walkers, Red Talons,and Shadow Lords, for use in theCamarilla’s Sanctioned chronicle. Thisappendix will be updated as futureTribebooks are released. Unless otherwisenoted, Low Approval is required for itemsfrom a character’s appropriate RevisedTribebook (if that Tribebook has beenincorporated into this chapter). HighApproval is required for a member of adifferent Tribe to take them. High Approvalis also required for camp-specific items to betaken by those who are not members of boththe Tribe and the camp. All other approvalrequirements and restrictions from thechapters above also apply. Top Approval isrequired for creatures outside the Garouvenue to take anything from these books.

New Charms or Optional Rules found inthese Tribebooks are not used in theSanctioned chronicle, unless otherwisenoted in this chapter.

TYPES (Ga.A.1.00)Kucha Ekunda, (from Tribebook RedTalons) require Top Approval.

ABILITIES (Ga.A.2.00)Some of the Tribebooks introduce newAbilities, most of which are just variations ofstandard, currently-used Abilities. Unlessotherwise noted in this chapter, Abilitiesfrom the Tribebooks are not used in theSanctioned chronicle.

BACKGROUNDS (Ga.A.3.00)

Clout (Ga.A.3.01)The Clout Background requires HighApproval.

Fetish (Ga.A.3.02)Air Hightops: The system to avoid fallingdamage is a Static Physical Challenge. Thedifficulty is 2 Traits per 10 feet of the fall.

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Boar’s Tusk: This may only be activatedonce per session.

Body Reformation Engine: This Talenrequires High Approval. It takes an hour tomake any change.

Cub’s Vigor: Willpower is recovered asthough the Garou had meditated [per theAbility], though no test or time is required.It is not compatible with further meditationin a night.

The Final Draught: This Talen requires HighApproval.

Fogg’s 9mm: This unique item is not used inthe Sanctioned Chronicle.

Judge’s Dagger: The dagger inflicts only oneadditional level of damage per strike, andonly for a number of strikes equal to thenumber of Gnosis stored in it.

Labrys Axe: The rules for this weapon maynot be used in the Sanctioned Chroniclewithout High Approval. Otherwise,substitute the statistics for a Large Axe, fromDark Epics.

Quiver of Silvered Arrows: The arrows thatare not recovered and returned to the quiverwithin twenty-four hours will lose theirpower. When all the arrows are lost, thequiver likewise loses its power.

Thunder’s Bracers: This unique item is notused in the Sanctioned Chronicle.

Torque of Wisdom: This may only beactivated once per session.

Ultimate Search Engine: This is not used inthe Sanctioned Chronicle.

Totem (Ga.A.3.03)The Tribe-specific guidelines apply even tototems. It requires High Approval to be partof a pack with a totem from a Tribebook thatis not the character’s own. This helps toensure that some of the standard Totemsfrom Laws of the Wild will be used, since

the ones in the Tribebooks are so muchbetter.

When using the Totems presented in theTribebooks, levels, or “dots” of Abilitiestranslate into Ability Traits on a one for onebasis. The MET systems for the AmericanDream are left to the discretion of theNarrator to create on a case-by-case basis inany given scene.

Eagle (Child of Gaia) grants its retest to eachpack member only once per session.

Epona (Fianna) only grants the threeTireless Traits in challenges involvingextended travel and endurance, not incombat.

Medusa (Black Fury) has vanished in theSanctioned chronicle. This Totem requiresTop Approval.

MERITS AND FLAWS (Ga.A.4.00)

Caern Child and Camp Affinity/Enmity(Ga.A.4.01)The Social bonus/penalty Traits follow thesame rules presented under Pure Breed inChapter Two.

Mentor/Feared Mentor (Ga.A.4.02)Feared Mentor does not grant a bonus SocialTrait.

GIFTS (Ga.A.5.00)Level one and two Gifts from theTribebooks equate to Basic level in the METsystem. Levels three and four equate toIntermediate, and level five Gifts equate toAdvanced. Level six Gifts may only belearned by Legend rank Garou, and onlywith Top Approval.

Gifts from the Boli Zouhisze, Iron Rider, andTetrasomians lists (Tribebook Glass Walker)require High Approval.

Blessing of the First Pack [Red Talon](Ga.A.5.01)Learning this Gift requires Top Approval.The originators of the auspices should not

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be called upon in any but the direst ofcircumstances. Frivolous use of this Giftwill earn the user Notoriety Traits, or worse.

Blizzard of Arrows [Black Fury] (Ga.A.5.02)The Fury need not bid Physical Traits in thechallenges to use this Gift. Blizzard ofArrows may only be used once per scene.Ammunition may limit the number of shotsthe Garou can actually make. After Blizzardof Arrows is used, the bow must succeed ina Simple Test, or be destroyed by the strain.

Cool Mind [Glass Walker] (Ga.A.5.03)This Gift does not immunize the recipient toemotion-affecting powers, granting insteada retest to resist.

Corner Shot [Glass Walker] (Ga.A.5.04)The restriction against “autofire” refers tothe weapon’s Fully Automatic and/or Spraycapabilities.

Cub’s Lesson [Red Talon] (Ga.A.5.05)Ignore the sentence beginning: “If yousucceed, the original results…” Thissentence makes no sense using Mind’s EyeTheatre rules.

Electroshock [Glass Walker] (Ga.A.5.06)This Gift only inflicts one aggravatedwound level per touch. The cost to useElectroshock is a single Rage Trait.

Find the Transgressor [Shadow Lord](Ga.A.5.07)This Gift requires High Approval.

Flames of Hestia [Black Fury] (Ga.A.5.08)The extra level of damage in combat is onlyinflicted upon targets that are tainted bycorruption or the Wyrm (which isdetermined by the Narrator’s whim).

Interrogator [Shadow Lord] (Ga.A.5.09)This Gift requires a Social Challenge, not aStatic Social Challenge against the target’sWillpower. The once per month per targetlimit applies even if the Gift is notsuccessful.

Jam Weapon [Child of Gaia] (Ga.A.5.10)

The effects of this Gift last for a scene, not aturn.

Kali’s Tongue [Black Fury] (Ga.A.5.11)This Gift requires a touch, and a regularSocial Challenge to activate. No more thanfour Social Traits may be spent to increasethe Gift’s duration.

Mule’s Bane [Child of Gaia] (Ga.A.5.12)The effects of this Gift last for a scene, not aturn.

Reap the Soul [Red Talon] (Ga.A.5.13)This Gift is usable only once per scene.

Repel Metal [Glass Walker] (Ga.A.5.14)This Gift has no affect on incomingprojectiles such as bullets.

Reverie [Fianna] (Ga.A.5.15)This Gift requires a normal Social Challenge(not one against the target’s Willpower).

Seeds of Doubt [Shadow Lord] (Ga.A.5.16)This Gift requires a normal Social vs. MentalChallenge, not a Social Challenge vs. thetarget’s Wits-related Mental Traits.

Shadow Cutting [Shadow Lord] (Ga.A.5.17)The Trait penalty applies to all combatchallenges, not just dodging. The Storytellermay increase or decrease this penalty by oneTrait, based on lighting conditions.

Silence the Slain [Red Talon] (Ga.A.5.18)This Gift requires a normal Social Challengeagainst any it is used on, not a Static SocialChallenge.

Tommy’s New Trick [Glass Walker](Ga.A.5.19)This Gift does not allow the user toautomatically change failed firearmschallenges into successes. Instead, whileactive it allows the Garou to retest any useof firearms with a Willpower Trait.

Troll Skin [Get of Fenris] (Ga.A.5.20)This Gift can be activated no more than onceper scene.

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Truest Sacrament [Black Fury] (Ga.A.5.21)This Gift uses a normal Social Challenge.

Trust Me [Bone Gnawer] (Ga.A.5.22)This Gift can also be learned fromappropriate spirits, not just MunchmausenRatkin.

Wounding Lies [Shadow Lord] (Ga.A.5.23)This Gift requires a Social Challenge, not aStatic Social Challenge against the target’sWillpower.

Wyrm Taint [Shadow Lord] (Ga.A.5.24)This Gift requires High Approval.

Yu’s Endurance [Glass Walker] (Ga.A.5.25)The benefits of this Gift apply only duringtests of endurance, not in combat.

RITES (Ga.A.6.00)Level one and two rites from the Tribebooksequate to Basic level in the MET system.Level three and four equate to Intermediate,and level five rites equate to Advanced.

Avenge the Innocent [Black Fury](Ga.A.6.01)This rite does not work on supernaturalcreatures (though semi-Awakened mortalscan be affected). The subject need not bepresent for the rite to take place.

Rite of Conquest [Get of Fenris] (Ga.A.6.02)Experience Traits must be spent as normalfor these Gifts, though no teacher isrequired.

Rite of Defiance [Red Talon] (Ga.A.6.03)This rite is should not be performedcommonly, typically only at a mootfollowing an unsuccessful battle.

Rite of Gaia’s Rebirth [Red Talon](Ga.A.6.04)To learn this rite requires Top Approval. Touse this rite requires Top Approval. .

Rite of the Hurricane [Shadow Lord](Ga.A.6.05)To learn this rite requires High Approval.To use this rite requires High Approval.

Rite of Conquest [Shadow Lord] (Ga.A.6.06)To learn this rite requires High Approval.To use this rite requires High Approval. Theapproving High Storyteller moderates therite’s application and its result.

Garou Appendix B:

Changing Breeds

This appendix describes alterations to Lawsof the Wild Changing Breeds: 1, Laws of theWild Changing Breeds: 2, and Laws of theWild Changing Breeds: 3, for use in theCamarilla’s Sanctioned chronicle. Aminimum of High Approval is required forGarou venue characters to take anythingfrom these books. Top Approval is requiredfor creatures outside the Garou venue totake anything from these books. Evenspecial approval Type characters requireapproval after creation if they decide to takeanything from these sources specificallymarked here for High or Top Approval.

A shifter cannot take items specific toanother shifter Type without Top Approval,regardless of the fact that these items are alllisted together in this chapter. TopApproval is required for creatures outsidethe Garou venue to take anything fromthese books.

SHIFTING BREEDS (Ga.B.1.00)Corax, Nuwisha, and Ratkin require HighApproval in the Garou venue. Ananasi,Bastet, Gurahl, and Mokole require TopApproval in the Garou venue.

The changing breeds use all the same rulesfor forms as Garou in Laws of the Wild,including tests to change forms (exceptwhere their rules note specific changes).The difficulty to change forms is the same asthe equivalent Garou forms in Laws of theWild. There are no rank-based advantagesfor Crinos form.

Shifters who are not Garou commonly haveRank and Renown systems quite differentfrom those of the werewolves. For these

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characters, the same level Storyteller that isrequired to approve them as a Type willmoderate increases in Rank.

Ananasi (Ga.B.1.01)The Sanctioned chronicle makes use of theoptional rule on page 46 of Laws of the WildChanging Breeds: 3 (the one regardingfemale Ananasi forms having a highernumber of Physical Traits than maleAnanasi forms). Ananasi may initiate SocialChallenges normally in their various forms(beyond those involving just Intimidation.)

Bastet (Ga.B.1.02)Bubasti start with one Rage Trait. Bagheera,Qualmi, and Swara start with two RageTraits. Ceilican and Pumonca start withthree Rage Traits. Balam start with fourRage Traits. Khan and Simba start with fiveRage Traits.

Khan and Simba start with two WillpowerTraits. Balam and Ceilican start with threeWillpower Traits. Bagheera, Pumonca, andSwara start with four Willpower Traits.Bubasti and Qualmi start with fiveWillpower Traits.

All Bastet start with one more Trait ofGnosis than Garou of the same breed.

Corax (Ga.B.1.03)All Corax start with six Gnosis Traits andthree Willpower Traits (not four and two).

Gurahl (Ga.B.1.04)The effect of spending Rage to gain extraPhysical Traits or extra Health Levels lastsfor the remainder of the scene. Gurahl usethe Rage Healing rules for all shifters asnoted in Garou (not the Remaining Activerule in Changing Breeds 2, page 53).

Mokole (Ga.B.1.05)A Mokole receives a number or ArchidTraits equal to his starting Gnosis plus anyGnosis Traits purchased with Free Traits.Gnosis Traits purchased with ExperienceTraits do not add Archid Traits.

Archid Traits with similar effects do notstack. (For example, extra damage fromLong Teeth is not added to extra damagefrom Poison Sacs.) Movement changeslisted for the Varna are for Suchid formonly.

The Poison Sacs Archid Trait inflicts onlyone additional level of damage. If it isbought more than once, it can be applied todifferent attack forms, but the damagebonus does not increase.

Nuwisha (Ga.B.1.06)Being a member of the Umbral Danse(successful completion of the rite) requiresHigh Approval.

All Nuwisha start with four WillpowerTraits (instead of three). Latrani start withfive Gnosis Traits (instead of three).

BACKGROUNDS (Ga.B.3.00)

Den Realm (Ga.B.3.01)This Background requires High Approval.

Fetish (Ga.B.3.02)The Ball of Death, Mirror of Ti Malice,Mother Tongues, Soul Brush, and Helios'Mirror require High Approval.

Fylfot (Ga.B.3.03)All of these fetish items are unique andrequire Top Approval for the Ananasi tohave at character creation or to create later.

Secrets (Ga.B.3.04)The approval level for Secrets is equal tothat of the Storyteller who overseas the areathe secret covers. (If the secret is specific toanother venue, a minimum of Mid Approvalis required.) For example, knowledge of thelocal vampire prince's dark secret would beMid Approval, while knowledge of aJusticar's haven would be Top Approval.

Totem (Ga.B.3.05)A Nuwisha may have up to eight Traits inthe Totem Background and can only gainbonus Traits from one Totem. Note that

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Nuwisha do not get Totem spirits likeGarou packs, just bonus Traits fromfollowing a Totem. A Nuwisha gains onlythe benefits of his current Totem. Those ofpast Totems are lost.

For the purposes of the Willpower Traitsgranted by Oghma, a story is one month.These Willpower Traits are temporary anddo not count during the resolution ofchallenges

The bonus health levels gained fromXochipilli are for the scene the Nuwisha isattempting his outrageous stunt. The freeretest (“to soak”) counts only in challengeswhere the Nuwisha is not attempting toharm or otherwise affect his opponent.

The totem Ptah requires High Approval.

Trinkets (Ga.B.3.06)Non-Fetish Trinkets use the rules forWonders in Laws of Ascension, Laws ofAscension Companion, and the Magesupplement to determine Trait value.

MERITS AND FLAWS (Ga.B.4.00)Rip Van Winkle, Step Sideways, and UmbraAffinity require High Approval.

Gold Tolerance (Ga.B.4.01)This Corax Merit operates like SilverTolerance following the rules in ChapterTwo, affecting gold rather than silver.

GIFTS (Ga.B.5.00)Baring the Will, Dark Truths, Feed the Gods,Ghost Dance, and Spirit Touch are not usedin the Sanctioned Chronicle. If a Gift statesthat it uses the system from Laws of theWild, but the Gift referred to does not existin that book, the Gift is not used in theSanctioned Chronicle.

Bastet require High Approval to swipe Giftsor learn mortal Sorcery Numinae.

Aversion Therapy [Advanced KojubatGurahl] (Ga.B.5.01)

To use this Gift, engage the target in aWillpower Challenge (not a Static MentalChallenge against the target's Willpower).

Awe [Basic Eclipsed Sun Mokole](Ga.B.5.02)This gift is as the Homid Gift Staredown inLaws of the Wild.

Backbite [Intermediate General Ratkin](Ga.B.5.03)Each use of this Gift beyond the first in ascene requires the Ratkin to win a MentalChallenge to actually surprise her opponent.

Backfire [Advanced Nuwisha] (Ga.B.5.04)Powers that change that type of damage thatwould be inflicted by an attack insteadinflict unmodified damage on the Nuwishawhile his attacker takes the damage theNuwisha should have taken. For example,Prowess causes an attacker's punch to dolethal damage instead of bashing.Successful use of Backfire would result inthe Nuwisha taking a bashing wound whilethe attacker takes a lethal wound.

Battery [Intermediate Engineer Ratkin](Ga.B.5.05)The effects of this Gift last for ten minutes,after which another power source must bejury-rigged (and more Gnosis spent) to givethe recipient more “juiced-up” time.

Become Log [Basic Shrouded Sun Mokole](Ga.B.5.06)When a Mokole that is not a Shrouded Sunlearns this Gift, it is learned at Advancedlevel.

Blur of the Weeping Eyes [Basic Plague LordRatkin] (Ga.B.5.07)Using this Gift requires a successful PhysicalChallenge against the target.

Burning Blood [Advanced Hatar Ananasi](Ga.B.5.08)A character cannot suffer more than threelevel of damage per Turn from this bloodthrough contact and/or ingestion.

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Calm the Flock [Advanced Decorated SunMokole] (Ga.B.5.09)As the Homid Gift Part the Veil in Laws ofthe Wild.

Combat Healing [Intermediate Rising SunMokole] (Ga.B.5.10)Once activated the Mokole does not need totest to heal damage during combat.

Command Attention [Basic General Bastet](Ga.B.5.11)No more then four Social Traits can begained by use of this Gift.

Dance of Abandon [Intermediate Nuwisha](Ga.B.5.12)To use the Gift, the Nuwisha must succeedin a normal Social Challenge (not a SocialChallenge against his opponent'sWillpower).

Dragonroar [Intermediate Khan Bastet](Ga.B.5.13)This Gift inflicts 2 aggravated wounds thefirst Turn and 1 on the second and thirdTurns.

Entropic Bite [Intermediate GeneralAnanasi] (Ga.B.5.14)Defenders without Gnosis Traits (or withmore Willpower than Gnosis) may use theirWillpower Traits to resist the GnosisChallenge.

Gaia's Breath [Advanced General Gurahl](Ga.B.5.15)Use of this Gift requires Top Approval.

Grasp the Beyond [Intermediate ShroudedSun Mokole] (Ga.B.5.16)When a Mokole that is not a Shrouded Sunlearns this Gift, it is learned at Advancedlevel.

Happy Thoughts [Intermediate Nuwisha](Ga.B.5.17)Touching the target when activating thisGift requires a Physical Challenge.

Image of the Sky Bear [Advanced KiehGurahl] (Ga.B.5.18)

The ‘seven actions to heal wounds’ allowsthe Gurahl to touch and heal one woundlevel for no cost. This is a single action.

Judgment of Pestilence [Advanced FelineBastet] (Ga.B.5.19)Willpower is used to retest any of theSimple Tests of this Gift.

Lead-Line [Basic Kumoti Ananasi](Ga.B.5.20)The Ananasi must perform the MentalChallenge each hour to maintain thetracking line.

Nature of the Beast [Intermediate KumotiAnanasi] (Ga.B.5.21)The Ananasi must win a Social Challengeagainst the victim, rather than winning aSimple Test. The victim may stave off theeffects of this Gift for ten minutes byexpending a Willpower Trait.

Ojas Surge [Basic Bagheera Bastet](Ga.B.5.22)The Traits must be divided among thecharacter's Attribute categories as evenlypossible, and last for the remainder of thescene.

Paws of the Raging Spirit Tiger[Intermediate Khan Bastet] (Ga.B.5.23)This Gift only functions to allow Bastet inthe Realm to strike into the Umbra.

Perfect Poison [Advanced General Ratkin](Ga.B.5.24)Characters affected make a Simple Test foreach wound level inflicted. On a win, theydo not suffer that level of damage. PerfectPoison can only affect a character once perday.

Persecution Complex [Intermediate WarriorRatkin] (Ga.B.5.25)The subject’s Trait penalty only applies toPhysical Challenges when attacking theRatkin.

Plague Bite [Advanced General Ratkin](Ga.B.5.26)

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Surviving the resulting plague makes thevictim immune to further uses of this Gift.

Quell the Mob Rage [Intermediate RishiGurahl] (Ga.B.5.27)To use this Gift requires a Static SocialChallenge (not a Static Social Challengeagainst the target's Willpower).

Razor Feathers [Basic Corax] (Ga.B.5.28)This Gift may be used in Corvid or RaraAvis forms.

Razor Webs [Advanced Wyrsta Ananasi](Ga.B.5.29)Multiple contacts with the webs inflict amaximum of three levels of damage perTurn.

Song of Kokopelli [Basic Nuwisha](Ga.B.5.30)The effects of this Gift are negated if thesubject is attacked.

Spines [Basic General Ananasi] (Ga.B.5.31)Ignore the system presented in the book.This Gift functions as Gift of the Porcupinefrom Laws of the Wild, including theclarifications noted in Chapter 3.

Spirit Healing [Intermediate Kieh Gurahl](Ga.B.5.32)This Gift replenishes Essence, not Power.

Sticky Fingers [Basic Homid Ratkin](Ga.B.5.33)Items dedicated with the Rite of TalismanDedication cannot be stolen with this Gift.

Still Blood [Intermediate Hatar Ananasi](Ga.B.5.34)In a combat situation, the adrenaline rushreduces the duration of this Gift’s paralysisto one Turn per Blood Trait, rather than onescene per Blood Trait.

Strength of the Dominator [IntermediateNoonday Sun Mokole] (Ga.B.5.34)When a Mokole that is not a Noonday Sunlearns this Gift, it is learned at Advancedlevel.

Sweet Hunter's Smile [Basic Homid Bastet](Ga.B.5.35)This Gift cannot be reactivated until theTraits gained are lost.

Swollen Tongue [Basic Nuwisha] (Ga.B.5.36)Touching the target when activating thisGift requires a Physical Challenge.

Thousand-Hands [Advanced MyrmidonAnanasi] (Ga.B.5.37)Contrary to the text, the Ananasi may notperform follow-up challenges for any of hermultiple attacks gained through the use ofthis Gift.

Threaten [Basic Uzmati Gurahl] (Ga.B.5.38)To use this Gift, engage the target in aWillpower Challenge (not a Static SocialChallenge against the target's Willpower).

Trickster's Skin [Advanced Nuwisha](Ga.B.5.39)This Gift requires a Mental Challengeagainst the target (not a Static MentalChallenge against half the target's MentalTraits).

Vulture's Feast [Intermediate Corax](Ga.B.5.40)The Negative Trait caused by this Gift lastsonly one month.

Waken [Intermediate Rishi Gurahl](Ga.B.5.41)To use this Gift, engage the target in a StaticWillpower Challenge (not a Static MentalChallenge against the target's Willpower).

Walking Between Worlds [IntermediateGeneral Mokole] (Ga.B.5.42)When a Mokole that is not a Decorated,Eclipsed, or Shrouded Sun learns this Gift, itis learned at Intermediate level.

Withering Stare [Advanced General Bastet](Ga.B.5.43)When using this Gift, the Bastet spends aRage Trait each Turn to inflict oneaggravated wound upon the subject.

RITES (Ga.B.6.00)

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Rite of the Changing Moon, Rite ofConquest, Rite of the Fetish Egg, Rite ofMemory Theft, and Rite of Weaving requireHigh Approval, both to learn and to use.

Battle Blessing, Fighting the Death Bear, Riteof Nine Lives, Rite of One, and Sing Backthe Dead require Top Approval, both tolearn and to use.

Rite of Freed Spirit (Ga.B.6.01)If this rite fails and the Gurahl becomesinhabited by the Bane, he becomes a non-player character under the control of theHigh level Storyteller.

Garou Appendix C:

Hengeyokai

This appendix describes alterations toHengeyokai, for use in the Camarilla’sSanctioned chronicle. A minimum of HighApproval is required for Garou venuecharacters to take anything from this book.Top Approval is required for creaturesoutside the Garou venue to take anythingfrom this book.

HENGEYOKAI (Ga.C.1.00)High Approval is required for Stargazers(Sunset People) in the Garou venue.Stargazers that revere the Way of EmeraldVirtue require Top Approval, as do all othershifter Types from Hengeyokai.

Where there are discrepancies, hengeyokaiforms use the standard Traits from theirequivalent Types in the Changing Breedsbooks. Any other applicable rules orclarifications from Garou Appendix A:Changing Breeds also apply.

Kitsune (Ga.C.1.01)An alteration has been made to theGukutsushi’s Gift list (see Gifts, below).

Stargazers (Ga.C.1.02)Stargazers previously approved in theGarou venue are now considered SunsetPeople (with auspices from Laws of the

Wild), unless they have received TopApproval for the Way of Emerald Virtue.

BACKGROUNDS (Ga.C.3.00)

Sempai (Ga.C.3.01)Rules clarifications applied to the MentorBackground also apply to Sempai.

Totem (Ga.C.3.02)Dog grants Alert x 3 only for the purpose ofmaking perception-related challenges.

MERITS AND FLAWS (Ga.C.4.00)

Auspicious Birth [2 Trait Merit] (Ga.C.4.01)The automatic success can only be used for aSimple Test or Static Challenge.

GIFTS (Ga.C.5.00)The following Gifts on the GukutsushiKitsune list are Intermediate: DistantWhispers, Ebisu's Fingers, Moon-Fan-Face-Shadow, Shadow-Fan-Flowers, and WhelpBody.

The Kitsune Ju-Fu spells cost the same tolearn as Gifts taught by spirits. The Gnosisspent to ensorcel a kami is not recoverableuntil the kami is expended or destroyed.

References to “Simple Gnosis Tests” justmean Simple Tests.

Blaze Talons [Basic Hengeyokai Gift](Ga.C.5.01)The additional damage is not cumulativewith additional damage from other fire-based sources such as Kiss of Helios.

Blessings of Kali [Intermediate Nagah Gift](Ga.C.5.02)This Gift may be activated only once perscene. The armor levels may be bypassedonly by those that know of the sides’vulnerability (Top Approval for non-Nagah).

Blind [Intermediate Roko Gift] (Ga.C.5.03)This power requires a Social vs. PhysicalChallenge. An affected target may spend a

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Willpower Trait to see through theblindness for a scene.

Blood Scent [Basic Same-Bito Gift](Ga.C.5.04)Each target must be challenged individually.

Bolt [Basic Eji Gift] (Ga.C.5.05)Bolt inflicts only a single aggravated woundlevel. Whenever a character is “stunned”,they lose only their next action. If they havemore than one action coming in the turn,they do not lose them all.

Breath of the Dragon Lords [AdvancedNagah Gift] (Ga.C.5.06)The damage inflicted is no more than threelevels, even if the Nagah has four or moreremaining Gnosis Traits.

Call of the Dead [Intermediate Eji Gift](Ga.C.5.07)Having lost the challenge, the victim mayopt to spend Willpower Traits to reduce theeffects of this Gift. Each Willpower Trait sospent reduces the effect by one level (seepage 212), to a minimum of the effect’s firstdegree.

Clarity [Intermediate Stargazer Gift](Ga.C.5.08)Invisible creatures must be spotted with asuccessful Mental Challenge. They are notseen automatically.

Crushing the Centipede [Basic Khan Gift](Ga.C.5.09)After this Gift halves damage, the remainderis rounded down. For example, when theKhan would take half a level of damage, sheinstead takes none.

Dragon Ally [Advanced Eji Gift] (Ga.C.5.10)No test is performed to summon the dragon(ignore the reference to a “Simple GnosisTest”). The damage that the dragon caninflict either attack does not increase as thesize increases. This Gift can be used onlyonce per session.

Dream of a Thousand Cranes [Basic HakkenGift] (Ga.C.5.11)

Only 1 retest is allowed before the Gift’seffects are expended. Dream of a ThousandCranes may only be used once per session.

Fair Path [Basic Hakken Gift] (Ga.C.5.12)The bonus Social Traits are only applicablein challenges involving appearance (i.e.when the Hakken is visible and bidding anappearance-based Trait).

Fan-Shadow Robe [Basic Gukutsushi Gift](Ga.C.5.13)No challenge is required to initiate this Gift.Suspicious persons may attempt a MentalChallenge to see through the illusion. Theillusion dissolves if the Kitsune attacks ormakes a hostile challenge against anothercreature.

Forgetfulness [Intermediate Kojin Gift](Ga.C.5.14)Each use of this power affects only fifteenminutes of memories.

Flow of Aura [Basic Shinju Gift] (Ga.C.5.15)The more detail-discerning use of thispower does not allow the Kitsune to identifyspecific persons.

Gaze of the Serpent [Intermediate NagahGift] (Ga.C.5.16)The challenge required is a normal MentalChallenge, not a Static Mental Challengeagainst the target’s Willpower Traits.

Heavy Thunder Hammer [Advanced KhanGift] (Ga.C.5.17)The Khan makes a separate physicalchallenge against all secondary targetswithin the area of effect (no participants bidTraits). Other Gifts may enhance theeffectiveness of the attack against theprimary target, but not against anysecondary targets.

Kidnap [Advanced Ju-Fu Gift] (Ga.C.5.18)The Kitsune must win a Physical Challengeagainst his target in addition to all othertests required for this paper magic.

Labyrinth [Basic Ju-Fu Gift] (Ga.C.5.19)

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Creatures trapped in the Labyrinth maymake a Mental Challenge against theKitsune to escape. The challenge may beattempted once per hour.

Lore [Basic Kataribe Gift] (Ga.C.5.20)This Gift is not used in the SanctionedChronicle.

Moon Dance [Basic Kitsune Gift] (Ga.C.5.21)Any hostile act or challenge breaks the effectof this Gift.

Past Whispers [Basic Shinju Gift] (Ga.C.5.22)The whispers heard by the Kitsune are toodistorted to allow her to identify specificpersons.

Paws of the Raging Tiger [IntermediateKhan Gift] (Ga.C.5.23)The Khan may only use natural weaponry incombination with this Gift. Additional Giftsmay not enhance the effectiveness of herattacks.

Preternatural Awareness [IntermediateStargazer Gift] (Ga.C.5.24)Ignore the system of limiting an opponent to2 hand signs. Instead, this Gift gives theuser a free retest on any combat challenge.Each such retest costs a Gnosis Trait.

Shadow Step [Basic Kumo Gift] (Ga.C.5.25)This Gift functions automatically (the Kumoneed not initiate challenges against thosepresent). Instead, those wishing to remainunaffected may challenge the Kumo.

Silence [Intermediate Kataribe Gift](Ga.C.5.26)The opposed Gnosis Challenge is replacedwith an opposed Mental Challenge (not allcreatures have Gnosis).

Silver Sigil [Basic Ju-Fu Gift] (Ga.C.5.27)Suspicious persons may attempt a MentalChallenge to see through the illusion.

Slicing Feathers [Basic Tengu Gift](Ga.C.5.28)Characters striking the Gift user with theirnatural weapons suffer one level of

aggravated damage. Ignore the phrase“successful defense”. The Tengu need notwin the challenge for damage to be inflictedthis way.

Snake Bites Itself [Advanced Nezumi Gift](Ga.C.5.29)The challenge required is a normal MentalChallenge, not a Static Mental Challengeagainst the target’s Willpower Traits.

Song of Frenzy [Intermediate Eji Gift](Ga.C.5.30)The duration of the effect is ten minutes, notone turn.

Tsunami Form [Intermediate Same-BitoGift] (Ga.C.5.31)Successful combat attacks deal only oneadditional level of damage. This bonus isnot compatible with extra damage fromother Gifts.

Wisdom of the Seer [Advanced StargazerGift] (Ga.C.5.32)Because secrets are the foundation ofintrigue in any live action game, powers thatsimply pluck secrets from the air such asWisdom of the Seer are prohibited orseverely restricted in the Camarilla’s games.High Approval is required for any use ofthis Gift.

Yoshitsune’s Sword [Intermediate TenguGift] (Ga.C.5.33)The recipient gains specialization in allswords in addition to the levels of Melee.The Ability levels granted, combined withthe recipient’s permanent Melee levels,cannot exceed the Tengu’s number ofpermanent Gnosis Traits. If the recipient’slevel of Melee is equal to or higher than theTengu’s Gnosis, one additional Ability Traitis gained.

RITES (Ga.C.6.00)Rite of the Fetish Egg and Rite of Hell MadeFlesh require High Approval both to learn,and to use.

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Garou Appendix D:

Laws of the Wyld West

This appendix describes alterations to Lawsof the Wyld West, for use in the Camarilla’sSanctioned chronicle. A minimum of HighApproval is required for Garou venuecharacters to take anything from this book.Top Approval is required for creaturesoutside the Garou venue to take anythingfrom this book.

SHIFTING BREEDS (Ga.D.1.00)Do not use the rules for Nuwisha or Coraxfrom Laws of the Wyld West.

BACKGROUNDS (Ga.D.3.00)

Fetish (Ga.D.3.01)The Spirit Axe and Warbow Fetishes haveinitial statistics based upon their size (checkthe weapon statistics beginning on page 83of Dark Epics).

The Turtle Necklace gives extra Traits thatare applied only in challenges where thecharacter is defending (not when he isaffecting his foe in return).

GIFTS (Ga.D.5.00)Most of the old Gifts in Laws of the WildWest have fallen into disuse. Rarely will aGarou have even heard of them, sodiscovering which spirits teach them issomewhat difficult. Gifts that reference theStorm Umbra are nearly useless to theGarou in these times. They can only be usedin areas with extreme amounts of Wyldenergy present, such as in the heart of theAmazon rain forest, or in a few rare pocketrealms that are charged with Wyld energies.

If a Gift states that it uses the system fromLaws of the Wild, but the Gift referred todoes not exist in that book, the Gift is notused in the Sanctioned chronicle.

Healing Breath of Mother Gaia [AdvancedBlack Fury] (Ga.D.5.01)Because this Gift takes a day or two toimplement, Wyrm creatures can easily avoid

the damage unless they are restrained orotherwise unable to move away from theGift user.

Iron Fur [Basic Iron Rider] (Ga.D.5.02)The extra Traits are applied in challengesonly where the character is defending, notwhen he is attacking his foe in return.

Kachina's Luck [Advanced Uktena](Ga.D.5.03)The doll created a number of Traits equal tohalf the Garou's permanent Gnosis (ignorethe Extended Challenge system presented).A character may only have one of thesedolls created at a time.

Mirage [Intermediate Fianna] (Ga.D.5.04)This Gift may only add to the environmentand not suppress or turn objects invisible.

Rattler's Bite [Intermediate Metis](Ga.D.5.05)This Gift only works on "alive", biologicalcreatures that have a circulatory system.

Roar of Vengeance [Advanced Get of Fenris](Ga.D.5.06)A maximum of three levels of damage maybe inflicted per use of this power.

Weave of Steal [Advanced Homid](Ga.D.5.07)Apparel can only grant its wearer four levelsof armor, so the Gift user can give normalclothing four bonus levels, or she can givechain mail armor two bonus levels.Multiple uses of this Gift, or the stacking ofclothing and armor cannot grant more thanfour levels.

RITES (Ga.D.6.00)Rites of the Frontier and Rites of the PureOnes are simply no longer useful (or evenheard of) in modern times. Evendiscovering which spirits teach them issomewhat difficult.

Rite of the Trodden Track (Ga.D.6.01)Multiple uses of this rite are not cumulative.

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Garou Appendix E:

Book of the Wyrm

This appendix describes alterations to Bookof the Wyrm, for use in the Camarilla’sSanctioned chronicle. The contents of thebook are intended for use as antagonists,primarily in the Garou venue. TopApproval is required for any playercharacter to take anything from this book, orto be of any special Type from this book.

GIFTS AND POWERS (Ga.E.5.00)Rites of Accord that directly affect a targetcharacter require a normal Challengeagainst the target, not a Static Challenge.

Bane Protector [Basic Black Spiral DancerGift] (Ga.E.5.01)One Jaggling bane is summoned for everySocial Trait spent by the Dancer after theStatic Social Challenge.

Brain Eating [Fomori Power] (Ga.E.5.02)A game session is defined as one month forthe purpose of this power. The brains mustbe human or Garou.

Dagger of the Mind [Intermediate BlackSpiral Dancer Gift] (Ga.E.5.03)This Gift requires an opposed SocialChallenge if the target is not also the user.

Hands from Beyond [Fomori Power](Ga.E.5.04)This power also requires a PhysicalChallenge to successfully grab an unwillingtarget.

Mind Blast [Fomori Power] (Ga.E.5.05)An affected subject may spend a WillpowerTrait to act normally for any given turn.

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

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

Use of Sting requires that the target first begrappled, followed by a second PhysicalChallenge to inject the venom.

Stomach Pumper [Fomori Power](Ga.E.5.08)The victim’s retching lasts for one turn.

Targeted Heave [Basic Buzzard Gift](Ga.E.5.09)The victim’s retching lasts for one turn.

Wyrm Hide [Basic Black Spiral Dancer Gift](Ga.E.5.10)This Gift can only be activated once persession.

RITES (Ga.E.6.00)The following rites may be learned with noexpenditure of Experience Traits: Rite of theGoodbye Party, Rite of Unburdening theSoul, Rite of the Sixth Circle, and SpringtimeProcreation Rite.

Winter Rite of the Wandering Soul(Ga.E.6.01)This rite is more powerful than Gatheringfor the Departed. It will take precedence ifperformed on the same night

ITEMS AND EQUIPMENT (Ga.E.7.00)

Megadon Pharmaceuticals (Ga.E.7.01)It requires High Approval for any playercharacter to make use of Wyrm fetishes orMegadon pharmaceuticals. Most Megadonpharmaceuticals must be stored underspecial conditions or they will lose theirpotency, and the spirits in Wyrm fetishesrarely cooperate with Garou and other non-Wyrm creatures.

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Mage 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Creation

Chapter Two: Traits

Chapter Three: Powers

Chapter Four: Systems

This supplement details rules for Magevenue games in the Camarilla's SanctionedMind’s Eye Theatre chronicle. These rulesare intended for use with Laws ofAscension, Laws of Ascension Companion,and Dark Epics by White Wolf Publishing,and with the Camarilla’s Prime Supplement.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested thatStorytellers stick to the letter and intent ofthe rules in situations where one or morecharacters may die. Storytellers found to be

abusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare characterTypes.

Chapter One: Character Creation(Ma.1.0.00)

Mage characters are created using Laws ofAscension and Laws of AscensionCompanion in conjunction with thissupplement and with Prime.

Concepts (Ma.1.0.01)There are slight paradigm differencesbetween White Wolf’s source material andwhat is used for the Camarilla's Sanctionedchronicle. For example, the Avatar Stormsin the Sanctioned chronicle occurred in May2001 rather than September 1999.

Players are encouraged to limit theircharacter's age upon entering play to that ofa normal mortal lifespan. Concepts thatinclude holding high positions in thevarious Traditions, whether past or present,require High Approval. High Approval isalso required if the character is from anotherRealm. High Approval is required if thecharacter is, or used to be, a member of aTechnocratic Convention.

Some Important Changes Made (Ma.1.0.02)

The Wonder Background is changed in theSupplement, due in part to the release of theLaws of Ascension Companion. Allwonders must be recreated under theSupplement's Wonder rules. (The ability forwonders to have extra Grades of Successwas limited for game balance.)

The rules on Sanctums were changed toreflect changes made in Revised material.

The Merits and Flaws from LotN:R thatwere used in previous editions are nowremoved in favor of the Merits and Flawsfound in LoA:C. Reallocation of Free Traitson Merits and Flaws to reflect this is

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permitted, with Low Approval. Please notethat in some cases, different Merits andFlaws from each book have the same name,and to retain a Merit or Flaw that appears inLotN:R but not in the Companion requiresHigh Approval.

Existing characters must be approved by theappropriate level Storyteller(s) if somethingon the character sheet now requires a higherlevel of approval than it did previously.Prior to this series, MC 12 allowed membersto purchase 5 Traits of Arete at charactercreation. This was used to populate thegame with a few Masters right off, andencourage more players to join at thevenue’s inception. To keep the venue frombecoming overpopulated with Masters, thisoption is no longer allowed. Any charactersthat were created with 5 Traits of Aretemust be registered with the High ApprovalStoryteller before they can be played. AnyPC that has gained six or more Arete Traitsmust be registered with the High ApprovalStoryteller before they can be played.Characters are now all subject to the sametime interval requirements betweensuccessful seekings, regardless of a player’sMembership Class.

Types (Ma.1.0.03)Some mages require special approval toplay. Top Approval is required for anythingnot rated here.

Members of the Akashic Brotherhood,Celestial Chorus, Cult of Ecstasy,Dreamspeakers, Euthanatos, Order ofHermes, Sons of Ether, Verbena, or VirtualAdepts, require only Low Approval, as doHollow Ones and Orphans.

Members of the Ahl-I-Batin, Sisters ofHippolyta, Taftani, Templars, or Wu NungCrafts require High Approval.

Members of the Wu Keng Craft require TopApproval.

Membership Benefits (Ma.1.0.04)Players may not normally create characterswith a starting Arete higher than two.

Players with a Member Class of 4 or highermay start with three Traits. MC 9 allows thecharacter four Traits of starting Arete, butthis requires High Approval. These higherArete scores must be purchased as normal.

Chapter Two: Traits (Ma.2.0.00)

A mage has Trait maximums of ten (plus herArete) for each Attribute category, five foreach Ability, and ten Willpower. TheBeyond Human Limits and ArchmageSpheres optional rules are used in theSanctioned chronicle.

ADVANTAGES and DISADVANTAGES(Ma.2.1.00)The High Approval Storyteller can approvea character changing Traditions, moderatingthe game effects of such a change on a case-by-case basis.

Some Tradition, Union, and DisparateAdvantages give permanent Traits of somekind or another. These Traits act as normalbut can exceed the character’s maximums.

Akashic Brotherhood (Ma.2.1.01)Akashics do not need to have three levels ofBrawl to possess the Do specialization. Itrequires High Approval for any non-Akashic to learn the Do specialization ofBrawl.

Virtual Adept (Ma.2.1.02)Virtual Adepts do not gain extra time tosolve puzzles if doing so will disrupt gameplay. Instead, the Narrator should givethem the extra clues.

Orphan (Ma.2.1.03)Orphans have no Advantage orDisadvantage, but may select a specialtysphere during the Assign Specialty Spheresstep of character creation, as noted on page76 of Laws of Ascension. Once selected, thespecialty may not be changed. Hollow Onesdo not get a specialty sphere.

ABILITIES (Ma.2.2.00)High Approval is required for charactersoutside the Technocracy to have any of the

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following Abilities: Biotech, ConstructPolitics, Energy Weapons, Helmsman, HighRitual, Hypertech, Jetpack, MicrogravityOperations, RD Data, and Subdimensions.

BACKGROUNDS (Ma.2.3.00)Note that Node and Resources can also beconsidered Chantry Backgrounds.Additional Backgrounds can be found onpage 53 of Dark Epics.

High Approval is required for the followingBackgrounds: Backup, Requisitions, SecretWeapons, and Spies.

Adversarial Backgrounds are not used in theSanctioned Chronicle.

Blessing (Ma.2.3.01)If this Background duplicates a customEffect that would normally requireapproval, the same level of approval isrequired. A blessing can only use oneSphere, and employs no additional Gradesof Success.

Destiny (Ma.2.3.02)Rather then making a test at any point in asession to regain Willpower, a charactermust expend a Destiny Trait at the sametime he spends a Willpower Trait. If hesucceeds in the Simple Test for Destiny, heimmediately regains that Willpower Trait.

Enhancement (Ma.2.3.03)This Background has been altered for theSanctioned chronicle. A player’s charactermay gain Attribute Traits, mechanicaldevices, or biological modifications, but allEnhancements suffer from the Cyborgdisadvantage.

Library (Ma.2.3.04)Each Trait of this Background shaves twoweeks off of the character’s learning time forSpheres. No Sphere may be learned in lesstime than two weeks per level.

Mentor (Ma.2.3.05)Due to the scarcity of Adepts and Masters,four Trait Mentors are Mid Approval whilefive Trait Mentors are High Approval.

Node (Ma.2.3.06)Due to their extreme value and rarity, twoand three Trait Nodes require MidApproval, while four and five Trait Nodesrequire High Approval. Nodes provideTass once every two weeks, as detailed inLaws of Ascension.

Influence (Ma.2.3.07)Because the Technocracy is the undisputedmaster of Influence among mortals, anymage who acquires a large number (twentyor more) of Influences should be warnedthat they risk drawing Technocraticattention.

A Word on Background Maximums(Ma.2.3.08)

While most Backgrounds’ levels are limitedto a maximum of five, the total levels ofChantry/Construct, Familiar/Companion,& Wonder are not. Players should makesuggestions for these Backgroundsregarding statistics and powers, but theStoryteller always holds the final decisionon the specifics.

Wonder (Ma.2.3.09)A wonder can have an Effect that usesmultiple Spheres, but not more then fiveSphere levels. It can also have multipleEffects, as long as no specific Effect has morethen five Sphere levels. Effects created by awonder are at the first Grade of Success.(Effects may make use of one additionalGrade of Success, but only to increaseduration.) Thus, a wonder that duplicatesTrick Shot is allowed, as that only requiresfour Sphere levels, but one that duplicatesVoid Strike is not, since that requires sixSphere levels.

Talismans will absorb all Paradox generatedfor using one to create a Vulgar Effect. If aTalisman absorbs Paradox equal to it's Traitvalue in a twenty-four hour period, it isrendered inoperative for twenty-four hoursthereafter. Failing to create an Effect with aTalisman renders it inoperative for an houror scene.

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A talisman can only have more than oneTrait of Arete with High Approval. (Eachadditional Arete Trait requires four moreWonder Traits). When using any Effectgenerated by a talisman, the mage uses theArete of the talisman to create the Effect,ignoring modifiers for Resonance and anyEffects the mage is maintaining, whilereducing the difficulty by two Traits forusing a Unique Focus. Talismans canbenefit from the Spending Extra Time rule.

MERITS AND FLAWS (Ma.2.4.00)Note that the rules in Prime for Merits andFlaws override those on page 54 of the Lawsof Ascension Companion where theyconflict. Thus, a character can gain amaximum of seven Free Traits from Flaws,and any Merit with a Trait value of eight orgreater defaults to Top Approval.

Physical Enhancement, Resistant Pattern,Sleepwalker, and Twin Souls require MidApproval.

Dual Traditions, Fae Blood, Ghoul,Shapechanger Kin, and Stormwardenrequire High Approval.

Shattered Avatar requires Top Approval.Bigot, Construct, Inner Knight, andTechnobabbler require Top Approval fornon-Technocrat player characters.

Non-Technocratic player characters may nottake Demented Eidolon, Fifth Degree, orRogue.

Sphere Inept (Ma.2.4.01)This Flaw is only worth one Trait in theSanctioned chronicle, unless it is taken withthe mage’s specialty Sphere.

ARETE (Ma.2.5.00)The Extended Challenge rules in Prime arenot used for Arete Tests.

In addition to spending Experience Traitsand succeeding in a Seeking to raise acharacter’s Arete, there is a minimumamount of time required to have passed

since the character's last successful Seeking(or since its creation). This minimum time isa number of months equal to two plus thecharacter’s current Arete. Thus, someonewith an Arete of three must wait at least fivemonths before attempting to undergo a newSeeking to raise his Arete to four.

Characters with Arete ratings of five, six,seven, and eight require High Approval fora successful Seeking. Characters with Aretenine require Top Approval for a successfulSeeking.

Chapter Three: Powers (Ma.3.0.00)

Gaining Spheres and Rotes (Ma.3.1.01)Characters training with a member of theirTradition (or using the Mentor Background)learn Spheres at the rate of two weeks perlevel. It takes one month per Sphere level tolearn a Sphere from another type of teacher.Add another month to the learning time ifyou don’t have a teacher at all. Learningtime for your specialty Sphere is halved. Alllearning times for Archmaster-rank Spheresare doubled. These latter two factors cancelout if you are learning an Archmaster-rankSphere in your Specialty. The LibraryBackground can help improve learningtimes.

A mage must have a higher level of theSphere than the level they are teaching, withthese two exceptions: A Master of a Spheremay teach up to Master level in that Sphere,and an Archmage of a Sphere may teach upto Archmage levels in that Sphere.

The cost of Rotes is changed to oneExperience Trait for every five Sphere levelsinvolved in the Rote (or fraction of thereof).Thus, Trick Shot would require oneExperience Trait, while Void Strike wouldrequire two.

Upon learning each level of a Sphere, acharacter automatically learns one Rote ofthe appropriate level for that Sphere. A Roterequiring additional Spheres may beselected if the mage also meets the otherSphere requirements.

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Custom Rotes (Ma.3.1.02)Custom rotes require Mid Approval, unlessthey cause a Restricted Effect (see below). Ifa character with custom Rotes is played inanother Storyteller’s game, that Storyteller(or the Narrator) is at liberty to disapproveor alter the system for any new Rote.

USING MAGIC (Ma.3.2.00)High Approval is required for any Effectthat attempts to bring a dead character backto life. Returning from the dead is one ofthe most Paradox-ridden actions a Magecould attempt to perform, and it rarelyworks in the post-Storms Tellurian.

High Approval is required for any Effectthat fundamentally changes the nature of asupernatural creature for longer then a turn.Few mages possess the power andknowledge necessary to rid a vampire of theCurse, return a ghost to life, rob a shifter ofthe blessing of Gaia.

High Approval is required for any Effectthat interacts with an Avatar. This includesforcing a Sleeper to Awaken, destroying anAvatar through Gilgul, interrogation of anAvatar, or any attempt to negate a mage'sability to use magic.

High Approval is required for any Effectwhose area extends outside the area of thecurrent scene. For an example, Ball ofAbyssal Flame should not normally beallowed to damage everything within half amile of the casting. This rule is not intendedto keep Correspondence Effects fromfunctioning. This rules is intended to keepthe effects of a game contained within thegame (and under the authority umbrella ofthe Storyteller running the game). It isextremely difficult to moderate effects thatcross the boundaries of other games, venues,regions, etc. and mages have a higher thanaverage ability to create such effects.

High Approval is required for any Effectthat will change the history of the chroniclebeyond that of the current scene. The events

of the past made the present. It is possibleto see the past and even change theimmediate past, but those who tamper withlong settled history will fail and fall toParadox.

High Approval is required for any ‘finiteduration’ Effect that becomes permanent orlasts longer than 6 months due to Grades ofSuccess applied for duration. For anexample, see the Adept and Master levels ofthe Prime Sphere. Any Effect that results inthe creation of permanent magic must becast via Superhuman Ritual.

Any effect that would create a Shallowingmust be undertaken at the strongest ofNodes. It takes a Node with a minimumrating of four for any attempt to create aShallowing to work. Otherwise, Shallowingsare High Approval.

Spending Extra Time (Ma.3.2.01)The advantage of “Spending Extra Time”when creating an Effect is one Bonus Traiton your Arete Test as detailed on page 136(ignore the contradicting one Trait reductionindicated by the chart).

Inflicting Damage with Spheres (Ma.3.2.02)It requires at least Adept level to directlyharm a living creature with Entropy. Alldamage caused solely by use of the MindSphere is automatically bashing. TheTelekinesis Effect found on page 151 does abase of two levels of damage (not three).

Healing Damage with Spheres (Ma.3.2.03)The Life Sphere can be used to healaggravated damage. Such Effects arealways vulgar, except in the caster'sSanctum (where they are coincidental forthe caster). Healing aggravated damagewith magic requires the expenditure of oneTrait of Quintessence per level healed, to bespent by the caster, the target, or acombination of both.

Mages do not need to spend Quintessence toheal aggravated wounds in the normal way,at the normal rate. (See Prime for rules onnormal healing.)

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Magical healing of Paradox damage isautomatically Vulgar if done within twenty-four hours of the backlash.

Using Quintessence (Ma.3.2.04)The lowest possible difficulty for an Effect isone. This is true even if there are othermodifiers that would theoretically reducethe difficulty of the Effect below thisminimum if you stacked them on afterspending Quintessence.

Arete and Foci (Ma.3.2.05)A mage may discard the use of a focus forone Sphere at Arete six, as stated on page117 of Laws of Ascension. (Ignore thecontradictory statements on page 178.)

Chapter Four: Systems (Ma.4.0.00)

Rules and clarifications for using magic canbe found above in Chapter Three: Powers.

MET Optional Rules used in theSanctioned Chronicle (Ma.4.0.01)

The following Optional Rules are used inthe Sanctioned chronicle: Acting in Concert,Archmage Spheres, Beyond Human Limits,Conjunctional Effects, Dynamic Magic,Extended Grades of Duration, Fast-Casting,Merits and Flaws, Negative Reputation,Optional Casting Modifiers, Overbiddingfor Success, Power Source Separation,Reputation Maximums, Rituals andExtended Magic, Slow Reputation Build,and Using Willpower.

The Contested Effect Optional Rule is used,except where the published text of a powerspecifically says a follow-up challenge is notrequired, such as with Slay Machine.

The Extended Grades of Duration OptionalRule is used, with the addition of "oneweek" and "one month" to the chart foundon page 119 of Laws of AscensionCompanion. These do not require anadditional Grade of Success to be used.

The Superhuman Ritual Optional Rule isused, but each application requires HighApproval.

The following Optional Rules are not usedin the Sanctioned Chronicle: Half-Dead,Final Retribution, Grades of Power, MixedParadigm Flaws, Reputation Erosion,Stacking Backgrounds, and StaggeredReputation.

The following Optional Rules may be usedfor an Orphan with Low Approval: AvatarFilter and Do-It-Yourself Paradigm.

The following optional rules may be used ina game with Low Approval: Animal FormKnowledge, Consensus Coincidence,Paradox Flaws, and Paradox Realms. Anyuse of these rules must be noted in theVenue Style Sheet.

The following optional rules are superseded(in part or in full) by rules in Prime: CombatMobility, Limited Mobs, Merits and Flaws,and No Instant Kill.

Avatar Storm Damage (Ma.4.0.02)To clarify pages 165 and 220, crossing theGauntlet inflicts one level of aggravateddamage on the mage for every two of hisArete Traits (rounded up). In addition, themage is one Trait down on all challenges forthe next ten minutes.

Digital Web (Ma.4.0.03)The Digital Web follows all the mechanicsfor an Umbral Realm, though the flavor textdiffers. This may change with the futurerelease of the Revised Traditionbook:Virtual Adepts. As such, virtually enteringthe Web via Mind is the same as AstrallyProjecting to another Realm, but holisticallyentering the Web via Spirit, Life, orCorrespondence subjects the mage to thefury of the Avatar Storm.

Testing Mechanics (Ma.4.0.04)Any Background or Effect that would causethe addition of "The Bomb", or "Win AllTies", or other such Rock / Paper / Scissors

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modifications from other Sanctioned sourcematerial requires High Approval.

Ascension (Ma.4.0.05)Achieving Ascension, becoming anAscended being, or any interaction withAscended beings requires Top Approval.

Mage Appendix A:

Tradition Books

This appendix describes alterations toRevised Traditionbook: AkashicBrotherhood, 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’sSanctioned chronicle. This appendix will beupdated as future Traditionbooks arereleased. It requires High Approval to takesomething from a Traditionbook if thecharacter is not a mage of that Tradition.Top Approval is required for creaturesoutside the Mage venue to take anythingfrom these books.

ABILITIES (Ma.A.1.00)

Do [Akashic Brotherhood] (Ma.A.1.01)This is a separate Ability from Brawl. TheTradition Advantage applies in that acharacter must possess the Brawl Abilitywith a specialization in “Do” before one canlearn the Do Ability. All Do rules found onpages 64 and 65 of Tradition Book AkashicBrotherhood are used in the Sanctionedchronicle, 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 usethe rules found in Ga.2.3.07, this requiresHigh Approval.

MERITS AND FLAWS (Ma.A.3.00)

Deathwalker, Ecumenist, Judge's Wisdom,and Techgnosi (the six Trait version) eachrequire High Approval.

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Mortal 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Creation

Chapter Two: Traits

Chapter Three: Powers

Chapter Four: Systems

This supplement details rules for Mortalvenue games in the Camarilla's SanctionedMind’s Eye Theatre chronicle. It is also usedto create mortal characters that are based inone of the other venues. These rules areintended for use with Laws of the Hunt:Revised and Dark Epics by White WolfPublishing, and with the Camarilla’s Primesupplement.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested thatStorytellers stick to the letter and intent of

the rules in situations where one or morecharacters may die. Storytellers found to beabusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare characterTypes.

Chapter One: Character Creation(Mo.1.0.00)

Mortal characters are created using Laws ofthe Hunt in conjunction with thissupplement and with Prime. While mortalcharacters are (for the most part) createdindependently of the assorted venuesupplements, they must be assigned to aparticular venue, whether that is the Mortalvenue, or another. Reference to other venuesourcebooks and supplements may berequired to create characters of certainTypes.

Some Important Changes Made (Mo.1.0.02)

Many previously existing Numina,Backgrounds, Merits, and Flaws are alteredor not present in the Revised material. Ifsomething that a character possessed is nolonger available, it is removed from thecharacter sheet and the Traits spent on it arerefunded. In almost every case, mortalcharacter sheets will simply need to bereconstructed from the ground up, using thenew rules. Your Storyteller will help you tomake sure the new character sheet shouldresemble the old one as closely as possible.Sorcerer character sheets will be especiallyaltered, as their powers are now quitedifferent.

Some Merits that were previously exemptedfrom counting against a character’s seven-Trait maximum are no longer exempt.

If an item on a character sheet (including thecharacter’s Type) has increased in approvallevel, approval must be applied for asthough it were a new character. It is theplayer’s responsibility to submit the

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character for standard approval within onemonth of the release of this document.

Kinfolk require High Approval to keep Giftsthat are not from their breed or Tribe list.

Ghouls that were previously approved to beof an Approval clan (per the guidelines ofthe Vampire supplement) can consider thatapproval to mean Approval to learn thatclan’s special approval Disciplines (unlessthe Approval specifically stated otherwise).

The Humanity rules found in Laws of theHunt:Revised are not used. The Moralityrules from Vampire are used, instead.

Types (Mo.1.0.03)A character’s Numina and/or ‘venuesubtype’ Merits determine its Type. In theMortals venue, Dauntain, Mediums,Psychics, Sorcerers, and Theurgists requireonly Low Approval, as do the venuesubtypes (Kinain, Kinfolk, Ghouls, andRevenants). This is providing that the gamethey are being played in is of theappropriate “Setting” (see Chapter Four forinformation on Mortal venue Settings).

Playing one of the above in another venuerequires the standard High Approval forcross-venue Types. Sorcerers in the Magevenue are an exception, requiring only LowApproval for that venue. In addition, thevenue subtypes have certain exceptions intheir parent venue (see Merits and Flaws inChapter Two).

Mortal characters without Numina orvenue-subtype Merits (normal humans)require only Low Approval in any venue.

Chapter Two: Traits (Mo.2.0.00)

Regardless of age, mortal and partiallyAwakened mortal characters have thefollowing maximums: Ten Traits in eachAttribute category, ten Willpower Traits,and five Traits in any given Ability.

ASSOCIATION (Mo.2.1.00)

Only mortals in the Mortal venue choose anassociation. (See The Mortals Venue inChapter Four).

Government Agencies (Mo.2.1.01)Members of Government Agencies have adifferent Advantage than the one listed inLaws of the Hunt. Each of their Retainersdedicated to increasing their Influencemaximum increases it by three levels, ratherthan just one.

ABILITIES (Mo.2.2.00)Mortals begin play with five startingAbilities, not three.

Alchemy and Herbalism (used with theAlchemy path of sorcery) both fall under theHobby/Professional/Expert Ability in Lawsof the Hunt.

BACKGROUNDS (Mo.2.3.00)Ignore the occasional reference to Arcaneand Library, Backgrounds that are notactually available in the Revised Laws of theHunt. Additional Backgrounds can befound on page 53 of Dark Epics.

Mentor (Mo.2.3.01)In addition to the standard use for thisBackground, Mentor non-player charactersmay teach psychic phenomenon to psychicsor Theurgy to Theurgists. A character maynot learn more Numina powers from herMentor than her level in this Background, sothe character’s Experience Trait log shouldreflect which powers have been learned thisway.

MERITS AND FLAWS (Mo.2.4.00)Characters may not have more than one“venue subtype” Merit (Kinain, Kinfolk,Ghoul, or Revenant) without HighApproval. Further rules regarding theseMerits are listed under Type (above) andMetamorphosis (below).

Clear Sighted (Mo.2.4.01)This Merit requires Mid Approval. Use thepower comparison chart on page 94 of DarkEpics, comparing the Clear Sighted Merit asan Intermediate Sphere.

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Faerie Blood (Mo.2.4.02)The cost of learning a Basic level Art ischanged to four Experience Traits. A kinainmay purchase up to two levels of any givenRealm at the cost of three Experience Traitsper level. You do not take a Merit or Flawfrom The Shining Host; instead you areallowed to take Fae Gifts and Fae Marksfrom The Shining Host Players Guide. Treatthese as a separate set of Merits and Flawsthat does not count toward your normalmaximums. Your number of Traits in FaeGifts and Fae Marks are each limited tobeing no more than the level you have takenin this Merit.

Ghoul (Mo.2.4.03)If a mortal character’s home venue isCamarilla or Sabbat, this Merit requires onlyLow Approval and can be taken at no cost.Players in the Mortals venue who want thisMerit for their characters should work withthe Storyteller to come up with a suitabledomitor, typically a non-player character.

Ghouls have safe, “usable” access to six oftheir ten Blood Traits, and suffer a level ofdamage for each Blood Trait they lose (oruse) beyond that. Ghouls may only spendone Blood Trait per turn, to increasePhysical Traits, power Disciplines, or healwounds as vampires do.

Ghouls begin play with only one Discipline,the first power of Celerity, Fortitude, orPotence (usually whichever the domitor hasin-clan, but not necessarily). All Disciplinesare considered out-of-clan for ghouls, thusteachers must be acquired, and out-of-clanExperience Trait costs must be paid (seeChapter Three of the Vampire Supplementfor adjusted out-of-clan Discipline costs).Additional levels of the ghoul’s initialphysical Discipline can be bought without ateacher (but the other restrictions stillapply). Ghouls whose domitors have in-clan access to special approval Disciplinesdo not find those powers any easier to learn(Approval must still be acquired, as with allout-of-clan Disciplines).

In the Camarilla and Sabbat venues, aghoul’s current domitor limits the level ofDisciplines that she may learn (and use).Normally ghouls may not learn higher thanBasic level powers, but ghouls of a domitorthat is tenth generation or better may learnand make use of Intermediate Disciplines.Ghouls of a domitor that is eighthgeneration or better may learn and make useof Advanced Disciplines.

To balance this Merit with the other venuesubtype Merits, ghouls who are alsoDauntain, Mediums, Psychics, Sorcerers, orTheurgists may not have additionalDisciplines. This restriction does not applyto characters outside the Mortal venue or tothose with High Approval for permanentcross-venue play.

Kinfolk (Mo.2.4.04)If a mortal character’s home venue is Garou,this Merit requires only Low Approval andcan be taken at no cost. If a character alsotakes the Merit Gnosis, Kinfolk does notcount against the character’s maximumnumber of Merit Traits.

The cost of learning a Basic Gift is changedto four Experience Traits, but the kinfolkmay only purchase Gifts from her breed andTribe lists. If the character does not select aTribe (see Laws of the Wild page 70), shemay only purchase breed Gifts.

Kinain (Mo.2.4.05)Kinain in the Changeling venue don’trequire a Merit to be kinain. They use thecharacter creation rules beginning on page138 of The Shining Host Players Guide.Kinain in the Changeling venue require onlyLow Approval.

Kinain in the Mortals venue (or anothervenue) choose a Heritage from The ShiningHost Players Guide (page 142), butotherwise do not use the character creationrules from that book. If a character in theMortal venue also takes the Merit FaerieBlood, one of these Merits (the lowest levelone) does not count against the character’smaximum number of Merit Traits.

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Medium (Mo.2.4.06)Possession of this Merit is required for allMedium Types (Benandanti, BoardwalkMediums, Dannati, Orphic Circle, PRW,Shamans, and Specter Cultists), thoughsimply possessing it does not require thecharacter’s type to be ‘Medium’.

Magical Item (Mo.2.4.07)This Merit is only available to characters in ahome venue whose regular members haveaccess to such item Backgrounds as Artifact,Fetish, or Treasure. The item in questionmust conform to the rules for theBackground appropriate to the character’shome venue, with its level being no higherthan the level of this Merit.

Potent Blood (Mo.2.4.08)The character’s blood is so powerful thatnearby vampires can smell it when theycome within ten feet of him. (Double thisdistance if the character is bleeding, or if thevampire has a heightened sense of smell.)Because the blood can be smelled, hungryvampires may have to check their SelfControl to avoid attempting to feed on acharacter with Potent Blood, and a vampirealready in a feeding frenzy will mostcertainly choose a mortal possessing thisFlaw as her first victim.

Revenant [New 7 Trait Merit] (Mo.2.4.09)If a mortal character’s home venue is Sabbat,this Merit requires Mid Approval and canbe taken at no cost.

Revenants use the standard mortal charactercreation rules for their Traits, withadditional rules taken from Laws of theNight Sabbat Guide (page 168). Revenantswho have a Path of Enlightenment use therules for them presented in Laws of theNight and the Vampire Supplement(including approval requirements basedupon venue). Revenants may buy age withMid Approval, but not more than fourTraits. They do not automatically get bonusPath Traits based on age.

Revenants use blood exactly as ghouls,except they may safely spend (or lose) all oftheir Blood Traits without losing healthlevels or falling to Mortally Wounded.

To balance this Merit with the other venuesubtype Merits, revenants who are alsoDauntain, Mediums, Psychics, Sorcerers, orTheurgists may not have additionalDisciplines, regardless of age. Thisrestriction does not apply to charactersoutside the Mortal venue or to those withHigh Approval for permanent cross-venueplay.

Symbol Independence (Mo.2.4.10)This Merit does not count against yourmaximum number of Merits.

True Faith (Mo.2.4.11)Additional rules for this Merit are found atthe end of Chapter Three.

HUMANITY (Mo.2.5.00)

The rules for Humanity Traits from Laws ofthe Hunt are not used. Instead, all Mortalcharacters (regardless of Venue) use theVirtue and Morality rules from Laws of theNight Revised. However, Mortal charactersstart off with ten points of Virtues, whichare assigned during character creation inexactly the same way as they are forvampires. All Virtue and Morality rulesfrom Vampire apply to Mortal characters, aswell. Storyteller discretion should be used todetermine when a Virtue Test is required,and at what difficulties. A Mortal that loseshis last Morality Trait does not enterWassail. Instead, he automatically regainsthe Morality Trait at no cost, but is inflictedwith a permanent, incurable Derangementof the Storytellers choice. It requires TopApproval for any Mortal character to be on aMorality (and use the alternate Virtues)other than Humanity, with the exception ofRevenants. Revenants may be on the Pathsof Cathari, Death and the Soul, HonorableAccord, Lilith, or Power and the Inner Voicewith Low Approval. Revenants may chooseeither the Path of Evil Revelations or

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Humanity with High Approval. Any Pathnot listed would require Top Approval.

Chapter Three: Powers (Mo.3.0.00)

Mortals may buy Numina with ExperienceTraits at character creation (the text on page140 implies otherwise). They may not takemultiple types of Numina, with theexception of True Faith). Multiple pathswithin the same type are acceptable, thoughcertain Numina types have additionalrestrictions.

Numina that add Attribute Traits are notcumulative, so Physical Traits gained froman Alchemy potion would not add to thosegained from an Enchantment talisman; onlythe highest bonus will apply.

Numina that allow for the recovery ofWillpower do not allow a character torecover more than two Traits per session.

PSYCHIC PHENOMENON (Mo.3.1.00)Psychics must choose a “primary path” ofpsychic phenomenon (making all otherpaths “secondary”). The psychic maydevelop the entirety of her primary pathwithout assistance, but learning additionalpaths is both costly and difficult.

To learn a secondary psychic power, thepsychic must seek out another who has thedesired power and is willing to teach it toher, or have a generous and widely versatilementor. She must also pay higherExperience Trait costs for any secondarypath powers (four for Basic, eight forIntermediate, twelve for Advanced). Apsychic can rarely develop more than asingle path of psychic phenomenon, and shemay never be as skilled in a secondary pathas she is in her primary path. Thus apsychic cannot study additional paths (Basiclevels) until her primary path reachesIntermediate level, and she cannot takeIntermediate levels in any secondary pathunless her primary path has reachedAdvanced. It requires High Approval for amortal to learn powers from more than twosecondary paths.

When a psychic phenomenon does notspecifically list the difficulty for the StaticChallenge (or does not provide an alternatesystem of testing), use the followingguideline: three Traits for Basic powers, sixTraits for Intermediate, and nine Traits forAdvanced.

Anti-Psychic (Mo.3.1.01)Buying any level of this path requires MidApproval.

Astral Projection (Mo.3.1.02)The projecting psychic can only use herother psychic phenomenon to affect thephysical plane while she is manifested.Powers that rely upon (or exude from) yourphysical body cannot be used, nor canpowers above Basic level.

Clairvoyance (Mo.3.1.03)Despite the effects of an identically namedpower from another venue, the Revisedversion of this psychic phenomenon doesnot locate objects or people. It functionsonly on locations.

“Very familiar” typically applies only to theclairvoyant’s home, a place (about the sizeof a building) that she has lived at almostexclusively for six months or more. Suchplaces may be tuned in upon with relativeease. What the psychic perceives is limitedonly by the Clairvoyance power she isusing.

“Known” places are those that theclairvoyant frequents, and has spent a lot oftime studying in person. Only Basic levelpsychic phenomenon may be used inconjunction with this power (provided thepsychic has sufficient levels of Clairvoyanceto do so). A character may only “Refocus”once from her original point of reference (asdescribed on page 168). Such locations aretreated as being “unfamiliar.”

“Unfamiliar” locations are those that theclairvoyant has only been to once, or hasonly been able to study from a distance(perhaps through a telescope). Such

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locations may not be viewed in anythingbetter than a haze. Sounds are slightlymuffled, scents are difficult to discern, andvision is too blurry to read any writing orrecognize those who are in the area. Nopowers can be used through an unfamiliarconnection.

Clairvoyance may not be used on a“completely unknown” location(“unfamiliar” replaces that difficulty levelon the chart). The Storyteller has the finalword on the degree of familiarity thepsychic has with the location being spiedupon.

Psychic Invisibility (Mo.3.1.04)Do not use the bonus Trait system presentedon page 179. Instead, if a character attemptsto perceive the psychic, use the chart onpage 94 of Dark Epics, equating PsychicInvisibility levels to mage Spheres.

Psychic Invisibility, Forget You Ever SawMe (Mo.3.1.05)If the psychic affected a subject significantlybefore attempting to disappear from sightand memory (such as having inflicteddamage or stolen a possession), the subjectwill not forget that the psychic was there orwhat she did.

Psychic Vampirism (Mo.3.1.06)The psychic may not gain more than onebonus Willpower Trait above her normallevel.

Psychometry (Mo.3.1.07)Even at the Advanced level, the “roughimages” described by the text are notenough to positively identify them or allowfor the use of Clairvoyance upon them.Psychometry is a powerful tool for seeingevents in the past, but is imprecise when itcomes to identifying people or specificdetails.

Psychometry, Touch the Soul (Mo.3.1.08)A “general impression” of the owner’slocation means your knowledge of theirlocation is accurate to within 5 miles, andthe Storyteller will provide a vague

description of the area (i.e. “a damp caveabout the size of a closet” or “a comfortableapartment with a view of the river”). Whenthe psychic begins to use an object as a focusin this way, the link between it and itsowner begins to decay. After a few days,the object will no longer be usable todetermine the previous owner’s location.

Psychoportation (Mo.3.1.09)These powers still require the normalconcentration and activation time, and maynot be fast cast. This means that that whenPsychoportation is used, the character willnot leave the scene until the end of the turn.The entirety of the travel takes place in thefollowing turn, regardless of distance.

Pyrokinesis, Fireworks (Mo.3.1.10)The difficulty of the Static WillpowerChallenge to extinguish one’s self is 6.

Synergy (Mo.3.1.11)This Numina is not used in the SanctionedChronicle.

Telepathy (Mo.3.1.12)Note that the Sanctioned chronicle makesuse of the optional rule splitting Telepathyinto three different Numina paths:Telepathic Sensing, Telepathic Projection,and Telepathic Control. Each is a separatepath of psychic phenomenon.

SORCERY (Mo.3.2.00)The Camarilla’s Sanctioned chronicle makesuse of the optional rules for Freeform Spells,Grades of Success, and TraditionAdvantages and Disadvantages, whereappropriate.

The Willpower Trait spent to “hang” a spellis in addition to the normal cost to cast it.The test to cast must be made as the spell ishung, and then again when the spell isactually cast. Hanging complex spells isextremely difficult, such that the sorcerermay not successfully hang a ritual spell, normay she employ teamwork or extra Gradesof Success in the casting.

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New sorcery spells are Low Approval, buttheir use from game to game is somewhatlimited. If a sorcerer is played in anotherStoryteller’s game, that Storyteller mustspecifically approve each of the character’sspells before they can be used. TheStoryteller is at liberty to deny any new spellbrought into her game, or alter the systemfor it when it is used in her game.

In the text under the heading “Rituals”,ignore the reference to the Rituals Ability.

Alchemy (Mo.3.2.01)Storytellers should discourage sorcerersfrom “flooding” the game with items notintended for the their own use. It requiresHigh Approval for an Alchemy item to betransferred to another character that is not amember of the Mage or Mortal venue.

Alchemy never benefits from extra Gradesof Success. The duration of Alchemy itemsis one scene, not one turn.

Enchantment (Mo.3.2.02)Enchantment may not be used to mimicnon-Sorcery powers.

Healing (Mo.3.2.03)Only one level of damage is healed per levelof the spell used. A single extra Grade ofSuccess allows the sorcerer’s healing spell totake effect instantly.

Hellfire (Mo.3.2.04)The range and duration of Hellfire areunmodified by this supplement, but thedamage levels it can inflict are alteredthusly: one level for Basic effects, two levelsfor Intermediate, and three levels forAdvanced effects. Spells that combine thisdamage with damage from other attackssimply add a level to the guideline above.For example, Hellblade as an Initiate spelladds only one level of damage (themaximum for its level), but as a Master spelladds three levels of damage. In the exampleof the Master level spell, attacks from theweapon inflict a maximum of four levels ofdamage, regardless of the type of weapon,

or additional affects used in combinationwith it.

Variations of Hellfire are allowed in theSanctioned chronicle (see the ‘Hellwind,etc.’ boxed text on page 211), but verylimited game mechanics are applied. Unlikefire, varied energy types do not causecombustible materials to catch fire, nor dothey cause vampires to test for Rötschreck.Non-standard elemental effects apply a one-Trait penalty to a certain type of challengefor a number of turns equal to the level ofthe spell being used (Apprentice, Initiate,Disciple, Adept, Master).

For example, cryogenic attacks may causesurfaces to become icy, applying a penaltyto all physical challenges where movementis involved. Poisonous vapors make applythe penalty to all challenges involvingperception, or where the challenger needs tosee her target. The Storyteller designs thepenalty at the time the sorcerer learns herfirst level of the power. The penalty isapplied over the entirety of the spell’s areaof effect, so in some cases, it might beapplicable to only a single person.

Summoning (Mo.3.2.05)The challenge against the target, whichoccurs after the challenge to see if the spell issuccessful, is a Mental Challenge (ratherthan a Mental vs. Willpower Challenge),unless the target does not have MentalTraits (as is the case with many types ofspirits).

STIGMAS AND AGENDAS (Mo.3.3.00)New Stigmas are Low Approval and requireno expenditure of Experience Traits, buttheir use from game to game is somewhatlimited. If a Dauntain is played in anotherStoryteller’s game, that Storyteller mustspecifically approve each of the character’sStigmas before they can be used. TheStoryteller is at liberty to deny any newStigma brought into her game, or alter thesystem for it when it is used in her game.

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The Banal Bunks optional rule on page 234is only used for Agendas in the Changelingvenue.

THEURGY (Mo.3.4.00)Theurgists must choose a “primary path” ofTheurgy (making all other paths“secondary”). The theurgist may developthe entirety of her primary path withoutassistance, but learning additional paths isboth costly and difficult.

To learn a secondary path of Theurgy, thetheurgist must seek out another who has thedesired power and is willing to teach it toher, or have a generous and widely versatilementor. She must also pay higherExperience Trait costs for any secondarypath powers (four for Basic, eight forIntermediate, twelve for Advanced). Atheurgist can rarely develop more than asingle path of psychic phenomenon, and shemay never be as skilled in a secondary pathas she is in her primary path. Thus apsychic cannot study additional paths (Basiclevels) until her primary path reachesIntermediate level, and she cannot takeIntermediate levels in any secondary pathunless her primary path has reachedAdvanced. It requires High Approval for amortal to learn powers from more than twosecondary paths.

Via Geniorum (Mo.3.4.01)To clarify, there are five levels of thisNumina: Grade One (Basic), Grade Two(Basic), Grade Three (Intermediate), GradeFour (Intermediate), and Grade Five(Advanced). Each level of Via Geniorumpurchased gives the theurgist a free ritualfrom that path’s list, of the same (or lower)level.

Via Medicamenti (Mo.3.4.02)Any normal use of these powers that halveshealing time can be further improved by theexpenditure of an additional WillpowerTrait. In this case, the healing takes placesinstantly. No patient can be instantly healedof more health levels in a single day than thetheurgist has levels in Via Medicamenti.

(one wound level at Basic, two atIntermediate, and three levels at Advanced.)

Via Medicamenti, Ease Suffering (Mo.3.4.03)The highest type of wound level penaltythat can be negated is Incapacitated,requiring the theurgist to have the firstIntermediate power (or higher) in the ViaMedicamenti (one power negates Bruised,two negates Wounded, and three negatesIncapacitated).

Via Medicamenti, Hand of Christ(Mo.3.4.04)When the theurgist reaches this level ofpower, she can affect aggravated damage asthough it were only lethal.

Via Oraculi (Mo.3.4.05)This path of Theurgy is not used in theSanctioned Chronicle.

TRUE FAITH (Mo.3.5.00)Characters require High Approval for TrueFaith. Traits of True Faith beyond the firstcost 3 Experience Traits each and mustreceive High Approval before beingpurchased, even by Inquisition hunters.This Numina does not determine or changethe character’s Type. Some rare characters(theurgists in most cases) possess it inaddition to other Numina.

Chapter Four: Systems (Mo.4.0.00)

THE MORTALS VENUE (Mo.4.1.00)No Mortal venue game is required to befocused toward the extermination ofsupernatural creatures (as might have beenimplied by the title "Laws of the Hunt"). Forthe purpose of Mortal venue games, theStoryteller must also supply a Setting. Thiscan sometimes be defined in as little as asingle phrase or sentence, such as 'FBISpecial Affairs Department' or 'A Cabal ofshamans dedicated to worshiping Rat, anddefending her people'. Obviously these twoSettings have little or nothing in common,meaning that cross-Setting play would be asdifficult as or more difficult than cross-venue play. If the excuse for a character toshow up in another Setting of the Mortals

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venue is too improbable, the Storyteller isencouraged to deny it.

Storytellers must be very careful with gamesin the Mortal venue, lest they turn into 'zoos'supporting many different characters typeswho have nothing in common. Venue StyleSheets are extremely important for lettingplayers know what sort of Mortal game isbeing run. Storytellers will deny vagueSettings in a Mortal game’s Venue StyleSheet. Play of a mortal character in a Settingthat is not appropriate to it is considered tobe “cross venue” play, and is handledaccording to the rules in the Primesupplement.

METAMORPHOSIS (Mo.4.2.00)Note that additional rules formetamorphosis exist in Prime, andadditional rules for metamorphing intospecific Types (including rules for non-mortal metamorphosis) may be found in theappropriate Supplements.

Things Lost, Things Retained (Mo.4.2.01)Mortals that undergo metamorphosisnormally lose access to all their Numina.(The possible exceptions are listed in thebook beginning on page 274, all of whichrequire High Approval.) Mortals with Arts,Disciplines, or Gifts lose access to themupon metamorphosis unless they aremorphing into a character Type thatnormally has access to them (in which casekeeping them requires no special approval).

Mortal to Mage: Awakening (Mo.4.2.02)As a full-fledged will-worker, the mage whoreceives special approval to retain one ormore praxis now suffers Paradox for usingthem (as per the optional rule on page 196).Notes for Paradox are found throughout thedescriptions of mortal sorcery in Laws of theHunt.

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

the guidelines under the Ghoul Merit,above). If her domitor’s generation is notsufficient to allow access to all levels,switching to a powerful enough domitorlater can allow her access to theseDisciplines again.

Ghoul and Revenant Embrace (Mo.4.2.04)When Embraced, ghouls and revenants maykeep any Disciplines that are now in-clan forthem, with no special approval. Any otherDisciplines that the player wishes hercharacter to keep require Storytellerapproval - the same level that would beneeded for a vampire to get the Disciplineout-of-clan (see the Vampire Supplement forDiscipline approval levels). It is notcommon for former ghouls to keep out-of-clan Disciplines that do not fall into theeight that are inherent to all vampiric blood(Animalism, Auspex, Celerity, Dominate,Fortitude, Obfuscate, Potence, andPresence). If approval is not obtained, theExperience Traits are refunded.

Wraith: into Oblivion (Mo.4.2.05)Contrary to the implication on page 277, nocharacter with True Faith can become awraith.

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Vampire 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Creation

Chapter Two: Traits

Chapter Three: Powers

Chapter Four: Systems

This supplement details rules for Camarillaand Sabbat venue games in the Camarilla'sSanctioned Mind’s Eye Theatre chronicle.These rules are intended for use with Lawsof the Night: Revised, Laws of the NightCamarilla Guide, Laws of the Night SabbatGuide, Laws of the Night Storytellers Guide,and Dark Epics by White Wolf Publishing,and with the Prime Supplement.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested that

Storytellers stick to the letter and intent ofthe rules in situations where one or morecharacters may die. Storytellers found to beabusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare characterTypes.

Chapter One: Character Creation(Va.1.0.00)

Vampire characters are created using Lawsof the Night: Revised, Laws of the NightCamarilla Guide, and Laws of the NightSabbat Guide in conjunction with thissupplement and with Prime.

Concepts (Va.1.0.01)It is suggested that a vampire character’sage be appropriate to the generation atwhich it is made. Extremely old Neonatesand Ancilla are very unlikely according tothe source material, and should bediscouraged or denied by Storytellers.

Concepts that include holding a sectposition above the city level require HighApproval. This includes, but is not limitedto, Archons, Black Hand, Cardinals,Justicars, and Prisci. This restriction appliesto characters that achieve these positionsthrough game play, as well as those whohad (or have) them as result of their history.High Approval is also required if thecharacter used to be a member of thevenue’s opposing sect, such as a formerCamarilla member who joined Sabbat.

Membership Benefits (Va.1.0.02)Characters may not normally take morethan two Traits of the GenerationBackground at creation. Characters whoseplayers have achieved Member Class 4 maytake up to three Traits. MC 6 allows up tofour, MC 9 allows up to five, MC 12 allowsup to six, and MC 14 allows characters totake up to seven Traits of Generation.Further rules for Generation are foundunder Backgrounds, below.

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TYPES (Va.1.1.00)Special approval is required to play vampirecharacters of certain clans, even if thecharacter is Embraced during the course ofplay. Clans not listed require TopApproval.

Camarilla Venue Types (Va.1.1.01)In the Camarilla venue, Brujah, Caitiff,Gangrel, Malkavian, Nosferatu, Toreador,Tremere, and Ventrue require LowApproval to play.

Followers of Set and Giovanni require MidApproval to play.

Assamite, Daughter of Cacophony,Gargoyle, Lasombra antitribu, Ravnos,Samedi, Salubri, and variant bloodlines,such as Setite Warriors, require HighApproval.

Sabbat Venue Types (Va.1.1.02)In the Sabbat venue, Assamite antitribu,Brujah antitribu, Gangrel antitribu (city orcountry bloodline), Lasombra, Malkavianantitribu, Nosferatu antitribu, Pander,Toreador antitribu, Tzimisce, and Ventrueantitribu require Low Approval to play.

Ravnos antitribu, Salubri antitribu, andSerpent of the Light require Mid Approvalto play.

Harbinger of Skulls, Kiasyd, Samedi, andvariant bloodlines, such as Tzimisce Koldun,require High Approval.

Chapter Two: Traits (Va.2.0.00)

Vampires use the Trait maximum rules (butnot any of the optional rules) on page 95 ofLaws of the Night. Note that Status Traitsare discussed at the end of Chapter Four,Systems.

CLANS (Va.2.1.00)

Caitiff (Va.2.1.01)The maximum number of GenerationBackground Traits a Caitiff may take is two

less than the player is normally allowed (seeMembership Benefits, above). Example: themaximum number of Traits that can betaken by a MC 9 member is three. KnownCaitiff receive the additional NegativeStatus Trait Caitiff (see Camarilla Status,below).

Caitiff only pay one Experience Trait morethan normal in-clan costs for each Disciplinepower they learn. Though they have no clanDisciplines of their own, Caitiff select anythree Disciplines at character creation forwhich they require no teacher. Disciplinesselected are subject to the normal out-of-clanapproval levels at the character’s creation.The character’s free starting BasicDisciplines must be selected from amongthe three selected Disciplines. If noDisciplines are selected, the Caitiff's"default" Disciplines are Celerity, Potence,and Presence.

Giovanni (Va.2.1.02)The one Trait wraith Retainer option forGiovanni uses the rules for “commonwraiths” in the Merits and Flaws section ofPrime’s Chapter Two. For each additionalBackground Trait the Giovanni spends on aparticular Retainer, add five ExperienceTraits to its character sheet (to a maximumof four additional Background Traits, or 20Experience Traits). Retainers do not gainExperience Traits in the course of play.Giovanni have a good deal more controlover these wraiths than a PC wouldnormally have over a Supernatural Ally.Because other PCs have no reasonablemeans of protecting themselves from suchretainers, Storytellers will strictly limit theirinteractions in the Sanctioned game.

Harbinger of Skulls (Va.2.1.03)A Harbinger in his "normal" visage cannotinitiate any Social Challenges except for thepurpose of intimidation, although he maydefend against Social Challenges normally.This does not apply to the usage ofNecromancy.

Malkavian (Va.2.1.04)

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As noted in their Clan Advantage,Malkavian vampires are often able toinstinctually identify one another. AMalkavian may engage an individual (onceper night per individual) in a MentalChallenge (retest with Awareness) todetermine if they are a Malkavian.However, it is impossible to determine if avampire is a Malkavian while she is usingpowers that shield the mind (such as MindBlank).

Lasombra (Va.2.1.05)The Status Trait of Lasombra granted forbeing a member of this clan cannot bepermanently removed but does not count inexcess of the character's Status maximum.(See the Status rules in Chapter Four,below.)

Pander (Va.2.1.06)Panders use the rules for Caitiff (above).However, they do not receive the CaitiffNegative Status Trait.

Salubri (Va.2.1.07)Instead of two free Traits of the GenerationBackground, Salubri receive two free Traitsin any Vampire Background (exceptGeneration) of their choice. This does notreplace the necessary approval for anyspecific Background, such as the fifth levelof Fame.

Tremere (Va.2.1.08)Starting a character with the rank of Regentof the first through Regent of the sixthrequires Mid Approval. Starting a characterwith the rank of Regent of the seventh, orLord or the first through Lord of the sixthrequires High Approval. Starting acharacter with any higher rank requires TopApproval. No rank should be assigned untilthe Storyteller examines the current in-gamehierarchy to determine the need for anothercharacter of any particular rank. Aftercharacter creation, ranks are subject to thewhim of appropriately ranked player andnon-player characters within the establishedhierarchy.

Tremere who take part in the Vaulderieimmediately gain the Infertile Vitae andThin Blooded Flaws. They gain no FreeTraits for these Flaws. Every day after theVaulderie, the player must win a PhysicalChallenge against 30 Traits. The SurvivalAbility and Willpower may be used forretests. Any time the player loses the test thecharacter permanently loses three PhysicalTraits, which can never be regained. Whenthe character has no Physical Traitsremaining, they combust, and enter FinalDeath. Avoiding these effects requires TopApproval.

Tzimisce (Va.2.09)The ability to purchase Lores does notextend to those that would require High orTop Approval. The ability to haveRevenants as retainers does not costadditional Traits. Revenants for Tzimisce(Bratovitch, Grimaldi, or Obertus) fall underthe Retainer Background’s venue-specificpartially Awakened mortal clause.

BACKGROUNDS (Va.2.3.00)Additional Backgrounds can be found onpage 53 of Dark Epics.

Generation (Va.2.3.01)Levels of this Background are free duringcharacter generation. However, levelscannot be taken beyond what is allowed bythe player’s MC (see Membership Benefits,above). After character creation, vampiresmay only acquire more Generation Traitsthrough diablerie. Unless otherwise stated,none of the optional rules found under theGeneration chart in Laws of the Night:Revised are used in the SanctionedChronicle.

Herd (Va.2.3.02)Herd may be called upon each week, ratherthan each session.

Mentor (Va.2.3.03)Mentors may not teach Disciplines.

Retainers (Va.2.3.04)Each of a vampire’s Retainers dedicated toincreasing her Influences maximum

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increases it by three levels, rather than justone level. They may have an unlimitednumber of such retainers.

MERITS AND FLAWS (Va.2.4.00)Camarilla vampires may take Merits andFlaws from Laws of the Night Sabbat Guide,and Sabbat vampires can take Merits andFlaws from Laws of the Night CamarillaGuide. This requires only Low Approval,but Storytellers should be aware that whilemost of these Merits and Flaws areappropriate to the opposing venue, someare certainly not and should not be allowed.

Flesh of the Corpse (Va.2.4.01)This Flaw is worth only one Trait in theSanctioned chronicle.

Prestigious Sire (Va.2.4.02)This Merit is High Approval if the Sire is aPC, Top Approval if the Sire is an NPC.

Infamous Sire (Va.2.4.03)This Flaw is High Approval if the Sire is aPC, Top Approval if the Sire is an NPC.

Probationary Sect Member (Va.2.4.04)Any sect member, not just Elders, may treatthe character as if she had only one StatusTrait. Anytime a character joins a new sectshe gains this Flaw (with no benefits) forone year. Characters who started play withProbationary Sect Member (those benefitingfrom the additional Free Traits) do not losethe Flaw after this period.

VIRTUES and MORALITY (Va.2.5.00)Characters compare current Traits on allVirtue tests, but they lose ties on them.Thus if he currently has the same number ofTraits as the difficulty of the Test, thecharacter loses the Virtue Test. If a characterrelents to a Virtue Test of Self-Control,Instinct, or Courage, they do not lose anyTraits or gain any Negative Traits.

Vampires with Instinct automatically frenzyonly if their Instinct is less then twice thelevel of the provocation.

To stay awake during the day requires aCourage Test vs. three Traits at thebeginning of each hour. If the Courage Testis lost, the player may choose to stay awakeand gain a permanent Negative Trait (eitherCowardly or Submissive) or fall asleepwhere they are.

A new Virtue Trait costs two Experience orFree Traits and a new Morality/Path Traitcosts three Experience or Free Traits.Twelve months must pass betweenpurchases of Morality Traits. Three monthsmust pass between purchases of VirtueTraits. This limit does not apply duringcharacter creation.

Your Storyteller may remove a Virtue orMorality Trait once a month if she feels youare not playing the character's level ofMorality appropriately. For example,Conrad has five Traits of Humanity andConscience. In the last month, Conrad atefive babies. He succeeded each of hisMorality Tests, but his Storyteller still hasthe option of removing a Morality Trait anda Conscience Virtue Trait to reflect Conrad'sunrepentant ways.

In the Camarilla venue, any Path ofEnlightenment other than Humanity requireHigh Approval. Clan-specific paths fromLaws of the Night: Revised require only MidApproval for members of the appropriateclan.

In the Sabbat venue, the Paths ofEnlightenment from Laws of the Night:Revised and Laws of the Night SabbatGuide are Mid Approval, save for the Pathof Evil Revelations, which requires HighApproval. Sabbat vampires require HighApproval to learn clan-specific paths if theyare not a member of that clan.

OTHER TRAITS (Va.2.6.00)

Use of Willpower Traits (Va.2.6.01)Willpower may be used to stave off frenzyfor ten minutes in a non-combat situation orone turn in a combat situation.

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Generation Maximum and Willpower Traits(Va.2.6.01)The "Generation Maximum Willpower"rating for all Kindred of eleventh (andweaker) Generation is 10. Disregard thelimitations of 6 or 8 as found on page 95 ofLaws of the Night.

Chapter Three: Powers (Va.3.0.00)

LEARNING DISCIPLINES (Va.3.1.00)Follow the rules in Laws of the Night page133 for learning Disciplines. All teachersmust be active player characters and mayteach up to one level less then they possessof their in-clan Disciplines. Characters maynot teach out-of-clan Disciplines. Non-Player Characters may not teach Disciplines.For example, a vampire possessing anIntermediate level of an in-clan Disciplinemay teach the Basic levels. In the teaching ofSuperior Disciplines, characters are furtherlimited to teaching only powers that theypossess.

To teach Advanced Necromancy orThaumaturgy, the teacher must be eighth(or more potent) generation, have theDiscipline in-clan, and must know twopaths of the Discipline through theAdvanced level.

Basic through Advanced levels in aDiscipline path must be purchased in theorder listed. Superior levels need not bepurchased in order, so long as the characterhas a Discipline in the same path from thelevel just below the one she wishes topurchase. For example, a Master level isrequired before a character can purchase anAscendant level of a Discipline path.

Out-of-clan Disciplines may be taken atcharacter creation, but this must be justifiedin the character's background and approvedby the Storyteller. This includes Disciplinespurchased with Experience Traits grantedby Membership Class. Advanced (orhigher) Out-of-clan Disciplines may not betaken at character creation. The ExperienceTraits cost for out-of-clan Disciplines hasbeen changed to 4 Experience Traits for

Basic, 8 Experience Traits for Intermediate,12 Experience Traits for Advanced, 16Experience Traits for Elder, and 20Experience Traits for Master.

Low Approval Disciplines (Va.3.1.01)Low Approval out-of-clan Disciplines:Animalism, Auspex, Celerity, Dominate,Fortitude, Obfuscate, Potence, and Presence.

Mid Approval Disciplines (Va.3.1.02)Mid Approval out-of-clan Disciplines:Dementation. Additionally, after charactercreation, the approval level for Sabbatmembers to learn any out-of-clan BasicDiscipline is reduced to Mid Approval, ifthe teacher is a member of the character'spack. Otherwise the normal restrictionsapply.

High Approval Disciplines (Va.3.1.03)High Approval out-of-clan Disciplines:Chimerstry, Dark Thaumaturgy,Necromancy (Ash, Bone, and SepulchrePaths), Protean, Serpentis, andThaumaturgy. Sabbat venue vampires maylearn Obtenebration and Vicissitude withHigh Approval. Tremere characters maylearn Thaumaturgical Countermagic withHigh Approval.

Top Approval Disciplines (Va.3.1.04)Top Approval out-of-clan Disciplines:Daimoinon, Obtenebration, Temporis,Thaumaturgical Countermagic, Vicissitude,and any Discipline not listed above. TheMortuus path of Necromancy requires TopApproval to be learned by anyone exceptHarbingers of Skulls. The Vitreous path ofNecromancy requires Top Approval to belearned by anyone except Nagaraja.

Custom powers of any kind require TopApproval, including any new customDiscipline, custom Superior Disciplines, andcustom Thaumaturgy paths. The newpowers presented in this supplementrequire only Low Approval, unlessotherwise noted.

Thaumaturgy (Va.3.1.05)

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All characters possessing Thaumaturgy asan in-clan Discipline use the followingApprovals:

Unless otherwise stated, a Path ofThaumaturgy requires Mid Approval. Theonly Paths that may be learned at LowApproval are: Path of Blood, Lure of Flame,& Movement of the Mind.

All characters require High Approval for thefollowing Paths:

Biothaumaturgy, the Focused Mind, theGreen Path, the Path of the Blood's Curse,the Path of Corruption, the Path of Curses,the Path of Technomancy, the Path of theVine of Dionysus, and Spirit Manipulation.

Camarilla characters also need HighApproval for Hands of Destruction, the Pathof Mars, and the Path of the Father'sVengeance.

Sabbat characters also need High Approvalfor Elemental Mastery, Neptune's Might,and Weather Control.

Characters may change their primary pathof Thaumaturgy to another with HighApproval (or Top Approval if the new pathnormally requires Top Approval to learn).

USING DISCIPLINES (Va.3.2.00)A character cannot simultaneously usemultiple powers that substantiallytransform the character’s body. Suchpowers should be considered mutuallyexclusive, with the activation of onecanceling any other that is active. Powerssuch as Shape of the Beast, Horrid Form,Skin of the Adder, and BlackMetamorphosis invoke this rule, but minortransformations like Eyes of the Beast or TheTongue of the Asp do not.

Extra levels of damage caused byDisciplines apply only to the specific type ofattack noted in the Discipline’s description,which rarely includes weapon attacks. Becareful to note the difference betweengeneral combat bonuses (like Puissance),

brawling attacks (such as Horrid Form), andeven more specific attacks (like the bitebonus from The Skin of the Adder).

DISCIPLINE DESCRIPTIONS (Va.3.3.00)Disciplines are listed alphabetically byDiscipline path and sub-path (for suchpowers as Necromancy and Thaumaturgy).Specific Discipline powers within a path arelisted in the order they are learned, oralphabetically in the case of Superior levels.

Animalism, Quell the Beast (Va.3.3.01)This power lasts for an hour or scene.

Animalism, Subsume the Spirit (Va.3.3.02)The Negative Traits gained from using thisDiscipline are only cumulative to amaximum of five. Animals generally havebetween two and ten Health Levels, andbetween three and twelve Physical Traits,depending on size.

Animalism, Drawing Out the Beast(Va.3.3.03)A Beast lost through use of this powerreturns after one month, if not otherwiserecovered.

Auspex (Va.3.3.04)The interaction between Auspex andObfuscate is changed thusly for theSanctioned chronicle: Auspex andObfuscate are opposing Disciplines. Theexamples listed under Auspex andObfuscate in Laws of the Night conflict. Donot use the listed system of bonus Traits.Instead, players compare their Disciplinelevels. Precise powers (Heightened Senses,Aura Perception) do not matter, only theDiscipline levels matter for this comparison(Basic, Intermediate, Advanced, Elder,Master, or Ascendant). Note that this onlycomes into effect for purposes ofconcealment, or of piercing concealment.

A character with the appropriate Auspexpower active may attempt to accuratelyperceive characters or objects that have beenrendered invisible or altered by use ofObfuscate. If the Auspex level is higherthan the Obfuscate level, the Auspex user

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wins without a test. If it is lower, theAuspex user loses without a test. Only if thetwo Disciplines are of the same level is thestandard challenge actually performed.

To compare the Auspex vs. Obfuscate levelsin a challenge, the player using Auspexannounces her Auspex level. She states thelevel she has (Basic, Intermediate,Advanced, Elder, Master, or Ascendant).The visual sign for this is counting numberson fingers, one through six; one finger is forBasic, two is for Intermediate, three forAdvanced, four for Elder, five for Master,and six fingers for Ascendant . Thecharacter under Obfuscate will give a verballevel or hold up fingers to show their levelof Obfuscate. The same process applies toAuspex vs. Chimerstry.

Auspex, Aura Perception (Va.3.3.05)Characters using Aura Perception on anindividual who is Possessed or otherwiseunder the control of another entity see theaura of the controlling entity only, not thatof the host body.

Auspex, Psychic Projection (Va.3.3.06)Characters in Psychic Projection are limitedto using perception-based powers. Anypowers that require a non-static challengecan only be used while the character hasmanifested his form. Projecting charactershave no access to their bodies, whichprevents the use of blood for any purpose.

Auspex, Telepathic Communication [NewElder] (Va.3.3.07)The character can create a telepathic weballowing communication between everyoneso connected. Including an unwilling targetrequires a Mental Challenge as perTelepathy, and the expenditure of a MentalTrait. Those known to the Auspex user, butnot within line of sight, can also be includedin the web, up to a maximum range of onehundred miles times the character'spermanent Mental Traits. TelepathicCommunication does not allow the user orparticipants to pluck information from oneanother’s mind as Telepathy would.

Auspex, Mirror Reflex [New Master](Va.3.3.08)This power taps into the physical reflexes ofan opponent, allowing the vampire toanticipate an enemy's actions in personalcombat. At the beginning of any turn ofcombat, you may spend a Blood Trait toprevent a specific character from using anyretest in physical challenges with youduring that turn. Additionally, thatopponent must declare hisvictory conditions for the challenge beforeyou.

Auspex, Psychic Assault (Va.3.3.09)The third (kill) challenge for Psychic Assaultis not used in Sanctioned play. A charactercan at most be put to the Torpor or MortallyWounded health levels by this power.

Celerity, Alacrity (Va.3.3.10)The additional action granted by Alacritycan be used for any physical action, exceptmovement, so long as it does not involve anopposed (non-Static) Challenge. Alacritycannot be used to avoid a normal“everyman” challenge that has already beendeclared.

Celerity, Flower of Death (Va.3.3.11)Other Celerity powers may be used whileFlower of Death is active, but the costs foreach must be paid normally.

Chimerstry, Ignis Fatuus and Fata Morgana(Va.3.3.12)You do not need to defeat an opponent in aSocial Challenge to activate these powers.Pay the cost listed and the illusion springsinto life, visible by anyone present. If acharacter has a valid reason to disbelieve theillusion, they may attempt a Static MentalChallenge against the illusionist’spermanent Social Traits. Success on thischallenge allows the character to seethrough the illusion (or hear through it,smell through it, etc.).

Chimerstry, Horrid Reality (Va.3.3.13)All of the challenges for Horrid Realityapply, regardless of the target's level ofAuspex. (An exception to the Auspex vs.

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Chimerstry rule.) Horrid Reality cannot beused to dictate reality without engaging inchallenges. Each turn the illusionist maymake Social Challenge to have the illusioncreate a new effect on the target, such asbeing hit by a chimerical attacker orengulfed in flame. Damage from attackscreated by Horrid Reality is equal to thenormal damage such an attack would cause,such as a punch doing one level and a pistoldoing two levels. Additional effects ofattacks, such as staking, must be tested asnormal. Where there is a question on theamount of damage done, consult a Narrator.

Daimoinon, Fear the Void Below (Va.3.3.14)The difficulty of the Courage Test caused bythis Discipline is equal to twice the numberof Traits risked in the preceding Sense theSin challenge.

Daimoinon, Psychomachia (Va.3.3.15)The difficulty of the Courage Test caused bythis Discipline is twice the number of Traitsrisked in the preceding Sense the Sinchallenge. The nightmare construct createdis a match or near match for the character inevery way, taking into account powers andequipment the character has available tothem.

Daimoinon, Condemnation (Va.3.3.16)To clarify, the character does notpermanently expend Traits to use thisDiscipline. Instead, Traits used to reducethose of his victim are unavailable to thecharacter in any way until he chooses to endthe curse or the victim dies. This means theTraits cannot be bid or expended, nor dothey count in comparisons of Traits for ties,overbids, or other purposes.

Daimoinon, Concordance (Va.3.3.17)Mechanics representing ‘powers’ granted bythis Discipline require Top Approval. ThisDiscipline can be purchased multiple times.

Dementation, Personal Scourge (Va.3.3.18)The damage caused by Personal Scourgecannot be resisted with Fortitude, nor is itreduced by other Disciplines.

Dominate (Va.3.3.19)The limit of one retest mentioned in thedescription of Dominate refers only to theuse of Willpower Traits. It does not preventthe target from using Abilities, overbids, etc.

Dominate, Mesmerism (Va.3.3.20)Once triggered, the command fromMesmerism has a duration of no longer thena single scene. A victim may only have oneMesmerism implanted per mesmerist at anygiven time.

Dominate, Conditioning (Va.3.3.21)The victim of this power does not shake offthe Conditioning as described in Laws of theNight. The victim must instead go sixconsecutive months (minus one month perWillpower Trait spent toward resisting thebond). The minimum period that the victimmust go without being around her regnantin order to successfully shake off theConditioning is one month. Morality Testsmay apply for using this power.

Dominate, Possession (Va.3.3.22)Partially Awakened mortals, such as ghoulsor mortals with Numina, may be targets ofPossession. While possessing such mortals,the vampire may only access powersinherent to the physical form, such asCelerity, Fortitude and Potence, but notother supernatural powers possessed by themortal in question. The vampire uses theblood pool and maximum expenditures perturn of her host. If a character assumesanother shape before possessing, the specialpowers granted do not transfer with her intothe possessed body. This includes suchthings as the bonus Mental Traits fromShape of the Beast, the Dominate/Presenceimmunity from Felis Negrum, and thedarkness immunity granted by The Form ofthe Cobra.

Dominate, Still the Mortal Flesh (Va.3.3.23)The duration of this Discipline is the user'spermanent Willpower Traits in turns.

Dominate, Far Mastery (Va.3.3.24)

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Note that this Discipline replaces the needfor eye contact, but not the need for thetarget to hear your voice.

Fortitude, Aegis (Va.3.3.25)The invocation of Aegis requires spendingpermanent Willpower or temporaryStamina-based Traits. Only Physical Traitsthat are Stamina-based may be spent onAegis. Stamina and Willpower Traitsexpended to power Aegis must be availableto bid or expend. Invoking Aegis does notprevent a successful staking of the character,unless the power is invoked before either ofthe staking tests are performed.

Fortitude, Personal Armor (Va.3.3.26)Damage caused to unarmed attackers byPersonal Armor is always bashing,regardless of the type of damage caused bythe attack. Attackers do not suffer theinability to use limbs when they takedamage due to Personal Armor.

Fortitude, Shared Strength (Va.3.3.27)The ability to use Shared Strength is nottransferred to a recipient of Shared Strength,regardless of the amount of Fortitude theyreceive.

Mytherceria, Riddle Phantastique (Va.3.3.28)A character under the effects of thisDiscipline will temporarily snap out of thetrance if he enters imminent danger (such asan attack on himself or the rising of the sunfor a vampire). He may then take whateveractions are necessary to remove himselffrom the danger. Once out of danger, thetrance returns, with the timing of challengesrestarting where it was when he left thetrance.

Necromancy (Va.3.3.29)Necromancy is considered “blood magic”and is thus subject to ThaumaturgicalCountermagic, the Magic Resistance Merit,and similar magic-affecting phenomenon.

Few vampires become wraiths uponsuffering the Final Death, as mostimmediately slip into Oblivion. It requiresHigh Approval for a dead vampire to be an

eligible target for summoning withNecromancy.

Necromancy, the Bone Path, ShamblingHordes (Va.3.3.30)The number of animated corpses youcontrol at any time may never exceed thenumber of permanent Willpower Traits youpossess.

Necromancy, the Bone Path, Soul Stealing(Va.3.3.31)A spirit ejected through Soul Stealing mayreturn to its body immediately if the body isinjured, although it must still perform thenormal test to eject any other spiritinhabiting the body. This is true, even if thespirit is Compelled or Haunted. If the spiritis damaged enough to be Incapacitated, itreturns to the body as above and regainsconsciousness 10 minutes later.

For example, Conrad's soul is stolen fromhis body. Conrad's body is placed carefullyin the trunk of a car. As the car is drivingdown the street, a bus hits the car, causingtwo levels of bashing damage to Conrad’sbody. Conrad's soul is automatically pulledback into his body.

Necromancy, the Bone Path, DaemonicPossession (Va.3.3.32)If the original owner of a body returns totheir possessed body, they may engage in aMental Challenge once each hour for controlof the body. If the true owner succeeds,they have removed the foreign spirit andneed not test again. Daemonic Possessionmay not be used to take a vampire's souland place it another vampire's body. Youcannot use Daemonic Possession onyourself.

For a dead PC to receive a new body withthe use of this power requires HighApproval.

Necromancy, the Sepulchre Path, CompelSoul (Va.3.3.33)Compel Soul will fail if you order the wraithto perform an action that will cause it harm(such as requiring to leave an area it is being

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held in by Haunting). You may not Compela soul to remain out of its body more thanone day. If it is a PC or NPC from theWraith Venue, then you may Compel itlonger.

Necromancy, the Sepulchre Path, Haunting(Va.3.3.34)You may not keep a soul out of its body byusing Haunting for longer than one day. Ifit is a PC or NPC from the Wraith Venue,then you may Haunt it longer.

Necromancy, the Vitreous Path (Va.3.3.35)This Discipline is retested with the OccultAbility, not Wraith Lore.

Obfuscate (Va.3.3.36)Cloak of Shadows, Unseen Presence, Vanishfrom the Mind's Eye, and similar'invisibility' powers have much the sameeffect, with varying degrees of skill. Acharacter cannot benefit from layering thesepowers, even if someone attempts to assisthim by using Cloak the Gathering in anattempt to duplicate the 'invisibility'.

Obfuscate, Mask of a Thousand Faces(Va.3.3.37)You may modify the specific details ofclothing but not add or remove items in full.Thus, a ratty windbreaker can be made toappear as a new and stylish tuxedo jacket,but not a trench coat. Mask of a ThousandFaces cannot conceal items, nor does itincrease the character's ability to concealitems with the alteration of clothing.

Obfuscate, Vanish from the Mind's Eye(Va.3.3.38)A character attempting to vanish only bidsone Trait regardless of the number ofobservers bidding against her.

Obfuscate, Cloak the Gathering (Va.3.3.39)Cloak the Gathering cannot be used onunwilling, torpored, or unconscious targets.

Obtenebration, Arms of the Abyss(Va.3.3.40)Potence and Fortitude cannot be added tothe arms. The number of Traits possessed

by each arm is equal to the number ofDiscipline powers the character has inObtenebration. For example, a characterwith Advanced Obtenebration would createArms of the Abyss tentacles with fivePhysical Traits each.

Obtenebration, Black Metamorphosis(Va.3.3.41)The Clumsy Negative Trait is notcumulative with other Negative Traitsinflicted by Obtenebration.

Potence (Va.3.3.42)Potence does not modify ranged combatexcept where specifically mentioned in thepower's description.

Potence, Might (Va.3.3.43)The use of Might is the last retest. Even ifthe use of Might is cancelled by theopponent declaring the use of Might as well,no further retests may be performed for thischallenge.

Potence, Imprint (Va.3.3.44)Imprint causes one extra level of damagewhen squeezing or crushing any target.Imprint does not cause extra damage whenthe user is wielding a weapon. The extradamage is not limited to just affectingvampires, and it can be inflicted by biting,hugging, etc.

Presence, Awe (Va.3.3.45)Awe may only be used with Presencepowers or Social Challenges that do notinvolve supernatural powers. It may onlybe used in challenges where the user isvisible to the other character.

Presence, Summon (Va.3.3.46)The Social Trait bid and the LeadershipAbility used (if you elect to use one) areconsidered expended regardless of theresult of the challenge. The Summon powerdissipates at dawn at the victim's location.Also, Summon cannot cause the subject totravel through extremely dangerous ordirectly damaging areas. A summonedindividual will take steps to avoid dangerand mitigate risk when traveling, but the

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Summons is broken if there is no way toreach the summoner, except throughdangerous or fatal territory. Thesummoning character's intent is notconsidered when determining if a situationis "dangerous". Only the condition of thephysical environment is relevant.

Presence, Father Knows Best (Va.3.3.47)This Discipline requires High Approval topossess.

Protean, Earth Meld (Va.3.3.48)Normal disturbances to the ground will notend the effects of Earth Meld, althoughdigging will cause the character to beejected.

Protean, Shape of the Beast (Va.3.3.49)Vampires in wolf form gain the PhysicalTraits Quick, and Lithe, in addition to theSharp Trait granted by Feral Claws. Theform allows them to travel an additional sixun-penalized steps per action in combatduring any round in which they do notattack.

Vampires in bat form may only declarethree Traits in challenges to harm orotherwise attack someone. (They are notlimited to bidding three Traits in challengesof defense.) They can fly at their normalrunning speed and all attacks against themsuffer a two Trait penalty. If more then fivesteps away from the nearest attacker, theycan declare a Fair Escape unless an attackerpossesses more heightened speed. Note thatvampires in either "fight" or "flight" formmay not make use of weapons in combat.

Quietus (Va.3.3.50)The maximum number of Quietus toxincoatings that may be applied to any singleweapon is three times the weapon’s normalbonus Traits. Different Quietus powerscannot be used on the same weapon, as thedifferent poisons render themselves inertwhen mixed. Unless a duration is otherwisenoted in the Discipline’s text, coatings ofQuietus toxins last for a single session.

Quietus, Scorpion's Touch (Va.3.3.51)Traits lost to Scorpion's Touch also apply tothe comparison of ties, causing the victim tobid fewer Traits.

Quietus, Dagon's Call (Va.3.3.52)This power takes one turn to activate. Onlybase Physical Traits are applicable for thecomparison of ties in these Static Physicalchallenges, not Traits added for bloodexpenditure, alternate forms, etc.

Quietus, Taste of Death (Va.3.3.53)This power does two levels of aggravateddamage instead of one.

Serpentis, The Form of the Cobra (Va.3.3.54)Characters using The Form of the Cobra arenot affected by the darkness rules. Also,their venom causes living beings one levelof lethal damage each turn after a bite, forthree turns.

Temporis (Va.3.3.55)The optional rules in the box labeled “YouCan't Get There From Here: A StorytellerOption” are used in the SanctionedChronicle. No character can have bothCelerity and Temporis.

Temporis, Clotho's Gift (Va.3.3.56)The maximum number of Physical Traits acharacter can risk on this Discipline is equalto half the number of Temporis powers thecharacter possesses, rounded down.

Temporis, Clio's Kiss (Va.3.3.57)Every use of this Discipline requires HighApproval.

Thanatosis, Withering (Va.3.3.58)A successful use of Withering against thehead of a vampire prevents him from usingany Disciplines except Celerity, Fortitude,and Potence.

Thanatosis, Necrosis (Va.3.3.59)This power inflicts aggravated damage,rather than lethal.

Thaumaturgy (Va.3.3.60)

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Thaumaturgical powers that require touchdo not require skin contact, despite the ruleon page 47 of Laws of the Night StorytellersGuide. Only effects that keep thethaumaturge from speaking (carving out hertongue, Vicissitude) will prevent her fromusing Thaumaturgy. Unless a powerspecifically requires the subject to hear thethaumaturge’s voice, circumstances thatsimply prevent it from being heard (a ragingstorm, Silence of Death) will not hinderThaumaturgy.

While the Thaumaturgy possessed by theTremere, the Assamites, and the Setitesshare game mechanics, in the World ofDarkness these are widely different magicalpaths. It requires High Approval for aThaumaturge to learn paths or rituals fromsomeone possessing a different Clan's'version' of Thaumaturgy.

Thaumaturgy, Elemental Mastery, Animatethe Unmoving (Va.3.3.61)Objects animated with this power havePhysical Traits equal to the thaumaturge’scurrent Willpower and can inflict one levelof damage in combat, the type of which isdetermined by the Storyteller.

Thaumaturgy, Elemental Mastery, SummonElemental (Va.3.3.62)Storyteller assistance is required for use ofthis power. Storytellers are encouraged tobe harsh towards players who makefrivolous use of Summon Elemental, as itcan disrupt game play if not closelymonitored. This power may only be usedonce per session. The elemental will servethe caster for the duration of the session.

Thaumaturgy, the Green Path, Speed theSeason’s Passing (Va.3.3.63)Using this power to destroy an item incombat may require a Physical Challenge atStoryteller discretion.

Thaumaturgy, the Green Path, Dance ofVines (Va.3.3.64)Consult with a Storyteller to determine theexact damage and reach of plants animatedwith this Discipline.

Thaumaturgy, Hands of Destruction, AcidicTouch (Va.3.3.65)This power lasts for the duration of thescene. The vampire can choose to inflict anaggravated wound level upon an unarmedattacker, even if the thaumaturge loses thePhysical Challenge. The acid can only inflicta maximum of one aggravated level ofdamage per turn, regardless of the amountthat comes in contact with a victim, or themeans by which it does so.

Thaumaturgy, Mastery of the Mortal Shell,Seizure (Va.3.3.66)This power lasts for one turn per MentalTrait expended by the thaumaturge (up to amaximum of five Traits), not one scene.

Thaumaturgy, Mastery of the Mortal Shell,Body Failure (Va.3.3.67)This power lasts for one turn per MentalTrait expended by the thaumaturge (up to amaximum of three Traits). Each turn, avampire may "soak" the damage by winninga Static Physical Challenge against thethaumaturge's Mental Traits to avoid onelevel of lethal damage. The "Bomb" or "WinAll Ties" mechanics may not be used in thisChallenge.

Thaumaturgy, Mastery of the Mortal Shell,Marionette (Va.3.3.68)This power lasts for one turn per MentalTrait expended by the thaumaturge (up to amaximum of three Traits). While in controlof a target's body, the vampire may force thetarget to utilize as much Potence andCelerity as the thaumaturge knows thetarget to possess (except any Superiorlevels). The target may utilize Fortitude ashe desires.

Thaumaturgy, Movement of the Mind,Flight (Va.3.3.69)To retain an ensnared victim, thethaumaturge must win another Mental vs.Physical Challenge at the end of every otherturn. The use of the "Bomb" or "Win AllTies" mechanics in this challenge is atStoryteller discretion.

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Thaumaturgy, Movement of the Mind,Control (Va.3.3.70)To retain an immobilized victim, thethaumaturge must win another Mental vs.Physical Challenge at the end of every thirdturn. The use of the "Bomb" or "Win AllTies" mechanics in this challenge is atStoryteller discretion.

Thaumaturgy, Neptune’s Might, Blood toWater (Va.3.3.71)Using this power requires an action, whichincludes a Physical Challenge to touch thetarget. A maximum of three Mental Traitsmay be spent on each use of this power.

Thaumaturgy, the Path of Blood, BloodRage (Va.3.3.72)Blood Rage cannot force a subject to commita feat of which they are normally incapable.It can be used to bypass the generationallimits for blood expenditure. Blood Ragecannot force a character out of torpor. If acharacter entered torpor due to injury,Blood Rage may be used to heal thewounds, allowing the character a singleopportunity to wake prematurely. Thenormal cost and test for waking still apply.Additional healing does not provideadditional opportunities to wake early.

Thaumaturgy, the Path of Blood, Blood ofPotency (Va.3.3.73)The generation granted by this power onlyaffects the character's Blood Pool size, hernumber of Blood Traits expendable in aturn, her ability to awaken vampires fromtorpor, and her interaction with powers thatcompare generation. No other benefits ofthe lower generation are gained. Nocharacter can reduce her effective generationbelow 4th with Blood of Potency.

Thaumaturgy, the Path of the Blood’s Curse(Va.3.3.74)All levels of this path are lost, withoutrefunding of experience or other Traits usedto purchase it, should the Thaumaturgepermanently acquire a generation belowtenth.

Thaumaturgy, the Path of the Blood’s Curse,Ravages of the Beast (Va.3.3.75)The difficulty of the Virtue Test to avoidfrenzy is four Traits.

Thaumaturgy, the Path of Corruption(Va.3.3.76)Followers of Set and Serpents of the Lightwith Path of Corruption do not possessThaumaturgy; rather they possess SetiteSorcery. A Storyteller should be consultedto help determine the exact effects of BasicPath of Corruption Disciplines. Path ofCorruption uses the Subterfuge Ability forretests.

Thaumaturgy, the Path of the Father’sVengeance, Feast of Ashes (Va.3.3.77)No more than three Mental Traits can bespent when activating this Discipline.

Thaumaturgy, the Path of Transmutation,Gaol (Va.3.3.78)Using this Discipline to trap an unwillingsubject requires the thaumaturge to make aMental Challenge against his subject’sPhysical Traits. The use of the "Bomb" or"Win All Ties" mechanics in this challenge isat Storyteller discretion. No Disciplines orsupernatural powers can be exercised acrossthe barrier created by Gaol. As stated in thepower's description, a Gaol completelyencapsulates the target. Once created, a Gaolmay not be moved.

Thaumaturgy, Spirit Manipulation, EntrapEphemera (Va.3.3.79)Creating a fetish requires High Approval.The approving Storyteller will provide asigned write-up of the exact effects of thefetish.

Thaumaturgy, Spirit Manipulation, Duality(Va.3.3.80)This power may not be used to movecreatures between worlds.

Valeren, Burning Touch (Va.3.3.81)Endurance and other similar powers do notnegate the wound level effects caused bythis Discipline.

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Valeren, Blissful Agony (Va.3.3.82)Endurance and other similar powers do notnegate the wound level effects caused bythis Discipline.

Visceratika, Scry the Hearthstone (Va.3.3.83)Use the Auspex vs. Obfuscate interactionrules given under Auspex instead of thosein Laws of the Night.

Visceratika, Armor of Terra (Va.3.3.84)As a reminder, bashing damage is nothalved in the Sanctioned chronicle.

Visceratika, Rockheart [New Elder](Va.3.3.85)The vampire’s innards become hard androcklike. Incoming damage from physicalattacks such as fists, claws, swords, firearms,or explosives is reduced to half (round up),after considerations for other reductionssuch as armor and Fortitude. This effectdoes not reduce damage from fire, sunlight,or magic. Additionally, the vampire cannotbe staked unless his attacker possessessuperhuman strength, such as granted byPotence (of at least Intermediate level),Horrid Form, Crinos form, etc.

Visceratika, Dark Statue [New Elder](Va.3.3.86)By spending three Blood Traits andremaining completely still, the user isinvulnerable to sunlight until the nextsundown. This power does not preclude thevampire from having to make a Couragecheck for the presence of sunlight, but sheonly has to make one for the entire day.While in this form, the user is aware of hersurroundings, and can use her completerange of senses and sensory powers. If thevampire moves while Dark Statue is active,the power ends, and she becomesvulnerable to sunlight. Additionally, she isthen subject to the rules for staying awakeduring the day.

Visceratika, Crawling Chamber [NewMaster] (Va.3.3.87)By spending three Blood Traits, the user cananimate up to one hundred cubic feet offreestanding stone (usually a statue) for the

remainder of the scene. The animated massis not sentient, but it can move and attack atthe user's bidding. It has Physical Traits andhealth levels equal to the user's, but noAbilities or other powers. The user can onlycontrol a number of these equal to herpermanent Willpower Traits at any giventime.

RITUALS (Va.3.4.00)Casting Superior level rituals requires aStatic Mental Challenge (against 11 Traitsfor Elder, 13 Traits for Master, and 15 Traitsfor Ascendant level Rituals). The standardcasting times are 40 minutes for Elder, 50minutes for Master, and 60 minutes forAscendant level rituals.

For Necromancy, Thaumaturgy, and clan-specific sorceries, free rituals are onlygained from the primary path, not all pathsthe character learns. (Characters will onlyreceive a maximum of five free rituals.)

Rituals from Laws of the Night StorytellersGuide are Low Approval, unless notedotherwise below. Those with aThaumaturgy path listed after their namecannot be learned unless the characterpossesses at least one power from thatDiscipline path. Necromancy andThaumaturgy rituals from Laws of theNight Sabbat Guide require High Approvalto be learned by vampires who are notmembers of the Sabbat venue. New ritualswith a clan or sect listed in the title requireHigh Approval to be learned by one who isnot a member of that clan or sect.

Cobra's Favor, Court of Hallowed Truth,Pavis of Foul Presence, Rite of Introduction,Stone Slumber, and Track Transgressor areLow Approval for Tremere, but HighApproval for others. Custom rituals requireTop Approval.

To learn Elder, Master, or AscendantThaumaturgy rituals, a character must knowtwo paths at Advanced level and must be ofsufficient generation to learn Disciplines ofequivalent level (i.e. you must be at leastseventh generation to learn Master

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Disciplines). The Experience Trait costs forSuperior rituals are eight Experience Traitsfor Elder, ten Experience Traits for Master,and twelve Experience Traits for Ascendantlevel rituals.

BASIC RITUAL DESCRIPTIONS(Va.3.5.00)

Necromancy Ritual, Call of the HungryDead (Va.3.6.01)The lock of hair used in this ritual isdestroyed during the casting.

Thaumaturgy Ritual, Bind the AccusingTongue [New Camarilla] (Va.3.5.01)This power lays a compulsion upon thesubject preventing her from speaking,writing or otherwise communicating ill ofthe caster, thus allowing the thaumaturge tocommit literally unspeakable acts withoutfear of reprisal. Casting requires a pictureor effigy of the target, a lock of the target'shair, and a black silk cord. The caster thencast the ritual, winding the cord around theimage and the lock of hair, and engages thetarget in a Mental Challenge. If successfulthe target must spend a Willpower Trait anddefeat the thaumaturge in a MentalChallenge to communicate ill of the caster inany manner. The ritual lasts until the targetmanages to speak ill of the caster or the cordis unwound, at which point the componentsturn to dust.

Thaumaturgy Ritual, Blood Walk [NewCamarilla] (Va.3.5.02)This ritual is used to trace a subject'svampire lineage and the blood bonds inwhich the subject is involved. Thethaumaturge must have a Trait of thesubject's blood, and must win or tie a seriesof Simple Tests, continuing until she loses.Each successful test allows the vampire tolook back one generation, giving both thetrue identity of the ancestor and an image ofhis face. The caster also learns thegeneration and clan from which the subjectis descended. If at least three tests weresuccessful, the identities of all parties withwhom the subject shares a blood bond,either regnant or thrall, are revealed. Note

that this ritual does not allow the characterto see ancestors beyond the originator of thesubject’s clan or bloodline.

Thaumaturgy Ritual, Burning Blade [NewCamarilla] (Va.3.5.03)This ritual can only be used on meleeweapons. The caster spends at least threeBlood Traits to cast the ritual. At any timeduring that session, she may then woundherself with the weapon to activate thepower until the end of that scene. Whenactivated, the weapon flickers with anunholy green flame, inflicting aggravatedwounds. The ritual ends prematurely if,after activation, the number of times theweapon inflicts damage ever equals thenumber of Blood Traits spent in the casting.

Thaumaturgy Ritual, Donning the Mask ofShadows [New Camarilla] (Va.3.5.04)While this ritual does not create trueinvisibility, it renders the subjecttranslucent. Her form becomes dark andsmoky, and the sounds of her footsteps aremuffled. The ritual may be cast to affect anumber of willing subjects equal to thethaumaturge's level of the Occult Ability.The subjects are concealed exactly as per theObfuscate power, Unseen Presence. Theeffect may be seen through or dispelled inexactly the same manner as that Basicpower. For example, Conrad is concealedby Donning the Mask of Shadows. Johnnysuccessfully uses Auspex to see Johnny, whoappears as a dark and smoky shape.Donning the Mask of Shadows lasts anumber of hours equal to the caster's level ofthe Occult Ability or until he dispels theeffect.

Thaumaturgy Ritual, Engaging theTransference Vessel [New Tremere](Va.3.5.05)This ritual enchants a container filled withblood to transfer its contents with bloodfrom any living or unliving being makingskin contact with it. When the ritual is castthe object, which must be between the sizeof a mug and a gallon jug, is sealed with aquantity of blood that it transfer with anequal amount of blood from anyone who

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touches it, until the object is opened. Thetarget feels a slight chill as the containertrades the Blood Trait within it for a BloodTrait within the target. As this sensationseems quite normal and varies with eachcasting, characters must have at least 4levels of the Occult Ability or 3 levels of theTremere Lore Ability to recognize the effectfor what it is, even if they have experiencedit before. Tremere find this ritual useful foracquiring blood and creating blood bonds.

Thaumaturgy Ritual, Impressive Visage(Va.3.5.06)This ritual lasts for one scene, not a fullsession.

Thaumaturgy Ritual, The Imp's Affliction(Va.3.5.07)While under the effects of this ritual, thetarget has a one Trait penalty to all PhysicalChallenges and a two Trait Penalty to allSocial Challenges. The effects of this ritualcannot be stacked with multiple castings.

Thaumaturgy Ritual, Incantation of theShepherd [New Camarilla] (Va.3.5.08)This ritual allows the vampire to locate anymember of his herd. If the character doesnot have any Herd Background, it locatesthe closest five mortals from whom he hasfed at least three times each.

Thaumaturgy Ritual, Principal Focus ofVitae Infusion (Va.3.5.09)After breaking down the ensorcelled object,it becomes a pool of the caster’s blood. Toutilize this blood, a character will need toingest this blood. As listed on page 106 ofLaws of the Night: Revised, only three Traitsof blood may be consumed in a turn.

Thaumaturgy Ritual, Purge the InnerDemon (Va.3.5. 10)This ritual will not help a vampire inWassail.

Thaumaturgy Ritual, Purity of Flesh [NewCamarilla] (Va.3.5.11)The caster cleanses her body of all foreignmaterial with this ritual. This includes dirt,alcohol, drugs, poison, bullets lodged in the

flesh, tattoo ink, etc. The character spends aBlood Trait in the execution of this ritual.She must be completely naked in thecasting, lest her clothes, jewelry, makeup,etc. be dissolved as well.

Thaumaturgy Ritual, Wards (Va.3.5.12)Once cast; Wards remain on the object untilit is destroyed or until the passing of a yearand a day. The same ritual can be used toattune an old Ward so as to immunize a newperson). Anyone who will be affected by award can sense it just before they touch it.When a ward is placed on a melee weapon,the weapon does normal damage, plus onelethal wound from the ward. Damage froma Ward may not be converted intoaggravated damage through the use ofadditional powers. Characters do notreceive cumulative damage from contactwith multiple wards at the same time.

Thaumaturgy Ritual, Ward vs. Ghouls(Va.3.5.13)This ritual has no effect on either normalhumans, or mages, and there is no knownWarding ritual that does.

Thaumaturgy Ritual, Warding Circles(Va.3.5.14)The casting time for all Warding Circles is asnormal to create a circle that lasts untilsunset, or one entire night to create one thatwill last for a year and a day.

The Tremere have access to seven WardingCircle rituals: Warding Circle versus Ghouls(Basic, see below), Warding Circle versusFae, Lupines, and Kindred (allIntermediate), and Warding Circle versusSpirits, Ghosts and Demons (all Advanced).Each of these Warding Circles must belearned separately. The effects against thetargeted beings are the same as for WardingCircle versus Ghouls, except the affectedcreature is determined by the version of theritual. All such rituals require materialcomponents equal to those of thecorresponding Ward ritual, multiplied foreach five feet of radius in the WardingCircle. Warding Circles cross all planes of

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reality, and will affect the target creaturesregardless of current form.

Thaumaturgy Ritual, Warding Circle vs.Ghouls [New Tremere] (Va.3.5.15)This ritual is enacted in a manner similar toWard vs. Ghouls, but it creates a circle (upto fifty feet in radius) centered on the casterinto which a ghoul cannot pass withoutrisking harm. Any ghoul who attempts tocross the boundary of the circle feels asleight tingle on her skin, just in time to stopherself from crossing it. Those who ignorethis warning must succeed in a StaticWillpower Challenge (no Traits risked) vs.the ritualist's permanent Willpower Traits inorder to cross the barrier. Should thechallenge be failed, the ghoul suffers a lethalwound, and is barred from the areaprotected by the Warding Circle until thenext sunset. Attempts to leave the circle arenot opposed, but once the ghoul has left, itmust challenge again to reenter.

INTERMEDIATE RITUALDESCRIPTIONS (Va.3.6.00)

Necromancy Ritual, Call Upon the Shadow'sGrave (Va.3.6.03)This ritual only works on wraiths and onlyon one wraith per casting.

Thaumaturgy Ritual, Blood Allergy(Va.3.6.01)The blood focus must be that of the target,who must also be defeated in a separateMental Challenge for the ritual to work. Thecaster does not need to be within sensoryrange of the target to use Blood Allergy.

Thaumaturgy Ritual, Bottled Voice [NewCamarilla] (Va.3.6.02)This ritual draws out an individual's abilityto create any sound with their voice. Thecaster prepares a bottle (sealed by wax) intowhich the voice becomes trapped,remaining lost to the target until the seal orbottle is broken. The caster performs theincantation within the normal speakingrange of the target. Once cast, the vampiremust expend a Willpower Trait and thenwin a Mental Challenge to successfully

capture the voice of the target. The victimknows the source of the attack.

Thaumaturgy Ritual, Flesh of Fiery Touch[New Camarilla] (Va.3.6.04)This defensive ritual inflicts one level ofaggravated damage on anyone whovoluntarily touches the ritualist (such as anunarmed attack). The caster must swallow ared-hot ember, suffering one aggravatedwound, after which she is protected for theentire night.

Thaumaturgy Ritual, Heart of Stone [NewCamarilla] (Va.3.6.05)A vampire under the effect of this ritual isrendered impervious to staking and gainsthree bonus Traits in challenges to resistPresence powers, as his heart is transformedinto solid stone. This ritual requires thecaster to suffer one level of aggravateddamage as a candle burns on his chest. Theeffects last until the caster desires to breakthem. While affected, the thaumaturge'semotional capacity becomes almost non-existent, giving him an effective ConscienceVirtue of one, barring the use of theEmpathy Ability, allowing him to bid onlyhalf his Traits in non-intimidation SocialChallenges he initiates, and temporarilynegating all Merits pertaining to positivesocial interaction.

Thaumaturgy Ritual, Pavis of Foul Presence(Va.3.6.06)When a Presence power is used on theritualist, she may elect to activate the ritualreflexively after the challenge. If theritualist won the challenge to resist thePresence power used against her, thePresence user is affected by the powerinstead. If the ritualist failed the challenge,the Presence power is simply nullified.Pavis of Foul Presence cannot be used onPresence powers that do not directly targetthe thaumaturge (such as Majesty). Thecasting is dispelled after a single use.

Thaumaturgy Ritual, Sanguine Assistant[New Camarilla] (Va.3.6.07)This ritual creates an automaton out of thecaster's spare laboratory pieces. The

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construct stands about one foot high and isroughly human in shape. It aids thethaumaturge in research and rituals, but isuseless in combat. The exact benefits of theaid of these constructs are left to theStoryteller, but they generally allowresearch to be completed in a shorteramount of time.

Thaumaturgy Ritual, Scry (Va.3.5.08)When this ritual is used to spy on someoneusing powers of concealment (such asObfuscate), the caster must use Auspex todefeat his target's concealment, lest theritual automatically fail. This is the onlyway that Auspex can be used in conjunctionwith Scry.

Thaumaturgy Ritual, Shaft of BelatedQuiescence [New Camarilla] (Va.3.6.09)This ritual turns an ordinary stake (or otherpointed weapon) made of rowan wood intoa particularly vicious weapon. It costs threeBlood Traits to treat the stake in this fashion.A successful strike with the treated weaponcauses its tip to break off in the target andburrow towards the heart. A normalstaking check is immediately performedagainst the victim, which if successful,stakes a vampire or Mortally Wounds amortal, ghoul, etc. If the check fails, anotheris made each hour until the tip succeeds inits attempts. Each hour, a character with theMedicine Ability may surgically remove thetip if she succeeds in a Static MentalChallenge against ten Traits.

Thaumaturgy Ritual, Splinter Servant [NewCamarilla] (Va.3.6.10)Splinter Servant consists of a stake carved ofwood from a tree that has nourished itselfon the dead and is bound in wax-sealednightshade. When activated, the servantsplits itself into roughly human form andbegins single-mindedly trying to impale thetarget's heart. A Splinter Servant has threehealth levels and a number of PhysicalTraits equal to the caster's permanentWillpower Traits. It will continuallyattempt to stake its target until it succeeds,is destroyed, or it destroys itself (runs out ofTraits). This ritual is not usable in

combination with Shaft of BelatedQuiescence. The Splinter Servant has noAuspex, and thus may not attempt to pierceObfuscate or similar effects.

Thaumaturgy Ritual, Ward versus Kindred[New Camarilla] (Va.3.6.11)This ritual wards an object in a manneridentical to Ward versus Ghouls, except thatit affects vampires instead of ghouls.Casting the ritual requires a Trait of thecaster’s blood, instead of a Trait of mortalblood, and the ward does not affect thecaster. This ritual has no effect on Kuei-Jin,and there is no known Warding ritual thatdoes.

Thaumaturgy Ritual, Ward versus Lupine[New Camarilla] (Va.3.6.12)This ritual wards an object in a manneridentical to Ward versus Ghouls, except thatit affects werewolves instead of ghouls.Additionally, to cast the ritual requires ahandful of silver (approximately $1,000worth) instead of a Trait of mortal blood.Note that this ritual has no effect onChanging Breeds other than the Garou, andthere is no known ritual that does.

ADVANCED RITUAL DESCRIPTIONS(Va.3.7.00)

Thaumaturgy Ritual, Enchant Talisman[New Camarilla] (Va.3.7.01)This ritual is the first taught to mostTremere once they have attained mastery oftheir first path. A thaumaturge's talisman isa source of personal pride. It costs apermanent Willpower Trait to enchant theitem, which may be any rigid object close toa yard in length. Swords and staves are themost common, but even violins, shotguns,pool cues, and classroom pointers can beused. When grasping his talisman, athaumaturge is one Trait up on allchallenges involving Thaumaturgy and itsrituals. He also gains one bonus Trait whileusing it in melee combat (in addition towhat is normally given for using such aweapon or item). A vampire can only haveone talisman at a time and ownership of atalisman cannot be transferred. If another

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thaumaturge gets a hold of the ritualist'stalisman, she is up three Traits up on allThaumaturgy challenges against the ritualistwhile she holds it.

Thaumaturgy Ritual, Escape to a TrueFriend [New Camarilla] (Va.3.7.02)Escape to a True Friend allows the caster totravel to a person whose friendship andtrust she values. The vampire steps into aritual circle (which requires six nights tocreate), speaks the “True Name” of herfriend, and is instantly transported to thatindividual. She does not appear directly infront of the friend. Instead she materializesin a location out of sight of any observer andwithin a few minutes' walk from the friend.Activating this ritual requires a full turn ofconcentration while within the circle. Thethaumaturge does not actually escape untilthe end of the turn.

Thaumaturgy Ritual, Nectar of the BitterRose (Va.3.7.03)This ritual requires Top Approval.

Thaumaturgy Ritual, Stone of the True Form(Va.3.7.04)The effect lasts only three turns, not a scene.The pebble talisman becomes inert after onesuccessful use. A character may only haveone such talisman made at a time.

Thaumaturgy Ritual, Ward versus Spirits[New Camarilla] (Va.3.7.05)This ritual wards an object in a manneridentical to Ward versus Ghouls, but theward created also extends beyond thephysical world to affect spirits, such as thosecontrolled with Spirit Manipulation. Thematerial component of this ritual is ahandful of pure sea salt, instead of the Traitof mortal blood required in Ward versusGhouls. The ward created affects spirits inboth the physical and the spirit realm,allowing the ward to harm them even whenthey are not material.

There are two variations to this ritual, Wardversus Ghost and Ward versus Demons,which function in the same manner butmust be learned separately. The material

components of these Advanced rituals are ahandful of powered marble from atombstone for Ward versus Ghost, and avial of holy water for Ward versus Demons.

COMBINATION POWERS (Va.3.8.00)Combination powers are listed in theClanbooks (see Vampire Appendix A), orare converted from tabletop sources (withthe appropriate special approval). For theSanctioned chronicle, all combinationpowers cost half the number of ExperienceTraits as the tabletop versions (rounded up).

To teach a combination power she knows, acharacter must also be able to teach theDiscipline levels that the combination powerrequires. For example, to teach BurningWrath (which requires Intermediate Celerityand Intermediate Potence), a character musthave Burning Wrath, Advanced Celerity,and Advanced Potence.

Combination powers based on Dominate donot work on a vampire of lower generationthan the user. Combination powers basedon Chimerstry or Obfuscate interact withAuspex is the same manner as thoseDisciplines normally would.

RITAE (Va.3.9.00)The optional Performing the Rites rules onpage 140 of Laws of the Night: Sabbat Guideare used in the Sanctioned chronicle.

The Blood Feast (Va.3.9.01)A character's blood pool cannot exceed hisgenerational limit by more then half (rounddown) as a result of this ritae. AdditionalTraits are lost.

Fire Dance (Va.3.9.02)No more then three Traits can be gained as aresult of this ritae. It is suggested than onlythe most impressive jumper should receivemore then one Trait.

The Vaulderie (Va.3.9.03)This ritual purifies the blood used,removing the taint of disease and negatingpowers that leave lingering harmful effectsin the blood. Note that unlike traditional

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Blood Bonds, the Vaulderie does not fadeover time.

Chapter Four: Systems (Va.4.0.00)

The crossover rules in Chapter Six of Lawsof the Night Storytellers Guide are not usedin the Sanctioned chronicle. Instead, refer tothe rules beginning on page 92 of DarkEpics.

DAMAGE (Va.4.1.00)

Healing with Blood Traits is reflexive, andcan be done while performing other actions.One Blood Trait heals one level of lethaldamage, or two levels of bashing damage. Itrequires three Blood Traits and oneWillpower Trait for a vampire to heal oneaggravated wound level, and the woundwill not heal until the vampire arises thenext night.

Firearms (Va.4.1.01)Vampires take Bashing, not Lethal, damagefrom firearms.

Torpor (Va.4.1.02)Vampires in torpor remain there for twelveweeks minus two weeks for each MoralityTrait they possess.

Staking (Va.4.1.03)The mechanics for Staking operate exactly aswritten in Laws of the Night: Revised.

METAMORPHOSIS (Va.4.2.00)Note that additional rules formetamorphosis exist in Prime, and Mortal.Most supernatural creatures that areEmbraced simply die. (Awakened mortalsare an exception.) Being Embraced duringthe course of a game does not allow acharacter to circumvent the necessaryapproval levels for certain clans (see Typesin Chapter One for details).

When a character is turned into a vampire,the player’s Member Class limits herstarting Generation Background (seeChapter One and Chapter Two for details).This means that the character’s generation is

either one higher than her sire’s or is thelowest that her MC allows (whichever isworse). Characters that did not alreadyhave three Discipline levels gain enoughBasic in-clan Disciplines to bring them up tothree.

STATES OF THE SOUL (Va.4.3.00)

Blood Bonds (4.3.01)A character may have any number of one-and two-stage blood bonds. However, theymay only have one three-stage bond. Whena three-stage blood bond is achieved, allother bonds have no effect upon the thrallbut still exist for purposes of determiningfuture blood bonds.

When a bond “breaks” through the isolationprocess described in Laws of the Night, thebond is simply reduced by one stage.Through this same method, even first andsecond-stage blood bonds can be lost. Thethrall’s number of permanent WillpowerTraits cannot reduce the time requirement toless than two months. Note that time willnot reduce any type of blood bond that aTremere has to the Council of Seven, asdescribed in the Clan Disadvantage.

Diablerie (Va.4.3.02)Diablerie attempts on NPCs that wouldresult in a lowering of the character'sgeneration below what the player’s MemberClass allows at character creation,automatically fail in the fourth phase.

All diablerie that results in a lowering ofgeneration constitutes an increase in theGeneration Background and must bereported to the High Approval Storytellerwithin one month. It must also be includedin all reports to higher level Storytellersuntil the High Approval Storytelleracknowledges it. Each instance of diableriethat increases generation must be noted inthe character's Experience Log. Thisinformation must include date of thediablerie, the name and generation of thecharacter diablerized, and the name andmembership number of the player of thatcharacter, or the name and membership

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number of the Storyteller behind the NPC.Previous diableries are not grandfathered.

No Experience Traits are gained fromDiablerie, nor does improving generationincrease the vampire’s number of WillpowerTraits. However, a successful Diablerieallows the vampire to gain one GenerationBackground Trait, at no cost, so long as thediablerie resulted in a lowering ofgeneration.

Golconda (Va.4.3.02)Achieving Golconda, or any step toward it,requires Top Approval.

CAMARILLA STATUS (Va.4.4.00)The importance of reputation and standingis deeply ingrained in older Kindred.Though it is considered incredibly offensiveto ignore or show disrespect to those withmore standing, it should be noted that astraight comparison of Status Traits is notalways appropriate to every situation. Asexamples, a prince is always considered tobe the master of her own domain, and acharacter’s standing means very little in adomain where he has been blood hunted.

Temporary Status Traits expended areregained at the end of the month (unlessthey were a loan). Any extra temporaryStatus Traits accrued are lost at this time.This return also applies to Status Traits thatcannot be permanently lost, such as thoseattached to currently held sect positions,and those from social class.

Permanent (not temporary) Status Traitsmay be added to a character’s Social Traitsduring Social Challenges. This applies toSocial Challenges with members of theCamarilla in which the source of thechallenge is obvious, but not to challengeswhere supernatural powers are involved.When characters compare Status Traits todetermine social importance or credibility,only permanent Traits are considered.

For the purpose of the Status grantinglimitations in Laws of the Night, eachcalendar month represents one “story”. The

Trait-lending system Laws of the Nightassigns to Prestation is not used in theSanctioned chronicle.

Status may not be bought during charactergeneration.

Patronage Status (Va.4.4.01)Patronage Status refers to those Traits notgranted by sect position or social class.(Acknowledged is considered to bePatronage Status). Camarilla vampires arelimited to four such permanent StatusTraits. Sect members that are not membersof the common Camarilla clans (Brujah,Malkavian, Nosferatu, Toreador, Tremere,or Ventrue) have a maximum of only three.When a character receives Patronage Status,the Trait’s full name must include its source.For example, the prince of Springfieldwishes to declare a member of her court tobe honorable. The Trait is named Honorablefrom Madame Colleen, the Prince ofSpringfield.

Status granted by sect position and socialclass may exceed the maximums applied toPatronage Status. Characters cannot receiveStatus from more than one sect position andone social class at a time. Using these rules,the most Status a Camarilla member couldpossess is ten, as an Elder Prince of aCamarilla Clan: Acknowledged,(Patronage), (Patronage), (Patronage), Elder,Established, Venerated, Exalted, Well-Known, & Famous

Social Class (Va.4.4.02)Camarilla characters are divided by societyinto social classes determined by acombination of their age and generation.The classes are neonate, Ancilla, and Elder.It is common knowledge what social class acharacter belongs to, although it’s possible(with Storyteller approval) for a character tobe seen as belonging to a class other thenwhat is allowed by her true age andgeneration.

Neonates are vampires of eleventhgeneration or higher, or who have existedless then 50 years in Kindred society. It is

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advised that characters created of thesegenerations be made at less than 200 yearsof age, as very old neonates tend to suffer agood deal of scorn.

Ancilla are vampires that have proventhemselves worthy of respect withinKindred society. They are known to be ofthe tenth (or lower) generation, and haveexisted for not less than 50 years. It requiresMid Approval for a vampire of neonategeneration and/or age to have the Ancillasocial class.

Pretender Elders are characters of the eighthgeneration or better, who have not lived thecenturies that true Elders have. True Eldersconsider age and experience to be anecessity to temper the power of Elderblood. They often fear or distrustpretenders because many pretenders gettheir generation through diablerie. Itrequires High Approval for a vampire ofneonate or Ancilla generation and/or age tohave the pretender social class.

Elder characters are known to be eighthgeneration or better, and to have lived inexcess of 300 years. Most Elders know ofone another or have heard of one anotherover the span of the centuries they havelived. It requires High Approval for avampire of neonate, Ancilla, or pretendergeneration and/or age to have the Eldersocial class.

Ancilla gain the new additional Status Traitof Ancilla. Pretenders gain the newadditional Status Traits of Elder andVenerated. Elders gain the new additionalStatus Traits of Elder, Established, andVenerated. As with Status granted by sectpositions, social class Status cannot be lostpermanently. The new Traits mentioned areused exclusively for social class.

A character can begin play with a lessersocial class than her age and generationentitle her to. A change in social class aftercharacter creation requires Storytellerapproval, even if the character’s generationchanges during play. (A change in

generation may take months or years tobecome sufficiently known for thecharacter’s social class to change.) GainingAncilla requires Mid Approval. Gainingpretender or Elder requires High Approval.

Using Status (Va.4.4.03)All changes in Status must occur in a publicforum (such as the local court or a regionale-mail list). To affect those who are absentfrom a domain, or who are not members of adomain, an announcement must be madeeither over a public forum that extendsoutside the domain or via the Storytellerhierarchy. The ability of a prince or courtofficer (primogen, harpy, and all stationsappointed by the prince) to grant or removestatus can only affect Kindred physicallypresent in the city, or those who have beenin the city within the last month.

A character cannot use her sect position togrant Status Traits to those of equal orgreater standing. (I.e. if Julie has four StatusTraits, she cannot give someone their fifth.)

Negative Status (Va.4.4.04)Anytime a character can remove a StatusTrait from a character, he may instead electto award a Negative Status Trait. Similarly,anytime a character can grant or restore aStatus Trait, they can remove a NegativeStatus Trait instead.

A character that possesses a Negative StatusTrait is down one Trait in all comparisons ofStatus. A character can normally onlypossess one Negative Status Trait. Shouldanother be gained, the earlier Trait isreplaced with the new, and the characterloses a permanent Status Trait. Examples ofNegative Status Traits are Deceitful,Despised, Disreputable, Foolish, Hated,Ignorant, Incompetent, Powerless, andReviled.

In Camarilla society, known Caitiff arescorned and always possess the extraNegative Status Trait of Caitiff. This is theonly exception to the rule preventing aCamarilla venue character from havingmore than one Negative Status Trait.

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Archons, Alastors, and Justicars (Va.4.4.05)The Justicar may appoint (or create) archonsduring the course of play, but HighApproval is required for any that areactually player characters. Alastors (andRed Alastors) require Top Approval,regardless of how the appointment isachieved.

The Justicars themselves are completelyimmune to the powers and authority of thedomain stations, answering only to theInner Circle of the Camarilla. They havefour additional Status Traits granted bytheir position, though these Traits are not astandard set. (Thus, the most Status that anElder Justicar could possess is eleven:Acknowledged, Elder, Established,Venerated, three additional PatronageStatus Traits, and four for being a Justicar)Justicars are non-player characters createdby the Master Storyteller with assistance ofthe National Storytellers, and assigned tospecific National Storytellers (or a selectedAssistant or Associate NST) to portray in theSanctioned chronicle.

SABBAT STATUS (Va.4.5.00)Temporary Status Traits expended areregained at the end of the month. Anyextras accrued are lost at this time. Thisreturn also applies to the permanent StatusTraits that cannot be permanently lost whilethe station is held (like those linked tocurrently-held sect positions).

Status Maximums (Va.4.5.01)Sabbat vampires have a Status Traitmaximum of eight, though Traits gainedfrom (one of) a character’s stations canexceed this maximum, as can Traits gainedin recognition of having a high Moralityrating. A vampire must have the Status TraitInitiated before it can have other SabbatStatus Traits.

Path Traits are not added to Sabbat Statuson a one-for-one basis. Sabbat charactersinstead receive the additional Status Trait(s):Devoted (for a rating of three), Devoted andBlessed (for a four), Devoted, Blessed, and

Enlightened (for a five). The benefit is onlyapplied for characters on the Paths ofCathari, Caine, Death and the Soul, FeralHeart, Honorable Accord, Metamorphosis,Night (all versions), and Power and theInner Voice.

Gaining Status (Va.4.5.02)A character’s pack can grant her one newpermanent Status Trait if each of themexpends one temporary Status to that effect.

Negative Status (Va.4.5.03)The Sabbat makes use of a Negative StatusTrait system similar to the one describedunder Camarilla Status. Sabbat can have upto two Negative Status Traits at the sametime, but if they gain a third they removethe oldest Negative Status and onepermanent Status Trait.

Vampire Appendix A:

Clanbooks

This appendix describes alterations to thefollowing Revised Clanbooks for use in theSanctioned chronicle: Assamite, Brujah,Followers of Set, Gangrel, Giovanni,Lasombra, Malkavian, Nosferatu, Ravnos,Toreador, Tremere, Tzimisce, and Ventrue.Backgrounds, Merits, Flaws, and other itemsfrom the Revised Clanbooks are restricted tomembers of that clan (unless otherwisenoted), requiring only Low Approval forthem, but High Approval for others.Disciplines are not limited to clan members,and may be selected by others, subject to thenormal limitations for approval andlearning (see Vampire, Chapter 3). TopApproval is required for creatures outsidethe Vampire venues to take anything fromthese books.

CLANS (Va.A.1.00)

Assamite (Va.A.1.01)The variant bloodline weaknesses are notused in Sanctioned Play. Instead, allAssamites use the standard disadvantageslisted in Laws of the Night (for all Assamites

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whose primary venue is the Cam Venue) orLaws the Night Sabbat Guide (for allAssamites whose primary venue is theSabbat Venue). Assamite Sorcerers andViziers require High Approval to play.Characters whose concept includesmembership in the Web of Knives use thenormal creation rules.

Follower of Set (Va.A.1.02)Followers of Set, Children of Damballah,and Daitya use the standard rules forFollowers of Set in Laws of the Night andare Mid Approval in the Camarilla venue,while Tlacique and Warrior Setites are HighApproval for the Camarilla venue. Thesebloodlines are Top Approval for the Sabbatvenue.

The Path of Sutekh is Mid Approval forFollowers of Set and High Approval forother vampires. The more rare Paths ofEnlightenment Ecstasy and the Warrior areboth High Approval for Followers of Set,and Top Approval for others.

Lasombra (Va.A.1.03)Alternate Paths of Night are Mid Approvalfor Lasombra, High Approval for others.

Malkavian (Va.A.1.04)Malkavian Time is not used in theSanctioned Chronicle.

Tremere (Va.A.1.05)Membership in the Astors requires HighApproval.

Tzimisce (Va.A.1.06)The Flavoring Blood Bonds Optional Rule isnot used in the Sanctioned Chronicle.

Ventrue (Va.A.1.07)Flavor text on page 49 aside, Ventrue cannotgain any special knowledge from tastingblood, except to determine whether or not itis blood allowed by their feeding restriction.

MERITS AND FLAWS (Va.A.2.00)Bound to the Council, ConsanguineousResistance, Deadened Nerves, DoubleBetrayer, Dynamic Personality, Embraced

Without the Cup, False Reflection, Paragon,Proxy Kissed, Revenant Disciplines, SleepUnseen, Sanguine Incongruity, Song in theDark and Sympathetic Bond require HighApproval.

Animal Traits [Gangrel] (Va.A.2.01)All of the Animal Traits listed on page 58 ofthe Gangrel Clanbook are two Trait Meritsfor Gangrel (which count against theirmaximum number of Merit Traits). Theycan be taken during character creation, orpurchased after the character gains aNegative Trait due to frenzy. No more thanone such Trait can be taken at charactercreation. Once in play characters shouldonly take such Traits after extreme cases offrenzy (Storyteller discretion). For taking anAnimal Trait during character creation, thecharacter begins with one of the NegativeTraits from the Clan Disadvantage withoutany Free Trait benefits. Advantages gainedfrom these Traits do not apply if thecharacter uses a power that substantiallytransforms the her body, such as Form of theBeast, Shape of the Beast's Wrath, or MythicForm. Armor granted by Animal Traits willabsorb the first wounds of the appropriatetype inflicted in the session (calculatedbefore the damage is reduced by any otherpower the character might have).

Attuned Taste [Tremere] (Va.A.2.03)This Merit requires Mid Approval.

Lizard Limbs [Nosferatu] (Va.A.2.04)The cost to re-grow a limb is the same as thecost to heal an aggravated wound, althoughit doesn’t prevent the vampire from healingan actual aggravated wound during thesame day.

Long Fingers [Nosferatu] (Va.A.2.05)The Dexterous Trait gained from this Meritmay exceed the character’s normalmaximum, but it is not usable in combat.

BACKGROUNDS (Va.A.3.00)

Military Force (Va.A.3.01)This Background is not used in theSanctioned Chronicle.

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Spirit Slaves (Va.A.3.02)This Background has been modified in theSanctioned Chronicle. Each level of thisbackground represents a hold upon anadditional "common wraith" as described inPrime, Chapter 2, with a maximum of fivewraiths so held. Disregard the option toobtain a more powerful wraith, instead ofmultiple weaker ones.

DISCIPLINES (Va.A.4.00)Six dot (***** *) Disciplines equate to ElderDisciplines in the MET system. Seven dot(***** **) Disciplines are Master, and eightdot (***** ***)Disciplines are Ascendant.

Mask of Cathay, Path of the Levinbolt, andPath of Shadowcrafting require HighApproval. Only Malkavians may learnBabble, The Call, Scrawl, and Sibyl'sTongue.

Animalism, Drawing Out the Beast [Ravnos](Va.A.4.01)The Optional Rules for Drawing Out theBeast are not used in the SanctionedChronicle.

Animalism, Quell the Herd [Gangrel](Va.A.4.02)Quell the Herd works on vampires, butrequires a Willpower Trait to be spent(before the mob challenge is made).

Assamite Sorcery [Assamite] (Va.A.4.03)Assamite Sorcery (a version ofThaumaturgy developed by the Assamites)is a High Approval Discipline for any butAmr caste Assamites. Assamite Sorceryuses the same rules and approval levels asThaumaturgy. The primary path forAssamite Sorcery is Lure of Flames (insteadof Path of Blood).

Assamite Sorcery, Awakening of Steel[Assamite] (Va.A.4.04)This path requires High Approval forpractitioners of Assamite Sorcery, and is notavailable to characters practicing otherversions of Thaumaturgy.

Dominate, Oberon's Grail [Tremere](Va.A.4.05)This is an Elder level Discipline, not Masterlevel. Only vampires who possess Oberon'sGrail can restore memories lost to Oberon'sGrail. In that case, the memories can berestored using the rules outlined underForgetful Mind.

Koldunic Sorcery [Tzimisce] (Va.A.4.06)The Tzimisce Koldun bloodline practicesThaumaturgy, not actual Koldunic Sorcery.Possession of Koldunic Sorcery (such as thePath of Sorrows) requires Top Approval.

Necromancy, the Maelstrom andNigrimancy [Giovanni] (Va.A.4.07)These rules are not used in the SanctionedChronicle.

Obfuscate, Mental Maze [Followers of Set](Va.A.4.08)It costs a Willpower Trait to use thisDiscipline on a supernatural creature or aPartially Awakened mortal. The effects lastno longer than one scene (or three turns ifthe subject is engaged in combat).

Obtenebration, Special Effects and OptionalRules [Lasombra] (Va.A.4.09)These rules are not used in the SanctionedChronicle.

Obtenebration, Shroud of Absence[Lasombra] (Va.A.4.10)The Shroud of Absence has no effects onmechanical recording devices, actingidentically to Obfuscate in that respect only.A maximum of three Social Traits can bespent to raise the user's Willpower forchallenges to the Shroud of Absence. Theymust be spent when the power is activated,and they last for the duration of the power’suse. Any attacks made out of a Shroud ofAbsence allow those around it toimmediately test against the Shroud, even ifthey have recently failed to pierce it.

Presence, Temptation and Phobia [Followersof Set] (Va.A.4.11)Effects of these Disciplines are notpermanent. Instead, they last until the

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victim spends as many Willpower Traits asthe user spent to activate it. Each time thevictim spends Willpower to resist, they stopthe effects of the Discipline for ten minutes(or one turn of combat). Temptation andPhobia are High Approval for non-Setites.

Presence, Corruption [Followers of Set](Va.A.4.12)The Setite must spend at least as manyWillpower Traits as the target's Moralityrating for this power to be successful. It willthen last until the target spends as manyWillpower Traits to resist this discipline asthe Setite has permanent Social Traits. Eachtime the victim spends Willpower to resist,they stop the effects of the Discipline for tenminutes (or one turn in combat).Corruption is High Approval for non-Setites.

Protean, Shape of the Beast [Gangrel](Va.A.4.13)The Sanctioned Chronicle allows the flavortext for different shapes (“Animal Forms”on page 67 of Clanbook Gangrel) for usewith Gangrel characters. Non-Gangrel donot have the option of choosing differentshapes, but default to the 'wolf' and 'bat' asdescribed in Laws of the Night: Revised.However, the rules mechanics found in theClanbook for Shape of the Beast are not usedin the Sanctioned Chronicle. Use the rules inLaws of the Night and Vampire, Chapter 3to define the capabilities of your animalforms.

Protean, Animal Swarm [Gangrel](Va.A.4.14)The animals created by this Discipline canhave from one to four Blood Traits each(divided evenly between the creatures).Each creature has Physical Traits equal tothree plus the number of Blood Traits itstarted with, and health levels as follows:Healthy, Bruised, Wounded, Incapacitated,and Dead.

Protean, Mythic Form [Gangrel] (Va.A.4.15)This Discipline and all the mechanicsinvolved are High Approval.

Quietus, Blood Sweat [Assamite] (Va.A.4.16)To use Blood Sweat, the characterconcentrates for two turns, doing nothingmore than walking a step each turn, andthen initiates the challenge as his action onthe third turn. He expends Mental Traits(up to a maximum of three) and makes aSimple Test for each Trait expended. EachSimple Test won will cause the victim tolose three Blood Traits. Each tie causes aloss of two Blood Traits, and each Test lostwill cause the victim to lose only one BloodTrait.

Quietus, Baal’s Bloody Talons [Assamite](Va.A.4.17)Additional damage caused as a result ofwinning the Simple Tests is also aggravated.A weapon may hold a maximum number ofcoatings equal to its normal bonus Traits.Other special enhancements of the weapon(other Quietus blood powers, wards or anyother special enhancements) are destroyedas soon as the weapon is coated with Baal'sBloody Talons. As each Blood Traitdegrades, the weapon loses one bonus Trait.When reduced to 0 bonus traits the weaponis destroyed as per the description.

Serpentis, Cobra Fangs [Followers of Set](Va.A.4.18)After activating this discipline, a successfulbite by the Setite inflicts an extra level ofaggravated damage, plus one additionaldamage level per Blood Trait expended atthat time (up to a maximum of three BloodTraits).

Serpentis, Heart Thief [Followers of Set](Va.A.4.19)To use this Discipline successfully, the Setitemust win a Physical Challenge and then winor tie two Simple Tests to steal a vampire'sheart. These may be retested with Brawl.

Setite Sorcery [Followers of Set] (Va.A.4.20)Setite Sorcery (a version of Thaumaturgydeveloped by the Followers of Set) is a HighApproval Discipline for which all characters(even Setites) must pay out of clanExperience Traits costs. Setite Sorcery usesthe same rules and approval levels as

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Thaumaturgy. The primary path of SetiteSorcery is the Path of Corruption instead ofthe Path of Blood. Followers of Set andSerpents of the Light who know SetiteSorcery may teach it to others as if it were anin-clan Discipline.

RITUALS (Va.A.5.00)All Thaumaturgy rituals in ClanbookTremere require Low Approval to belearned by Tremere, but High Approval forothers. Only Tremere can learn Power ofthe Pyramid and Transubstantiation ofSeven.

Abandon the Fetters, Blood Certámen,Inscription, Mark of Amaranth, and Night ofthe Red Heart require High Approval. CurseBelated requires High Approval tosuccessfully use.

Bone of Contention [Tremere] (Va.A.5.01)This is an Elder level ritual.

Deny the Intruder [Tremere] (Va.A.5.02)Influence endeavors directed at a chantryprotected by this ritual require twice thenormal level of Influence, and twice thenumber of Influence actions expended.Failure to meet these requirements causesthe endeavor to fail.

Inscription [Tremere] (Va.A.5.03)Inscription works on Basic rituals only. Acharacter cannot use this ritual if hereffective maximum blood pool has beenreduced to five or less.

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

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

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

as noted below). No teacher is required forcombination powers from these sources ifthe learning vampire has three Traits of Lorefor the appropriate clan.

Birth the Vozhd [Tzimisce] (Va.A.6.01)It requires Top Approval to learn and to usethis power. Possessing it is required beforea character can use the rules for creatingVozhd in Laws of the Night Sabbat Guide.

Calling the Thing in Darkness and DescentInto Darkness [Lasombra] (Va.A.6.02)These rules are not used in the SanctionedChronicle.

Claw Immunity [Gangrel] (Va.A.6.03)This power is effective againstshapechangers in their animal or near-animal forms (Lupus and Hispo for Garou).

Iron Heart [Brujah] (Va.A.6.04)This power requires High Approval forBrujah and Top Approval for others.

Pater Szlachta [Tzimisce] (Va.A.6.05)All Blood Traits spent for this power mustbe spent in one turn.

A

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Wraith 6.0

The Camarilla's Rules Supplement for theSanctioned Chronicle

Reprinted material is © White Wolf GamePublishing, Inc. Terms and ideastrademarked by White Wolf are used withpermission, and any mention of saidintellectual properties should not beconsidered a challenge to their ownership.

CONTENTS

Chapter One: Character Creation

Chapter Two: Traits

Chapter Three: Powers

Chapter Four: Systems

This supplement details rules for Wraithvenue games in the Camarilla's SanctionedMind’s Eye Theatre chronicle. These rulesare intended for use with Oblivion and DarkEpics by White Wolf Publishing, and withthe Camarilla’s Prime Supplement.

These rules, when used for Sanctioned play,are to be applied without change, deviation,alteration or addition by any member, savea country’s National Storyteller. This is toenforce a homogenous set of rulesthroughout the organization, insuring thatwherever a member goes, they may playwith a minimum of problems.

Storytellers are allowed and encouraged touse their judgment in the World of Darknessto develop stories and enrich the flavor ofthe game. If a Storyteller judges that theflow of the story would be enhanced byminor exceptions to the rules (on anindividual basis only), this creative license isallowed. It is strongly suggested thatStorytellers stick to the letter and intent ofthe rules in situations where one or more

characters may die. Storytellers found to beabusing this occasional liberty are subject toreview and possible disciplinary action.These licenses are not to be for such thingsas the approval of magic items or theallowing of players to play rare characterTypes.

Chapter One: Character Creation(Wr.1.0.00)

Wraith characters are created usingOblivion in conjunction with thissupplement and with Prime.

Concept (Wr.1.0.01)Membership in the Alchemists, Mnemoi,and Solicitors Guilds requires HighApproval.

Some Important Changes Made (Wr.1.0.02)

As with the other venues, wraith charactersnow get five starting Free Traits in additionto those gained from Negative Traits andFlaws. These may be added to existingcharacters after character creation.

Wraiths now begin with five (Basic)Arcanoi, rather than three. Add two BasicArcanoi to the character sheet, or refund theExperience Traits spent on two BasicArcanoi bought beyond the old initialstarting number of three.

Wraiths now have different Attributemaximums. Any Traits in excess of theseare reduced to match the new maximum(s),and the Experience Traits spent on the lostAttributes are refunded.

New or altered approvals levels wereapplied to some Backgrounds and powers inthe Wraith Supplement. Existing charactersmust be approved by the appropriate levelStoryteller(s) if something on the charactersheet now requires a higher level ofapproval than it did previously.

Types (Wr.1.0.03)Playing a spectre of any kind, or a Risen,requires High Approval.

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Chapter Two: Traits (Wr.2.0.00)

Wraiths have a maximum of ten Traits ineach of the Attribute categories, tenWillpower Traits, and five Traits in anysingle Ability. All wraiths have a maximumPathos Trait capacity of 10. Commonwraiths begin play with three WillpowerTraits, and one permanent Angst Trait.

Older characters may begin with betterTraits, but in exchange they suffer penaltiesthat represent their extended un-life spans.Players may select a higher maximum for allof their Attribute categories: eleven, twelve,thirteen, or fourteen. Each point increasedcosts the wraith a permanent Corpus levelor a fetter, and adds a permanent AngstTrait to her total. (A character can neverlose or remove her starting permanentAngst Traits.)

For example: Bill creates a wraith withAttribute maximums of thirteen. He startswith four permanent Angst Traits, andchooses to sacrifice one fetter and twopermanent Corpus levels.

Wraith characters also increase theirAttribute maximums naturally through timein play. A character that has been in playfor more than six months has an Attributecategory maximum of eleven. This increasesto twelve after one year in play, thirteenafter eighteen months in play, fourteen aftertwo years in play, sixteen after four years inplay, and eighteen after six years in play.

For example: Bill’s wraith already hasAttribute maximums of thirteen, so they donot improve until the character has been inplay for two years. At that time, itsmaximums increase to fourteen.

Free Traits (Wr.2.0.01)Like characters in other venues, wraiths getfive Free Traits in addition to those gainedfrom Negative Traits and Flaws. One FreeTrait can be gained per additional ThornTrait the player assigns to her shadow

during creation. Free Traits gained from thecombination of Derangements, NegativeTraits, and additional Thorns cannot exceedfive.

Recovering Traits (Wr.2.0.02)Each session a wraith begins play with thesame number of temporary Angst andPathos Traits as she had the last time sheplayed. This is modified by the use ofMemoriam, or by Storyteller-approvedactivities performed in downtime.

ABILITIES (Wr.2.2.00)

Empathy (Wr.2.2.01)A wraith with this Ability can make a StaticMental Challenge against six Traits to locatea nearby source of strong emotion, comingfrom a creature within the immediate area(about one city block). The source is notguaranteed to be the type needed to fulfillthe character’s Passions.

Survival (Wr.2.2.02)Wraiths with this Ability know how tosurvive in the harsh places of theShadowlands, from the Tempest to theLabyrinth. It allows the wraith to test tofind shelter and similar things when out ofthe safety of the Necropolis, and theStoryteller may allow the character topredict upcoming atmospheric changes inthe Shadowlands.

BACKGROUNDS (Wr.2.3.00)Having (and using) Influence requires MidApproval for wraith characters. The same istrue of Allies, Contacts, Resources, andother similar, real-world Backgrounds.Additional Backgrounds can be found onpages 53 and 77 of Dark Epics.

Artifact (Wr.2.3.01)This Background may be purchasedmultiple times to represent differentArtifacts. Mid Approval is required for anylevel four Artifact, and High Approval isrequired for any level five Artifact.

Eidolon (Wr.2.3.02)

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Eidolon can only be used as many times pernight as the character has points in theBackground, but each use lasts only fifteenminutes. Characters must have five levels inEidolon to even begin to be considered forTranscendence.

Memoriam (Wr.2.3.03)A character can test at the beginning of eachgame once per level of Memoriam, and gainone Trait of Pathos for each win or tie.Losses do not count, but a wraith tests asmany times as they have levels in theBackground, regardless of how many lossesthey make.

Status (Wr.2.3.04)Mid Approval is needed to gain or purchaseGuild Status, which may only be acquiredwith Free Traits or earned in game. Awraith must have at least one level in GuildStatus to be considered part of the Guild.Membership in a Guild is quite uncommon,and players should be encouraged to avoidit at character creation.

MERITS AND FLAWS (Wr.2.4.00)Given here is a list of new Merits and Flawsspecific to the Wraith venue.

Addiction [1-2 Trait Psychological Flaw](Wr.2.4.01)The Restless Dead can develop apsychological addiction to a thing or even aperson. If denied daily access to the subjectof the character's addiction, she will bedown one or two Traits (depending on thelevel of the Flaw) in all challenges untilaccess is acquired.

Botched Moliation [1-3 Trait Physical Flaw](Wr.2.4.02)Something went wrong in a past effort atMoliate. Perhaps the character goofed, orsomeone else really flubbed it. Take a oneTrait penalty to Social Challenges for eachlevel of this Flaw.

Bound [3 Trait Supernatural Flaw](Wr.2.4.03)The wraith is bound, and cannot move morethan one hundred feet from a particular

spot. She must take the location as a Fetter,and can leave it once the Fetter is resolved(and the Flaw is bought off). This imposes avery severe limitation on the character, andyour Storyteller may simply rule that itdoesn't fit the chronicle.

Bright [4 Trait Supernatural Merit](Wr.2.4.04)Emotions of the character have a particularquality that makes it easy to cross theShroud. She gets a one Trait bonus to allchallenges involving piercing the Shroud.Unfortunately, mortals seeking wraiths tendto find her first.

Cold [2 Trait Supernatural Merit] (Wr.2.4.05)The Corpus of wraiths with this Merit isvery cold. Mortals who pass near feel adistinct chill. This is one of the classic para-psychological manifestations of haunting,and makes it easy for the character to getmortals' attention… whether she wants to ornot.

Concentration [1 Trait Mental Merit](Wr.2.4.06)The character can focus her mind and shutout distractions and annoyances. Shecannot take more than two Traits inpenalties based on distractions anddisorientation for a challenge.

Damned [1 Trait Supernatural Flaw](Wr.2.4.07)The wraith believes that she missed herchance at salvation. Every minute shespends in a site dedicated to her old religiondrains a Trait of Willpower. If she touches areligious artifact of her old religion, sheimmediately loses a level of Corpus fromthe burning agony.

Disembodied Shadow [3 Trait SupernaturalFlaw] (Wr.2.4.08)The character's Shadow manifests in a formonly she can see, generally that of a smallanimal. She can talk with it, but she mustspeak out loud to do so. The Shadow hasone Physical Trait with which it can movesmall objects.

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Distinctive Appearance [1 Trait PhysicalFlaw] (Wr.2.4.09)Something about the wraith stands out andstays in others' minds, like a strangehairstyle, a prominent tattoo, or differentlycolored eyes. This can be concealed withMoliate, but it always comes back eachevening.

Echoes [2-5 Trait Supernatural Flaw](Wr.2.4.10)The character is vulnerable to old wives'tales about handling ghosts. Salt keeps herfrom crossing a threshold, animals detecther presence, she cannot cross runningwater, skeptical disbelief repels her, and soon. Wherever the character goes, she leavesan ectoplasmic residue, and her sounds canbe taped with mundane recording devices.Review ghost stories and para-psychologicalaccounts for details of the effects of thisFlaw. The cost depends on how severe thelimitations are. For the purposes ofchallenges, take a one Trait penalty toaffected tests per level of this Flaw.

Echoes of the Past [1 Trait PsychologicalFlaw] (Wr.2.4.11)The wraith manifests in the Skinlands inways she can't consciously control. Oftenher Haunt offers some clue as to herpresence, which alert mortals may notice.For level, the Haunt retains a faint butdistinctive scent, sound, or image ofsomething that was important to thecharacter: her favorite lilac perfume, gentlesobbing, or images of Fetters in the corner ofan observer's eye. Those in the Haunt maymake a Static Mental Challenge (difficultyequal to the local Shroud rating) to noticethe effect. This Flaw manifests only whenthe wraith is present, though she is notembodied or otherwise present in theSkinlands, and cannot gain Memoriam fromthe emotions of observers.

Fragile Corpus [3 Trait Corporeal Flaw](Wr.2.4.12)The character just doesn't hang togethervery well. She loses two Corpus rather thanthe usual one when

dis-corporating. If she loses more than fourCorpus levels in any single blow, she mustmake a Static Willpower Challenge,difficulty five, to avoid being dragged into aHarrowing.

Full of Life [2 Trait Corporeal Merit](Wr.2.4.13)These wraiths were vibrant, energetic, andfull of life when alive, and this continues toserve them in death. The character has oneextra Corpus level, but when her Corpus isabove ten, she looks more real and alive toother Wraiths; taking a one Trait penalty toall efforts at concealment and disguise.

Heretic Boon [1-3 Trait Social Ties Merit](Wr.2.4.14)The members of a Heretic cult owe thecharacter a favor for aid rendered. Thehigher the level, the more significant andlasting the favor. For one Trait of this Merit,she can enter a meeting of the group, whilefor three Traits she could get access to someof the group's resources. Arrange the detailswith your Storyteller, and make sure youagree on the limits of the boon.

Hierarchy Boon [1-4 Trait Social Ties Merit](Wr.2.4.15)The members of one of the Legions orHierarchy administration owe the charactera favor for aid rendered. The higher thelevel, the more significant and lasting thefavor. For one Trait of this Merit, she canenter a meeting of the group, while for threeTraits she could get access to some of thegroup's resources. Arrange the details withyour Storyteller, and make sure you agreeon the limits of the boon.

Improperly Buried [1 Trait SupernaturalFlaw] (Wr.2.4.16)Whatever the wraith's beliefs say shouldn'tbe done for the dead, she got. Perhaps shewas turned facedown in her coffin, orburied on unconsecrated ground, or diedwithout last rites. In any case, you mustchoose the character's corpse as a Fetter, butshe cannot regain Pathos or get otherbonuses from it. All actions involving thecorpse incur a one Trait penalty. What's

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wrong can be fixed over time, but it's theStoryteller's discretion how difficult thisshould be.

Malleable [2 Trait Corporeal Merit](Wr.2.4.17)The Corpus of such wraiths bends and flowseasier than normal. They have a two Traitbonus on all efforts to use Moliate onthemselves. Unfortunately, the same bonusapplies to others' attempts to useRend/Moliate on the character.

Mortal Companion [2 Trait Social TiesMerit] (Wr.2.4.18)The wraith maintains close ties with aparticular mortal, either one of her Fetters orjust a chance friendship. The mortal musthave some way of interacting with thecharacter; perhaps he's a medium, or aparapsychologist. In most cases the wraithwill want to be attuned to him, though thismust be done in play. Enemies who findout about this companion can use himagainst the character, of course.

Notoriety [3 Trait Social Ties Flaw](Wr.2.4.19)The character has a bad reputation amongher peers, whichever faction that is. Shetakes a two Trait penalty to all SocialChallenges involving those wraiths thathave heard of her.

Renegade Boon [1-3 Trait Social Ties Merit](Wr.2.4.20)The members of a Renegade faction owe thecharacter a favor for aid rendered. Thehigher the level, the more significant andlasting the favor. For one Trait in this Merit,she can enter a meeting of the group, whilefor three Traits she could get access to someof the group's resources. Arrange the detailswith your Storyteller, and make sure youagree on the limits of the boon.

Reputation [2 Trait Social Ties Merit](Wr.2.4.21)Some wraiths enjoy a good reputationamong the Hierarchy, Heretics, orRenegades. This might come from thecharacter's own actions or as a result of a

mentor. She is able to interact with wraithsof the appropriate group as though she hadan additional Status Trait with that group.This doesn't actually give an additionalStatus Trait to bid or spend. This Merit maynot be taken multiple times unless eachReputation applies to a different group(Hierarchy, Heretics, or Renegades).

Rotting [2 Trait Physical Flaw] (Wr.2.4.22)In life, the character thought of the dead asrotting, festering things from horriblenightmares. That image now marks herown Corpus. Muscle and tissue showthrough ragged holes in her flesh, giving athree Trait penalty to Social Challengeswhere appearance might play a part. IfEmbodied, the character actually gets somebenefit from it; mortals who see her areaffected by the Fog as if they had two fewerWillpower than they actually do.

Time Cycle [1-5 Trait Supernatural Flaw](Wr.2.4.23)At certain times it's much harder for thewraith to act across the Shroud. The timemight be some hours of the day, some daysof the week, or some phases of the moon;work out the details with your Storyteller,along with a reason for the obstruction toexist. The character takes a one Traitpenalty during the affected times per levelof this Flaw. Add one Trait to the value ofthe Flaw if the obstruction applies to days ofthe week. Add two if it applies to hours ofthe day.

Tomb [1-2 Trait Social Ties Merit](Wr.2.4.24)The character was buried with a relic ormemorabilia. For one Trait, she has avariety of small personal items as relics; fortwo Traits she has a substantial array offurnishings and goods.

Twisted Apprenticeship [1 Trait Social TiesFlaw] (Wr.2.4.25)The character's Reaper taught her all thewrong things about wraith society. Hermisconceptions will often get her intotrouble.

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Unknown Fetter [2 Trait Supernatural Merit](Wr.2.4.26)The wraith has an additional Fetter, butdoesn't know where or what it is. TheStoryteller decides the nature of this Fetter,based on the wraith's history. The charactermust identify the nature of the connectionbefore she can locate the specific person,place, or thing. Lifeweb can locate it, butFatalism will not reveal the connection.

Weak Shadow [4 Trait Supernatural Merit](Wr.2.4.27)The Psyche gets a two Trait bonus to effortsat resisting her Shadow.

THORNS (Wr.2.5.00)When a character earns a certain number ofExperience Traits, the Storyteller mustassign it an additional Thorn. OnlyExperience Traits earned in game counttoward gaining Thorns; Experience Traitsfrom Member Class do not. Thorns taken atcharacter creation have no effect on thisprocess.

A Thorn is assigned when twentyExperience Traits have been earned. A newThorn need not be assigned until anothertwenty Experience Traits have been earned,and so on. If a two Trait Thorn is assigned,the character doesn’t get another until fiftymore Experience Traits have been gained. Athree Trait Thorn means the characterdoesn’t get another until ninety moreExperience Traits have been earned. A fourTrait Thorn prevents another Thorn frombeing gained until one hundred and fortyadditional Experience Traits are earned, anda five Trait Thorn staves off the next untiltwo hundred more Experience Traits havebeen earned.

The following expands the list of Thorns togive players more options when fleshing outtheir characters. Every wraith's Shadowstarts off with two Traits of Thorns.Additional Thorns may be taken in lieu ofNegative Traits, but the character is stilllimited in the number of Negative Traits itcan take (these extra Thorns do countagainst that maximum).

Dark Allies [1 Trait/level] (Wr.2.5.01)The character's Shadow communicatesregularly with specific specters, and can callon them for assistance.

Death's Sigil [1-3 Traits] (Wr.2.5.02)The character carries a prominent sign ofOblivion's touch: wings of choking smoke,footprints of sea water, the smell of acharnel house, and so on. Each Trait ofDeath's Sigil reduces the wraith's effectivetotal Social Traits by one for the purpose ofties and overbids. The character can spend aWillpower Trait to stifle (negate) the effectsfor a scene.

Infamy [1 Trait/level] (Wr.2.5.03)Similar to Memoriam, this represents themeasure of fear and loathing the characterinspires in the living. Each time thecharacter falls into slumber, the player mustmake one Simple Test per Trait of thisThorn. Each test that she does not win or tiegives the character a temporary Angst Trait.

Deafened Ear [1 Trait] (Wr.2.5.04)The Shadow may spend a temporary AngstTrait to inflict total deafness on the wraithfor fifteen minutes. This can be done onceper session, and does not grant the wraithimmunity to Keening and other sound-based powers.

Mirror, Mirror [1 Trait] (Wr.2.5.05)Whenever the wraith sees itself in areflective surface, the Shadow can activatethis Thorn. Everyone who sees thereflection sees it as horribly distorted, inwhatever manner the Shadow desires. Thiscosts nothing to activate, but repeated usagemutes the surprise and shock value it canhave.

Nightmares [1 Trait] (Wr.2.5.06)The Shadow can inflict wracking nightmareon the Psyche. The Shadow spends atemporary Angst Trait and engages in aStatic Challenge of the wraith's permanentAngst against its Willpower (no Traits bid).Success means the Shadow causes the

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Psyche to immediately wake from slumberwithout the usual benefits.

Shadow Face [1 Trait] (Wr.2.5.07)The wraith can take on a completelydifferent appearance when the Shadowtakes over (should it desire to do so).

Shadow Call [2 Traits] (Wr.2.5.08)The Shadow can use this only when thewraith is in the Tempest or near the mouthof a Nihil. For each Trait of permanentAngst the wraith possesses, the Shadow canspend a Trait of temporary Angst andperform a Simple Test. Each win (not loss ortie) summons a specter, the exact nature ofwhich is decided by the Storyteller.

Wrack [2 Traits/level] (Wr.2.5.09)The Shadow can inflict the Psyche withshooting pain during a Physical Challenge.The Shadow simply spends a temporaryAngst Trait, and forces the wraith to bid anadditional Trait per level of this Thorn. AWillpower Trait can be spent to negate theuse of this Thorn for a scene.

Silenced Tongue [3 Traits] (Wr.2.5.10)The Shadow can (once per session) spend aTrait of temporary Angst to render thewraith unable to make any sound for thirtyminutes. The wraith cannot use any sound-based powers, though it can communicateby writing, gesturing, and the like.Remember that writing implements are rarein the Shadowlands.

Honeyed Tongue [3 Traits] (Wr.2.5.11)The Shadow can spend a temporary AngstTrait and engage its target in a SocialChallenge. If successful, the next sentencethe Shadow speaks will be believed by thetarget (until irrefutable evidence is shown tothe contrary). The Psyche can spend aWillpower Trait to negate this effect.

Shadow Mentor [3 Traits] (Wr.2.5.12)The Shadow can tap into the Hive-Mind toproduce knowledge (Lores) for the Psyche.The player informs the Narrator that hewishes to gain some knowledge, and that heis making a pact with his Shadow. The

narrator then determines the level of Lorerequired for the information, and thatnumber is then added to the wraith'stemporary Angst Traits. As a side effect ofthese frequent pacts, each time the Psychegains any Lores on its own, the player mustmake as Simple Test for each level learned,with a loss giving the wraith one temporaryAngst Trait.

Shadowplay [4 Traits] (Wr.2.5.13)The Shadow can offer an additional actionto the Psyche after the wraith uses up all ofits normally available actions for a turn.This offer is at the discretion of the Shadow,the Psyche can't ask. If the Psyche agrees, itlosses one, two or three Pathos Traits (win,tie or loss on a Simple Test). It gains one,two, or three temporary Angst Traits (win,tie or loss on another Simple Test). Thisaffect can be offered only once per scene.The Psyche must spend a Willpower Trait inorder to resist when the Shadow offers this.

Tainted Touch [4 Traits] (Wr.2.5.14)The wraith becomes a psychic TyphoidMary. When the character brushes againstanother's corpus (or vice versa), he mustengage that individual in a Physical, Social,or Mental Challenge (whichever is hisstrongest category). If successful, the othercharacter gains a temporary Angst Trait.Willpower cannot be used to negate theeffects of this Thorn, nor does this Thornwork when the character is in combat.

Whispers [4 Traits] (Wr.2.5.15)The Shadow can speak directly to otherShadows, without the Psyche's knowledge.

Manifestation [5 Traits] (Wr.2.5.16)The Shadow can take on independentcorporeal existence, with the same Traits asthe Psyche. The Shadow must spend threeTraits of temporary Angst for every tenminutes that it wishes to maintain itsmanifestation.

Chapter Three: Powers (Wr.3.0.00)

ARCANOI (Wr.3.1.00)

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The wraith’s five initial Arcanoi must all beBasic level. The wraith receives the InnateAbilities of each of these Arcanoi paths forfree.

The Experience Trait cost reduction to GuildArcanoi for Guild members is not applicablein the Sanctioned chronicle. The bonusencourages too many players to play Guildmembers, something uncommon in thewraith side of the World of Darkness.

A character cannot possess Flux,Mnemosynis, or Intimation at charactercreation without holding Status in theproper Guild (Alchemists for Flux, Mnemoifor Mnemosynis, or Solicitors forIntimation). These Guilds are fairlyprotective of their secrets and rarely teachtheir Arcanoi to non-members, so takingthese Arcanoi requires Mid Approval. Flux,Mnemosynis, and Intimation cannot belearned without the instruction of a teacherthat already has them (including the InnateAbilities). Learning these Arcanoi in thecourse of the game also requires MidApproval.

Basic Arcanoi do not make sufficient impacton their users to be detected through‘markings’. Intermediate Arcanos markingscan be observed with a successful SimpleTest. Advanced Arcanoi leave inimitablemarks, and are always able to be seen.

Note that the Storyteller may change thedifficulty of Static Challenges of anyArcanos from what the Shroud rating is to alevel of difficulty that they feel isappropriate to the situation at hand.

As a standard, Arcanoi use the followingAbilities when retesting: Argos [Survival],Castigate [Intimidation], Contaminate[Empathy], Embody [Athletics], Fascinate[Empathy], Fatalism [Enigmas], Flux[Science], Inhabit [Repair], Intimation[Subterfuge], Keening [Performance],Larceny [Occult], Lifeweb [Investigation],Mnemosynis [Empathy], Moliate[Medicine], Outrage [Brawl], Pandemonium[Occult], Phantasm [Enigmas], Puppetry

[Leadership], Shroud-Rending[Investigation], and Usury [Finance].

Argos, Enshroud (Wr.3.1.01)This Arcanos allows wraiths to remainhidden to all creatures looking into theShadowlands, including Sluagh. Enshroudusers who win the Static Mental Challengeto stay concealed in combat still becomepartly visible, but cannot be recognized.They are up one Trait in combat challenges,but gain no other combat benefits from thepower.

Argos, Flicker (Wr.3.1.02)The optional rule for this power is used inthe Sanctioned chronicle.

Argos, Oubliette (Wr.3.1.03)The secondary use of this power lasts forone turn per success.

Embody, Phantom Whispers (Wr.3.1.04)Supernatural creatures can not normallyhear wraiths, despite the text for thisArcanos.

Fatalism (Wr.3.1.05)Fatalism is difficult to work into a live-action setting and is recommended for non-player characters only. High Approval isrequired for player characters to learn thisArcanos.

Fatalism, Luck (Wr.3.1.06)This power is used to give the wraith anumber of free retests in challenges for theevening (Ignore the described system of“changing ties into wins”).

Flux (Wr.3.1.07)Possessing this Arcanos marks a wraith as amember of the Alchemist's Guild (regardlessof whether or not she has Status in thatguild). Though possession of this Arcanos ishard to notice, characters can be destroyed ifthey are found to possess it.

Intimation (Wr.3.1.08)Possessing this Arcanos marks a wraith as amember of the Solicitor's Guild (regardlessof whether or not she has Status in that

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guild). Characters can be destroyed merelyfor possessing Intimation.

While the uses of Deep Desiring (if used toremove desires) and The Craving areunsubtle, most non-Solicitors will attributethe behavior to something else(psychological problems, Dominate,Keening, etc). Over time however, and withthe Storyteller decision, they may figure outthe cause.

Some of the higher uses of this Arcanos(especially Cupitatis) can completely changea character's motivations and desires. Inany case, a complete changing of acharacter's personality should require manyuses of this Arcanos over time and requiresthe adjudication of the Storyteller. AStoryteller can rule that drastic changes to acharacter's behavior can fade with therapyand time (at least a few months).

Keening, Crescendo (Wr.3.1.09)This power does bashing damage, and maybe used to affect more than one target at atime. The Chanteur using this power bidsone Trait regardless of the number of targetsinvolved.

Keening, Requiem (Wr.3.1.10)The subject may initiate a Social Challengeto resist the effects of this Arcanos,regardless of whether or not they are “readyfor it”. The effect is broken if a victim of thereverie is seriously attacked (the Narratorrules that the character’s existence isthreatened – something is occurring thatmight send it into a Harrowing).

Lifeweb (Wr.3.1.11)NPCs may have Lifeweb at Mid Approval,but its use should be strictly regulated.Since there are no systems presented, TopApproval is required for a PC to have thisArcanos.

Mnemosynis (Wr.3.1.12)Possessing this Arcanos marks a wraith as amember of the Mnemoi (regardless ofwhether or not she has Status in that guild).

Characters can be destroyed merely forpossessing Mnemosynis.

Moliate (Wr.3.1.13)Moliate can only be used on wraiths,specters, plasmics, shadowed plasmics, andother ecologies of the Underworld.Anything composed of plasm is malleable(unless soulforged or otherwise locked intoa form). Visitors to the Underworld can beaffected by this power. However, the powerfades away when the visit ends. Example:someone who is the target of Soul Stealingcan be moliated, however, any changesmade disappear when the target re-entershis body.

Moliate, Sculpt (Wr.3.1.14)Sculpt can be used to hide Arcanosmarkings on the corpus of a wraith, but theeffect is not permanent. The mark of anArcanos returns the next time the sculptedcharacter uses it.

Moliate, Martialry (Wr.3.1.15)Weapons created by Martialry cannot havemoving parts. For example, swords andclaws are fine, but crossbows and guns arenot. A weapon created by Martialry canonly do a maximum of three levels ofdamage (including base damage of theweapon + the number of success gainedwith the activation of Martialry). Only oneweapon can be created at a time, and aweapon created by Martialry is still attachedto the wraith that made it. Armor can onlyprovide a maximum of three temporaryCorpus and also must remain attached tothe wraith that creates it.

Phantasm, Phantasmagoria (Wr.3.1.16)This power costs three Pathos Traits toactivate and lasts for ten minutes. Eachadditional Pathos Trait spent duringactivation extends the duration by tenminutes.

Pandemonium, Tempus Fugit (Wr.3.1.17)Each use of this power can reduce thenumber of actions that a single victim canperform in combat. Each success removesan action gained from Celerity, Rage, or

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similar effects, to a minimum of one actionper turn (the victim's normal action).Tempus Fugit's effect lasts one turn for eachsuccess.

If the wraith has no Tempus Fugit effectsworking at the time, she can increase herown speed in combat. She gains anadditional physical action in a turn if sheacquires three successes, or two additionalphysical actions if she acquires five or moresuccesses. This effect lasts for one turn foreach success, during which time TempusFugit cannot be used again (even if thewraith gained no extra actions by scoringonly one or two successes).

DISCIPLINES (Wr.3.2.00)Risen can buy up to the Advanced levels ofCelerity, Fortitude, Obfuscate, and Potence.See Laws of the Night: Revised and Vampirefor rules on Disciplines and their use.Substituted Pathos Traits for any systemthat uses Blood Traits for activation. Therisen pays four Experience Traits for BasicDiscipline powers, eight for Intermediate,and twelve for Advanced. These powers arenot technically Disciplines – risen require noinstruction to learn them, nor can they teachthem to others.

Chapter Four: Systems (Wr.4.0.00)

SHARPENED SENSES (Wr.4.1.00)The Sharpened Senses capability ofpowerful wraiths (those native to the WraithVenue) allows them to spend a Pathos Traitand make a Mental Challenge in order topierce a supernatural power of concealment,up through Advanced level. This is aspecific exception to the Prime cross-venuerules. Weaker wraiths (those described inPrime as “common wraiths”) do not possessthis exception, and may only test againstBasic levels. The Pathos expenditure allowsthe wraith to attempt to pierce powers ofconcealment for the remainder of the scene.

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

149 of Oblivion. They do not suffer woundpenalties for losing Corpus.

METAMORPHOSIS (Wr.4.3.00)Note that additional rules formetamorphosis exist in Prime. Vampireswho have been the victim of diablerie, orwho have achieved Golconda, may notbecome wraiths. Changelings may notbecome wraiths unless slain by cold iron.Garou may not normally become wraithsunless they die with Wyrm-taint and do nothave a Rite of the Departed performed forthem within a day of their death. If a magedies while holistically present in theShadowlands, he becomes a wraith (if thenecessary Approval is granted, otherwise,he simply dies). No character with TrueFaith can become a wraith.

Supernatural characters that metamorphinto wraiths start with five permanent AngstTraits. Normal humans and partially-Awakened (ghoul, kinfolk, etc.) characterthat metamorph into wraiths start with oneto five permanent Angst Traits (atapproving Storyteller's discretion). Thorns,passions, fetters are chosen as normal.

For the purposes of increasing TraitMaximums over time in play, the date of thecharacter's metamorphosis is considered tobe the date the character entered play.Example: A Giovanni that was played in theCam/Anarch Venue for three years beforedying and gaining the Approval to becomea wraith must wait six months before hisTrait Maximum rises to eleven.