From: Subject: Camarilla Approvals Addendum Date: Wed, 26 Sep 2007 17:05:14 -0500 MIME-Version: 1.0 Content-Type: text/html; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable Content-Location: http://camarilla.white-wolf.com/MST/images/stories/camarilla_addendum_111006.html X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3138 Camarilla Approvals Addendum
Camarilla=20 Approvals Addendum

 

Last Edit: November-10-2006

 

1. 0 World of = Darkness

The rules contained within the World of Darkness section = apply=20 equally to all venues offered by the Camarilla unless specifically = stated=20 otherwise. General character creation for Camarilla games can be found = in=20 section 1.3.1.

1.1 Universal Traits

1.1.0=20 Sanctioning
This = document is=20 sanctioned for development and setup of character backgrounds and = creation,=20 venue development, and settings information for the World of Darkness in = both=20 the Camarilla=92s live-action and tabletop chronicles. The sanctioned = venues in=20 the Camarilla chronicle are Vampire the Requiem, Werewolf the Forsaken, = Mage the=20 Awakening and the Mortals (World of Darkness) genre. Please contact your = national officers and the Master Storyteller regarding any errors or = oversights=20 in this document, which includes all official Mind=92s Eye = Theatre errata,=20 Frequently Asked Questions as well as Camarilla Settings. The most = recent=20 version can always be found at http://camarilla.white-wo= lf.com/rules/=20
The = sanctioned=20 books for the Camarilla chronicle are those books for which there is an = entry=20 within this supplement and any appropriate National Addenda as = approved=20 by the relevant National Storyteller and the Master Storyteller. No = other=20 material is to be used for rules and approvals in sanctioned play = although=20 supplementary settings and approvals material may be made available by = the=20 Master Storyteller. The rules and approval levels from the sanctioned = books and=20 this supplement are to be applied in sanctioned play without change, = deviation,=20 alteration or addition by any member, though Storytellers are allowed = and=20 encouraged to use their judgment in the World of Darkness to develop = stories and=20 enrich the flavor of the game.

If a Storyteller judges that the flow of the story would = be=20 enhanced by minor exceptions to the rules (on an individual basis only), = this=20 creative license is allowed. It is strongly suggested that Storytellers = stick to=20 the letter and intent of the rules in situations where one or more = player=20 characters may die. Storytellers found to be abusing this occasional = liberty are=20 subject to review and possible disciplinary action. Storytellers=92 = creative=20 license does not apply to approval levels in any way. No rules or = mechanics=20 changes marked as 'optional' in sanctioned material are used in = sanctioned play=20 in the Camarilla (e.g. the optional rules for learning Coils of the = Dragon)=20 unless specifically noted in this document. For minor exceptions = such as=20 downtimes, historical games, prelude play and one-one-one = Storyteller-to-player=20 scenes, optional rules may be used at Storyteller discretion as per the = World of=20 Darkness introduction to the Camarilla Addendum, or if all players = participating=20 in the scene agree, although never in scenes that may involve character = death or=20 that involve experience point mechanics. Storytellers must consider the = spirit=20 and ostensible intent of mechanics if conflicts over textual = interpretation=20 arise: the fact that a power=92s write-up doesn=92t say it can=92t do = something=20 doesn=92t mean that it can.

Newer books will be sanctioned as they become available. =

1.1.1=20 Player Characters

1.1.1.1 Primary and Secondary Character = Classification

Players may have one = primary character=20 per venue and one additional primary character in a venue of their = choosing.=20 Members with multiple characters in a venue must design and play them in = such a=20 way as to never interact in any way. Players may have any number of = secondary=20 characters, subject to the appropriate storyteller approvals for each = character.=20 Primary characters are created with all membership class (Membership = Class)=20 benefits as outlined in the venue sections in this document; secondary=20 characters are created as if they were created with MC1.  It = requires Top=20 Approval to create a player character if you don=92t have the requisite = Member=20 Class (Membership Class). To change a character from being a secondary = to being=20 a primary character takes Top Approval, and they then gain all benefits = of a=20 primary Player Character (Membership Class dots and XP).

 

1.1.1.2 Character Types

Mortals or venue-specific = Lesser=20 Template (such as ghouls, wolf-blooded, or sleepwalkers) are created as = per=20 sanctioned material. Creating a mortal or Lesser Template character in = any venue=20 may be done as that venue=92s primary character, taking the primary slot = for that=20 venue, or as a secondary character. Primary mortal characters or = venue-specific=20 Lesser Templates have their XP details and Membership Class benefits = outlined in=20 their respective venue=92s section of this document as well as any = details=20 regarding their possible metamorphosis.
It is normally Low Approval = to play=20 a supernatural that is the protagonist in its home genre (Vampires in=20 Requiem, Forsaken Werewolves in Forsaken and Mages in=20 Awakening) or a venue-specific Lesser Template for that genre = (Ghouls in=20 Requiem, Wolfblooded in Werewolf, etc). It is not possible to have a = Player=20 Character that is not a native protagonist in its home genre. A = character type=20 is the defining subset of supernatural races, e.g. Clans and/or = Bloodlines in=20 Vampire, Tribes in Werewolf, etc.

 

1.1.1.3 Metamorphosis

With Low Approval, a player = may choose=20 to apply a Supernatural Template to their mortal or venue-specific = Lesser=20 Template character if the situation occurs; if their character is in the = mortal=20 venue, it must be retired. If the template applied is non-native to the = Player=20 Character's venue, the player must seek High Approval to permanently = change=20 their venue to the home venue of that supernatural template and cannot = continue=20 play in their now non-native venue. Changing the character type of any = other=20 supernatural character type is Top Approval unless that specific type of = metamorphosis is defined as impossible by sanctioned material. An = example of=20 that would be a type of embrace that normally results in the death of = the=20 creature being embraced. All supernatural powers not inherent to the=20 Supernatural Template being applied to a Lesser Template are lost during = metamorphosis. Only one Supernatural Template may ever be applied to a=20 character.
Due to the paradigm of the Mortals Venue, = metamorphosis=20 from the Mortals Venue automatically results in the character becoming = an=20 Non-Player Character in the supernatural venue into which the character=20 metamorphed. If the Player Character was a member of a Mortals Venue = Global=20 Settings Organization, the Player Character must be retired.

 

1.1.1.4 Mortal Influence

Players whose characters = can exert=20 influence over a business or corporation must pay for status in that=20 organization. The same applies to any organization or association where = the=20 character is in a position of authority. When in doubt, check with your=20 storytelling chain.

 

1.1.1.5 Player Character Retirement and Death =

A player may choose to = remove her=20 character from play, thereby declaring her retired. It requires High = Approval to=20 regain control of a retired character. If a character is involved in a = scene or=20 role-playing developments at the time of retirement, the player=92s = direct=20 Storyteller may choose to continue portraying the character for a very = short=20 time as if she were a Player Character. An example of this would be a = Player=20 Character retired as she is about to be killed, or a player refusing to = portray=20 a Player Character in a situation that would lead to her death. Should a = character become unplayable as a Player Character for some reason deemed = valid=20 by that player=92s direct Storyteller, it may be declared removed from = play by its=20 player with Storyteller consent and turned over to the direct = Storyteller to be=20 used as an Non-Player Character. Restoring such an Non-Player Character = to=20 Player Character status requires Top Approval.

 

1.1.1.6 Player Character Removals

Players may not remove = their characters=20 from ongoing scenes due to out-of-character concerns without the = supervising=20 Storyteller=92s permission. If a player chooses to remove her character = from a=20 scene or proxy without the supervising Storyteller=92s explicit = permission, the=20 supervising Storyteller may still choose to portray the character for a = short=20 amount of time as if she were hard proxied into the scene. This is only = to be=20 used for scenes where a player is refusing to participate in the scene = without=20 good in-character justification and/or opportunity, but where the = supervising=20 Storyteller deems it absolutely necessary for her character to be = present. If=20 the player objects, he can request that a coordinator mediate the=20 out-of-character concerns. The in-character aspects of the scene remain = fully=20 under the authority of the supervising Storyteller. All actions of that=20 Storyteller must be performed with the highest professional integrity = and if the=20 player and mediator feel that said integrity has been breached, may be=20 actionable under that nation=92s disciplinary procedures.

 

1.1.1.7 Appropriate = Characters=20

Players ought to exercise = common sense=20 when creating character backgrounds. Characters and NPCs should not = genuinely=20 have been major historical figures (though the character may mistakenly = believe=20 such), or be engaging in activities that would set off immediate real = life alarm=20 bells. Please keep the number of IRA bombers, Nazi torturers, Al-Qaeda = hijackers=20 and the like to an absolute minimum. Characters, groups, and other = descriptions=20 should avoid reusing names or titles from current or prior White Wolf = works. You=20 must get that Camarilla Affiliate's Top Approval (e.g. via email) if you = were a=20 major figure in either mortal or supernatural affairs in another = affiliate=20 nation. Example: a (mortal) mayor, Member of Parliament, head of a very = large=20 company, or continuously present in that country for more than 100 = years. If you=20 were in another affiliate nation for less than continuous 100 years and = if=20 during those 100 years your presence was insignificant (e.g. you lived = there=20 quietly as a mortal or you were embraced and stayed in hiding), you only = need to=20 notify the appropriate affiliate Top Approval Storyteller (via email). = If a=20 Camarilla Affiliate exists on the territory of a former country = mentioned in=20 your background (e.g. the Roman Empire to Italy), notify the Top = Approval ST=20 unless your presence and involvement there was significant, in which = case you=20 require their approval. Background in or influence over the Vatican = requires=20 Master Approval as well as approval from the Italian = affiliate.
Examples of=20 activity in another nation requiring approval: any activity that would=20 conceivably influence or modify an affiliate nation's historical = background;=20 activity or presence in a major mortal or supernatural cult there; = activity in=20 politics in a leadership role; still-extant connections to important = mortal law=20 enforcement/media/etc there.
If background presence requiring such = Top=20 Approval exists in a country without a Camarilla Affiliate, contact the=20 appropriate member of the Master Storyteller's Settings team. Presence = in=20 non-affiliated territories should be regulated loosely unless the = character was=20 a figure of considerable relevance there. Members are encouraged to = create=20 character backgrounds that feature their characters in relatively = mundane roles,=20 requiring no approval at first, allowing their character to enter play = with=20 greater ease. It should be possible to negotiate such approvals at a = later=20 stage, if necessary.

 

1.1.1.8 Appropriate = Items=20

Occasions may arise when = characters=20 will obtain items such as weapons that are not listed with stats in = sanctioned=20 material. Such custom objects are permissible for use at Low Approval as = long as=20 their stats match those of similar objects extant in sanctioned = material,=20 otherwise they are Top Approval. Particularly ingenious custom devices = that=20 would lead to characters=92 immediate deaths (fuel air bombs, laser = tripwires=20 triggering automatic decapitation mechanisms, etc) require Top Approval = to be=20 used on player characters, or by them. Mundane ways of effortless Player = Character death (such as pushing someone in front of a train) should be = observed=20 and regulated carefully by the supervising Storyteller.

 

1.1.1.9 Appropriate = Knowledge=20

Characters in a given genre = have access=20 to in-character information applicable to their genre as described in = their main=20 genre book, e.g. Werewolf the Forsaken, as well as their specific = character type=20 books (or chapters from books), e.g. Lancea Sanctum characters can get = access to=20 information from the Lancea Sanctum-specific books for Vampire the = Requiem.=20 Specific information pertinent to those fields of knowledge can be = obtained by=20 Occult Specializations. Knowing in-depth details about other character = types in=20 the same genre as your character (e.g. a Crone knowing everything about = the=20 internal workings of the Ordo Dracul) is an Occult Specialization = requiring High=20 Approval which needs to be taught in-game by a player character unless = your=20 character already possesses Status in that particular group. Knowing the = inner=20 workings of another genre is not normally possible. Characters that are = given=20 access to knowledge they shouldn't normally possess (e.g. Werewolves = somehow=20 finding out exactly how the Requiem operates) don't retain that = knowledge for=20 extended periods of time without appropriate approvals.

 

1.1.2 Cross = Venue=20 Play

Cross-venue is interacting = with a venue=20 that is not native to your character type, e.g. playing a mage at a = werewolf=20 game, or playing a ghoul at a mage game. It requires the approval of = your Mid=20 Approval Storyteller and the approval of the Storyteller running the = game your=20 character intends to interact with to cross-venue on a one-time basis = (e.g. for=20 a scene or a single game). One time events that allow cross-venue play = as part=20 of their premise require Top Approval with Master Notification, and may = not be=20 approved for permanent (or regularly scheduled) ongoing venues. = Other cross-venue interactions follow the = Camarilla=20 Cross-Venue Settings on the Master Storyteller Website.

 

1.1.3 Proxy Play =

To engage in a proxy, a = player must get=20 local Low Approval, as well as approval from the supervising Storyteller = of the=20 scene into which she proxies. When proxying to a Dark Places on the Map = (DPotM),=20 contact the AAMST DPoM. Mid = Storytellers may=20 choose to require Notifications of any proxies into their areas of=20 responsibility. The player must provide the Storyteller of the scene = into which=20 she proxies with her full character sheet, and her character=92s = motivations and=20 potential actions for whatever situations may develop during the proxy.=20 Storytellers must keep players informed of proxy progress, providing = status=20 updates on at least a weekly basis, and should portray proxied PCs to = the best=20 of their ability should unforeseen situations arise. For time-critical = proxy=20 approvals a Low Storyteller email that specifically gives approval for = the proxy=20 to commence is sufficient instead of DB usage.

1.1.4=20 Non-Player Characters

1.1.4.1 Non-Player Character Construction and Control =

All non-player characters = (NPCs) of=20 character types available as PCs must be approved for play by elected = principal=20 Storytellers. They must create NPCs for play in the same way as they = would=20 create PCs, using the same approval levels and their own Membership = Class.=20 Instead of using their own Membership Class, Low Approval Storytellers = may=20 choose to use MC8 and Mid Approval Storytellers may use MC11 to approve = NPCs. An=20 amount of XP may be added to each Non-Player Character equal to the = amount of XP=20 that a Player Character of the same type may have earned since = Jan-1-2005, based=20 on the Non-Player Character=92s XP limit as defined in sanctioned = material. To=20 portray an Non-Player Character, you must have the Membership Class = required to=20 create it as a Player Character; otherwise it's Low Approval to portray = NPCs=20 created at up to MC8, and Mid up to MC11. High Approval allows any = member to=20 create and/or portray any Non-Player Character and add additional XP to = it,=20 barring any further requirements laid out in sanctioned material. An = Non-Player=20 Character is the responsibility of the Storyteller who approved it and = is=20 portrayed by any other member only under that Storyteller=92s control. = They can be=20 reassigned or modified only at that Storyteller=92s discretion. =

 

1.1.4.2 Non-Player Character Approval Levels

Character type approvals = (but no other=20 approval levels) are reduced by one level for Player Character-Type NPCs = in=20 their native venue. Character type approvals are used as normal for any = Player=20 Character-Type Non-Player Character to be used in any non-native venue. = A Low=20 Approval Vampire character type would thus be Low Approval as an = Non-Player=20 Character in the Werewolf venue. Higher approval character types require = the=20 same level of approval as a Player Character of that type would require = in its=20 native venue to be used as NPCs in other venues. Mortals are Low = Approval non=20 player characters in all genres. Mortal NPCs with membership in the GSOs = are=20 allowed only inside the Mortals Genre. Supernatural or Lesser Template = (except=20 Low Magic and Psychic) PCs or NPCs may not have active memberships in = any=20 GSO.

 

1.1.4.3 Antagonist NPCs

Antagonist NPCs from = sanctioned=20 material are Low Approval as NPCs in the venue in which they are native=20 antagonists (Brood and VII in Requiem, Pure in Forsaken, etc), and High = Approval=20 in other venues =96 unless stated otherwise =96 and are subject to the = same=20 restrictions as Player Character-type NPCs.

 

1.1.4.4 Merit = NPCs

Contact, Allies, Mentors = and Retainers=20 are NPCs to be created and portrayed by the appropriate Supervising = Storyteller.=20 Contacts, Allies, Retainers and similar mechanics that interact with = agencies=20 and government require the type of approval of the Storyteller with = jurisdiction=20 over that level of agency or governmental body, e.g. having Contacts in = the FBI=20 requires Top Approval in the US. Additional approval is necessary by the = Storyteller with jurisdiction over agency origin. For example, US = members=20 require Top Approval from the UK to have Contacts with MI5. Influencing = the=20 Governor of any US state would be High Approval and would require the = approval=20 of the Regional Storyteller whose jurisdiction that state falls under.=20 Influencing a City Council would require the approval of the Storyteller = in=20 charge of the entire area controlled by that City Council, for instance = a DST.=20 Influence over any aspect of the armed forces in any country is always = Top=20 Approval and can almost never give access to military-grade hardware or = troops.=20 Truly globe-spanning contacts may require Master Approval to use such as = the=20 United Nations, the Pope or NATO.

Ghoul Retainers (which can = be Retainers=20 with any number of dots) are created at Low Approval like mortal Ghoul = player=20 characters would be, but they receive Retainer XP (as per Mind=92s Eye = Theatre)=20 instead of Membership Class XP, and are subject to the same Approval = levels as=20 Ghoul player characters. Ghoul Retainers that undergo Metamorphosis may = become=20 Allies or Contacts and cannot remain Retainers. All Ghoul Retainers must = be=20 under full Storyteller control at all times: their motivations and = actions=20 cannot be defined or portrayed by the players to whom they belong, aside = from=20 very trivial activities. Ghoul Player Characters have additional = mechanics as=20 per Ghouls and Vampire below.

For PCs, fully supernatural = Non-Player=20 Character retainers of the same venue are High approval (such as the = Kindred=20 Non-Player Character retainer of a Player Character in the Requiem = venue). Full=20 or part supernatural Non-Player Character retainers of another venue = (such as=20 wolf blooded in the Mage venue or Mages in the Requiem venue) are Top = Approval.=20 Fully supernatural retainers must always be 5 point retainers. Such = Retainers=20 currently in play are not grandfathered.

 

1.1.5 Experience = Points

Characters may enter play = with unspent=20 XP equal to their monthly XP cap. This XP may be expended later exactly = like=20 earned XP. Any additional XP or traits not spent or assigned during = character=20 creation are immediately and permanently lost when a Player Character or = Non-Player Character enters play. Storytellers may allow minor changes = to=20 character sheets for inexperienced players up to three months after = entering=20 play. To reallocate XP retroactively for experienced players (rewriting = a Player=20 Character sheet) requires Top Approval. The outdated Ordeal of the Stage = continues to allow members to add three experience points to their = character=20 sheets at the same time as Membership Class XP, and in the same manner. = This XP=20 must be recorded in the member's experience point log. If another = Camarilla=20 offering is created that awards XP in addition to or instead of = Prestige, then=20 the three from Ordeal of the stage is subtracted from that award before = it is=20 added to your character sheet.

 

Characters in any venue may = at most=20 earn 10 XP per calendar month. Up to 3 of those XP may come from = activities not=20 related to attending a game. An award of 3XP per game is recommended, = and 5XP=20 per game must not be exceeded. Local Storytelling staff may determine = what=20 constitutes a game for experience point purposes. A full (3) XP award is = normally given to those characters that are present for the majority or = entirety=20 of the game. Additional points of XP (up to the maximum of 5) could for = instance=20 be awarded for out-of-town travel, elaborate costuming and = inspirational,=20 imaginative or inclusive role-play. Storytellers can award less XP than = the norm=20 if a character acted in a particularly disruptive or abusive fashion, = ignored=20 the standards of the paradigm, or was only present for a short amount of = time.

 

1.1.5.1 Experience Point = Bonuses=20

Individual characters may = earn=20 3XP/month over their cap with High Approval, and 5/month with Top = Approval. This=20 should be rare; at most a few times per year. In addition, some = sanctioned=20 Camarilla events may award XP over cap. In these cases, all such awards = must be=20 publicly announced after the event and archived online for future = reference;=20 they are considered an award by the Camarilla (as part of an official=20 convention), not an individual Storyteller. Official Regional = Conventions may=20 award up to 4XP/over cap per participating Player Character per event, = usually=20 2/day over cap. Official multi-regional or National Conventions may = award up to=20 6XP/over cap per Player Character per event, usually 3/night. Official = Global=20 events do not have a set amount. Once per month a regional or affiliate = venue=20 game or proxy scene may be chosen to be the Featured Game of the Month, = awarding=20 up to 3 XP over cap for characters in attendance. Having such a game or = scene be=20 a Featured Game of the Month requires High Approval in advance of the = event,=20 which ought to be publicly announced and widely accessible. Characters = may=20 combine over cap awards, however, due to the availability of online = games, only=20 one such game may be combined into any over the cap award per month. = Multiple=20 over cap rewards for the same month may be combined into one = application. To=20 track over-cap XP, use the database to enter Low Approval Notification = for=20 convention or featured games, or the appropriate level of approval (not=20 Notification) for other awards. For a particularly memorable death scene = a=20 player may be granted additional XP for his next primary character in = that venue=20 if they are able to justify an approval to the appropriate storyteller: = 5 with=20 Low, 10 with High, and 20 with Top Approval. These awards may be doubled = (at the=20 same approval levels) for players who have been Camarilla members for = six months=20 or less. Such 'Good Death' XP may only be awarded once per year per=20 player.

 

1.1.6 Player = Records=20

Players must maintain a = complete=20 character record for each of their characters. A complete character = record=20 includes a current character sheet, an XP log, and verification of = approvals and=20 Notifications for that character. Players are responsible for = maintaining a full=20 experience point earning and expenditure log (XP log) for every active=20 character, including how, where, and how much XP was earned and expended = every=20 month, as well as a copy of their original character sheet as it entered = play=20 and dot expenditures made during character creation (creation log). A = copy of=20 the complete character record should be kept up to date and on file with = the=20 player's direct Storyteller. If there is a discrepancy between a = player's=20 character record and the copy kept by the Storyteller, the Storyteller's = records=20 will be considered accurate.

 

1.1.7 Approval=20 Levels

Approval Levels are a = mechanism of=20 getting unusual items or rare characters sanctioned for play. The = Storyteller=20 hierarchy has elected officers at certain levels of the Camarilla that = can give=20 approvals for such items to players. To progress to a higher approval = level, an=20 item must be cleared by the Storytellers in a player=92s chain at lower = levels=20 first, e.g. to obtain High Approval on a character, that item must be = approved=20 by the involved Low, Mid, and High Approval Storytellers. A player=92s = direct=20 Storyteller is the Low Approval authority and can provide more = information about=20 the approvals chain. The Camarilla has 5 approval levels, Low, Mid, = High, Top,=20 and Master (called Global in some national documents). The first four = are=20 defined by the member nations, e.g. in their membership handbooks. The = Master=20 (Global) approval level is the Camarilla=92s Master Storyteller. The = levels=20 illustrate rarity: Low Approvals are for common items/characters, Mid = for=20 uncommon, High for rare, and Top for very rare. Master-level approvals = are=20 reserved for highly unusual items that change the game=92s continuity or = are=20 directly relevant to White Wolf material, or interaction with specific = NPCs from=20 sanctioned material.
Player Characters using mechanics or performing = in-character actions that would affect an area require the approval of = the=20 principal Storyteller with the lowest approval authority over that = entire area.=20 Performing a ritual that would affect parts of Scotland and Northern = England,=20 for instance, would require the supervision and approval of the UK = National=20 Storyteller. If entire nations (or large parts thereof) would be = affected, the=20 respective National Storytellers must be involved in those=20 approvals.
Storytellers may not increase/decrease approval levels in = their=20 areas of jurisdiction, delegate approval levels to another Storyteller = level or=20 issue blanket approvals/denials. A blanket approval or denial is a = preemptive=20 statement regarding any type of approvals; it is acceptable for a = Storyteller to=20 generally deny an item based on its suitability for the venue (e.g. in = the case=20 of a very combat-oriented type or item in a game devoid of such = conflict), its=20 unbalancing effect on the game (for items or types that would reshape a = game to=20 the detriment of the paradigm or the majority of the other players), or = for=20 players who have previously demonstrated a lack of responsibility (e.g. = by=20 abusing special approvals or by ignoring the paradigm to the detriment = of the=20 game). Anything identified as impossible or disallowed (or similar = wording) in=20 this document, approved national addenda or sanctioned material may be=20 circumvented only at the discretion of the Master Storyteller=92s office = and with=20 the Master Storyteller=92s approval. Often these types of approvals = represent=20 creative licensing and should not be sought by players, but instead = provided by=20 the topmost Storytellers when story would benefit from it.
Custom = mechanics=20 (such as Skills, Merits, Sorcery, Coils, rituals, etc.) are not possible = unless=20 their creation details are specifically outlined in sanctioned material, = e.g.=20 for Custom Disciplines and Devotions in Requiem or Fetishes in=20 Forsaken. Exceptions to this rule are permissible for minor magic = items=20 and effects that are a part of reported local storylines. These are not = intended=20 to benefit player characters or allow them to bypass the standard = restrictions=20 and approvals and should not leave the local venue. The World of = Darkness=20 rulebook contains examples of such storyline-specific = effects.

 

1.1.7.1 How Approvals Work

Unless otherwise defined in = the=20 sanctioned rules, all Attributes, Skills, Merits, powers, membership in = any=20 in-character organization, as well as being of any supernatural = character type=20 from sanctioned material is Low Approval, only requiring approval by a=20 character=92s direct storyteller. If an item or character feels = unbalancing or=20 inappropriate for a venue or style of play, it is the direct or = supervising=20 storyteller=92s right and duty to refuse such an approval or subsequent = entry into=20 her game at any point. Player actions that are disruptive or otherwise = harmful=20 to a game can be denied by the supervising Storyteller. If any approved = type or=20 item is being used abusively to the detriment of the game any of the = principal=20 Storytellers in the player=92s approval chain (for that specific = item=92s approval=20 level) should remove the approval at any point. Any player with approved = custom=20 items of any kind on their character sheets must bring two printed = copies of the=20 item including full mechanics to each game at which she intends to play = that=20 character. One copy may be retained by the presiding Storyteller for = their=20 records and the other will be carried with the player=92s copy of the = character=20 sheet. Storytellers should supervise the use of any mechanics if they=20 significantly impact other player characters. This will help ensure that = the use=20 of those powers remains true to the intended spirit of the mechanics, = especially=20 if they are unknown to the targeted players.

 

1.1.7.2 Approvals, = Notifications and=20 the Database

Approvals and Notifications = must be=20 performed via the Camarilla=92s online approvals database, where = available. It=20 isn=92t necessary to use the database for Low Approvals as long as a = player=92s=20 direct Storyteller consents and merely requires the character sheet in = the=20 database to be updated to reflect those changes. Notifications are a = means of=20 informing higher-level Storytellers of important events that have = already=20 occurred in their area, and must not be treated as approvals. = Storytellers=20 cannot deny Notifications as if they were approvals but the Top/Master = level may=20 enact changes if the approval or Notification is deemed harmful to the = game=20 paradigm. The only way a Storyteller can normally deny a Notification is = by=20 enacting retroactive continuity changes with very good reasoning, as per = her=20 nation=92s continuity rewriting rules, and documenting that scene=20 rewrite.  

 

1.1.7.3 Grandfathering=20

When an item increases in approval level, all = such items=20 in play are grandfathered by default unless this addendum mentions = otherwise.=20 This means that they are considered to still be sanctioned, and only = require an=20 official Notification be sent to the new approval level. However, the = character=20 the item belongs to may not be played until such a time as the = Notification is=20 submitted and at least accepted by the Low Approval Storyteller. Items = that had=20 no approval level before, but have one now, are never grandfathered. = Lastly, if=20 something that had an approval level becomes unavailable, then it is = Master=20 Approval for a character to keep that item. In both of these situations, = the=20 character is unplayable until the application is at least accepted by = the Low=20 Approval Storyteller. If an application is denied, the player must = remove the=20 item from their sheet and is refunded any XP spent on the = item.

 

1.1.8 Aggravated = Damage

It takes High Approval for = Player=20 Characters to use mundane weapons and projectiles that inflict = aggravated damage=20 to werewolves and vampires (e.g. pure silver bullets, arrows and = crossbow bolts;=20 dragon's breath rounds; pure silver daggers; etc). Those items are = normally very=20 hard to obtain in the required purity or of a needed high quality; the = exact=20 nature of werewolf and vampires weaknesses is described in sanctioned = material.=20 The number of weapons (or projectiles) thus sanctioned must be kept = track of,=20 e.g. by marking off the bullets used. Players may still improvise = weaponry (or=20 use objects) that would inflict aggravated damage, but this should not = be a=20 common way of circumventing the required Approval levels.
This does = not apply=20 to other means of inflicting aggravated damage as per sanctioned = material.=20 Storyline effects that inflict aggravated damage to supernaturals = require no=20 approvals but must be carefully supervised. Storytellers must avoid = creating=20 approval conflicts, e.g. if player characters retrieve means of = inflicting=20 aggravated damage from the body of a fallen vampire hunter that they = then cannot=20 use due to missing approvals.

 

1.1.9 Paradigm=20 Changes

Attempts to utterly reshape = the face of=20 a paradigm (e.g. destroying the Masquerade world-wide, dissolving an = entire=20 Covenant, setting off nuclear devices etc) must be discussed with the=20 appropriate National Storyteller and the Master Storyteller and approved = in=20 advance. The events triggering such an approval still take place as = normal if=20 the approval is not gained, but they may not impact areas outside the = local=20 game. It takes the approval of the Storytellers with jurisdiction over = the=20 surrounding areas to impact them: vampires revealing the existence of = the=20 Requiem in their Domain, for instance, would be treated as = sensationalist=20 tabloid material by the media outside.

 

1.1.10 World of = Darkness=20 Fiction and the Camarilla

In General, events and = settings from=20 the novels do not represent 'stuff that happened' in the Camarilla since = it may=20 conflict in many different ways with previous or ongoing chronicle = history.=20 Characters from the books are believed to exist for the purposes for = background=20 connections at the usual approval levels. If you want to work settings = material=20 from the novels into your Domain history, for instance, contact the = AAMST for=20 that genre.

1.2 Mortals Venue

White Wolf has enabled the Camarilla to develop a = Mortals Setting=20 (MS) for the sanctioned chronicle. This includes, but is not limited to: = a=20 detailed paradigm, in-character organizations, and additional mechanics = to=20 supplement those offered in World of Darkness and the other = sanctioned=20 White Wolf books. National Storytellers are also empowered to create = National=20 Settings in consultation with the Master Storyteller office. Consult = your=20 national addenda for any alterations or additions to this=20 document.

1.2.1 Global Settings Organizations
There are = four=20 Global Settings Organizations (GSOs) in the Mortals Genre: Circle of = Hermes,=20 Priory of Scions, Project Garnet, and Scarecrow. The Round Table is an=20 association formed by the Settings Organization; it is not an = organization in=20 and of itself. For purposes of section 1.1.1.9 of the Camarilla Addendum = (Appropriate Knowledge), each Global and National Settings Organization, = and the=20 Round Table, count as a =93character type.=94

1.2.2 Character=20 Creation
Ghouls, Wolf-Blooded and Mage variants are not permitted = as=20 player characters in the Mortals Genre. It is not required to affiliate = your=20 character with a GSO. Characters may not be members of more than one GSO = at a=20 time. When creating a character who is a member of a GSO, Membership = Class XP=20 may be spent to purchase specified Merits at half price, as detailed in = the=20 appropriate Settings document for that GSO.

1.2.3 Benefits of=20 Membership
If a character leaves his organization, all items = bought at=20 reduced cost are recalculated at their original cost. As a result, the = character=20 may enter into XP debt. This must be paid off before anything else can = be=20 purchased. If a character gains a promotion within game to a rank or = title with=20 minimum status requirements, the player must immediately purchase the = required=20 amount of status or enter into XP debt. Half of the player=92s earned XP = (rounded=20 up) must be put towards this XP debt each month.

1.2.4=20 Approvals
Rex Deus Scions (see the Priory of Scions = settings=20 document) are not permitted as PCs. Priory of Scions characters are Low = Approval=20 in Europe and Mid Approval everywhere else.

1.2.5=20 Merits
Player characters in the Mortals venue require High = Approval to=20 declare Vampires, Mages, or Werewolves as the =93trigger=94 for the = Merit: Unseen=20 Sense. Merit: Sanctum: Mortal characters may buy the Merit: Sanctum from = Mage=20 the Awakening.

1.2.6 Status Approval Levels
Status = in a=20 Global Settings Organization is Low Approval for Levels 1 and 2, Mid = Approval=20 for Level 3, High Approval for Level 4, and Top Approval to Level 5. = These=20 Approval levels apply only to status in Global Settings=20 Organizations.

1.2.7 City Status

In the Mortals venue = , local=20 Storytellers determine the methods to grant and remove City Status or = any other=20 status not explicitly named in these rules within their = game.

1.2.8=20 International Secret Society Status

The categories below constitute International Status, = and are the=20 only valid categories of status for the GSOs. There is no local GSO = status, and=20 no national GSO status. Secret Society Status increases with experience=20 expenditure but has to be approved by the appropriate storyteller. A = character=20 must demonstrate particular dedication to his Secret Society to earn = high=20 standing in that group or develop a certain amount of fame or notoriety = to gain=20 status in a Secret Society to which he does not belong. Players may not = hold=20 Status in more than one College in the Circle of Hermes. Players may not = hold=20 Status in more than one Section of Project Garnet.

Circle of = Hermes: Barret College, Gurney College, Meyers College, = Sidgewick=20 College, Oudemans College

Project = Garnet: Section Anasazi, Section Apocrypa, Section = Garnet, Section=20 Matterhorn, Section Paperclip

Priory of Scions

Scarecrow

1.2.9 Removing Secret Society = Status
Removing dots of Secret Society Status occurs when enough = members=20 of the society choose to reprimand a character. To remove a dot of = Secret=20 Society Status, a group of PCs with a sum total of the appropriate = Status Merit=20 (in the Secret Society in question) of at least 5 times the target's = dots must=20 publicly announce that they are removing status from the target. At = least one of=20 the individuals involved must have status equal to or higher than the=20 target.

1.2.10 Removing Someone from a Faction or = Society
To=20 remove someone from a Faction or a Society, you must first remove all of = their=20 relevant status. The announcement that the character has been removed = must be=20 made public. Removing someone must also be approved by the appropriate=20 in-character authority. The =93appropriate authority=94 will vary = depending on the=20 circumstances. Reducing someone to status 0 does not automatically = result in the=20 character being removed from the organization. Reducing a character to = status 0=20 in his Secret Society prevents the player from purchasing Merits at = reduced=20 price until the player has regained at least one dot of = status.

1.2.11=20 Status and Experience Traits
When International or National = Status is=20 lost, the experience points (or character creation points) are not=20 refunded.

1.2.12 Non-Player Characters
Rex Deus members = and Rex=20 Deus Scions (see the Priory of Scions settings document) are Top = Approval=20 NPCs with Master Notification in the Mortals Genre and are not permitted = as NPCs=20 in other genres without Master Approval. NPCs from the GSOs are Low = Approval in=20 the Mortals Genre and are not permitted as NPCs in other=20 genres.

1.2.13 Player Driven Organizations
Player = driven=20 organizations with members or history in more than one country are = required to=20 file a write-up with the AAMST Settings: Mortals. It requires Master = Approval to=20 offer mechanical benefits of membership to players in a player-driven=20 organization. Consult your national storyteller chain for more details = on=20 creating player-driven organizations.

1.2.14 = Infiltration
It is=20 considered =93infiltration=94 to join any e-mail list or IRC channel for = the Round=20 Table or the GSOs unless your character is a true member. This applies = even if=20 you are provided the means to join in-character; you must still apply = for Master=20 Approval. Your approval number must be provided to the List Moderator = (e-mail=20 list) and VSOP (IRC) prior to you engaging in any roleplay via the list = or=20 IRC.

1.2.15 Magic and Faith
For purposes of the Mortals = Genre=20 and these rules, magic and faith refers to any action taken by a = character with=20 the intent of altering an outcome or performing an action using words, = rituals,=20 or similar activities. Storytellers may grant or subtract 1 from the = result of=20 any test which has been preceded by a player=92s use of =93magic=94 or = =93faith=94. This=20 is to acknowledge that Mortals are sometimes able to muster forces = beyond our=20 understanding. The bonus/penalty is transferable; the player initiating = the=20 =93magic=94 or =93faith=94 may declare one specific target. The bonus or = penalty must be=20 applied to a test immediately, however, and cannot be delayed or =93cast = in=20 advance=94.

 

1.3 Mind's=20 Eye Theatre (WW50000)

The=20 following optional rules are used from this text: Morality Derangements = (p103),=20 A Matter of Resolve (p174). Custom Mechanics (Gifts, Rotes, Disciplines, = weapons, etc.) that employ any of the system permutations found on pages = 181-184=20 of Mind's Eye Theatre always require Top Approval. Other custom = mechanics have=20 approval levels defined in this document, and are otherwise=20 unavailable.

1.3.1 Character Creation (pp28-30)
The = Camarilla=20 uses an enhanced character creation process when creating characters for = its=20 chronicle. All sanctioned characters use the process as described in = these=20 pages.  Create the character in the order detailed on pp28-30 and = then add=20 the following three steps.

 

Step 8: Spend Membership Class XP.  Add your = current=20 Membership Class times 20 (MC*20) in XP plus 30 XP, e.g. 230 XP if you = are=20 MC10.  For secondary characters, merely add 50XP instead (secondary = characters are built as if they were Membership Class 1).  For any=20 character type, Membership Class XP is not considered to be a part of = character=20 creation, (e.g. for =91creation only=92 Merits); but is identical to XP = earned=20 =91in-play.=92 Membership Class XP also can=92t be spent on Attributes = or Skills above=20 five before the character enters play.  Humanity/Harmony/Wisdom = reduction=20 for more XP is an optional rule and not used in the Camarilla=92s = chronicle as per=20 the WoD Introduction at the start of this document.

 

Step 9: After spending all available Membership Class = XP (you can=20 =91bank=92 up to 10XP), you may add one =93freebie=94 dot to your = primary character=92s=20 sheet for each of the following MCs you have achieved: 3, 6, 9, 12, and = 14.=20 These cannot be used to acquire anything above the 6th dot. (This = applies to=20 cumulative Coils dots, as well.)

 

Step 10: After fully creating their character, members = may=20 permanently remove any dots or XP from their sheet if they so wish if, = for=20 instance it doesn=92t fit their concept. Then recalculate your = character=92s=20 advantages as per Mind=92s Eye Theatre p.30, Awakening p. = 75-80,=20 Forsaken p. 92, or Mind=92s Eye Theatre Requiem p. 117. = Your=20 character may now enter play.

 

For characters already = in=20 play: For every new level of = Membership=20 Class you gain after character creation, add 20 XP to your primary = characters=20 currently in-play. If you gain Membership Class 3, 6, 9, 12, or 14, your = characters may also apply a freebie dot as described above. (The freebie = dot=20 must be used on level 6 dots or below within 30 days of gaining the = Membership=20 Class.) Losing any Membership Class results in an immediate XP debt on = primary=20 characters equal to 20 XP per Membership Class lost. If Membership Class = 3, 6,=20 9, 12, or 14 was lost, add to the debt the XP value of the freebie dot = granted.=20 The XP debt must be earned off (in play or by re-acquiring Membership = Class)=20 before XP can used to buy anything else. All applications of Membership = Class XP=20 and Membership Class freebie dots must be fully recorded in the = character=92s XP=20 log.

 

If your character undergoes = metamorphosis at any stage, apply the appropriate supernatural template. = Your=20 character does not receive additional Membership Class XP or = =93freebie = dots=94 as a = result of=20 metamorphosis.

1.3.2 Merits

1.3.2.1 Simple and = Graduated Merit=20 Costs: An item has a = graduated cost=20 if there is a gradual curve of learning that a character can follow. = This=20 progression is indicated by the Merit description for the dots being (* = to=20 *****). Simple costs don't rely on previous learning or experience or = progress.=20 They merely have the simple cost for the Merit you are buying. Some = simple cost=20 Merits may exist in more than one variant, both of which have a simple = cost. The=20 more expensive variant doesn't require the cheaper variant. Simple cost = Merits=20 either have only a single entry or (if there are several versions) they = have an=20 OR entry separating them. An example is Fast Reflexes: a character can = either=20 have the one-dot simple cost Merit (2XP) or the two-dot simple cost = Merit (4XP).=20

1.3.2.2 Fighting Finesse (p133) This Merit may be = used in=20 conjunction with Two Weapon Fighting

1.3.2.3 Boxing (p134) This Merit may not be used = in=20 conjunction with claws, but may be used against a clawed opponent

1.3.2.4 Kung-fu (p135) This Merit may not be used = in=20 conjunction with claws, but may be used against a clawed opponent

1.3.2.5 Two Weapon Fighting (p135) This Merit may = not be=20 used with claws

1.3.2.6 Gunslinger=20 (p136) This Merit may only be = used with=20 guns.

1.3.2.7 Unseen Sense=20 (p132) Lesser Templates = (sleepwalker,=20 ghoul, wolfblooded, etc) may not possess this Merit, as they are at = least=20 partially supernatural.

1.3.3 Combat

1.3.3.1 Number=20 of Attackers (p26 and p213) Page=20 26 is correct, it's 4 attacks. The entry on p. 213 is a typo. =

1.3.3.2 Derringer=20 (p233) The range of a derringer = is 10=20 yards or 30 feet.

1.3.3.3 Arrows / = Crossbow Bolts and=20 Armor (p234) Ballistic = armour does=20 not downgrade crossbow bolts or arrows from lethal to bashing: the = writing=20 refers to it being 'bulletproof' and is meant to refer to guns and = similar=20 firearms only.

1.3.4 Appendix: Antagonists

Gargoyles, Homunculi and Hell Hounds are Low Approval = and are=20 created as if they were mortal NPCs.

 

1.4 Second Sight (WW55100)

1.4.1 Not = Currently=20 Sanctioned for Play
Some Merits = are not=20 sanctioned for play, but will be introduced and become sanctioned = through=20 Character Development Modules or plots.  These are: Dream (Low = Magic=20 Merit), Dreams of Lust and Terror, Dream Travel (ESP Merit), Dream = Travel (Low=20 Magic Merit), Evocation (Spirits only), Psychic Illusions, Psychic = Vampirism,=20 Spirit Channeling, and Soul Jar.

1.4.2 = Templates

1.4.2.1 Templates and Merits from Second Sight are only available to = mortals=20 characters in the Mortals Venue.  It is High Approval for a player = to have=20 a template from Second Sight.  Storytellers may use templates and = Merits=20 from Second Sight for non-player characters in any Venue at Low = Approval. =20 Once approval is obtained for the template, players have access to all = Merits=20 within that template at Low Approval.

1.4.2.2 Lesser Templates (p = 21): Changing from one lesser template to another = lesser=20 template always results in a change of template, and all Psychic = Phenomena or=20 Low Magic Merits are lost.  The exception is changing magical = traditions=20

1.4.2.3 Psychic Vampires and Werewolf Shamans=20 (p21):  Characters who = lose Merits=20 from Second Sight due to a change in template do not receive XP=20 refunds.

1.4.3 = Storyteller=20 Options

1.4.3.1 Hidden Powers = (p20)
Storytellers may utilize the option presented = in this=20 side bar for up to a total of six months before requiring the player to = spend=20 experience points or lose access to the Merit.  The player is = required to=20 spend experience points immediately once six months has passed, or loses = the=20 option to buy the Merit.
Storytellers may grant a 'Hidden = Power' to a=20 character only once, and players may purchase only one Merit with this=20 option.  Exceptions can be made for Storytellers running plot lines = as part=20 of sanctioned Camarilla conventions.
A Hidden Power storyline = does not=20 exempt the player from applying for any necessary approvals once they = have spent=20 experience points.
The =91one power per character=92 rule does = not prevent=20 a player from participating in and benefiting from Global or National = plot lines=20 that incorporate this option.


1.4.3.2 Places of = Power
Places of power are referenced in Chapters 3 = and=20 4.  Local storytellers must check with their Storytelling chain for = guidelines or restrictions on places of power, as these location overlap = with=20 other venues.

1.4.4 Other = New Merits,=20 Approvals and Clarifications (pp64-67)
Anti-Psi =96 Top Approval.  Not = available to Low=20 Magic templates.
Believers =96 Low Approval.  Available to all = Psychic=20 Templates, but can only be used in downtime actions.  This does not count as a = psychic merit for=20 psychic merit caps.
Doubting Thomas =96 Low Approval for any = mortal Player=20 Character.  Regardless of the number of Doubting Thomas present, = the=20 greatest penalty applied to any challenge is -5.  Not available to=20 Thaumaturge or Psychic Templates.
Ghost Ally 3 or 4 =96 Mid Approval for any = Mortal=92s=20 Venue Player Character; Ghost Ally 5 =96 High Approval for any = Mortal=91s Venue=20 Player Character).  Ghost allies may only be created with Numen = available=20 to be used at Low approval.
Hypnotic Voice =96 Mid Approval for any = Mortal=92s=20 venue Player Character. This does not count as a psychic merit for = psychic merit=20 caps.

1.4.5 Psychic=20 Phenomena

1.4.5.1 Character Creation
There are 4 psychic templates: ESP, Mediumist, = Psychokinetic, and Telepathic.  Characters may only have psychic = Merits=20 from within their template.  It is not possible to change Psychic=20 templates. Up to ten psychic merit points may be purchased for a psychic = template with High Approval. Possessing more than ten psychic merit = points on a=20 psychic template requires Top approval. No psychic may have more than = twenty=20 psychic merit points.


National,=20 and Global Storytellers may create or approve storylines which permit = characters=20 to acquire psychic Merits during the course of play (i.e. after = character=20 creation), but only one Merit can be obtained in this fashion.  = Players do=20 not apply for these types of storylines, but must still spend experience = points=20 and obtain the correct approval in order for their character to benefit = from=20 such a storyline.

1.4.5.2 Clarifications - Defending Against = Psychic=20 Powers
Characters always have a defense against psychic powers, = even if=20 the psychic Merit does not specify a defense condition or contested = challenge=20 conditions. For more information, please see 'Defending Against Psychic = Powers'=20 on page 35.

1.4.5.3 Psychic Merits
Channeling (p43): = Cayce=20 Channeling, Ghost Channeling, and Spirit Channeling are treated as = separate=20 Merits and must be paid for separately.
Telepathic Rapport =96 = 2 dot=20 option (p63):  This Merit is Top Approval, but is available to all=20 characters.  A character is limited to one Telepathic Rapport with = one=20 other character (Player Character or Non-Player Character).  It = must be=20 paid for by both parties and it does not require either party to have a = Psychic=20 lesser template or psychic pre-requisite(s).  It is not available = to=20 characters with a Low Magic template.
Animal Rapport =96 If = the animal=20 is killed or dies, the player loses all dots of Animal Rapport.  = Experience=20 points are not refunded, and the power may not be bought = again.

1.4.6 Low = Magic

1.4.6.1 Templates
If a character changes magical traditions, the = player=20 loses all thaumaturgy Merits incompatible with his new tradition. =20 Experience points are refunded, and should be allocated to Merits of the = character=92s new tradition.  If experience points are left over, = these may=20 be banked or spent normally.
It is Low Approval to change = magical=20 traditions with a Player Character teacher.
It is Mid Approval = to=20 change magical tradition with a Non-Player Character teacher or without = a=20 teacher.


1.4.6.2 Thaumaturge = Merits
Although Second Sight references the Artifact, = Enhanced=20 Item, and Imbued Item Merits from Mage: the Awakening, these Merits are = Top=20 Approval for characters in the Mortals Venue.
Limits on = Rituals=20 (p75):  A player is limited to a total number of draws for a ritual = equal=20 to the magicians Attribute + Skill.  Players who fail to garner the = appropriate number of success before running out of draws simply = fail. =20 This rule applies to Merit rituals and non-Merit rituals.
A = character=20 may never cast more rituals in a day (24 hours) than the character has = Stamina=20 dots.  Participation in group rituals counts against this = total. =20 Rituals with permanent affects count against this total for 24 = hours.  This=20 rule applies to Merit rituals and non-Merit rituals.
Ritual = Duration=20 (p76):  Damage suffered from maintaining a trance for longer than = 12 hours=20 cannot be negated.
Combat Casting:  Combat does not by = itself=20 prevent a Thaumaturge from casting a ritual, but Storytellers and = players are=20 reminded that one minute is 20 turns of combat, and that the environment = created=20 by combat is often disruptive to the point of rendering a Thaumaturge = unable to=20 achieve success on his rituals.

 

1.4.6.3 Magic Tomes
Magic Tomes are not currently sanctioned for = play. =20

1.4.7 = Reality-Bending=20 Horrors
All mechanics and = settings for NPCs=20 and plotlines require High Approval. PCs may not gain Powers, but NPCs = may. =93The=20 Source=94 =96 Only non-player characters may derives bonuses or suffers = penalties=20 from having a source.
PCs = may gain=20 dots in the Merits Cult of Things That Must Not Be or Reality Blasphemy = with=20 High Approval.  Each dot in the Merit entitles the character to a = single=20 rite at the appropriate level. Additional rites may be purchased at High = Approval for a cost of Level x 10.
Any character that disavows their = cult or=20 god publicly or privately loses all appropriate Merits without = refund.  A=20 =91Thing=92 immediately knows if a character disavows it. Rites are granted to characters from a = Thing. =20 Successfully destroying or disempowering the Thing causes all character = to lose=20 any rites conferred by the Merits Cult of Things That Must Not Be or = Reality=20 Blasphemy.

1.5 Armory=20 (WW55102)

Not currently = sanctioned.

 

1.6 World=20 of Darkness: Chicago (WW55200)

The history and settings = contained=20 herein do not affect the officially sanctioned history and setting of = Chicago,=20 but the Office of the Master Storyteller reserves the right to use = Non-Player=20 Character's and powers presented herein.  No powers or mechanics = listed=20 herein are sanctioned for Player Character's at this time.

 

1.7=20 Antagonists (WW55301)

Use WoD: Antagonists for creation guidelines, = stats and=20 descriptions of the living dead and their sub-types. PCs may never = return as=20 Undead/Ghosts/etc. zombies do not use XP to add dots, instead use the = creation=20 guidelines given here; adding more dots than the creation guidelines = given to=20 zombies is High Approval. Imbued and Revenant NPCs may be enhanced with = XP.=20 Revenant NPCs must be very short-lived. Using Persephone Unbound = requires High=20 Approval. Use of Voice of Reason is extremely rare.  Aswang, Beasts = of=20 Bethlehem, Groetnich, Passion Shades and Witchcats are Low Approval NPCs = and=20 created as per WoD: Antagonists.  The Hunger is High = Approval to use=20 on player characters.  The Living Web and Toxicum Mold are Low = Approval to=20 use in storylines.  The Thief and The Virus are High Approval to = use. =20 For additional Non-Player Character creation mechanics, consult the = Monster=20 Manual published as settings material on the Master Storyteller Rules=20 website.

 

1.8=20 Mysterious Places (WW55302)

This book is sanctioned = without=20 changes

 

1.9 Ghost=20 Stories (WW55400)

Ghost NPCs are Low Approval in every venue but harmful = uses of=20 Numina should be employed sparingly against PCs.  The use of the = Numen=20 Dement on player characters is Mid Approval and is extremely rare, e.g. = on=20 serial killer PCs haunted by the ghosts of their victims.

 

1.10 Tales=20 from the 13th Precinct (WW55001)

Not currently sanctioned.

1.11=20 Shadows of the UK (WW30202)

The history and settings = contained=20 herein do not affect the officially sanctioned history and setting of = the UK,=20 but the Office of the Master Storyteller reserves the right to use = Non-Player=20 Character's and powers presented herein.  No powers or mechanics = listed=20 herein are sanctioned for Player Character's at this time.

 

2. 0=20 Vampire: the Requiem

2.1 Mind's=20 Eye Theatre: the Requiem (WW50001)

2.1.0 Optional Rules

The following Optional = rules are in use=20 from Mind's Eye Theatre: the Requiem (METR): True Covenant Status = (p135),=20 Deceitful Creatures (p162), Soul Shards (p224, requires Top = Notification),=20 Vampiric Gatherings-style Predator's Taint (p237).  Storytellers = may use=20 The Price of Blood (p327) at their discretion and The Fourth Tradition = with High=20 Approval for one-night events and Top Approval with Master Notification = for more=20 permanent locations.

 

METR replaces Vampire: the = Requiem=20 (tabletop) for all rules in the Camarilla's sanctioned Vampire = LARP.

2.1.1 Character Creation

2.1.1.1 Limits on Step 8:

During Step 8 of the Camarilla's Enhanced Character = Creation=20 process, Membership Class XP may be spent on any Covenant-specific items = (e.g.=20 Theban Sorcery/Cr=FAac/Coils, rituals) or Merits during this step if the = character=20 enters play as a true member of that Covenant. Such items can be bought = at=20 reduced cost, as per that Covenant=92s mechanics. Membership Class XP = may also be=20 spent on non-Covenant-specific out-of-Clan Disciplines, but only the = first two=20 dots of each Discipline bought in this fashion; normal approval levels = apply for=20 getting any out-of-Clan dots.

 

2.1.1.2 Character Age:

In the Requiem venue, characters require High Approval = to have=20 existed for 350 years or more, and Top Approval to have existed for 1000 = years=20 or more. Pre-Longinian characters require Master Approval. Characters = may still=20 genuinely (but incorrectly) believe that they are very old or that they = were a=20 historical figure without requiring any approvals. Characters of = advanced age=20 (300 or more) must display the appropriate mechanical repercussions, = such as the=20 effects of the fog of eternity, derangements and lowered Humanity (see = Tabletop=20 Requiem pp. 23-24, 39-40, 72-74, 92, 177, 181-182, 185-187, 212,=20 258).

2.1.2 Blood Potency (p122)
Once a character has = entered=20 the chronicle (=91hard=92 RP, e.g. attending a game), characters may = purchase BP=20 using XP or Membership Class-provided =93freebie=94 dot. Freebie dots = can not raise=20 BP above six, whereas XP can. The cost is next dot times 8 as per = Requiem. At least six months must pass between buying a dot of BP = in-play=20 using either method. BP does not increase or decrease automatically with = the=20 passing of chronicle time. All PCs with a Blood Potency of six or above = are=20 expected to have a fully-formed background, answering a few questions = about=20 their existence, nature, motivations, etc. Storytellers must disallow = BP6 and=20 higher PCs from being played if they do not have such a background, = character=20 tie-ins, and a reasonable design that connects characters of such great = potency=20 with the rest of the chronicle and the venue. High BP PCs must feed only = from=20 PCs. The Herd Merit cannot refer to a vampiric herd. See =93Non-Player = Character=20 Types and Powers (2.4)=94 in the general section of this addendum for = Non-Player=20 Character retainer rules.   Player Characters with a Blood = Potency of=20 7 or 8 require High Approval.  Player Characters or Non-Player = Characters=20 with a Blood Potency of a 9 or 10 are Top Approval. Previously attained = BP is=20 not grandfathered; characters may play with their previous Blood Potency = with a=20 Low Notification until the appropriate approval level has been granted = (and are=20 refunded previously spent XP or dots if that approval is denied). = Characters=20 known to use high Blood Potency to maximize single 'called shot' = applications to=20 remove Player Characters from play permanently may not have such = approvals=20 granted.

2.1.3 Covenants (p44)

Having Status=20 in more than one Covenant is High Approval; being a true member (METR, = 135) of=20 more than one covenant, or changing true membership to another covenant, = requires Top Approval. Characters may enter play as part of a Covenant = or be=20 recruited into one during play; a character does not have to be a true = member =96=20 she can be a loyal member without taking the mechanical benefits of the=20 Covenant, or she can be an infiltrator or merely pay lip service to the=20 Covenant=92s cause, or even be a simultaneous infiltrator or = quasi-member in=20 several Covenants at a given time. True membership in a Covenant is a = purely=20 out-of-character mechanic, and must not be used as justification for=20 in-character actions, e.g. for discovering infiltrators, or as a = hindrance to=20 role-playing. Characters may of course still demand that others learn = that=20 Covenant=92s signature powers, but as this may take a long time = in-character=20 (months or even years) it can=92t solely be used as a justification for = showing=20 that a character isn=92t truly loyal to that Covenant.

Storytellers=20 are strongly urged to deny any attempt at a true change of Covenant that = is not=20 backed up with very good IC reasons (and sustained role-playing). Once a = character has assumed true membership in another Covenant, she = immediately loses=20 all supernatural mechanical benefits of any previous true Covenant = membership=20 with any expended XP permanently lost. Any non-supernatural items bought = at=20 reduced cost due to previous true Covenant membership are recalculated = at their=20 =91new=92 cost, and the character enters into an XP debt that must be = paid off=20 before anything else can be bought.

PCs = may not be=20 members of any sort in the VII and Belial=92s Brood (although they may = still=20 mistakenly believe otherwise). Storylines using Belial=92s Brood are Low = Approval,=20 using the VII is High Approval. True Membership in the Brood and VII for = NPCs is=20 Top Approval, as it denotes special abilities provided in settings = material by=20 the Master Storyteller=92s office.

2.1.4 Clans

2.1.4.1 Nosferatu Flaw (p147):

A Nosferatu's Flaw may be either a noticeable physical = deformity=20 which makes people uneasy and/or an "evil aura". A noticeable physical = deformity=20 is one which may not be covered up easily. If it is cover-able, it must = be=20 noticeable that something is covered; a female Nosferatu wearing a = burka, or a=20 male all bandaged up would be acceptable. A flaw that can be covered = completely=20 with normal street clothes is not considered a flaw. Similarly, = Obfuscate and=20 other disguise based powers in no way eliminate the Nosferatu Clan = Flaw. =20 Thus, even when using Obfuscate 2 or Obfuscate 4, the Clan Flaw remains=20 active.

2.1.5 Disciplines

2.1.5.1 Approval=20 Levels

Common Disciplines = are Animalism, Celerity, Obfuscate, Resilience = and Vigor.=20 Uncommon Disciplines are Auspex, Dominate, Protean, Majesty and=20 Nightmare. Rare Disciplines have mechanics in sanctioned = material,=20 but are not listed above. Unique Disciplines have no MET = mechanics=20 in sanctioned material =96 they are new custom (bloodline) Disciplines = developed=20 by characters. Disciplines are learned as per METR (p151). If not = favored, being=20 taught Common and Uncommon Disciplines that require a teacher takes Low = and Mid=20 Approval respectively, barring any further restrictions as per = sanctioned=20 material. Only player characters, not NPCs, may teach Disciplines. Rare = and=20 Unique Disciplines are developed by bloodlines and may never be taught = to any=20 character not of that bloodline. Unique Disciplines are Master Approval = to=20 develop and to learn, should follow published Settings guidelines, and = ought to=20 be weaker than the main existing canonical Disciplines. Disciplines at = level 6=20 or higher are not currently possible.

 

2.1.5.2 Covenant=20 Discipline/Devotion/Merits/Coils/other powers Teaching

Covenant-specific items may = be learned=20 by any true member of that covenant without a teacher and are = unavailable to=20 non-true members, unless otherwise mentioned. Former true covenant = members may=20 retain covenant-specific items with Top Approval, including Coils of the = Dragon.

 

2.1.5.3 Clash of Wills=20 (p159):

There are two ways given = for Clash of=20 Wills, the first being Wits + Inv + Auspex versus Resolve + Stealth + = Obfuscate.=20 It then goes on to state that to test to see through Obfuscate, = characters=20 compare Auspex successes against Obfuscate successes. An editing error=20 accidentally re-inserted part of that earlier text: the part of the = sentence=20 referencing Resolve + Stealth + Obfuscate should not be present = as=20 characters always test using their Obfuscate pools. Remember that = to=20 vanish from other characters' sight (who themselves have Auspex), the = Obfuscate=20 user is the attacker and has to get more successes (usually on INT + = Stealth +=20 Obfuscate) than the defender(s) (who try to pierce it with Wits + = Investigation=20 + Auspex), as per Clash of Wills).

 

2.1.5.4 Auspex =96 = Twilight Projection=20 (p165):

This discipline's ultimate = range is=20 limited by the sphere defined by the orbit of the moon, in theory.  = Functionally, reaching that orbit would take some time, since travel is = quick,=20 but certainly not instantaneous and by the time a soul reached that = spot, the=20 sun would almost certainly be glaring down on them.  Auspex powers = may be=20 used from Twilight Projection, but no other discipline will = function.

 

2.1.5.5 Sovereignty=20 (p181)

Sovereignty is exclusively a defensive Discipline power = and may=20 not be used to compel other characters into potentially harmful = situations (but=20 may be used, with Storyteller consent and supervision, to enhance a = non-harmful=20 ceremonial scene, for instance). Sovereignty is activated by spending = 1WP.=20 Whenever someone wants to break through it by committing a "physical, = mystical=20 or social" challenge, they engage in a contested test with the user, in = which=20 the Sovereignty user tests with Presence + Intimidation + Majesty and = the=20 challenger tests with Composure + Blood Potency. If the challenger gets = more=20 successes, then she isn't affected by Sovereignty. This means that if an = attacker breaks through Sovereignty, she is unaffected by Sovereignty = for as=20 long as that invocation of Sovereignty is maintained. Once a challenge = to=20 Sovereignty fails, it may not be re-challenged during that invocation by = that=20 challenger.  If a character succeeds in breaking the Sovereignty, = however,=20 then it remains broken for that character until a new scene = starts.  Simply=20 re-invoking Sovereignty will not force another challenge during the same = scene.

 

2.1.5.6 Protean =96 = Haven of Soil=20 (p192)

Movement, once melded, is = not=20 possible.  The vampire always emerges where they entered =96 not on = the other=20 side of an obstacle, for instance.  Vampires are unable to meld = with any=20 sort of processed metals; while the random deposit in the ground won't = prevent=20 them from melding, a steel girder will.

 

2.1.5.7 Protean =96 = Shape of the Beast=20 (p194)

This section provides = Mind=92s Eye=20 Theatre conversions of Vampire the Requiem Protean animal forms. It is = Low=20 Approval to create an animal form using the methods provided here; any = other=20 animal forms default to Top Approval.

=D8      =20 Process

1)      =20 Select a =93real life=94 = carnivorous or=20 omnivorous animal.

2)      =20 Choose a Size appropriate for = the=20 selected animal from below.

3)      =20 Pick two (2) special = abilities from the=20 table in this document.

4)      =20 Find the appropriate Speed, = also given=20 below.

5)      =20 Submit your choice to your = Low Approval=20 Storyteller and record the choices on your character sheet.

6)      =20 Choose Size

i)        =20 1oz to 1lb: = average Bat

ii)      =20 1lb to = 10lb: average Falcon

iii)     =20 10lb to = 50lb: average Eagle

iv)    =20 50lb to = 150lb: average Wolf (no size 4 or higher may be flying=20 creatures)

v)      =20 150lb to = 500lb: average Human

vi)    =20 500lb to 1000lb: = average Gorilla

vii)    = 1000lb to 2000lb:=20 average Horse (there are no land based carnivores of this size approved = for=20 play)

Some modifiers have to be = applied=20 depending on Size changes: while in their animal form, a user's natural = Strength=20 is reduced to, at most, the listed maximum. Important: adjust Health to = reflect=20 your new Size!

 

Size

Bonus/Penalty to = hit=20 you

Max = Strength

Base=20 Health

1

-2

1

1

2

-1

2

2

3

0

3

3

4

0

4

4

5

0

5

5

6

+1

6

6

7

+2

7

7

 

7)      =20 Pick one or two Special = Abilities.=20 These abilities must be appropriate for the animal selected. You may = not, for=20 instance, select Cat and choose the Flying ability. The storyteller is = the final=20 arbiter of what abilities are appropriate for each animal.

 

Ability

System

Flight

Creatures with Flight = have an=20 Acting and Running Speed of 1 when not = flying.

Natural = Weaponry

+1 Attack Bonus and = does Lethal=20 Damage. To be able to activate Claws of the Wild in this animal = form, this=20 Ability must be selected.

Perception

+2 to Wits + = Composure Draws to=20 be aware of events around the user

Heightened = Sense

+3 to draws based on = a specific=20 sense

Task = Specialty

+2 to a non-combat = task related=20 to the animal such as a Digging, Swimming, or=20 Climbing.

 

8)      =20 Find Speed:

 

Size

Acting

Fly = (Acting)

Fly=20 (Running)

1

1

10

15 + (Strength=20 *5)

2

2

8

13 + (Strength=20 *4)

3

3

6

11 + (Strength=20 *3)

4

4

N/A

N/A

5

5

N/A

N/A

6

6

N/A

N/A

7

7

N/A

N/A

 

To calculate the Running = Speed of a=20 four-legged animal, find their normal Running Speed and double it. For a = flying=20 animal, add any bonuses to Strength before multiplying.

 

2.1.5.8 Resilience and = Stamina=20 (p195)

Resilience dots are to be = treated like=20 permanent Stamina dots in tests. However, the Stamina dots provided by=20 Resilience do not add to the actual Stamina on the character sheet: a = character=20 can't for instance buy Merits which require a higher Stamina than her = "actual"=20 Stamina rating, just because her Resilience dots plus her Stamina dots = add up to=20 that higher level. If a power activation uses Stamina + = Resilience, for=20 instance, don't add the Resilience score twice (once to calculate the = full=20 Stamina, once to add Resilience for the test), only once. Similarly, = when using=20 Stamina + Resilience to defend against something, only add Resilience = once.=20 However, if any power is normally resisted or contested only by = Stamina,=20 do calculate the 'full' Stamina + Resilience score. This is a legacy = resulting=20 from differences between Tabletop and Mind's Eye Theatre mechanics.

 

2.1.5.9 Vigor = (p196)

Vigor does not add to = jumping=20 tests.  Vigor doesn't help in first establishing a grapple, i.e. = initially=20 getting hold of another character (or object). Once a grapple is = established=20 (see MET p. 219-220), Vigor adds to both character's test pools AND = resistances=20 during the grapple for the purposes of keeping the character grappled or = to=20 break free of the grapple. Vigor is therefore added to the test pool for = Strength+Brawl to break free of the grapple as well as to the grappler's = Strength that is used to penalize the test pool for breaking free. Vigor = doesn't=20 add to any other draws made during a grapple aside from maintaining the = grapple=20 or breaking free. Storytellers are encouraged to allow the use of Vigor = for any=20 Strength-based test not intended to affect or hurt other Player = Characters, e.g.=20 for pushing open blocked doors, lifting heavy objects, etc.

 

2.1.5.10 Sorceries=20 (Cr=FAac and=20 Theban)

You need to 'cast' (e.g. = chant, perform=20 a sacrifice, etc) for the minimum number of full turns, and then make = your=20 sorcery/Cr=FAac/ritual draw.  For instance on a Ritual that takes a = minimum=20 of 3 turns, after having used three full turns (requiring three Instant = Actions,=20 which take a full turn each) then a draw would be made. The number of = successes=20 on that sorcery/Cr=FAac/ritual draw represents the number of successes = that the=20 ritual (or power) is activated with. If a power has a required minimum = number of=20 successes, and if that number of successes hasn't been reached after = three turns=20 of 'casting' (i.e. if the user doesn't have enough successes), then the = caster=20 can continue to cast (for another 3 turns) and make another draw, adding = those=20 successes, and so on. If the required number of successes is reached at = any=20 point, then the ritual goes into effect right then (with a number of = successes=20 accumulated until then). This means that a caster can't reach the = required=20 number of successes and then continue casting to accumulate more = successes for=20 more 'ooomph' to the ritual. Failing to reach a single success on the=20 sorcery/Cr=FAac/ritual draw doesn't cause the power to fail, as per the = normal=20 Extended Actions rule. You may of course choose to end the ritual or = sorcery at=20 any time during its casting, in which case, nothing happens. Willpower = or Blood=20 needed to activate the Ritual are spent at the end of the Casting - when = all=20 successes have been gained.

2.1.6 Devotions

2.1.6.1 Approval Levels: =

Devotions from sanctioned = material are=20 Low approval to learn, provided the character has learned all = prerequisites at=20 their normal approval level. Devotions that are specific to a bloodline = are=20 unavailable to learn for any character not of that bloodline.=20

 

2.1.6.2 Custom = Devotions:=20

Vampire characters have the = option of=20 developing their own custom Devotions as per Mind=92s Eye Theatre at Top = Approval.=20 It is High approval to learn a Custom Devotion=20 from a Player Character teacher. Custom Devotions may = not be=20 learned from NPCs. Custom Devotions may not be = developed or=20 learned in a character's background unless they are submitted as part of = a=20 custom bloodline (maximum of two devotions).  There are a few = established=20 rules for the types of powers that custom Devotions must follow. = Currently=20 existing Custom Devotions that are considered to be in violation of = these=20 guidelines by any Storytellers in their Approval chain become invalid at = the=20 time of sanctioning of this document and need to be rewritten and=20 re-approved.

 

=B7        =20 Custom Devotions are ideally = a natural=20 progression achieved by combining two Discipline powers. Their XP cost = is=20 normally the total number of Discipline dots involved times three (e.g. = a=20 Devotion using Resilience 2 and Dominate 3 would cost 15XP). The creator = must=20 know all the required Discipline dots before the Devotion can be=20 approved.

=B7        =20 For a custom devotion, it = takes time to=20 develop a new application of the blood. The character should engage in=20 appropriate research activities and make creating it part of the story. = The=20 character must spend a number of months equal to the dots in whichever=20 discipline has the highest rating in the devotion in studying and = development.=20 The character=92s waiting period starts as soon as the custom devotion = is approved=20 at Top Approval.

=B7        =20 Custom Devotions developed = in-play can=20 never banish the banes of the vampiric curse: a Devotion that uses = Resilience,=20 for instance, couldn=92t make a vampire less vulnerable to sunlight or = to staking.=20 The ravages of the vampiric condition can be alleviated by Coils of the = Dragon;=20 custom Devotions do not offer such benefits.

=B7        =20 Custom Devotions can=92t = significantly=20 modify extant Discipline powers to help them overcome their built-in=20 limitations. Some book-published Devotions do this, and they are usually = limited=20 to certain groups for a reason. As an example, some Discipline powers = are=20 Instant; a Devotion that would make them Reflexive would not normally be = permissible. If a power specifies that =93it can only be used=85=94 or = =93the user must=20 be/have=85,=94 then it=92s usually a good indicator that a custom = Devotion cannot=20 change its limitations, or its activation cost.

=B7        =20 Custom Devotions can=92t = replicate=20 existing powers from other Disciplines, Devotions or types of sorcery, = even in=20 somewhat weaker forms. The secrets of some clans and covenants are = treasured for=20 a good reason. If a custom Devotion appears to be similar to what a = custom=20 sorcery ritual or custom Coil would be, it is also disallowed. Groups = such as=20 covenants and bloodlines are interesting and unique partly due to their = special=20 powers. If, for instance, the effects of Carthian-specific Devotions = were to be=20 replicated by Devotions developed in-play, it would detract from the = uniqueness=20 of the Carthians. If everybody is special=85 then no-one is.

=B7        =20 The same limitation, in = broader terms,=20 applies to the powers of other supernatural creatures, e.g. werewolves = or mages.=20 Custom Devotions need to be limited to powers that are typically = vampiric in=20 nature.

 

2.1.6.3 Protean =96 = Partial=20 Transformation (p214):

This discipline can not transform parts of the body to = provide=20 immunities.  The Eyes may not be removed to provide immunity to = Dominate;=20 the Heart can not be transformed to be immune to staking, etc.  Use = of=20 Partial Transformation resulting in similar hilarity simply doesn=92t = work.

 

2.1.7 Diablerie (p222)
Non-Player Character = diableries=20 result in no mechanical benefits whatsoever. Any Player Character = diablerie that=20 results in a BP increase also gives a free dot in the diablerized Player = Character=92s highest in-Clan Discipline or highest Skill (whichever = higher) not=20 already possessed by the diablerist at the same or a higher level than = the=20 diablerized Player Character (if the diablerist already has the highest=20 Discipline/Skill of the diablerized Player Character, move to the=20 second-highest; for tie-breakers, physical Disciplines/Skills are gained = first,=20 then mental, then social; for further tie-breakers, Common Discipline = dots are=20 gained first, then Uncommon, etc. For final tie-breakers after that, = Storyteller=20 discretion applies. For ties between Disciplines or Skills, flip a = coin).=20 Mechanical benefits such as BP and/or Disciplines/Skills from diablerie = cost no=20 XP. Bloodline-specific Disciplines cannot be gained through diablerie = unless the=20 diablerist is already part of that bloodline (those Disciplines are = otherwise=20 ignored for gaining/tie-breaker purposes). All diableries must be = followed by an=20 immediate High Notification.

2.1.8 Ghouls = (p233)

2.1.8.1 Scope: =

These rules below apply to = Player=20 Character ghouls and detailed NPCs for Storyteller use only unless = otherwise=20 stated. Retainer ghouls are made per the retainer rules (see 1.1.4.4). = They=20 receive twice their Resolve in downtime actions. Player Character ghouls = may=20 start play unbound with Mid Approval, but still require Vitae every = month.=20

 

2.1.8.2 Ghoul Upkeep:=20

Player Characters must = spend Willpower=20 for ghouling someone in game, whether the target is a Player Character = or=20 Non-Player Character Retainer; this includes ghoul family Player = Characters. The=20 regnant need not spend this Willpower if the event occurred in her = background.=20 For a Player Character ghoul and Player Character regnant monthly WP=20 expenditures for maintaining ghouldom, the PCs have to spend a WP on = alternating=20 months. For Player Character ghouls with Non-Player Character regnant or = Player=20 Character regnants with Non-Player Character ghouls, the Player = Character must=20 spend a point of WP every second month, but may spend one more often if = the=20 player or Storyteller believes that it fits the story.

A ghoul is assumed to be = given one=20 point of Vitae per month, unless the regnant feeds the ghoul more blood, = or=20 unless the ghoul Player Character has the Regnant Favour Merit; each dot = of this=20 Merit adds one point of Vitae. The Mentor Merit does not confer the = ability to=20 teach Disciplines or to obtain more blood. Changing regnants resulting = in a=20 different in-clan discipline set requires High Approval.

 

2.1.8.3 Ghouls = Possessing Kindred=20 Status:

Ghouls require Top Approval = to have=20 Clan Status. They may have Covenant Status 1 with High, 2 with Top and 3 = or more=20 with Master Approval. The Frenzy/accidental physical Discipline use rule = does=20 not apply.

 

2.1.8.4 Ghouls and = Disciplines:=20

Ghouls get 2 free dots of = Disciplines=20 at character creation, whether they are NPCs or Player Characters as per = Ghouls.=20 Disciplines for ghouls cost 10 times the new level for the regnant's = favored=20 Disciplines, 14 times the new level for other or covenant-specific = Disciplines;=20 unbound ghouls get Vigor, Resilience and Celerity at times 10, all other = disciplines at times 14 new level cost.

Cr=FAac and Theban Sorcery = may be learned=20 in-game; ghouls can never learn Coils. Ghouls may learn their regnant's = covenant=20 Disciplines or devotions with High Approval for level 1 and 2 and Top = Approval=20 for levels 3-5. If a ghoul has an Non-Player Character Regnant, the = Merit=20 Regnant Trust must be purchased; each dot in this enables the Player = Character=20 ghoul to learn one dot of Disciplines; ghouls otherwise need Player = Character=20 teachers for all Disciplines and Devotions after the initial two dots at = character creation. Non-Player Character regnants that are part of a = bloodline=20 require Top Approval, and require a separate approval for any Bloodline = specific=20 disciplines or devotions to be learned.

If a ghoul changes regnants = and the new=20 regnant is of another covenant, the ghoul loses any dots in the=20 covenant-specific Discipline or devotions without an XP refund; if the = new=20 regnant is of another clan, the ghoul may enter an XP debt based on=20 already-purchased Discipline dots. Ghouls may learn their regnant's = favored=20 Disciplines with Low approval. Bloodline disciplines or devotions = require=20 approvals one level higher than a Kindred would need to a be a part of = the=20 bloodline to a maximum of Top, even if the regnant possesses the = discipline or=20 devotion. Ghouls cannot use disciplines requiring blood expenditure if = they have=20 no Kindred Vitae in their system.

 

2.1.8.5 Ghoul = Metamorphosis:=20

Upon being embraced in-play, ghouls keep any dots they = already=20 have, and gain up to three in-Clan (for the new Clan) Discipline dots = (up to=20 level 3 of any in-Clan Disciplines), minus the free Discipline dots they = received when they became a Ghoul. Characters do not receive any XP = refund from=20 Disciplines or devotions bought (at the elevated cost) while being a = ghoul. Any=20 bonuses or price breaks that the character received from being in a = ghoul family=20 are lost, and the player will go into XP debt. The XP debt must be = earned off in=20 play before XP can used to buy anything else. Being embraced does not = shatter a=20 three point Blood Bond.

2.1.9 Humanity (p258)
Vampires = cannot=20 have moralities other than Humanity. In the vampire venue, a humanity or = morality trait may be bought every twelve months and should be = accompanied by=20 extended role-playing that demonstrated such a growth. Humanity should = not be=20 bought for a while after being lost for very low Humanity sins such as = murder or=20 diablerie. If a vampire has recently bought Humanity and commits a = heinous crime=20 such as murder or diablerie, she should lose that recently bought = Humanity in=20 addition to any other degeneration that may take place. Reaching = Golconda=20 requires Top Approval.

2.1.10 Status (p281)

2.1.10.1 Clan and Covenant=20 Status
Clan = and=20 Covenant Status require Mid Approval for level 3, High Approval for = level 4, and=20 Top Approval for level 5. They must be bought in-game. As a general = guideline,=20 it is recommended that Clan/Covenant Status Approvals are submitted one = dot at a=20 time, waiting a number of months in-between applications equal to the = number of=20 dots of status being bought. After losing any Clan or Covenant Status = in-game,=20 the Approval level for re-buying that dot of status is raised by one = during the=20 following 90 days, e.g. a removal of Clan Status 4 means that during the = subsequent 90 days re-buying Clan Status 4 would require Top Approval. = The =93Sins=20 against Clan or Covenant=94 table on METR p. 285 =93can be a useful = reference.=94=20 Characters may remove status even if a sin is not rigidly pre-defined, = as the=20 role-play of a global chronicle rarely follows strict limits defined by = tables=20 and references. The table is an indicator of what is considered=20 socio-politically acceptable: characters that ignore its recommendations = outright ought to be seen as overly harsh, authoritarian, or abusing = their=20 authority in-character.

To=20 have Clan Status in a Clan that a character is not Sired into requires = High=20 Approval. Bloodline members may have Clan Status in their parent Clan = with Low=20 Approval. Joining in-character Clan and Covenant means of communication = (such as=20 mailing lists and IRC channels) takes at least one dot of the = appropriate=20 status. Kindred with the appropriate Clan or Covenant Status at level 4 = may=20 sponsor a single Kindred (who does not fit the list criteria) every year = to join=20 a single sanctioned Clan or Covenant-relevant global mailing list and = IRC=20 channel. This requires Mid Approval for both sponsor and sponsored, as = well as a=20 Master Notification for the AAMST Lists from the sponsored vampire. = Kindred with=20 status 5 may perform that action twice a year. To remove a sponsored character from a = global=20 in-character email list, the =91attackers=92 must make a public = accusation and=20 provide backing in the form of the appropriate status dots, just like = removing=20 Clan or Covenant Status. The attackers require ten times the sponsor's = status to=20 remove the sponsored character, who is then unable to ever rejoin that=20 list.

Storytellers (with jurisdiction = over the=20 characters in question) who witness continuous inappropriate = in-character=20 behaviour for a character=92s Clan or Covenant Status level must = manually strip=20 status dots (without an XP refund, as usual) if there is no possibility = of=20 in-character status removal otherwise. This maintains the paradigm of = the World=20 of Darkness, e.g. ensuring that the most legendary Gangrel behave in a = way=20 expected from Gangrel (as per sanctioned material), even if there = aren=92t enough=20 status dots in the game to affect a Player Character-driven stripping = (e.g. if=20 there aren=92t enough Gangrel Status 5 characters to affect another = Gangrel with=20 Clan Status 5).

 

2.1.10.2 Ties for Ascendancy and = Eminence
Generally=20 when two clans or covenants tie for prominence, both are considered=20 Rival/Contenders, and neither gains the benefit of being on = top.

2.1.11 Bloodlines

2.1.11.1 Approvals: =

Characters must have been = sanctioned=20 and active in play for at least one year before creating or joining a = custom=20 bloodline, unless they enter play as part of one. Characters that enter = play as=20 part of a bloodline from sanctioned material (which are Non-Player=20 Character-founded) or as part of custom bloodlines (which must be Player = Character-founded) must fulfill the Requiem joining criteria = (e.g.=20 minimum Blood Potency) as they enter play and lose one point of = permanent WP=20 from their finished character sheet before entering play after having = spent all=20 other dots and XP. As an example, if William Scott wishes to enter play = as the=20 founder of the Scotsmen bloodline, he will need to start play with BP6, = and=20 loses one permanent point of WP upon entering play. This represents the = previous=20 sacrifices made by a character, despite not being made in-play. Having = Sired=20 Childer in one=92s background does not require retroactive expenditures, = however.=20 All Bloodlines have four Disciplines. The Discipline gained on top of = its parent=20 Clan=92s three Disciplines is considered its =91fourth Discipline.=92 = Playing a=20 bloodline from sanctioned material is High Approval, with exceptions = based on=20 either rarity or those bloodlines=92 predominance in certain regions. = Bruja are=20 Top Approval outside of the US SW Region, Malkovians are Top Approval = outside of=20 the UK and Ireland, Burakumin are Top Approval outside of Asia and = Australia and=20 Toreador and Morbus are High Approval anywhere, all using mechanics as = per=20 Vampire: the Requiem (tabletop).

 

2.1.11.2 Custom = Bloodlines:=20

If a bloodline doesn=92t = have a full=20 write-up in sanctioned material it is considered a custom bloodline. = Playing a=20 custom bloodline with a Common fourth Discipline is High Approval at = creation=20 and Mid Approval if joined/created in play (after the appropriate = waiting=20 period, as above). Playing a custom bloodline with an Uncommon fourth = Discipline=20 is Top Approval at creation and High Approval if joined/created in play = (as=20 above). Playing a custom Bloodline with a combination of canonical = Disciplines=20 not listed above (e.g. =91swapping out=92 one of its parent Clan=92s = Disciplines) is=20 always Top Approval. Playing a custom Bloodline with any combination of=20 canonical Disciplines that include custom devotions (maximum of two as = part of=20 the Bloodline application) is Top Approval. Playing a custom bloodline = with a=20 Unique fourth Discipline (a custom Discipline not from sanctioned = material) is=20 always Master Approval as per the approval level for new Unique = Disciplines.=20 Custom bloodlines which allow more than one clan to join are Master = Approval no=20 matter what the 4th Discipline is; there is no grandfathering = to this=20 rule. Creating or joining a custom bloodline must result in an = appropriate=20 bloodline weakness, using extant weaknesses from sanctioned material as=20 guidelines. As bloodline powers are unique, it is not possible to create = a=20 custom bloodline which has the same unique power or devotions as another = bloodline. Once a character has joined a bloodline, s/he is unable to = join=20 another bloodline.

 

2.1.11.3=20 Camarilla Settings Bloodlines

Bloodlines from=20 the MET Camarilla Settings: Requiem Bloodlines are High Approval for = Player=20 Characters, with the following exceptions: Acteius are Top everywhere; = Agonistes=20 are Mid in Europe; Anavashra are currently Top for NPCs and not = available for=20 Player Characters; Anubi devotions are Mid Approval for them, = unavailable for=20 all others; Baddacelli are Mid in Italy; Bishops are Master for Player=20 Characters, with King/Queen NPCs also requiring that approval level; = Cassians=20 are Top Approval outside of North America; Duchagne are High Approval = with=20 Master Notification (due to their record-keeping); Licini are Mid in = Europe;=20 Matasunta are Top; Mnemoysyne are Top Approval, with a total maximum of = 13 per=20 nation; Xiao are Top outside of Australia and Asia.

 

2.1.11.4 Non-Player=20 Characters

Bloodlines from sanctioned = material are=20 Low Approval as NPCs in the vampire venue unless stated otherwise, = otherwise=20 bloodlines count as character types for the purpose of lowered approval = levels=20 for NPCs; NPCs with Unique Disciplines are Top Approval. Bloodlines = mentioned in=20 sanctioned material that do not have a full write-up are unavailable as = PCs or=20 NPCs until an appropriate write-up has been provided by the Master = Storyteller=92s=20 Office. Once this has been provided, they count as bloodlines from = sanctioned=20 material unless otherwise stated.

 

2.1.11.5 Bloodline Benefits

If a character's in-clan disciplines change to = out-of-clan=20 disciplines, such as when joining a bloodline which swaps an in-clan for = another=20 Discipline, then the XP cost for them is recalculated and the character = gains an=20 XP debt equal to the difference between the in-clan cost and the = out-of-clan=20 cost. All unspent or earned XP must be spent to eliminate that XP debt = before=20 being spent for any other purpose. There is no XP refund if already = learned=20 out-of-clan Discipline dots become in-clan Discipline dots.

 

2.1.11.6 Bloodline Founders

A custom bloodline=92s = founder must be a=20 Player Character. If a custom Bloodline=92s founder is a player = character, her=20 consent is required in the application to join her bloodline at = character=20 creation. If the bloodline=92s founder does not exist as a Player = Character any=20 more, whichever Player Character has been in that bloodline longer than = any=20 other extant Player Character must give her consent instead. Joining = such a=20 custom bloodline during normal play and non-custom bloodlines are joined = as per=20 Requiem.

 

2.1.11.7 Bloodline Rarity

Bloodline characters are usually meant to be = significantly=20 outnumbered by non-bloodline characters in most Domains; this is highly=20 dependent on the Domain and in-character developments, however, and = varies from=20 city to city (which is why no clear ratio or hard distribution should = ever be=20 employed). Bloodline approvals should focus solely on the = appropriateness of a=20 character for a given local game and environment, e.g. if a Toreador has = been=20 legitimately =91converting=92 local Daeva, then it may very well skew = the ratio of=20 bloodline to clan characters. The existence and distribution of = bloodline=20 characters outside of that city is immaterial to the application. = Storytellers=20 should look at the beneficial effects of a bloodline approval and the = current=20 distribution of characters in a given city to determine the = appropriateness of=20 the application: characters that benefit the game and fit the paradigm = and the=20 source material, especially as it defines the nature of Custom = Disciplines and=20 Discipline combinations, ought to be given preferential treatment over=20 potentially disruptive or abusive characters and powers. The Top/Master = Approval=20 level also establishes rarity of particularly uncommon Bloodlines and = their=20 distribution in a given nation, including those criteria in the approval = process.

2.2 Ghouls=20 (WW25110)

2.2.0 Optional Rules
The Optional Rule =93Even Better Ghouls=94 = (p68) is=20 used.

2.2.1 Character Creation
Player Characters may not sacrifice = Morality for XP.=20

2.2.2 = Merits
The Merits in Ghouls are Low Approval for = ghoul=20 Player Characters and High approval for Kindred (who must have been = ghouls=20 before being embraced to take those Merits), except for the Staff Merit, = which=20 is also Low Approval for any = character=20 regardless of venue.

2.2.3 Ghoul = Families and=20 Plants
Alley Men are Top Approval = for=20 Player Characters and Mid Approval for NPCs. Membership in the Angustri, = Crassus, Gravenor and Nirriti requires Mid Approval; Nirriti do not need = a=20 teacher for the first level of Cr=FAac. The creation of custom ghoul = families=20 requires Master Approval.
Lacrima plants are Mid = Approval and=20 provide one point of Vitae every two months; if a plant is milked more = than once=20 every 60 days, another point of Vitae can be gained but the plant dies = and=20 another must be approved before it can be used again.

2.2.4 = Forbiddance of=20 Blood
The two-dot ritual = Forbiddance of=20 Blood is Low Approval for Lancea Sanctum; the four-dot version is Mid = Approval.=20 Four or more successes mean that non-physical Disciplines are = affected.=20


2.3 Coteries (WW25100)

This book is sanctioned as = is with the=20 following change:

Paladin's = Absolution - Instead of additional dice, use additional=20 draws.


2.4 Nomads (WW25101)

This book is sanctioned as = is with the=20 following changes:

 

2.4.1 Flesh of Iron: This power reduces acting = speed to a=20 minimum of 1.

 

2.4.2 Mask of the Beast: This devotion can be = pierced by=20 Auspex like any other Obfuscate power per =93Clash of Wills=94 in METR = (p159).

 

2.4.3 Scent of the Beast: Compare the successes = from the=20 initial activation draw of the extended challenge to the quarry=92s = activation=20 successes as per METR =93Clash of Wills.=94 If the quarry gains the most = successes=20 then they get away and the power may not be used again during the = current scene.=20 If the tracker gains the most successes on the initial activation roll, = continue=20 the extended challenge as if they were not using Obfuscate.

 

2.4.4 Kindred=20 Legend: The Kindred Legend Merit = is not=20 available for Player Characters.


2.5 New Orleans: City of the Damned=20 (WW25200)

The history and settings contained herein do not affect = the=20 officially sanctioned history and setting of New Orleans, but the Office = of the=20 Master Storyteller reserves the right to use Non-Player Character's and = powers=20 presented herein. 

The Merit Kindred Medium is sanctioned for Player = Characters to=20 possess at High Approval.


2.6 Bloodlines: The Hidden = (WW25102)

2.6.1 = Approvals
Alucinor, Architects of the Monolith, = Bohagande, and=20 Khaibit are Top Approval. Nahualli are Top Approval outside of the US SW = and SC=20 Regions, Nelapsi are Top Approval outside of Europe, Oberlochs are Top = Approval=20 outside of North America and Qedeshah are unavailable for male = characters.=20

2.6.2 = Alucinor
Dreams of the Many: If an Alucinor wishes = to use the=20 alternative =93oneiromancy=94 aspect of the power, they may redraw any = single card=20 pool once per evening.
Lucid=20 Dreaming: Strike the last sentence of the power.
Chain the = Enslumbered Mind:=20 The -1 penalty applies to all test pools except reflexive = actions.

2.6.3 Architects of the = Monolith
All rituals must be completed in downtime = and in=20 their home city. Attempting a ritual requires a downtime action as per = Mind=92s=20 Eye Theatre.

2.6.4 = Bohagande
Sunnikuse may not be used to modify any = other use of=20 Sunnikuse.
Jinx: A draw = still has to=20 be made for the Bohagande's action (to determine successes), but any = card drawn=20 that doesn't result in at least one success is discarded. If the test = would be a=20 chance draw, the Bohagande receives a single automatic success instead. = To touch=20 the subject and deliver the curse during combat turns, the character is = required=20 to succeed in a close quarters attack (see =93Touching an Opponent=94 on = p. 217 of=20 the Mind=92s Eye Theatre book, which doesn=92t inflict any damage). Such = an attack=20 is an action unto itself.
Calamity:=20 Successful activation causes the target to fail on drawing a 2 as well = as on=20 drawing a 1.
Twist of Fate: The=20 Bohagande can turn a failed draw into a single success, a single success = into a=20 failed draw, or add or remove successes earned on activation of this = power from=20 any other draw (with Storyteller supervision and at their discretion). = Successes=20 may not be added to attacks that deal damage and the application of this = power=20 may not be added or subtracted to modify the outcome of a challenge = already=20 affected by Jinx.
Gift of the Crow:=20 The Bohagande assigns failures instead of dramatic failures.

2.6.6=20 Gethsemani
Bonuses to Attributes, = Disciplines, or Blood Potency gained through Stigmatica are mystical in = nature=20 and are applied to the base levels the character possesses. These = bonuses may=20 not stack with any other artificial bonuses gained through other powers, = abilities, or magical effects/items.

2.6.7 = Nelapsi
Churchtower Gaze: Use Awe modifiers to = affect=20 multiple targets.

2.6.8 = Oberloch
Man to Beast: Each success gained in = activation=20 imposes a -1 penalty to all social or mental test pools.


2.7 Bloodlines: The Legendary = (WW25103)

2.7.1 = Approvals
The = Players are=20 Mid Approval to join if the PC or NPC is attached to venues located in = Los=20 Angeles, New York, or London. They are High Approval elsewhere for PCs = and NPCs.=20 All other bloodlines from Bloodlines: the Legendary are Top Approval for = PCs and=20 NPCs, with devotions being Low Approval for members of the bloodline and = unavailable to non-bloodline PCs. Fragrant Devotions cost 3xp per potion = made,=20 and may be traded to other PCs if they have the requisite stats. No = character=20 may use more than one potion per night. All information in the Legend = sidebars=20 and paragraphs are just that- legends which may or may not be true. Any=20 mechanics therein are not currently sanctioned for = play.

2.7.2 = Bron
Bron do not gain Eminence or Ascendancy = benefits due=20 to their bloodline weakness.

2.7.2 = Galloi
Galloi may not use their bloodline = Discipline on=20 themselves.

2.7.3=20 Maccelarius
Maccelarius cannot = use their=20 Discipline to devour their own flesh.


2.8 Lancea Sanctum (WW25001)

2.8.0 = Approvals=20
Items sanctioned within the = Lancea Sanctum=20 covenant book are only available to members of the Lancea Sanctum and = can only=20 be purchased if that Player Character has at least one dot of Lancea = Sanctum=20 status. Depending on the source material, exceptions may be allowed for = Player=20 Characters who do not possess Lancea Sanctum status to purchase, however = these=20 will be explicitly stated in this sanctioning document.

2.8.1 Titles = and=20 Positions

Holding any position listed = in=20 Lancea Sanctum requires the respective stated amount of Covenant = Status,=20 ideally held before assuming that position or to be bought immediately = after.=20 Being for instance a Bishop in title itself confers a certain amount of = respect=20 and authority to the character. That advantage must be expressed by the = purchase=20 of the appropriate amount of Status: if a character doesn=92t have the = right=20 amount of LS Covenant Status to be a Cardinal, for instance, he must = refer to=20 himself as an =93acting Cardinal.=94

2.8.2=20 Apostolica
Characters may not = benefit from=20 mechanical Apostolica written into a background without Top Approval but = may=20 have them in their background for flavor purposes. Creating new = Apostolica with=20 mechanical benefits requires Top Approval.

2.8.3 = Bloodlines and=20 Disciplines

2.8.3.1 Bloodline=20 Approvals

Icarians and Mortifiers are = High=20 Approval. Mortifiers must undergo the =93challenge to exist as = Flagellants for a=20 year and a day before they attempt to transform their Blood through the = Ritual=20 of Initiation=94 during the chronicle, not as part of their background. = Osites are=20 Top Approval. Nepheshim are not currently available as player characters = or=20 NPCs.

 

2.8.3.2 Constance

The=20 bonuses to Resolve granted by this Discipline may exceed the normal = limits set=20 by Blood Potency.

 

2.8.3.3 Memento Mori

Brush of Death: The Osite is considered the = attacker in=20 the contested challenge to inflict aggravated damage. No aggressive = combat=20 merits may be used by the Osite in the turn in which she wishes to use = Brush of=20 Death.

 

2.8.3.4 Scourge

Penitence of Pain: This power takes effect = irrespective=20 of Initiative.

Know Pain: This power imposes penalties on = test pools,=20 not on traits such as Defense. Surprise is also exempted from Know=20 Pain.

2.8.4 Theban=20 Sorcery:
Unless specifically = noted to the=20 contrary, Theban Sorcery rituals undergo no changes in Mind=92s Eye = Theatre. Crown of Thorns, Sanctity, Pharaoh's Paces, = Display of the=20 Beast, Damned's Day and Night of Hell are not currently generally in = play and=20 are being discovered by characters as part of ongoing chronicle = storylines run=20 by the Master Storyteller office. Spear of Faith is available = at Low=20 Approval if learned in-play from Player Character teachers who were = given access=20 to it at ICC 2006. Resistance of Discipline is = Low=20 Approval to learn from Player Characters and may not be learned from = NPCs or=20 purchased at character creation. Hauberk of Blood may only be learned by = Player=20 Characters who have undergone the appropriate plotkit, and is then Mid = Approval.=20 All other rituals from Lancea Sanctum are Low = Approval.

 

2.8.4.1 Bird=20 of Sin:

A subject may only be targeted by one Bird of = Sin per=20 scene: if in doubt, once an hour. The caster must be able to see his = subject,=20 and Birds of Sin cannot attack during the day.

 

2.8.4.2 Damned Radiance:

The effects of Damned Radiance do not add to = aggressive=20 supernatural challenges.

 

2.8.4.3 Resistance of Discipline:

A character may only attempt to resist or = contest a=20 previous challenge once as a result of Resistance of Discipline: = multiple=20 Sanctified cannot attempt subsequent resistances. This ritual must be = used=20 within 24 hours of the initial test.

 

2.8.4.4 Legionnaire=92s Blessing:

The increased damage dots for the rating of = weapons=20 blessed with Theban Sorcery do not count towards the damage limitations = in=20 Mind=92s Eye Theatre: a three-dot weapon that is turned into an = eight-dot weapon=20 thus does not inflict a maximum of eight dots of damage if the damage=20 limitations are lower due to the character=92s Weaponry or Strength. = Staking=20 attacks receive no bonuses from such blessed weapons.

 

2.8.4.5 Vision of the Will:

Characters may defend themselves as normal if = attacked=20 while they experience a vision, with the sorcerer=92s illusion ending = immediately=20 if the attack appears to be genuinely harmful. Note that for Vision of = the Will=20 to work, the character has to willfully touch the subject (without being = coerced=20 to do so, for instance through Disciplines), not be touched by it (such = as by an=20 Attack).

 

2.8.4.6 Mark=20 of the Damned:

Individuals that are brought into a protected = haven by=20 the sorcerer or one of his allies (for instance by Summoning them there) = do not=20 take any damage from the Mark. Washing or scraping the ritual reduces = its=20 effectiveness by one, not two: with a minimum rating of one.

 

2.8.4.7 Spear of Faith:

Subjects may only be targeted by a single = Spear of Faith=20 per turn, and victims have to be within at most 100 feet (30 meters) of = the=20 sorcerer. A sorcerer may only target a specific victim once per scene = with a=20 Spear of Faith, although other sorcerers may launch subsequent Spear of = Faith=20 attacks against the same victim during that scene.

 

2.8.4.8 Damned=92s Day:

A city may only be affected by Damned=92s Day = every six=20 months. This applies to general metropolitan areas, as well, meaning = that a=20 sorcerer cannot target a suburb separately, claiming that technically = speaking=20 it=92s a different city.

 

2.8.4.9 Fires of Vengeance:

Only a single Fire of Vengeance may affect a = victim=20 during a turn: the ritual is not cumulative if multiple sorcerers invoke = it=20 simultaneously. Once affected in a scene, a victim cannot suffer its = effects=20 again until the start of the next scene (if in doubt, one hour; pursuing = a=20 victim, catching up with him and then casting it again wouldn=92t = constitute a new=20 scene).

 

2.8.4.10 Night of Hell:

Vampires kept unconscious, staked or asleep = through=20 supernatural means cannot be affected by Night of Hell. This ritual = cannot be=20 cast during the day.

 

2.8.4.11 Rain of Blood:

Only one Rain of Blood can be cast per scene = per area:=20 for instance in a building or a district. At least one hour has to pass = between=20 bloody downpours in that area, even if a different sorcerer attempts to = cast it.=20 Rain of Blood cannot be cast during the day.


2.9 Ordo Dracul (WW25120)

2.9.0 = Approvals
Items sanctioned within the Ordo Dracul = covenant=20 book are only available to members of the Ordo Dracul and can only be = purchased=20 if that Player Character has at least one dot of Ordo Dracul status. = Depending=20 on the source material, exceptions may be allowed for Player = Character=92s who do=20 not possess Ordo Dracul status to purchase, however these will be = explicitly=20 stated below.

2.9.1 Titles and Factions
The Camarilla uses the Ordo Dracul rank, = domain,=20 decorations and titles systems; these are optional and for roleplaying = purposes=20 only, not representing an out-of-character mechanic. Characters may of = course=20 lie about them.  Membership in the Sworn of the Axe and the Sworn = of the=20 Dying Light is Low Approval; membership in the Sworn of Mysteries is Mid = Approval and should usually be limited to one or two characters per = Domain.=20 Characters with two or more dots of Covenant Status are encouraged to = become=20 Sworn. To be a Gaillard is Low Approval; this rank may be gained and = removed=20 in-character as appropriate by the other Sworn of the Dying Light. = Currently=20 being a Dragon Knight or a Master of the Dying Light is Mid Approval, = and being=20 an Oracle (Sworn of Mysteries) is High Approval. To have been or to be a = Rampant=20 Dragon, Grandmaster, Twilight Judge, Provost or Parliamentarian is High=20 Approval. The reason for High approval of these positions is that they = are upper=20 level positions within the Sworn, having the power to affect multiple = games.=20 Membership in each of the Rites (Damascene, Palatine, Wallachian, = Philadelphian,=20 and Oriental) and Factions (The Impaled and Sworn of the Ladder) is Low=20 Approval, with High Notification for Faction membership. Membership in = the Sworn=20 of the Locust is High Approval. Characters that entered play previous to = the=20 sanctioning of Ordo Dracul may retroactively become members in any of = the above=20 at the same approval level as new characters. Switching within such = groups=20 (Sworn, rites, factions, etc) is Mid Approval if no mechanical benefits = were=20 taken and High Approval if the character gained any mechanical benefits. = A=20 Dragon may be in more than one such internal group (of the same type of = group)=20 with Top Approval.

2.9.2 Coils

2.9.2.0 The Coils of = Flesh and=20 Soul

The Coil of Flesh is Low=20 Approval.  The Coil of Soul is High Approval to learn from player=20 characters and Top Approval to learn from non-player = characters.  =20

 

2.9.2.1 Apocryphal = Coils, Custom=20 Coils, and Gaining Coils

Apocryphal Coils are Low = Approval for=20 members of the appropriate related factions; for non-factionalists, they = are=20 High Approval.  Custom Coils of the Dragon are not currently = available, but=20 may be an option in the future. Coils may never be gained through = diablerie, and=20 characters may become =93lost to the Dragon.=94

 

2.9.2.1 Fourth Tier Coils

The Fouth Coil's "Blood Tie" here means the +2 bonus for = the=20 effects of blood lineages.  It does not refer to Vinculum or Blood=20 Bonds.  The 4th Tier of the Coil of Blood cannot be learned in = background;=20 it must be applied for in-game. It requires a mentor who has the 4th = tier of=20 Blood already approved and/or extensive research of the original text as = per the=20 global plot. To learn the 4th Coil of Blood via a mentor is Low = Approval. To=20 learn it via research only is Top Approval.  The Fourth Tier Coils for = Flesh, Banes=20 and Beast are Low Approval; the fourth tier of Coil of the Soul is not = yet=20 sanctioned.

2.9.3 Nests
Fontal & Perilous Wyrm's = Nest are=20 Mid Approval; Haunted Nests are Mid Approval unless they contain a = portal to the=20 underworld, in which case they are Top Approval.

2.9.4=20 Bloodlines
Playing Azerkatil requires High Approval in Europe, = Top=20 Approval anywhere else. Dragolescu are High Approval in the UK and = Ireland, Top=20 Approval anywhere else, and Top Approval anywhere for Player = Character=92s with at=20 least one dot of Invictus status. Libitinarii, Moroi and Tismanu are = High=20 Approval. Vedma are High Approval for Player Character=92s with at least = one dot=20 of Ordo Dracul or Crone status and for characters that are not aligned = with any=20 covenant.

2.9.5 Devotions
The bloodline devotions Abdo = Cordis,=20 Compel Spirit and Masked Blood are Low Approval to learn for the = relevant=20 bloodlines. Free Your Blood, Strength from Pain, and Will to Endure are = Low=20 Approval for Impaled, High approval for other Ordo Dracul. Eyes of the = Dragon=20 and Sample the Earth are Low Approval. The Optional Devotion Experience=20 advantage of Implement and the Humanity and Experience Points sidebar = are not=20 sanctioned.

2.9.6 Merits, Spoiling and other = Powers

2.9.6.1=20 Merits The Fontal Ritual = Merit,=20 Geomantic Nexus, Mind of the Devouring Worm and Mind of the Unblinking = Serpent=20 are Low Approval. The Crucible Ritual and Mind of the Inscrutable Hydra = are not=20 yet in play in the Camarilla chronicle.

 

2.9.6.2 Blood=20 Alchemy It is High Approval = to learn=20 Spoiling/blood alchemy and Low Approval for the Blood Alchemy rituals = after=20 that. Blood Alchemy rituals are specialized devotions and follow the = custom=20 devotion approval process for creating custom alchemy = mixtures.

 

2.9.6.3 Fontal = Rituals=20 Fontal rituals are Low = Approval. Custom=20 Fontal Rituals are not currently available, but may be an option in the = future.=20 Characters may benefit from more than one ritual at a time, but may = apply=20 mechanical benefits of only one ritual when engaging in a challenge. = Resonated=20 blood taken in from these rituals should be tracked separately and = remain in the=20 character=92s system until they choose to use it or are drained entirely = of=20 blood.

2.9.7 Moroi Hit Squads

Player Characters require = High Approval=20 to call Moroi Non-Player Character =91hit squads=92 on other Player = Characters, and=20 Mid Approval against NPCs.

 

2.10=20 Invictus (WW25121)

2.10.0=20 Approvals
Items sanctioned within = the=20 Invictus covenant book are only available to members of the Invictus and = can=20 only be purchased if that Player Character has at least one dot of = Invictus=20 status. Depending on the source material, exceptions may be allowed for = Player=20 Characters who do not possess Invictus status to purchase, however these = will be=20 explicitly stated in this sanctioning document.

2.10.1 = Titles and=20 Factions
Titles are guidelines = and not=20 binding. Conservatias are High Approval; a character may at most have = one=20 conservatias at any given time. Heart thorns require Top Approval. Being = in a=20 named House requires Top Approval. Guild membership may be used to = justify=20 status, but the optional rules Status Impact and Unlearning Skills are = not used.=20 The listed dots are a pre-requisite for joining factions. While = membership in a=20 faction may exemplify a reason to apply for the next point of status (up = to 3),=20 it does not confer free dots. The listed faction Disciplines represent a = suggestion as to what their members normally desire to learn, but does = not=20 represent any mechanical or Approval changes. Player Character=92s may = join a=20 faction with Low Approval, with the exception of the Aremethus, which = are Low=20 Approval in the UK and Ireland and Mid everywhere else. Non-Invictus may = not=20 join factions with the exception of the Artemis, which require with Mid=20 Approval.  The title denoting advanced age matches the Camarilla = Approval=20 levels for vampiric character age: the usage of =93Alder=94 denotes = characters that=20 are more than 350 years old. Characters may of course be deceptive or = delusional=20 regarding the matter of age and associated esteem.

2.10.2=20 Hostewicks and Bulls
Hostewicks = Player=20 Character ghouls are Mid Approval with Player Character Invictus = Regnants and=20 High Approval otherwise. Hostewick Retainers are Mid Approval as = Retainer NPCs=20 for Invictus Player Characters or storyline NPCs, and not available = otherwise.=20 Bull Retainers are High Approval as Retainer NPCs for Invictus Player=20 Characters, Mid as storyline NPCs, and not available=20 otherwise.

2.10.3 Bloodlines
The bloodlines from Invictus are = High=20 Approval.

2.10.4 Merits
Dynastic=20 Merits are available at Low Approval and cannot be used to receive mechanical = benefits=20 from Non-Player Character parts of the House. Replacement Character and = Tenure=20 for All are not used.

2.10.5 Oaths
Oaths with mechanical effects are Mid = Approval for=20 Invictus characters to learn; non-Invictus may participate in oaths but = not=20 learn them or be the Lord(s) in an Oath. The exceptions are Blood = Loyalty and=20 Burning Blood, which are High Approval, and Blood Tell which is Low for = Invictus=20 and Mid for non-Invictus with = a Player=20 Character teacher.

2.10.5.1 = Oaths of=20 Avoidance
These may be=20 sworn between any two Player Characters, provided the requirements of = the Blood=20 Oath have been=20 met.

2.10.5.2 Oaths of Performance and Mutual = Oaths
These are not practiced outside the = covenant, and as=20 such have no mechanical effect unless all participants possess at least = one dot=20 of true Invictus Covenant Status.

 

2.10.5.3 All Blood Oaths:

All Oaths are broken down into two parties: the one = giving the=20 Blood Oath and the one taking the Blood Oath. All Invictus may give as = many=20 Blood Oaths as they wish, however due to the serious nature of taking a = Blood=20 Oath, no Invictus character may be under more Blood Oaths than 6 minus = their=20 Invictus Covenant Status. The higher one=92s standing in the First = Estate, the=20 fewer cripplingly binding agreements to others one can swear. This = restriction=20 does not apply to the Blood Tell Oath. Characters that gain more = Invictus=20 Covenant Status than their number of oaths would allow must immediately = discard=20 the appropriate number of oaths. If they are mechanically unable to do = so, they=20 cannot receive a higher Covenant Status approval until the appropriate = number of=20 oaths has somehow expired.

 

2.10.5.4 The Oath of the Bloody Hand:

The hand retains Vitae-per-turn expenditure limits of = the user=92s=20 normal Blood Potency, regardless of any Blood Potency enhancements (e.g. = from=20 the Oath of Blood Focus). As an example, if a character=92s BP only = allows her to=20 spend 7 Vitae in a turn, she may only spend up to 7 Vitae in a turn as = well (for=20 a total maximum of 14 BP per turn). Vitae from the Bloody Hand cannot be = spent=20 on boosting Attributes (for performing a test) in the same turn as the = user=92s=20 own Vitae is spent for that purpose (and vice-versa).

 

2.10.5.5 The Oath of Blood Focus:

If sworn previous (or during) a session (e.g. a game, a = proxy=20 scene, etc.), it expires at the end of that session. Only one Oath of = Blood=20 Focus can ever be active during a session per character, meaning that if = one=20 such Oath somehow ends during the session (e.g. half-way through the = night at a=20 game), another cannot be sworn until the end of the session.

 

2.10.5.6 The Oath of Monomacy:

Prerequisite: Covenant Status: Invictus = =95=95=95+

Cost: 1 Vitae each provided by the two Kindred = taking the=20 Oath

Dice Pool: No roll is necessary to activate this = power.=20

Action: Instant

This Oath requires five Kindred to complete: The = presiding Judex,=20 the two Kindred fighting the Monomacy, and the two witnesses. Only the = Judex=20 needs to know the Oath. All participants must have at least Invictus = Status one.=20 Once the Oath has been enacted the oath is not complete until one of the = two=20 Kindred fighting the Monomacy has met final death. When the Oath of = Monomacy is=20 enacted any other Oaths the two kindred fighting are under are = temporarily=20 voided. During the battle both fighting kindred get to ad their Invictus = Status=20 to all tests. The Monomacy is fought per the source material provided in = the=20 Invictus book. An Invictus does not have to accept a Monomacy challenge = from=20 those of lower station. A proper challenge can only be issued to those = of status=20 one point higher, equal to, or below the challenger status. If the = Invictus=92=20 Lord approves the challenge a challenge may be issued to one of status = two=20 higher than the challenger. Many Invictus do not consider a Judex a true = Judex=20 unless they know this Oath. This power costs three experience points to=20 learn.

 

2.10.5.7 Old-Fashioned Communication:

As an offshoot of the formality issue, many elder = Invictus insist=20 that most of their correspondence be written with grace and etiquette. = E-mail=20 and telephones are permitted as long as great care is taken that decorum = is=20 maintained. Many Elders still remain uneasy around new forms of = communication=20 and therefore hire servants or appoint underlings to handle such things. = Using=20 bad grammar, abbreviated speech, or emoticons should offend the = sensibilities of=20 most Invictus, and these techniques are grounds for a social snubbing at = the=20 very least. (Some young Kindred claim that this "tradition" actually = exists only=20 so that elders aren't forced to reveal how uncomfortable and incompetent = they=20 are with modern appliances. They rarely make this claim in front of = their=20 elders, though.)

2.10.6=20 Devotions
Lovely and Loathsome = Web are Low=20 Approval for Spiders and not available to others. Rallying Blood is High = approval. Rumor of Dread is Mid Approval. All other Devotions from = Invictus are=20 Low Approval.

 

2.11=20 Carthians (WW25303)

2.11.0=20 Approvals
Items sanctioned within = the=20 Carthian covenant book are only available to members of the Carthians = and can=20 only be purchased if that Player Character has at least one dot of = Carthian=20 status. Depending on the source material, exceptions may be allowed for = Player=20 Character=92s who do not possess Carthian status to purchase, however = these will=20 be explicitly stated in this sanctioning document.

2.11.1 Titles = and=20 Factions
Positions from the = Carthian book=20 are Low Approval with the following exceptions: Night Doctors are Mid in = the US,=20 High everywhere else. Final Civilization and Hives are Top for PCs, Mid = for=20 NPCs. Factions are Low Approval with the exception of Cult of Self which = is Mid=20 and AOA which are High approval for PCs, low for NPCs, and the = Oppositionists=20 which are Low Approval for Carthians and Mid for non-Carthians. Being a=20 Magistrate is High approval.

2.11.2 = Optional=20 Rules
The Camarilla does not use = temporary=20 status dots as suggested by =93Dealing with Nemeses". The Camarilla does = not use=20 the "art limited by humanity" rule. However, STs, as always, are = empowered to=20 impose bonuses or limitations on draws as appropriate to the situation. = The=20 storyteller tool "stability rating" is not used in the = Camarilla.

2.11.3 = Merits
Even during a Carthian government, Merits = must still=20 be bought by individual PCs as per the MET rules. It requires Top = Approval for a=20 True Carthian to have covenant status in the Invictus or Ordo Dracul. = While=20 blood contracts are Low Approval, they are not to be entered into = lightly; a=20 maximum of 2 per dot of Carthian status are allowed. Carthian Merits are = Low=20 Approval except Carthian Lawyer, which is High approval. Social Merits = do=20 require regular downtime actions to maintain, with intervals being at = VST=20 discretion. If characters wish to use Carthian slang, they must purchase = it as a=20 language (i.e. "Carthian Slang- New York" or "Carthian Slang- Glasgow") = at Low=20 approval. Artifacts are canon items and therefore Master Approval, with = the=20 exception of The Declaration of Independence and the Bishops Caricature, = which=20 are items under the purview of the US National Storyteller's office and = require=20 Top approval for their use or inclusion in backgrounds.

2.11.4 = Carthian=20 Law
Carthian Law is Mid Approval = with High=20 Notification and can only happen if the Prince of a domain is Carthian, = there is=20 Carthian Ascendancy or if 50+% of court officers are Carthian. The law = must be=20 written down by the VST of the domain and on file with the supervising = High ST.=20 It is Top Approval for any Player Character, Carthian or non-Carthian, = to know=20 of the existence of Carthian Law and how it works, unless they have the = Carthian=20 Lawyer Merit. If the situation that led to = Carthian=20 Law going into effect goes away, so does Carthian Law. If Carthian Law = is later=20 re-instated an = application is=20 only needed if the law has changed. Because most Carthians don=92t know = about=20 Carthian Law, the laws most often mirror the city=92s laws. The city=92s = laws mutate=20 into Carthian Law when a significant Carthian presence is involved in = their=20 creation. Storytellers should keep this in mind when reviewing and = approving=20 Carthian Law applications.

2.11.5 Powers = Unto=20 Themselves:
To be a PUT a = Carthian must=20 reside in a domain where Carthian Law is in effect. In addition they = must meet=20 one of the following requirements:

  • The PUT is visiting a Domain where Carthian = Law is in=20 effect and the PUT has Carthian status four or five=20
  • The PUT is City Status 3+ in the visited = domain and=20 the PUT is Clan Status four or five=20
  • The PUT=92s Blood Potency is 3 higher than = any of the=20 visited city=92s kindred

If any of the above = circumstances are met,=20 the Carthian Laws of the PUT may take effect, at ST discretion. If the = city=20 currently is under Carthian law already, both the PUT's Carthian Laws = and the=20 local ones take effect. If a Carthian meets the requirements to be a = Power Unto=20 Themselves they need to bring 2 copies of their Carthian Law to any game = they=20 visit, one for their own use during the game, and one to leave with the=20 presiding ST.

2.11.6=20 Bloodlines
The Barjot, Decualion = and Zelani=20 bloodlines are Top Approval.

2.11.7=20 Devotions
The devotion Hive Nexus = Gestalt,=20 which is High for Hives and Top for other Carthians. Experimental = Devotions are=20 High approval, unless otherwise stated. Immutable Mind, Stalwart Heart, = and=20 Dauntless Spirit: these devotions may be learned by characters that = complete the=20 "A Carthian's Mind is Immutable, His Heart Stalwart, and His Spirit = Dauntless=94=20 character development module. The Guardian Vigil and Ignore devotions = are Low=20 Approval when learned from a Player Character; they may not be purchased = at=20 character creation. Rhino's Hide, Hair Trigger, Army of One, Blink, = Shout,=20 Sudden Strength, Iron Muscles, Regeneration, Occulted Spirit and Instant = Adoration are not yet in play and will become available through global = plot=20 later in the chronicle. All other devotions are Low = approval.

 

2.12 Circle of the Crone=20 (WW25305)

 

2.12.0 Approvals

Items sanctioned within the Circle of Crone = covenant=20 book are only available to true members of the Circle of Crone and can = only be=20 purchased if that Player Character has at least one dot of Circle of = Crone=20 status. Depending on the source material, exceptions may be allowed for = Player=20 Characters who do not possess Circle of Crone status to purchase, = however these=20 will be explicitly stated in this sanctioning document.

 

2.12.1 Titles and Positions

Titles and Positions are Low Approval unless = otherwise=20 mentioned. The status requirements for holding positions as specified in = Circle=20 of Crone are only guidelines. The roles of the covenant are archetypes = most=20 commonly fulfilled by kindred of the specified gender. It is rare to = find=20 someone of the opposite gender who is able to completely personify the=20 archetype.

 

Maiden and Fool: Low Approval, and normally keep a Humanity = of 5 or=20 higher. Characters whose Humanity is below 5 and who wish to remain = Maidens or=20 Fools may seek out a Hierophant to help them atone for their actions and = subsequently raise their Humanity as usual.

Crone and Hermit: High Approval, normally Blood Potency 7 or=20 higher.

 

2.12.2 Holy Nights of the = Covenant

Holy Nights of the Covenant are sanctioned and = should be=20 observed. For Storytellers running the Summer Solstice, Rank 1 Spirits = are Mid=20 Approval. Carrying a Solstice-called is High Notification, after the = Holy night.=20 For Storytellers running the Autumnal Equinox, Rank 1 Spirits are Mid = Approval,=20 Rank 2 or higher Spirits are High Approval.

 

2.12.3 Bloodlines and = Disciplines

 

2.12.3.1 Bloodline Approvals

Bloodlines from the Crone book are High = approval for=20 true Crones and unavailable for others with the following exception: = Mara are=20 High Approval for Crones, Top for Ordo Dracul, and unavailable for=20 others.

 

2.12.4 Factions

Factions are Low Approval for Circle of Crone = and unable=20 to join for others with the exception of: Second Descent are High = approval for=20 Invictus/Ordo Dracul/Carthians/Unaligned. Factions may have favored = Disciplines,=20 but the usual in/out of clan Discipline approvals apply. A character can = only be=20 a member of one faction at the time.

 

2.12.5 Ghoul Family

The=20 Bellsmeade Ghoul family is High Approval for Player Characters and NPC = retainers=20 and must have a Circle of Crone or Invictus regnant.

 

2.12.6 Cr=FAac

Unless specifically noted otherwise, Cr=FAac = rituals=20 undergo no changes for Mind's Eye Theatre; ignore the =93Cr=FAac = Overview=94 table on=20 page 203. The Cr=FAac Errata on pg 15 is sanctioned. Custom Cr=FAac = rituals are not=20 available at this time. As per the book, use of Cr=FAac requires belief = in=20 something (i.e. in the old gods, of blood, or of vampires themselves, = etc), and=20 ritual. Cr=FAac is not possible without both ritual and belief. Teaching = Cr=FAac=20 requires torture, but this is not a Humanity sin because the student is = willing.=20 Unless otherwise noted all Cr=FAac rituals from Circle of the Crone are = Low=20 Approval. Final Service of the Slave, Fount of Wisdom, Path or Thorns = and Mask=20 of Blood are not currently in play and are being discovered by = characters as=20 part of ongoing chronicle storylines run by the Master Storyteller = office. A Child from the Stones is available at Low = Approval if=20 learned in-play from Player Characters teachers who were given access to = it at=20 ICC 2006.

Spring Sanctification is Low Approval for = Maidens,=20 unavailable for others. Painted Fears is Low Approval to learn, but each = painting created is Mid Notification. Pythian Renewal (alt. of Visage of = the=20 Crone) is High Approval, except for Crones attached to a California VSS = where it=20 is Low Approval. Ti'Amat's Offspring is Low Approval; an Acolyte may = only have a=20 number Homunculi equal to their Blood Potency; better Homunculi require = High=20 Approval and the effects must be recorded in the characters XP log. = Abduction to=20 the Underworld/The Appeasement of Demeter is Low Approval. = Love-Lies-Bleeding is=20 Top Approval.

 

Love-Lies-Bleeding (Cr=FAac =95)

The=20 ritualist must sacrifice a mortal child, which is a Humanity 3 sin, on = the night=20 they intend to diablerize. The first diablerie that the ritualist = performs that=20 night gains the benefit that black veins may only be seen in their aura = if the=20 Aura Reading test gains 5 successes or more.

 

Rain (Cr=FAac=20 =95=95=95)

This ritual is reserved for inclusion in the = global=20 chronicle via a particular plotline.  It can only be learned by = following=20 the steps required by said plotline.

 

As One (Cr=FAac=20 =95=95=95=95=95)

The=20 effect of As One must be determined at the purchase of the ritual; it = may be=20 purchased several times to gain several effects (which do not stack). = Mechanics=20 not specifically suggested in the book require Global = Approval.

 

Abduction to the Underworld/The Appeasement of = Demeter (Cr=FAac = =95)

This ritual is cast on another kindred who is = in torpor=20 or is about to enter torpor. If they wish to resist the target may do so = with=20 Composure. Once successful Torpor time is halved. When the target awakes = she=20 recalls more prominently the strange visions of the slumber. With a = successful=20 Intelligence + Composure test (adding a +3 bonus for the ritual), the = target can=20 recall the dreams and memories from her Torpor. This also allows the = target to=20 sort through any trouble in differentiating real memories from false = ones.=20 However this does not improve the vampire's natural forgetful state due = to the=20 Fog of Ages.

 

Mother's Haven is Low Approval for People of = the Land,=20 and unavailable for others. Mother's Mark is an alternate version of = Touch of=20 the Morrigan and must be purchased separately; it is Low Approval for = People of=20 the Land, and unavailable for others. Maya is an alternate version of = Cheval and=20 must be purchased separately; it is Low Approval for Disciples of = Silence and=20 unavailable for others. Regression is an alternate version of Blood = Blight and=20 must be purchased separately; it is Low Approval for Disciples of = Silence, and=20 unavailable for others. Dreaming the Other is an alternate version of = Cheval and=20 must be purchased separately; it is Low Approval for Sipan and = unavailable for=20 others. Heart's Curse is an alternate version of Blood Blight and must = be=20 purchased separately; it is Low Approval for Sipan, and unavailable for = others.=20 Mononoke is an alternate version of Cheval and must be purchased = separately, it=20 is Low Approval for Amanotsukai, and unavailable for others. Harai, is = Low=20 Approval for Amanotsukai and unavailable for others. The Mother's Eye is = an=20 alternate version of Cheval and must be purchased separately; it is Low = Approval=20 for Mara and unavailable for others. Vengeance of the Mother is an = alternate=20 version of Blood Blight and must be purchased separately; it is Low = Approval for=20 Mara, and unavailable for others.

 

2.12.7 Spirit Cr=FAac

The=20 Circle of the Crone=92s expertise in spirit matters is represented by = their easier=20 Occult specialization in spirits: normally it is High Approval for = vampires, but=20 true Crones only require Mid Approval.

 

Spirit Cr=FAac is Mid Approval and requires an = Occult=20 specialization in Spirits. No Requiem characters may know the ultimate = truth=20 behind Spirit Cr=FAac. Acolytes who have Spirit Cr=FAac only know what = the first=20 paragraph of each ritual describes and believe that to be true with no=20 exceptions.

 

Low=20 Approval Requiem Storytellers supervising Player Characters who have = Spirit=20 Cr=FAac may make spirit NPCs of rank 1 at Low Approval for use against = NPC and=20 non-destructive uses against other player characters (normally Spirit = NPCs are=20 High approval in the Requiem Venue). Spirit NPCs must follow the spirit = creation=20 guidelines from Werewolf: the Forsaken or Mage: the = Awakening and=20 must be entirely written, run, and controller by the appropriate = Storytellers.=20 Storytellers who have characters that make regular use of Spirit Cr=FAac = are=20 encouraged to apply for higher-ranking and more dangerous spirits that = may cause=20 trouble for the character in question.

 

When storytelling Imperious Call, Storytellers = should=20 note that spirits are not required to follow the commands of anyone once = summoned; that requires other Spirit Cr=FAac such as Servant from the = Hidden=20 Realms to be cast. Also remember that only Ancestor and Communication = Spirits=20 (like a radio) can speak without First Tongue, which is a Merit that = Vampires=20 cannot have. Most Spirits communicate only in emotion, unless they have = Numina=20 that allows speech: communicating with Spirits is very difficult for=20 vampires.

 

Eternal Guardian of the Dark Moon is not = currently used=20 in the sanctioned chronicle.

 

2.12.8 Optional Rules

Blood of The Gods, Quality of Work, Achieving = Natural=20 Mindlessness, Devotion or Depravity, Underworlds and the Haven Merit are = all=20 sanctioned for play. The Profundity of Nature is sanctioned for play and = it is=20 High Approval to have such a garden. Transformation Cults is sanctioned = for play=20 but provides no mechanical benefits. Cr=FAac legends are just that - = legends which=20 may or may not be true and are suggestions for roleplay without = mechanical=20 effect. Losing Cr=FAac is sanctioned at Top Approval and must involve = sustained=20 roleplay towards re-gaining Humanity.

 

2.12.9 Merits

Altar and Temple merits are Low Approval. A = shared=20 Temple may only consist of members of the Circle of Crone and their=20 retainers/ghouls.

Hi-no-ko is Top Approval for Amanotsukai and = unavailable=20 for others. If the application for Hi-no-ko is denied, then the = character is=20 burned in holy sunlight, dies, and is permanently removed from play. = Players=20 should not apply for Hi-no-ko unless they are prepared to loose their=20 character.

 

2.12.10 Non-Standard Beliefs

The=20 Circle of Crone covenant book states that the majority of Circle of = Crone=20 characters follow pagan religions (i.e. nature based and/or polytheistic = faiths). For this reason, Circle of Crone characters that follow a = traditional=20 Judeo-Christian or Muslim faith (i.e. monotheistic/ Western religions = such as=20 Roman Catholicism or Sunni Islam) often have great difficulty gaining = higher=20 status levels within the covenant. Traditional monotheistic religions = are better=20 reflected as Creeds in the Lancea Sanctum and characters are encouraged = to join=20 that covenant. When reviewing applications Storytellers must carefully = consider=20 these concepts to make sure they follow an extremely bloody and pagan = bent of=20 those faiths and that high status members of such faiths are = rare.

 

2.13 Mythologies (WW25304)

This book is not yet=20 sanctioned.

2.14=20 Requiem Chroniclers Guide (WW25304)

Not currently sanctioned = for general=20 use. Storytellers are welcome to use this book as inspiration to develop = story=20 that explores various facets of personal storytelling.

 

2.15 Clan = Devotions

The following Clan Devotions = are=20 currently available at Low Approval if they are learned in-play from a = Player=20 Character teacher who already has access to them due to storyline=20 developments:  Scramble (Mekhet), Roll Over (Gangrel), Regal = Bearing=20 (Ventrue). Their mechanics are on the rules website ( http://camarilla.white-wol= f.com/rules =20 )

 

3.0=20 Werewolf: the Forsaken

3.1=20 Werewolf: the Forsaken (WW30000)

3.1.0 = Character Creation=20 (p60)
All player character tribe = members=20 have sworn by the Oath of the Moon. Player characters may not be members = of any=20 sort in the Pure Tribes or Bale Hounds, nor can they have been a member = of the=20 Pure Tribes or Bale Hounds in their background. Leaving a tribe through = means=20 other than the Rite of Renunciation requires High Approval with Top=20 Notification.

3.1.1 Primal = Urge=20 (p75)
Once a character has = entered the=20 chronicle (=91hard=92 RP, e.g. attending a game), characters may = purchase Primal=20 Urge using XP or Membership Class-provided =93freebie=94 dots. Freebie = dots can=92t=20 raise PU above six, whereas XP can. The cost is next dot times 8 = as per=20 Forsaken. At least six months must pass between buying a dot of = PU=20 in-play using either method. Player characters with Primal Urge of 6 or = higher=20 require a background of reasonable length, at least answering a few = basic=20 questions about the character. Player Character's with a Primal Urge of = 7 or 8=20 require High Approval.  Player Character's with a Primal Urge of a = 9 or 10=20 are Top Approval.  NPCs with Primal Urge 9 are Top, with 10 Master=20 Approval. Previously attained Primal Urge = for Player=20 Characters is not grandfathered; characters may play with their = previous=20 Primal Urge with a Low Notification until the appropriate approval level = has=20 been granted (and are refunded previously spent XP or dots if that = approval is=20 denied). Characters known to use high = Primal Urge to=20 maximize single 'called shot' applications to remove Player Characters = from play=20 permanently may not have such approvals granted.

3.1.2 Merits=20 (p79)
Fetish is a Simple Cost=20 Merit
Wolf-blooded Merit is not used.  Refer to the Wolf-Blooded = Merit=20 in Blood of the Wolf instead.

3.1.3 Gifts (p102)

3.1.3.1 Custom = Gifts (those not found in sanctioned material) are not = currently=20 allowed. Characters can=92t have lunar/auspice Gifts (Full Moon, Gibbous = Moon,=20 Half Moon, Crescent Moon, New Moon, Warrior's, Dreamer's, Judge's, = Witch's, and=20 Stalker's) that don=92t correspond to their auspice.

 

3.1.3.2 Successes - After counting successes in = the=20 activation of a gift (instant or extended) and comparing successes = achieved in=20 contested challenges to determine the victor, double successes to = determine=20 final effects..

Do not use the generic suggested modifiers for Gift = usage on page=20 103 of Werewolf: the Forsaken, however individual Gift modifiers = should=20 continue to be used.

As per Mind=92s Eye Theatre WoD, there are = no dramatic=20 failures or exceptional successes. Those effects are not available.

 

3.1.3.3 Full Moon Gifts: Attunement (p116) = Successful=20 activation of the gift means "The character exploits a weakness and may = ignore=20 an amount of his opponent=92s Defense equal to the Gift user=92s Primal = Urge dots=20 for the remainder of the scene." 

3.1.4 Rites=20 (p147)
Rites described on the = Custom=20 Approvals page of the Camarilla=92s Forsaken website are sanctioned for = play at=20 their listed approval levels. Other custom rites (those not found in = sanctioned=20 material) are Top Approval. Most rites require a maximum of ten minutes = per=20 level of the rite to cast. If the time required (per draw) results in = less time=20 than this model, then the player finishes in the shorter amount of time. =
Drawing Down the Shadow takes five hours (1 hour per level of the = rite) to=20 complete. It should normally be performed during a downtime.
While = parts of=20 Rite of Chosen Ground can be performed in game, the entirety of the rite = can=20 only be performed in downtimes and requires thirty days to = complete.
Any rite=20 that is extended (including contested/extended) requires half (rounded = up) the=20 listed successes.

3.1.5 Shapeshifting (p170)

Hishu =96 No changes

Dalu =96 Werewolves in Dalu form benefit from = 9/10 again in=20 all strength related challenges. Claw attacks inflict one extra level of = damage=20 of the appropriate type. Unlike in Urshul, Urhan and Gauru, all combat = Merits=20 (such as Boxing, Kung Fu and Two Weapon Fighting) are available for use = in this=20 form, but claws are usable with the Kung Fu Merit only. Dalu may use = Boxing=20 while they have claws out, but they can=92t strike back using their = claws (or=20 bite) in a turn in which they declare the use of Boxing.

Gauru =96 Werewolves in Gauru form benefit from = 8/9/10 again=20 in all strength related challenges. Their acting speed is equal to their = movement and they use the greater of their wits or dexterity to = determine=20 defense. Bite and Claw attacks inflict one extra level of damage of the=20 appropriate type.

Urshul =96 Werewolves in Urshul form benefit from = 9/10 again=20 in all strength related challenges. Their acting speed is equal to their = movement and they use the greater of their Wits or Dexterity to = determine=20 Defense. Bite attacks inflict one extra level of damage of the = appropriate=20 type.

Urhan =96 Werewolves in Urhan form have an acting = speed equal=20 to their movement and use the greater of their wits or dexterity to = determine=20 defense.

Werewolves using Urshul and Urhan may always declare = Fair Escape=20 (as per Mind=92s Eye Theatre) unless a creature with a higher = natural Speed=20 (species factor + STR + DEX, do not factor in supernatural bonuses) = actively=20 prevents them from escaping.

3.1.6 Harmony = (p180)
Follow the=20 mechanics (not sins) in Mind's Eye Theatre WoD for Humanity when=20 performing degeneration draws. Pure Tribes and other Antagonist = Werewolves are=20 always considered Uratha/Werewolves for purposes of Harmony Mechanics. = Thus,=20 killing any Werewolf will cause a degeneration draw for PCs of = appropriate=20 Harmony (see book for more detail).

3.1.7 Totems = (p186)
Totems=20 have a maximum of 25 totem points. If changes to the totem negate a = totem cost=20 discount, the additional cost must be paid for at the time of the = change. If a=20 totem is lost or destroyed, the characters do not recover any totem = points or=20 XP. If a character dies or leaves a pack, his totem points are removed = from the=20 pack totem. A character that leaves his pack may retain his totem points = with=20 Low Approval. A pack totem may not be a lune, a unihar, or a=20 magath.

3.1.8 Lodges (p199)
PCs are encouraged to seek = out=20 other current Player Character Lodge members to join a Lodge, as that = makes the=20 IC aspects of joining a Lodge easier. The approval levels for Lodges = reflect=20 this encouragement. Unless otherwise specified, Lodges have two approval = levels:=20 Low Approval with an appropriate Player Character Sponsor. Mid Approval = with an=20 Non-Player Character Sponsor.  Lodges with other Approval levels = are based=20 on either the rarity of the Lodge or the harshness of getting into the=20 Lodge.
A character may not join a Lodge of another Tribe unless that = Lodge is=20 specifically mentioned as allowing other members, in which case it is = High=20 Approval or the Lodge's normal approval level (whichever is higher) to = do so,=20 regardless of Player Character/Non-Player Character mentor. A character = may not=20 join and receive benefits for more than one Lodge at a time.
As noted = above=20 in the addendum, PCs may not play a Pure or a Bale Hound or have been = one in=20 their background, even through such things as the Lodge of = Salvation.
Leaving=20 a Lodge is Low Approval. All purchases made with reduced costs due to = Lodge=20 Membership are retained, as are the products of any other experience=20 expenditures--such as Gifts--made while still a Lodge member. Any Lodge = specific=20 rites learned before leaving the Lodge are unable to be used, as a = positive=20 relationship with the Lodge's totem is a necessary component of the = bargain=20 created by the Rite. Rejoining a Lodge, or joining another Lodge after = the=20 first, must be sponsored by an active Player Character member of the = Lodge (not=20 an Non-Player Character Sponsor) and requires one level higher than the = normal=20 Approval level for membership.
Unless otherwise mentioned in this = Addendum,=20 the Rites, Merits and Gift Paths specific to a given Lodge are Low = Approval for=20 full members of that Lodge and disallowed for non-members. Lodge = specific=20 fetishes are standard Approval levels for full members and disallowed = for=20 non-members. Lodge specific Fetishes will not work for those not of that = Lodge,=20 as part of the bargain made with the spirit that enters the Fetish is = that it=20 only has to work for members of that Lodge.
Lodges named in = sanctioned=20 material that do not have full write-ups are not currently available to = PCs or=20 NPCs. Lodges described on the Custom Approvals page of the Camarilla=92s = Forsaken=20 website, are sanctioned for play at their listed approval levels. Other = custom=20 lodges (those not found in sanctioned material) require Top Approval. =

3.1.9 Fetishes = (p204)
Fetishes from sanctioned = material or=20 built using the Fetish Creation Mechanics (Lore of the Forsaken, pgs. = 144-149)=20 have the following Approval levels: Level 1 to 3 fetishes are Low = Approval.=20 Level 4 fetishes require High Approval. Level 5 fetishes require Top = Approval.=20 Custom fetishes that do not meet the requirements of the Fetish Creation = Mechanics are Top Approval.
If a Fetish is destroyed, given away, or=20 otherwise lost during play, the character does not recover any Fetish = Merit=20 points or XP.
A Fetish gained in play and used by a character for = more than a=20 one-month grace period requires that the character pay the normal XP = costs for=20 the Merit. Fetishes gained in play do not count toward the 5-dot maximum = for the=20 Fetish Merit available at character creation.

3.1.10 = Packs
Each pack has a minimum of three and a = maximum of=20 ten members. A pack=92s territory can=92t extend beyond a single, local=20 Storyteller=92s jurisdiction without High Approval.

3.1.11 Places of Power
Level 4 loci are Mid, Level 5 loci High = Approval.=20 PCs may not be loci. NPCs may be loci with Top Approval.

3.1.12 = Numina
Numina = described on the=20 Custom Approvals page of the Camarilla's Forsaken website are sanctioned = for=20 play at their listed approval levels. Other Custom Numina for Spirits is = High=20 Approval for Storytellers to create and then Low Approval for other = Storytellers=20 in the Forsaken Venue.

3.1.13 Non-Player Characters =
Bale Hounds = are Mid=20 Approval with High Notification. Spider Hosts (Azlu) and Rat Hosts = (Beshilu) are=20 Low Approval. Crow Hosts (Halaku), Snake Hosts (Razilu), and Locust = Hosts=20 (Srizaku) require High Approval. Other Hosts require Top = Approval.=20 Empty Wolves (Su=92ur) are Top Approval. The named Ancient Horrors = listed in=20 Predators =96 The Breath, The Deep, The Flesh, The Mother, The Unseen, = and The=20 Worm =96 require Master Approval. Firstborn and Maeljin require Master = Approval.=20 Otherwise, spirit ranks 1-3 are Low, Level 4 Mid, Level 5-6 High, Level = 7 Top=20 and Level 8-10 are Master Approval. Spirit NPCs are created as per=20 Forsaken p. 279. Ridden are created as per Predators, pp.=20 84-92.

3.2 Lore=20 of the Forsaken (WW30100)

This book is sanctioned without changes.

3.3 Lodges=20 (WW30101)

3.3.1 Approval = Levels
Lodges of Crows, = Salvation, and=20 Voices are Low Approval with a Player Character Sponsor, High with an = Non-Player=20 Character.  Lodge of Silence is Mid Approval with either a Player = Character=20 or Non-Player Character Sponsor.  Lodge of Stone and Lodge of the = Wendigo=20 are Mid Approval with a Player Character Sponsor, High Approval with an=20 Non-Player Character Sponsor.  Lodge of Ashes and Lodge of the = Feast are=20 High Approval with a Player Character Sponsor, Top Approval with an = Non-Player=20 Character Sponsor.  Lodge of the Grotto is Top Approval.
High = Approval=20 is required for Lodge of the Grotto NPCs. The Lodge of Mammon and the = Cult of=20 Bones are not available for PCs.  Mid Approval is required for = NPCs. The=20 Lodge of the Hunt is restricted to NPCs and requires Top Approval. =

3.3.2 Lodge=20 Clarifications
Opening Gift Path = (Lodges,=20 50): In 'Word of Opening', where the text refers to "Clearing the Way" = it should=20 read "Word of Opening." In 'Open Mind', on a failure where the target's=20 successes exceed the user's successes, the target experiences the = role-play=20 aspects of the Gift for a brief moment (not the mechanical aspects), = overcomes=20 them and regains the WP immediately.
Grotto Gift Path (p129): the Grotto Gift = Path may be=20 learned as a non-affinity Path by any Werewolf at Mid Approval.
The = Lodge of=20 Cerebus rite, Speak with the Guardian Rite (p39), can be found on the = Camarilla=20 Werewolf page.
The free Rite learned as part of joining the Lodge of = Winter=20 (p110) may not be a Rite from another Lodge.
Rite of the Final = Sunrise (p82):=20 Creating a suitable Target is a Harmony Sin (Torturing prey/enemies - = 3). Using=20 this Rite on humans may, or may not, constitute a Harmony Sin at ST = discretion.=20 Using this Rite on a Werewolf is -always- a Harmony Sin (Murdering a = Werewolf -=20 3).
Prophet's Voice (p79): this Merit may be bought at character = creation by=20 either Uratha or Wolf-Blooded (both at Resolve 2) at Top = Approval.
Members of=20 the Lodge of Prophecy may buy this Merit at any time at High=20 Approval.

3.4=20 Hunting Grounds: The Rockies (WW30200)

The history and settings contained herein do not affect = the=20 officially sanctioned history and setting of the Rockies, but the Office = of the=20 Master Storyteller reserves the right to use Non-Player Character's and = powers=20 presented herein.  No powers or mechanics listed herein are = sanctioned for=20 Player Character's at this time. The Information Gestalt rite is = available at=20 Low approval.

3.5=20 Predators (WW30300)

This book is sanctioned without changes.

3.6 Blood=20 of the Wolf (WW30301)

3.6.0 Optional = Rules
Blood Inspired Death Rage = and Rage=20 Feasting (p72) are used.

3.6.1=20 Clarifications
Lodge of Luna's Devotees (p33): A Player Character may claim peripheral = membership=20 in the Lodge of Luna's Devotees while retaining full membership in = another=20 Lodge. Peripheral members of the Lodge of Luna's Devotees do not receive = any=20 benefits of the Lodge membership.

 

Werewolf = physiology: STs are encouraged to use the flavor and = mechanics of=20 werewolf physiology in the best interests of story in their game (such = as the=20 'Fun With Chocolate' sidebar), not to hamper all Player Character = actions.=20

 

Approvals: = Unless specifically mentioned below, all Merits, = Rites,=20 Gifts, and mechanics in Blood of the Wolf are sanctioned and Low = Approval to=20 learn/use. Urban Fetishes (p. 65) have approval levels as per the level = of the=20 fetish. Lightning Ward (Halcyon Gift Level 4) may also be learned as = part of the=20 Warding Gift Path. Uratha receive the cost break on Merit: Territorial=20 Familiarity.

3.6.2=20 Wolf-Blooded
Wolf-Blood Families = mentioned=20 in Blood of the Wolf are Mid Approval if in that families' listed area, = Top=20 Approval otherwise. Created Wolf-Blood Families are High Approval to = create, Mid=20 Approval once created. It is Mid Approval for a Wolf-Blooded to become a = Moon=20 Puppet; High Approval is required for any Wolf-Blooded to become a Moon = Puppet=20 after the first instance. Wolf-Blooded Fetishes (p127) are the only = fetishes=20 Wolf Blooded may use. Collective Spirit Sensitivity (p134) is not = sanctioned.=20 The Wolf-Blooded character creation rules are sanctioned for play, = including the=20 scalable Wolf-Blooded Merit and powers associated with the Merit levels. = To have=20 the Wolf-Blooded Merit at Level 5 is High Approval.

3.7=20 Blasphemies (WW30303)

3.7.1 = Brotherhoods and=20 Cults
The Brotherhoods, Cults, = and other=20 Societies detailed in this chapter are examples and are not directly = sanctioned=20 for play.  Storytellers should feel free to use them as inspiration = or to=20 create their own.
All of the new Numina listed (p. 36-37) are = available for=20 spirits at Low Approval.  Additionally, spirits can have and use = all of the=20 Ghost Numina listed on pages 337-339 of the MET Core book at Low = Approval. =20 This excludes Possession and Telekinesis which are already explicitly = detailed=20 for spirits in other Forsaken source material.
Human characters and=20 Non-Player Character's in the Forsaken venue may have a Totem at Top=20 Approval.  Once accepted by a Totem the human gains the ability to = purchase=20 up to 2 dots in the Totem Merit.  Wolf-Blooded may not join a = Uratha pack=20 or take a Totem that is already the patron of a Uratha pack.
Learning = First=20 Tongue requires Top Approval for Wolf Blooded and other human characters = as well=20 as the requirements listed in the book.


3.7.2 Hidden = Lodges=20
The Lodges listed in this book = are not=20 entirely antagonistic.  However, because they all reflect an = alternate=20 mythology than the Father Wolf mythology, they are rare in our = chronicle. =20

3.7.2.1 Approval Levels
Lodge of Arkadia, Lodge of the Crossroads, = Lodge of=20 Mania, Valkyria Mot, and Eiwaz Mot are all High Approval to Enter, = regardless of=20 sponsorship.
Brotherhood of the Crossed Swords and the Lodge of = Quetzal are=20 both Top Approval to enter regardless of sponsorship.
Lodge of = Fevered Light=20 is not available to Player Character's.  Fever Gifts are an = affinity Gift=20 Path for Bale Hounds of this Lodge, but other Bale Hounds may buy this = Gift Path=20 as non-affinity.

3.7.2.2 Non-Player Character Approval for = Lodge=20 Membership
It is Mid Approval for = an=20 Non-Player Character member of the Lodge of Arkadia or the Lodge of = Fevered=20 Light.  High Approval for Non-Player Character's in Lodge of Mania, = Lodge=20 of the Crossroads, Valkyria Mot, and Eiwaz Mot.  Top Approval for=20 Non-Player Character members of Lodge of Quetzal and Brotherhood of = Crossed=20 Swords.

3.7.2.3 Special Notes on Lodges
Lodge of Cross Roads
This Lodge is = unavailable=20 outside of the US.  A Heritage Fang must have either a Major = Consequence or=20 Major Chiminage as listed on pg. 149 of Lore of the = Forsaken.
Brotherhood of=20 Crossed Swords
The "Tribe of Jaguars" discussed in the sidebar is a=20 combination of all of the possible answers.  This Lodge is Low = Approval for=20 use in South America.
Lodge of Quetzal
Balam-Calop are Top = Approval as=20 Non-Player Character's since they only occur in the jungles of South=20 America.  This Lodge and Balam-Calop are Low Approval for use in = South=20 America.

 

3.7.2.4 Mots

A Mot is a Lodge with either a narrow regional or = dogmatic=20 focus.  Creating a custom Mot requires Top Approval and 10 members, = but=20 must be significantly different from already existing Lodges.  Mots = must=20 otherwise meet the same requirements as Lodges and should also list = whether any=20 specific Oaths are required when new members join.

The Greater and Lesser Oath Rites are available to Mot = Members at=20 Low Approval.  They are disallowed for non-Mot Member PCs.  A=20 character that breaks any Oath is marked with a symbol of shame that = appears as=20 a spirit brand that cannot be concealed by any means.  There is no = way to=20 remove a mark of shame except time.  The mark will fade after 3 = lunar=20 cycles for a lesser oath, and 6 for a greater oath.  In addition to = the=20 penalties this mark confers amongst the Mots it also confers a -1 to all = Social=20 interactions with characters of 3 or more Honor.

3.7.3 Bale=20 Hounds
Bale Hounds require Mid = Approval=20 with High Notification as Non-Player Characters and are not available as = PCs in=20 any fashion, including in background.
Maeltinet NPCs require Mid = Approval or=20 the Approval Level for a given Spirit Rank, whichever is greater.  = The=20 Maeljin require Master Storyteller Approval for use.  Soulless Wolf = is one=20 of the First Born and requires Master Storyteller Approval for use, = except to=20 manifest silently as part of the Rite of the Sin-Eater (p.142).
Bale = Hound=20 Merits are Low Approval for Bale Hounds and disallowed for PCs.  = Bale=20 Hound-specific Gift Paths are Low Approval for Bale Hounds and = disallowed to=20 other PCs and NPCs unless otherwise noted.  Bale Hound-specific = Rites are=20 Low Approval for Bale Hounds and disallowed for PCs and other = NPCs.  Unless=20 recruited from the Pure, Bale Hounds will have an Auspice Affinity.
A = Pure=20 Non-Player Character may purchase a Flayed Lune at Top Approval.  =
The=20 Eclipse Gift Path may be learned by PCs or NPCs at Top = Approval.

3.8 Territories (WW30304)

Unless otherwise mentioned below, all Gifts, Merits, = Rites and=20 Territory Features are Low Approval for PCs to have.

3.8.1 Territory Features
These are all low approval for STs to = place and use=20 for plot and story except as follows:

Arcane and Sanguine features are Mid Approval

Military bases are Top Approval

 

Territory Feature Cost for PCs

Any Feature that gives PCs a mechanical benefit must be = bought at=20 the Merit Cost listed in the description by one or more members of the=20 pack.  It is ST discretion as to whether the Merit must be bought = by one=20 member or can be spread among several members.  Once bought, the = pack is=20 connected to that Feature in a tangible fashion and all members may = receive the=20 Feature's benefit.  Should all PCs who bought the Feature die or = leave the=20 pack, the bonuses of that Feature are lost until other members of the = Pack=20 purchase any lost Merit dots (at ST discretion).

PCs may take control of Catalysts, Shoals, Verges, = Windows and=20 Wounds at Mid Approval if already present in their territory.  = Taking=20 control of a Glade is High Approval. PCs creating any of these Features = in their=20 territory requires the requisite RP and Top Approval.

Arcane and Sanguine Features are Top Approval for PCs to = buy.  Military Bases are Top Approval.

Creating New Features not currently in sanctioned = material is=20 disallowed.

3.8.2 = Territory Gifts,=20 Merits, Rites
The Eyrie, Local, = Nimble=20 Defender, Secret Paths, Short Cuts and Scout Merits may be learned by=20 Wolf-Blooded at Mid Approval, provided the Wolf-Blooded has a defined=20 'territory.'
Rite of the Border Citadel is High Approval to = learn.
The=20 Numina listed in Chapter 3 of Territories are available to appropriate = spirits=20 at Low Approval.  The Territories listed in that chapter are = examples and=20 should not be inserted verbatim into a game.  Specific Spirits = listed in=20 the book Territories are not sanctioned for play but may be used as = ideas for=20 other spirits.

3.9=20 Skinchangers (WW30305)

Not currently sanctioned

 

 

4.0 Mage:=20 the Awakening

4.1 Mage:=20 the Awakening (WW40000)

4.1.1 Order = Membership=20 (p31)
Membership in the Guardians = of the=20 Veil, Adamantine Arrow, Mysterium, Free Council or Silver Ladder is Low = Approval=20 for player characters. Membership in the Banishers or Seers of the = Throne for=20 player characters is Top Approval, and is prohibited in player character = backgrounds. Apostate Player Characters are Low Approval.
Order status requires Mid Approval for level 3, = High=20 Approval for level 4 and Top Approval for level 5, and must be bought=20 in-game.
High Approval is required for a character to officially = switch=20 Orders. When a character switches Orders, they lose access to the Order = Rote=20 Specialties. Changes to character sheets as a result of a change of = Order should=20 be decided during the approvals process and applied after the approval = of the=20 change. Any nonstandard mechanics changes require Top Approval. =
Having=20 Status in more than one Order is High Approval; being a true member of = more than=20 one Order, or changing true membership to another Order, requires Top=20 Approval.


4.1.2 Gnosis (p75)
Player Characters with Gnosis of 6 or = higher require=20 a background of substantial length; at least answering a few basic = questions=20 about the character. Supernatural powers using contested rolls affecting = Mage=20 characters are also resisted with Gnosis instead of Blood Potency or = Primal=20 Urge. See the sidebar on page 122 for further elaboration. Player = Characters=20 with a Gnosis of 7 or 8 require High Approval.  Player Characters = with a=20 Gnosis of 9 or 10 are Top Approval. Previously attained Gnosis is not=20 grandfathered; characters may play with their previous Gnosis with a Low = Notification until the appropriate approval level has been granted (and = are=20 refunded previously spent XP or dots if that approval is denied). NPCs = with=20 Gnosis 9 are Top, with Gnosis 10 Master Approval. At least six months = must pass=20 between buying a dot of Gnosis in-play. Levels of Arcana over five are = not=20 currently available due to a lack of source material released at this=20 time.

4.1.3 Character Age
Player characters aged older than one = hundred years,=20 birth date to start date, require the following: 101 to 125 are High = Approval,=20 126 to 150 are Top Approval. Ages older than one hundred fifty are not = available=20 in this genre.

4.1.4 Merits (p80)
Merit costs are calculated using the MET = system for=20 simple and tiered Merits
Fetish, Imbued Item, Enhanced Item, and = Artifact are=20 simple (cost) Merits.
As per Mind=92s Eye Theatre WoD, there are no = dramatic=20 failures or exceptional successes. Those effects are not=20 available.

4.1.5 Paths (pp92-106)
All player character Mages have visited = one of the=20 main five Watchtowers, either through a Mystery Play or Astral Journey, = during=20 their Awakening experience. A character may not switch Paths. Obrimos, = Thyrsus,=20 Acanthus, Moros and Mastigos are Low Approval. Any other Path is Master=20 Approval.

4.1.6 Watchtowers and Other Realms
With the exception of the Watchtowers = during their=20 Awakening, characters may not visit, travel to, scry or directly = manipulate the=20 Supernal Realms, the Watchtowers, Atlantis, or items within them, = without Master=20 Storyteller Approval.  Characters may = not visit,=20 travel to, scry or directly manipulate the Abyss without High=20 approval.

4.1.7 Wisdom (p79)
Mage characters cannot have moralities = other than=20 Wisdom. The purchase of a Wisdom trait must be accompanied by extended=20 role-playing that demonstrates such character growth.  Follow the mechanics (not sins) in Mind=92s Eye = Theatre WoD=20 for Wisdom when performing degeneration rolls.

4.1.8 Item Merits

4.1.8.1 Artifacts=20 (p80)

Level 3-5 Artifacts are = High Approval.=20 Top Approval is required for any level 6 or higher Artifact.

If an Artifact is = destroyed, given=20 away, or otherwise lost during play, the character does not recover any = Artifact=20 Merit points or XP.

Player characters may not = begin play=20 with Artifacts greater than level 5. Artifacts are Top Approval outside = the=20 Awakening venue.

 

4.1.8.2 Artifacts Gained = in=20 Play

An Artifact gained in play = and used by=20 a character requires that the character pay an XP cost per the following = table=20 once their approval to keep the artifact has been determined. = Applications to=20 keep a found artifact should be filed within one month of the character = finding=20 the artifact. These Artifact levels do not count toward the 5-dot = maximum for=20 the Artifact Merit available at character creation.  Artifact is = purchased=20 as a Simple Cost Merit.  The costs for each item gained in play are = calculated separately and are not cumulative for multiple items (e.g. a = level-3=20 Artifact Item and a level-2 Artifact Item gained in play cost a total of = 18 XP,=20 not 30 XP).

 

4.1.8.3 Enhanced Items=20 (p82)

Enhanced Items are Mid = Approval for=20 levels 1-5. If an Enhanced Item is destroyed, given away, or otherwise = lost=20 during play, the character does not recover any Merit points or XP. = Enhanced=20 Items are Top Approval outside the Awakening venue. 

 

4.1.8.4 Enhanced Items = Gained in=20 Play

Creation of a permanent = Enhanced Item=20 in play requires that the spells used have both Indefinite Duration, and = that=20 they be Relinquished (costing one or more Willpower dots). If a player = character=20 creates such an item for his or her own use, no additional XP is = required. If a=20 player character acquires an Imbued item in any other way (from another = Player=20 Character, Non-Player Character, plotline, etc.) then, after a one-month = grace=20 period, the Player Character holding the item must pay XP for it at the = Simple=20 Merit Cost.

These item levels do not = count toward=20 the 5-dot maximum for their respective Merits available at character = creation.=20 The costs for each item gained in play are calculated separately and are = not=20 cumulative for multiple items (e.g. a level-3 Enhanced Item and a = level-2=20 Enhanced Item gained in play cost a total of 18 XP, not 30 = XP).

 

4.1.8.5 Creating = Enhanced=20 Items

Enhanced Items are produced = via the=20 following spells, as well as others:

 

=B7         =20 Alter Integrity: = Increased Durability / Increased = Structure

=B7         =20 Alter Efficiency: = Equipment bonus

=B7         =20 Alter Size: = Increase or Decrease Size (Note: In the = Camarilla=20 Chronicle, Alter Size uses the Advanced Prolongation chart.)

 

Enhanced items may have no = more than 5=20 points of modifications.

 

4.1.8.6 Imbued Items=20 (p84)

Imbued Items are Mid = Approval for=20 levels 2-5, High for levels 6 or higher. If an Imbued Item is destroyed, = given=20 away, or otherwise lost during play, the character does not recover any = Merit=20 points or XP. Imbued Items are Top Approval outside the Awakening=20 venue.

 

4.1.8.7 Imbued Items = Gained in=20 Play

Creation of a permanent = Imbued Item in=20 play requires that the spells used have both Indefinite Duration, and = that they=20 be Relinquished (costing one or more Willpower dots).

If a player character = creates such an=20 item for his or her own use, no additional XP is required. These item = levels do=20 not count toward the 5-dot maximum for their respective Merits available = at=20 character creation. The costs for each item gained in play are = calculated=20 separately.  If a player character acquires an Imbued item in any = other way=20 (from another Player Character, Non-Player Character, plotline, etc.) = then,=20 after a one-month grace period, the Player Character holding the item = must pay=20 XP for it as a Simple Merit Cost.  The costs for each item gained = in play=20 are calculated separately and are not cumulative for multiple items = (e.g. a=20 level-3 Imbued Item and a level-2 Imbued Item gained in play cost a = total of 18=20 XP, not 30 XP).

 

4.1.8.8 Combined Imbued = / Enhanced=20 Items

The cost of an item that is = both Imbued=20 and Enhanced is calculated as if it were two separate items, one Imbued = and one=20 Enhanced. Thus, an item that ends up being a 3-point Imbued Item and a = 4-point=20 Enhanced Item costs a total of 14 XP.

 

4.1.8.9 Creating Imbued=20 Items

Imbued items are created = via the spell=20 Imbue Item (p. 225). This spell must be cast with a permanent duration = to craft=20 a permanent item. If the duration on Imbue Item is not permanent, any = spells=20 cast with the Imbuing expire when that spell does. If the Imbue item is = not then=20 relinquished (pp. 122-123) it (and any imbued spells) counts as spells = (for=20 Gnosis limits, p. 75) and as an Imbued item for purposes of Spell = Tolerance (p=20 128).

 

Example: Arytus imbues Glimpsing the Future as a = contingent=20 spell and Temporal Dodge as a persistent power into a ring. While he = achieves=20 enough successes to make the Imbued item permanent, he does not = relinquish the=20 spell. He is now maintaining three spells against his total limit of 8 = (Arytus=20 has a Gnosis of 5), and the item counts as 1 spell against his Spell = Tolerance=20 of 3 (Stamina 3).

 

Creation

When creating an Imbued = Item follow=20 these steps:

 

 1.     =20 For each spell imbued into = the item=20 build the Imago using the Extended Spellcasting Chart

 a)     =20 Record the spell's = Aspect

 b)     = Record the number of successes required for the = spell and=20 how they are split among aspects

 c)     =20 Record the Gnosis of the=20 caster

 2.     =20 The Aspect of the Imbue is = Vulgar if=20 any of the Imbued spells are vulgar

 3.     =20 The total of all successes = from 1b is=20 the number of successes required for the minimum casting of Imbue Item. = Add to=20 this the successes required for the duration of the Imbue spell itself.=20 Remember, the total number of successes from step 3 is limited by the = Extended=20 Casting rules below.

 

Example: = For Arytus's ring above, he needs 1 success for = Glimpsing=20 the Future, as he is not expanding the spell in any way, and 7 successes = for=20 Temporal Dodge (6 to make it indefinite, 1 for additional potency; = making the=20 effect harder to suppress). He also wants a mana store in the ring, so = he=20 doesn't have to always supply the mana for the spells. This requires 3=20 successes. He also needs 6 additional successes for the = Imbue

spell to be=20 permanent.

 

This is a total of 17 = successes. As=20 Arytus is casting Imbue Item as a Rote, his pool is equal to his = Composure +=20 Crafts + Prime. This total is 15 for Arytus, and that.s with his Free = Council=20 rote bonus. He finds a couple assistants to help with the casting (they = only=20 need to be able to cast Imbue Item, not the Time spells), and is able to = complete the ring.

 

The final version of the = ring=20 is:

           =     =20 Ring of Ouroborus (Gnosis = 5)=20

           =     =20 Glimpsing the Future (Time 3, Covert)

           =     =20 Temporal Dodge (Time 2, Covert, 4 Armor, Persistent Duration, requires 1 = Mana=20 per day)

           =     =20 Capacity: 12 Mana

 

Limitations of Imbued = Items=20

While Imbued Items can be = very=20 powerful, there are a few limitations that must be kept in = mind:

 

=B7         =20 Imbued items are still = subject to the=20 damage cap; for Imbued items, this damage cap is set by the item.s = activation=20 values (Gnosis of user and Arcanum of item) or 5, whichever is = lower.

=B7         =20 An Imbued item of 'Create = Imbue Item'=20 does not work, as all spells in the imbuing must come from the same = source.=20 Additionally, the item does not have the Awakened mind necessary to form = the=20 Imago to create a new item.

 

4.1.8.10 Fetishes=20 (p282)

Fetishes are created with = the spell=20 Create Fetish (Awakening p 282). The experience points cost for = Fetishes=20 is determined by the level of the Fetish. Refer to Werewolf: the = Forsaken for=20 this Merit.

 

4.1.8.11 Special=20 Materials

The material Thaumium is = High Approval=20 to possess or create.

4.1.12 Damage=20 Caps
The Mage Venue uses the = Damage Cap as=20 listed in MET. For Improvised Spells or Effects, the damage cap is based = entirely off the caster=92s = applicable=20 Arcanum. Magical increases do not alter the damage = cap.

4.1.10=20 Rotes
All rotes listed in Mage = the=20 Awakening are Low Approval for any member of the five Orders to learn. = The order=20 listed for a specific rote is merely the one most famous for its use. If = a=20 separate test pool is given for a second Order, such as (Ennervate, = p143), then=20 that version of the rote is Low Approval for that Order and Mid Approval = for the=20 other Orders, with the main version being Mid Approval for that second = listed=20 Order.

4.1.10.1 Apostate=20 Rotes
Apostate player=20 characters may learn rotes at Low Approval unless the Rote has a = separate test=20 pool given for a second Order, as described above, in which case the = Apostate=20 must have a player character teacher of that Order and Mid Approval = before=20 learning the rote.

 

4.1.10.2 Legacy = Rotes

All rotes that include a = Legacy rather=20 than an Order affiliation (such as the Fang of Mara rote "Psychic = Violation" =96=20 pg. 143, L:tS) are Low Approval for PCs belonging to that Legacy and Mid = Approval for all others.

 

4.1.10.3 Custom = Rotes

Additionally, Mages may = create custom=20 rotes. Creating a custom rote (those not found in sanctioned material) = is High=20 Approval. In addition to the rules presented in Mage the Awakening, = custom rotes=20 must follow the following=20 restrictions:

Custom Rotes may not be the = combination=20 of two previously existing effects. For example, a new rote that = combines=20 Doppleganger and Hone Form is not permissible. This type of combination = is=20 covered under combined casting.

Custom Rotes cannot be used = to give=20 characters or duplicate the effects of multiple supernatural=20 templates.

 

4.1.10.4 Specific = Approval Rotes and=20 Effects

Any rote or effect that = would remove a=20 character from play with a single success (i.e., a one shot kill on a = character=20 in perfect health, or sending a character into the future) requires High = Approval to cast.

 

4.1.10.5 Extended = Casting of=20 Rotes

In the Camarilla chronicle, = limits have=20 been placed upon the use of Extended Casting. These limits are intended = to help=20 rather than hinder the chronicle, by allowing characters to use, rather = than=20 abuse, the rules.

 

=D8      =20 Lead

In any extended casting, = there is a=20 lead, or primary caster, as described in Mage: the Awakening. All = references to=20 Gnosis, casting pool, etc, in this document refer to that character's=20 values.

 

=D8      =20 Imago

Before casting begins, the = player of=20 the primary caster must have the Imago approved by the storyteller = presiding=20 over the casting. The following limits apply to this Imago:

=B7         =20 The Imago may have no more = total=20 successes than the primary caster's casting pool. This is either Gnosis = + Arcana=20 for Improvised Extended Casting, or Attribute + Skill + Arcana (and Rote = Specialization, if applicable) for Rote Extended Casting. This value is = not=20 affected by spells that boost statistics, such as Supreme Honing or = Rewrite=20 History.

=B7         =20 Assistants (see below) raise = this limit=20 by one (1) per assistant, up to the primary caster's Gnosis score, or = five (5),=20 whichever is higher. Assistants in excess of this may still help with = the=20 casting, but this may only complete the casting more quickly, not with = greater=20 effect.

=B7         =20 This limit may be exceeded = with High=20 Approval per casting. No character may receive blanket approval to = exceed this=20 limit.

 

=D8      =20 Sacraments

Extended Casting regularly = requires a=20 sacrament as described in M:tA, p 112. Storytellers should ensure that = the=20 sacrament makes sense for the spell being cast. While all sacraments are = 'consumed' by the casting, this is not license for creative players to = destroy=20 inconvenient items (or characters) by using them as the offering for an = Extended=20 Casting.

 

Any sacrifice of a sentient = creature=20 (or even semi-sentient, such as a spirit or ghost) as an sacrament = requires a=20 Wisdom check at 2 for the primary caster and any assistants.

 

=D8      =20 Assistants

The primary caster may have = any number=20 of assistants. These assistants make their casting checks at the same = time as=20 the primary caster, even if the Gnosis score of the assistant would = place them=20 on a different casting timescale. Assistants who succeed in their = casting test=20 add one to the test pool of the primary caster. Each assistant who fails = subtracts four from the test pool of the primary caster. A number of = assistants=20 up to the Gnosis of the primary caster (or five, whichever is higher) = also raise=20 the 'success cap' as noted above.

 

=D8      =20 Casting

Follow these steps to cast = the spell=20 after verifying the Imago.

 

 1.     =20 Assistants make their casting = test.

 a)     =20 The character must be capable = of=20 casting the effect, either in Rote form or as an improvised spell. If = they=20 cannot cast it, they do not count as an assistant for purposes of this=20 section.

 

 2.     =20 Record the results of these = tests,=20 modifying the test pool of the primary caster. This modification is +1 = for a=20 successful test, -4 for an unsuccessful test.

 

 3.     =20 The primary caster makes = their test,=20 applying the successes generated to the Imago values

 

 4.     =20 Repeat from step 1 until = casting is=20 complete. Complete in this context is the first casting action which = produces=20 the successes needed to complete or exceed the Image = requirements.

 

=D8      =20 Vulgar Extended Casting=20

Occasionally, a vulgar = spell will be=20 used in extended casting, such as Imbuing a vulgar effect into an=20 item.

In these cases, the = following steps are=20 applied to the above:

 

 5.     =20 Note how many successes, if = any, there=20 were in excess of those required for the spell after the final casting=20 action

 6.     =20 Determine the base paradox = pool, as=20 described in MtA. Use all applicable modifiers.

 7.     =20 The primary caster may, at = this point,=20 choose to spend Mana, as normal, to reduce this pool

 8.     =20 If the pool is reduced to = zero, make a=20 chance test. Any successes are treated as a positive Paradox sum, as = described=20 in step 9.

 9.     =20 If the pool is above zero, = this value=20 is added to the success requirement of the spell. If this value is less = than the=20 number from step 5, the spell completes normally (as those successes = have=20 already been achieved). If the value is greater than the number from = step 5, the=20 primary caster may choose to suffer backlash to complete the casting. = Otherwise,=20 the casting fails.

 

=D8      =20 Limitations =

While extended casting can = be very=20 powerful, the following limitations do apply:

=B7         =20 Damage Cap: For Improvised = Extended=20 casting, the damage cap is 5, for Rote Extended casting, calculate the = damage=20 cap normally

=B7         =20 Effects which would give dual = draws for=20 tests, or expanded range of success (8-again, 9-again) may not be used = on=20 extended casting tests. Examples of this are Shifting Sands, or various = Fate=20 effects.

=B7         =20 Effects which raise = Attributes or=20 Abilities above their natural value (any of the attribute boosting = spells, for=20 instance) do not increase the 'total successes' part of the = Imago.

4.1.11=20 Grimoires
Grimoires are created = through the=20 Prime 1 rote, Inscribe Grimoire. If a character wishes to enter = play with=20 a grimoire, they must either remove the rote from their character sheet = or pay=20 the standard rote cost (Awakening p. 111) to have relearned it. Entering = play=20 with a grimoire that contains one or more Rotes that your character is = incapable=20 of casting (at character creation) requires High Approval
Grimoires that enter play via any other means = (such as via=20 a plotline), require Mid Approval.
Learning a rote from a = Grimoire is=20 Low Approval for any Awakened character, provided the character = possesses the=20 Arcana and experience points required.

4.1.12 Places of=20 Power
Level 1-3 Hallows are Low = Approval,=20 Level 4 Hallows are Mid Approval and Level 5 Hallows are High Approval. = Verges=20 require Mid Approval. Abyssal verges require High approval. Atlantean = era sites=20 (ruins, tombs, temples, etc) require Top Approval with Master = Notification. PCs=20 may not be Hallows. Movable items or NPCs may be Hallows with Top = Approval.=20 Creation of or entering play with a Soul Stone and/or Demense is Mid=20 Approval.

4.1.13 Paradox
After all Paradox Mitigation (sidebar = pp123-124) has=20 been done, the remaining points in the Paradox pool are tested using the = following system. A number of separate tests are made equal to the test = pool,=20 where each 8, 9 or 10 pulled produces one success. These successes = reduce the=20 casting pool of Instant spells. Extended spellcasting pools are not=20 reduced.
The number of successes = determines the=20 type of Paradox, as per page 125, and as detailed on pp268-274. This = degree of=20 success may be lowered or eliminated by the caster taking on backlash, = as=20 described on p125. If the character does not have enough health levels = left to=20 contain the Bashing damage, then it upgrades as normal. These upgraded = damage=20 levels are Resistant (p125) as well.
The follow-up Wisdom tests that = may be=20 required use the standard Morality testing system presented in the core = MET=20 book. Please note, this specific test does not cause Morality loss, = though the=20 spell which caused the Paradox may.


4.1.14 = Alternate=20 Experience Points
Arcane = Experience is not=20 used in this chronicle. Legacy Experience is detailed in section 4.0=20 above.

4.1.15 Replication of Approval Items
Any item, rote or other mechanical effect = which=20 duplicates the effect of an item listed as approval defaults to the = approval of=20 the listed item.

4.1.16 Consiliums
Players are required to submit to the = lowest level=20 ST whose jurisdiction covers the entirety of the proposed Consilium both = IC and=20 OOC versions of that Consilium=92s Lex Magicus for approval in writing = before=20 player characters may carry Status in that Consilium. The Lex Magicus = should=20 include the IC laws and structure of the Consilium and the OOC Status = mechanics=20 to be used within it. The Consilium=92s approving ST should award = starting=20 Consilium status at no cost upon approval of the Consilium=92s Lex = Magica; further=20 adjustment of Consilium Status over time should adhere to the guidelines = of the=20 approved Lex Magica.
Player characters = may hold=20 status in multiple Consilii, however, each additional Consilium they = join lowers=20 the total number of Status they can hold in any Consilium by one level. = For=20 instance, a character who holds status in two Consilii may not have a = Status of=20 five in either.

4.1.17 Non-Player Characters=20 (p307)
The usage of Cryptids and = Genius=20 Territorialis requires Mid Approval. Scelesci and Seers of the Throne = are Mid=20 Approval. Timori, Tremere Liches, the Cult of the Doomsday Clock, and = all other=20 Left-Handed Legacies are High Approval. Archmages, Temple Guardians, the = Ananke,=20 and the Bound are Top Approval. All other Antagonists in sanctioned = source=20 material are Low Approval. All of these are Top Approval to use outside = the=20 Awakened Genre.
Spirits (both Shadow and = Abyssal)=20 of Ranks 1-3 are Low Approval, Level 4 Mid Approval, Level 5-6 High = Approval,=20 Level 7 Top Approval and Level 8-10 (Celestines and Maeljin) are Master=20 Approval. Spirit NPCs are created as per Awakening pp. 317-322. Entities = summoned via paradox are an exception to this rule. They require = notification of=20 the same level as listed above for entities of Rank 5 or less when they = enter=20 play. This notification becomes approval if the entity remains in play = for more=20 than six weeks. Entities summoned via paradox of Rank 6 or higher use = the=20 Approval levels listed above, and are not Notification = only.

4.1.18 Legacies (p344)

4.1.18.1 = Approvals

Legacies named in = sanctioned material=20 that do not have full write-ups are not currently available to PCs or = NPCs, and=20 may be made available in the future.

Player Character membership = in the=20 following Legacies is Mid Approval: Orphans of Proteus, Perfected Adept, = Subtle=20 Ones, Uncrowned Kings, Walker in Mists

Player Character membership = in the=20 following Legacies is Top Approval: the Accursed, Tremere = Lich

Diverging an=20 existing Legacy (Awakening p. 344) requires Top = Approval.

 

4.1.18.2 Custom=20 Legacies

Custom Legacies (those not = found in=20 sanctioned material) require High approval if and only if all of that = Legacy=92s=20 attainments are equivalent to rotes that appear in sanctioned source = material.=20 If any one or more of a custom Legacy=92s attainments differ from any = rotes that=20 appear in sanctioned source material, then that Legacy is Top Approval. = It is=20 strongly recommended that all custom Legacies be designed with the = guidelines=20 and principles given on page 148-59 of Legacies: the Sublime and = page=20 366-67 of Mage: the Awakening in mind.


4.1.18.3 Membership=20 Requirements

Membership in a Legacy for = player=20 characters belonging to neither the Order nor the Path listed in that = Legacy=92s=20 write-up (if and only if an Order is listed) is one approval level = higher than=20 otherwise.

 

4.1.18.4 Legacy = XP

If a player character = inducts another=20 player character into a legacy, then on the anniversary date of that = induction,=20 the inducting character may apply, at High Approval, for 12 XP as Legacy = Experience. This experience is considered overcap experience. This = experience=20 may only be applied for if the Legacy link is maintained. Diverging a = legacy,=20 for example, would sever this link.

The initiated character = must be active=20 during that year, earning at least 50 XP during that period. A character = may not=20 have more than Willpower divided by two (or an absolute maximum of 5) = initiates=20 at any time.


4.2 Legacies: The Sublime = (WW40100)

4.2.1 = Approvals
Player Character membership in the = following=20 Legacies is Mid Approval: Clavicularius, Daksha, Daoine, The Fallen = Pillar, The=20 House of Ariadne, The Pygmalian Society, The Scions of God, The Sodality = of Tor,=20 Stone Scribes, Threnodists, and Transhuman Engineers. Player Character=20 membership in the following Legacies is Top Approval: The Cult of the = Doomsday=20 Clock, and the Fangs of Mara.

4.2.2 Rotes
Rotes listed along-side specific Legacies = in=20 Legacies: the Sublime are Low Approval for members of that Legacy and = Mid=20 Approval for all other Player Characters.

4.3 Boston=20 Unveiled (WW40200)

The history and settings = contained=20 herein do not affect the officially sanctioned history and setting of = Boston,=20 but the Office of the Master Storyteller reserves the right to use = Non-Player=20 Character's and powers presented herein.  No powers or mechanics = listed=20 herein are sanctioned for Player Character's at this time.

4.4=20 Sanctum and Sigil (WW20301)

4.4.1 = Merits
Merits from Sanctum & Sigil are = available=20 with the following guidelines. Before any Merits that modify or expand = sanctum=20 security (including the new benefits of Sanctum: Security given in = Sanctum=20 & Sigil) can be purchased, a write-up of the sanctum they are = bought for=20 must be submitted to and accepted by the Storyteller who presides over = the area=20 in which the sanctum is built. This write-up must include the following: = notes=20 on the layout, approximate location, mundane and magical security and = history of=20 that sanctum (if relevant).

4.4.2 Sanctum: Materials
Sanctum: Materials is Low Approval but = must be=20 accompanied by an addendum to the write-up specifying what was modified = with=20 this Merit. Sanctum: Materials can be purchased multiple times, so long = as the=20 same location within a sanctum is not modified more than=20 once.

4.4.3 Sanctum: Gauntlet
Sanctum: Gauntlet is Low Approval but must = be=20 accompanied by an addendum to the write-up specifying how the gauntlet = is=20 modified with this Merit. Sanctum: gauntlet cannot take the gauntlet = rating of a=20 sanctum to 0 (it cannot be used to create a verge).

4.4.4 = Guardian Retainer
All levels of = Guardian=20 Retainer are Low Approval. Guardian retainers are designed by the = Storyteller=20 presiding over the sanctum (the one to whom the sanctum write-up was = submitted=20 and accepted). Guardian retainers gain experience per dot as any other = Retainer,=20 but should be designed to reflect a focus on sanctum defense. =
Guardian Ghost=20 is Mid Approval at levels 2 and 3, High at levels 4 and 5. As with = Guardian=20 Retainer, a Guardian Ghost is designed by the Storyteller presiding over = the=20 sanctum. Guardian Ghosts cannot possess the following numina: Dement,=20 Compulsion, and Possession.
Guardian Spirit is Low Approval at levels = 2, 3=20 and 4, Mid at level 5. As with Guardian Retainer, a Guardian Spirit is = designed=20 by the Storyteller presiding over the sanctum.

4.4.5=20 Geomancer
Geomancer requires Mid = Approval=20 to purchase.

4.4.6 Other Approvals
All other items, rotes, and spirits in = Sanctum=20 & Sigil follow the guidelines previously given. All other = information=20 (regarding sanctum and Consilium structure, history, traditions, and = practices)=20 from Sanctum & Sigil is considered canon for the Awakening = genre,=20 although additional guides may be released to modify or clarify this = information=20 and its use within the Awakening genre.

4.5 Tome=20 of the Watchtowers (WW40301)

4.5.1 = Merits
Daimon requires Mid Approval and may be = purchased by=20 Mages of any path.  The cost of this Merit is 6 XP.  All other = Merits=20 are only available to mages of the Path corresponding to the section of = the book=20 the Merit comes from.
Higher Calling is Mid Approval.  The cost = of this=20 Merit is 4 XP.
Identity Anchor, Long Shifting, Feral Mien and Friend = of=20 Beasts are Mid Approval.
Potent Familiar is Mid Approval and only = available=20 at character creation.
Master Exorcist, Otherworldly Eyes and = Additional=20 Familiars are High Approval.
Predator's Innocence is Top = Approval
Spirit=20 Status is Mid Approval for the 2-dot version, High Approval for the = 4-dot=20 version, and Top approval for the 5-dot version.  This Merit costs = 4, 8 and=20 10 XP respectively.

4.5.2 Legacies
Legacies in Tome of the Watchtowers = follow=20 the standard Global Addendum rules for Approval.
The Liberatores = legacy has a=20 Parent Path of Mastigos and a Primary Arcana of Mind.

4.6=20 Guardians of the Veil (WW40305)

4.6.1 = Merits
Trained Memory, p. 46 is Mid Approval for = all=20 characters.
Ancient Signs, p. 58 is Mid Approval for Guardians of the = Veil=20 and not available to other characters.
Masque, p. 69, is Mid Approval = for=20 each Masque purchased.  A character may purchase the Merit multiple = times,=20 once for each Masque.  Per the description of the Merit, the = bonuses and=20 drawbacks do not apply to magical and supernatural tests.  This = Merit is=20 only available to Guardians of the Veil.
The Merit Modification for = Enhanced=20 Item, Decreased Size (GotV, p. 204), is Low Approval.  Items may = not be=20 reduced below Size 1.  Size reduction does not alter other values = of the=20 item (including Strength requirements).  This Enhanced Item = modification is=20 available to all characters.

4.6.2 Titles
Guardian titles have a status listed with=20 them.   Characters may claim such titles without the = prerequisite=20 status, but must purchase the status as soon as possible.
The status = values=20 listed for a position are the levels typical for that position.  = For=20 example, for an Epopt of only one city/domain, Status 3 is typical, = while an=20 Epopt for more than one city/domain (which is the more typical setup) = Status 4=20 is more appropriate.

4.6.3 Factions
All factions in GotV are Low Approval for = members of=20 that Order, and not available to non-Guardians

4.6.4 = Legacies=20
The Bearers of the Eternal = Voice, Eleventh=20 Question, and Votaries of the Ordained are Mid Approval for Guardians of = the=20 Veil, High Approval for members of their respective paths who are not in = the=20 Guardians. The Austere (a Left Handed path) is High Approval for = Non-Player=20 Character members of the Guardians of the Veil, Top Approval for Player=20 Character Guardians and not available otherwise.

4.6.5 = Rotes
Rotes from the Guardian of the Veil = book are Low=20 Approval for Guardians of the Veil, Mid Approval for non-Guardians with = a=20 Guardian Player Character teacher, and High Approval=20 otherwise.

4.6.6 Artifacts
Because each of the Artifacts in this = book are=20 unique, they require Master Approval to be brought into play.  = Imbued items=20 that duplicate their effects (ref. Bane of the Horde, pp. 200-201) = follow the=20 standard approvals for Imbued items.

 

4.6.7 Imbued Items
These items follow the = standard=20 approval levels for Imbued Items, with the following exception:  = For=20 non-Guardians, Imbued Items from GotV have a minimum approval level of = High.

 

4.6.8 Mundane Equipment
A Blood Ring (p210) = is Low=20 Approval for any player character.

 

4.7 Secrets of the Ruined Temple=20 (WW40301)

4.7.1 Places of Power

4.7.1.1 Approvals

The Approval level for a =93Place of Power=94 is the = highest approval=20 level of all its component pieces.  These pieces must be explicitly = listed=20 in the approval.

 

4.7.1.2 Blackout Zones

Blackout zones are High Approval for rural zones and Top = Approval=20 for urban zones.  This approval is in addition to any required for = the=20 =91source=92 of the zone.

 

4.7.1.3 Gnosis Wards

Gnosis Wards are not creatable by PCs at this = time.  Gnosis=20 Wards in places of power require Mid Approval.

 

4.7.1.4 Realm Affinity

High Approval for a location with affinity for a single = Realm.

Top Approval for a location for affinity with: More than = two=20 Arcana; Multiple Realms; or For Arcana pairs that do not match the = standard=20 Paths

 

4.7.1.5 Dragon Bones

Sites which contain these are Top Approval.  As = listed, if=20 they are removed from such a site, they crumble to dust, and the site = loses some=20 or all of its Demesne state (depending on if any Dragon Bones are left). = Creating Dragon Bone is not possible in the Fallen World at this = time.

 

4.7.1.6 Soulstones

Atlantean-era soulstones require Master Approval if they = are=20 capable of contacting a Mage, Oracle or Exarch of that era; otherwise = they=20 follow the same approval as standard soulstones.

 

4.7.1.7 Adamas

Adamas in a place of power requires High Approval.  = Due to=20 its nature, it is not easy to move or shape.  Removal of adamas (to = line a=20 mage=92s sanctum, for example) requires a separate High Approval.

4.7.2 = Materials
Orichalcum, Lunargent, and Hermium are Mid = Approval=20 and use the guidelines from Secrets of the Ruined Temple for=20 creation.

4.7.3 Guardians
Guardian entities follow the approval = levels for=20 spirits, ghosts or monsters (as from the Monster Manual) as applicable.=20 Guardians with reliable memories of Atlantis are Master Approval. = Non-singular=20 guardians / creatures (gate worms, ansalkan, ghosts out of time, etc) = are High=20 Approval for use in a place of power or as part of a = plot.

4.7.4=20 Artifacts
Unless an approval = level is=20 listed below separately, Artifacts from Ruined Temple follow the same = approval=20 levels as all other artifacts.

4.8 Reign of the Exarchs = (WW40206)
Not=20 currently sanctioned.

This document is copyright =A9 White Wolf, = 2004-2006.=20 Written by the Camarilla=92s National Storytellers and their assistants, = the=20 Camarilla=92s Master Storyteller Staff and many others. All trademarked = and=20 copyrighted terms within are used with permission. This document may be = freely=20 distributed for use in White Wolf=92s official fan club, the Camarilla. = Any other=20 usage, display, redistribution or modification of this document or any = parts=20 thereof is disallowed. Visit White Wolf on the web at http://www.white-wolf.com/ and = on Usenet=20 in alt.games.whitewolf. The official Camarilla website that includes = pointers to=20 game locations, materials and much more is at http://camarilla.white-wolf.com= /=20