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SPI ADDENDUM: LAWS OF THE NIGHT (WW5013) Effective Date: 01 August 2013 Last Updated: 8 August 2013 This addendum is organized into the following Sections: I. ERRATA AND ADDITIONAL BOOKS : A listing of errata and books specifically sanctioned for this genre. II. CHARACTERS : Basic rules for Masquerade Characters. III. CLANS : Rules pertaining to the various vampiric Clans. IV. SECTS : Rules pertaining to the various vampiric Sects. V. TRAITS : Rules pertaining to Masquerade-specific Abilities, Backgrounds, Merits, Flaws, etc. VI. DISCIPLINES, RITUALS AND RITES : Rules pertaining to vampiric Disciplines, rituals, combination powers and ritae. VII. STORYTELLER RULES AND CLARIFICATIONS : Optional rules and other settings information. Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. I. ERATTA AND ADDITIONAL BOOKS All: The MST reserves the right to make use of the included Storyteller characters, unless otherwise noted. Though sanctioned for play, the history and settings in this book are not necessarily those of the chronicle. Clanbooks: The Merits and Powers in Clanbooks are considered proprietary to that Clan, and require High Approval to possess outside of that Clan. Any item indicated as unique requires Global Approval. Other mechanics from Clanbooks are not sanctioned. A. Clanbook Assamite (Revised) (WW2359) †‡ B. The Book of Nod (WW2251) 1. Possession of any part of this book outside that permitted by Lores: Top Approval. C. Clanbook Brujah (Revised) (WW2351) †‡ D. The Erciyes Fragments (WW2818) 1. Possession of any part of this book outside that permitted by Lores: Global Approval. E. Clanbook Followers of Set (Revised) (WW2360) †‡ F. Clanbook Gangrel (Revised) (WW2352) †‡ G. Clanbook Giovanni (Revised) (WW2363) †‡ H. Clanbook Lasombra (Revised) (WW2362) †‡ I. Clanbook Malkavian (Revised) (WW2353) †‡ J. Clanbook Nosferatu (Revised) (WW2354) †‡ K. Clanbook Ravnos (Revised) (WW2364) †‡ L. Clanbook Toreador (Revised) (WW2356) †‡ M. Clanbook Tremere (Revised) (WW2357) †‡ N. Clanbook Tzimisce (Revised) (WW2361) †‡ O. Clanbook Ventrue (Revised) (WW2358) †‡ P. Laws of the Night Anarch Guide (WW5040) Q. Laws of the Night Camarilla Guide (WW5017) R. Laws of the Night Sabbat Guide (WW5018) S. Laws of the Night Storytellers Guide (WW5021) T. Mind’s Eye Theater: Faith and Fire (WW5038) 1. This book is for an historical setting. While the historical information is in play, the mechanics are not sanctioned for use in this chronicle unless otherwise specified in this addendum. U. Revelations of the Dark Mother (WW2024) 1. Possession of any part of this book outside that permitted by Lores: Global Approval. V. Vampire the Masquerade 20 th Anniversary Edition 1. General settings from this book are in play. Mechanics from this book are not sanctioned except as specified in this addendum. Global Masquerade Addendum Shadowplay International Page 1

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Page 1: SPI ADDENDUM: LAWS OF THE NIGHT (WW5013) - …jessilaurn.com/Global-Addenda/Addendum_VtM_2013-08.pdf · SPI ADDENDUM: LAWS OF THE NIGHT (WW5013) Effective Date: ... G. Lasombra 1

SPI ADDENDUM: LAWS OF THE NIGHT (WW5013) Effective Date: 01 August 2013 Last Updated: 8 August 2013 This addendum is organized into the following Sections: I. ERRATA AND ADDITIONAL BOOKS: A listing of errata and books specifically sanctioned for this

genre. II. CHARACTERS: Basic rules for Masquerade Characters. III. CLANS: Rules pertaining to the various vampiric Clans. IV. SECTS: Rules pertaining to the various vampiric Sects. V. TRAITS: Rules pertaining to Masquerade-specific Abilities, Backgrounds, Merits, Flaws, etc. VI. DISCIPLINES, RITUALS AND RITES: Rules pertaining to vampiric Disciplines, rituals, combination

powers and ritae. VII. STORYTELLER RULES AND CLARIFICATIONS: Optional rules and other settings information. Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. I. ERATTA AND ADDITIONAL BOOKS

All: The MST reserves the right to make use of the included Storyteller characters, unless otherwise noted. † Though sanctioned for play, the history and settings in this book are not necessarily those of the chronicle. ‡ Clanbooks: The Merits and Powers in Clanbooks are considered proprietary to that Clan, and require High Approval to possess outside of that Clan. Any item indicated as unique requires Global Approval. Other mechanics from Clanbooks are not sanctioned. A. Clanbook Assamite (Revised) (WW2359) †‡ B. The Book of Nod (WW2251)

1. Possession of any part of this book outside that permitted by Lores: Top Approval. C. Clanbook Brujah (Revised) (WW2351) †‡ D. The Erciyes Fragments (WW2818)

1. Possession of any part of this book outside that permitted by Lores: Global Approval. E. Clanbook Followers of Set (Revised) (WW2360) †‡ F. Clanbook Gangrel (Revised) (WW2352) †‡ G. Clanbook Giovanni (Revised) (WW2363) †‡ H. Clanbook Lasombra (Revised) (WW2362) †‡ I. Clanbook Malkavian (Revised) (WW2353) †‡ J. Clanbook Nosferatu (Revised) (WW2354) †‡ K. Clanbook Ravnos (Revised) (WW2364) †‡ L. Clanbook Toreador (Revised) (WW2356) †‡ M. Clanbook Tremere (Revised) (WW2357) †‡ N. Clanbook Tzimisce (Revised) (WW2361) †‡ O. Clanbook Ventrue (Revised) (WW2358) †‡ P. Laws of the Night Anarch Guide (WW5040) Q. Laws of the Night Camarilla Guide (WW5017) R. Laws of the Night Sabbat Guide (WW5018) S. Laws of the Night Storytellers Guide (WW5021) T. Mind’s Eye Theater: Faith and Fire (WW5038) †

1. This book is for an historical setting. While the historical information is in play, the mechanics are not sanctioned for use in this chronicle unless otherwise specified in this addendum.

U. Revelations of the Dark Mother (WW2024) 1. Possession of any part of this book outside that permitted by Lores: Global Approval.

V. Vampire the Masquerade 20th Anniversary Edition † 1. General settings from this book are in play. Mechanics from this book are not sanctioned

except as specified in this addendum.

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II. CHARACTERS A. Background

1. Age a. Existed since 1500AD or earlier: High Approval. b. Existed since 500AD or earlier: Global Approval.

2. Youth a. Embraced or became a Ghoul prior to age 3: Not sanctioned. b. Embraced or became a Ghoul prior to age 16: High Approval. c. Currently under the age of 16: High Approval.

B. Types: Special approval is required to play vampire characters of certain clans, even if the character is Embraced during the course of play. Clans or Bloodlines not listed require Top Approval.

Approval Camarilla/Anarch VSS Sabbat VSS

Low

Brujah Caitiff

Gangrel Malkavian Nosferatu Toreador Tremere Ventrue

Assamite Antitribu Brujah Antitribu

Gangrel Antitribu (City/Country) Lasombra

Malkavian Antitribu Nosferatu Antitribu

Pander Toreador Antitribu

Tzimisce Ventrue Antitribu

Mid Followers of Set Giovanni

Giovanni Serpent of the Light

High

Assamite Daughter of Cacophony

Ravnos Samedi

Clan variants (such as Setite Warriors)

Harbinger of Skulls Ravnos Antitribu Salubri Antitribu

Samedi Clan Variants (such as Tzimisce Koldun)

Top True Brujah

Baali Any others

True Brujah Baali

Tremere Antitribu Any others

1. Ghouls: PC Ghouls are the same approval level as their regnant. If a Ghoul changes

regnants, their approval level changes with the new regnant. 2. Revenants: Revenant PC's are Low Approval in Sabbat VSSs and Top approval on

Cam/Anarch VSSs. C. Blood Bonds

1. A character may have any number of one and two stage blood bonds. However, they may only have one three stage bond. When a three stage blood bond is achieved, all other bonds have no effect upon the thrall but still exist for purposes of determining future blood bonds.

2. When a bond “breaks” through the isolation process described in Laws of the Night, the bond is simply reduced by one stage. Through this same method, even first and second stage blood bonds can be lost. The thrall’s number of permanent Willpower Traits cannot reduce the time requirement to less than two months. Note that time will not reduce any type of blood bond that a Tremere has to the Council of Seven, as described in the Clan Disadvantage.

D. Diablerie 1. All diablerie that results in a lowering of Generation constitutes an increase in the Generation

Background and must be reported to the High Approval Storyteller within one month. It must also be included in all reports to higher level Storytellers until the High Approval Storyteller acknowledges it. Each instance of diablerie that increases Generation must be noted in the character's Experience Log. This information must include date of the diablerie, the name and Generation of the character diablerized, and the name and membership number of the player

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of that character, or the name and membership number of the Storyteller behind the NPC. Previous diableries are not grandfathered.

2. No XP are gained from Diablerie, nor does improving Generation increase the vampire’s number of Willpower Traits. However, a successful Diablerie allows the vampire to gain one Generation Background Trait, at no cost, so long as the diablerie resulted in a lowering of Generation.

E. Golconda 1. Achieving Golconda, or any step toward it, requires Global Approval.

III. CLANS A. Assamite

1. The variant bloodline weaknesses described in Clanbook Assamite are not sanctioned. Instead, all Assamites use the standard disadvantages listed in Laws of the Night (Cam/Anarch Types) or Laws the Night Sabbat Guide (Sabbat Types).

2. Assamite Sorcerers and Viziers [Clanbook Assamite]: High Approval. 3. Characters whose concept includes membership in the Web of Knives use the normal

creation rules. B. Caitiff/Pander

1. Caitiff and Pander characters may have no more than four (4) generation Traits applied to them at character creation.

2. Known Caitiff or Anarch Caitiff receive the additional Negative Status Trait Caitiff. 3. Caitiff/Pander pay in-clan costs for Basic Disciplines and out-of-clan costs for all other

Disciplines. Though they have no clan Disciplines of their own, Caitiff/Pander select any three Disciplines at character creation for which they require no teacher. Disciplines selected are subject to the normal out-of-clan approval levels at the character’s creation. The character’s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Caitiff/Pander character's "default" Disciplines are Celerity, Potence, and Presence.

C. Followers of Set 1. Children of Damballah [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top

Approval (Sabbat) 2. Daitya [Clanbook Followers of Set]: Mid Approval (Cam/Anarch), Top Approval (Sabbat) 3. Tlacique [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval (Sabbat) 4. Warrior Setites [Clanbook Followers of Set]: High Approval (Cam/Anarch), Top Approval

(Sabbat) 5. Followers of Set, Children of Damballah, and Daitya use the standard rules for Followers of

Set in Laws of the Night. D. Gargoyles

1. The ritual "At Our Command it Breathes" ceased use after the Tremere joined the Camarilla. Knowing or use of the ritual is Master Approval.

2. Gargoyles can embrace childer as normal Vampires. E. Giovanni

1. The one-Trait wraith Retainer option for Giovanni uses the rules for Common Wraiths. For each additional Background Trait the Giovanni spends on a particular Retainer, add five XP to its character sheet (to a maximum of four additional Background Traits, or 20 XP). Retainers do not gain XP in the course of play. Because other PCs have no reasonable means of protecting themselves from such retainers, Storytellers will strictly limit their interactions in the Sanctioned game.

F. Harbinger of Skulls 1. A Harbinger in his normal visage cannot initiate any Social Challenges except for the purpose

of intimidation, although he may defend against Social Challenges normally. This does not apply to the usage of Disciplines.

2. A Harbinger uses the same wraith Retainer option as is specified in this addendum for the Giovanni.

G. Lasombra 1. The Status Trait of Lasombra granted for being a member of this clan cannot be permanently

removed but does not count in excess of the character's Status maximum. 2. Membership in Les Amis Noir (Friends of the Night) Top Approval, Lasombra Only.

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H. Malkavian 1. As noted in their Clan Advantage, Malkavian vampires are often able to instinctually identify

one another. A Malkavian may engage an individual (once per night per individual) in a Mental Challenge (retest with Awareness) to determine if they are a Malkavian. However, it is impossible to determine if a vampire is a Malkavian while she is using powers that shield the mind (such as Mind Blank).

2. The Malkavian Madness Network cannot be used for any form of mental communication other than the Malkavian clan list, or via the powers Sybil’s Tongue, Babble, and The Call.

3. Malkavian Time [Clanbook Malkavian]: Not sanctioned for use. I. Tremere

1. The Tremere Weakness is replaced with the following: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace.

2. Rank: a. Starting a character with the rank of Apprentice of the 1st through Apprentice of the 4th:

Low Approval b. Starting a character with the rank of Apprentice of the 5th through Regent of the 4th: Mid

Approval c. Starting a character with the rank of Regent of the 5th through Lord of the 4th: High

Approval d. Characters may not start with a rank above Lord of the 4th. e. No rank should be assigned until the Storyteller examines the current in-game hierarchy

to determine the need for another character of any particular rank. After character creation, ranks are subject to the whim of appropriately ranked player and non-player characters within the established hierarchy.

f. All Tremere ranks are required to have in excess of seven direct reports before another of the same rank is created.

3. To portray a "rogue" concept or have been one in the characters history: High Approval 4. Membership in the Astors [Clanbook Tremere]: Top Approval. 5. The Path of Blood is the default Thaumaturgy path for all Tremere characters.

J. Tzmisce 1. The ability to purchase Lores does not extend to those that would require High or Top

Approval. The ability to have Revenants as retainers does not cost additional Traits. 2. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use.

K. Ventrue 1. Flavour text on Clanbook Ventrue p 49 aside, Ventrue cannot gain any special knowledge

from tasting blood, except to determine whether or not it is blood allowed by their feeding restriction.

IV. SECTS

A. VSS 1. Each Venue Style Sheet (VSS) will have a Sect, either Sabbat or Camarilla/Anarch. When

you create a character you also choose one of those types. 2. To portray a character in a VSS of a type other than your own: Low Approval. This approval

must be part of your character record (as in, portrayed in X VSS on X date) and you obtain approval before the date of the game you wish to attend. If you do not have the approval before the date of the game, the character may not be portrayed

3. The Approvals for Cross-Sect play do not include conventions or feature games, both of which are High Approval for Camarilla or Sabbat PC Cross-Sect.

4. To belong to a Sect other than the one listed by your VSS Sect type: High Approval. 5. The Approval to permanently move from one VSS Sect type to another is the highest

approval needed for the character in the new VSS Sect type. The player should detail all items that require higher than low approval in the new VSS Sect type and accept that some of all of these may not be appropriate for the new VSS Sect type.

B. General

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1. Concepts that include holding a Sect position with authority above a local level: Lowest level covering the authority jurisdiction. E.g.: a Cardinal has jurisdiction over multiple regions, therefore it would be Top Approval to portray a Cardinal. A Justicar has world-wide authority, and it would be therefore Global Approval to portray a Justicar.

2. For a character to have been (in their background) a member of the opposing VSS Type, such as a former Camarilla member who joined Sabbat: Mid Approval. This approval imparts no usable information about the previous Sect.

V. TRAITS

A. Abilities: 1. Lore:

a. Free Lore Traits at character creation are allocated as follows: i. Fledglings: one free Lore Trait. ii. Neonates: one free Trait each of Kindred, Sect, and Clan Lore. iii. Ancilla: two free Traits each of Kindred, Sect, and Clan Lore. iv. Elders: three free Traits each of Kindred, Sect, and Clan Lore. v. While Sabbat and other non-Camarilla vampires do not use the same social class

structure, the guidelines of generation and age should be used to determine what levels of Lore are allocated at character creation.

b. Free Lore Traits may be awarded at a rate of one per month at discretion of the ST. B. Backgrounds

1. Generation a. Generation is an exception to the 5-Trait limit for Background Traits. b. Approval Levels:

i. 8th through 6th Generation: High Approval. ii. 5th and lower Generation: Not sanctioned for PCs; Global Approval for NPCs.

c. After character creation vampires may only acquire more Generation Traits through diablerie.

d. Diablerie of Player Characters who have been in play for fewer than six months always fails in the 4th phase (no Traits are gained).

2. Herd: Herd may be called upon each week, rather than each session. 3. Mentor: NPC Mentors may not teach Disciplines. 4. Military Force [Clanbook Brujah]: Not sanctioned. 5. Spirit Slaves [Clanbook Giovanni]: This Background has been modified in the sanctioned

chronicle. Each level of this background represents a hold upon an additional Common Wraith, with a maximum of five wraiths so held. Disregard the option to obtain a more powerful wraith, instead of multiple weaker ones.

C. Merits & Flaws 1. Animal Traits [Clanbook Gangrel]: All of the Animal Traits listed on Clanbook Gangrel p 58

are two Trait Merits for Gangrel (which count against their maximum number of Merit Traits). They can be taken during character creation, or purchased after the character gains a Negative Trait due to frenzy. No more than one such Trait can be taken at character creation. Once in play characters should only take such Traits after extreme cases of frenzy (Storyteller discretion). For taking an Animal Trait during character creation, the character begins with one of the Negative Traits from the Clan Disadvantage without any Free Trait benefits. Advantages gained from these Traits do not apply if the character uses a power that substantially transforms her body, such as Form of the Beast, Shape of the Beast's Wrath, or Mythic Form. Armour granted by Animal Traits will absorb the first wounds of the appropriate type inflicted in the session (calculated before the damage is reduced by any other power the character might have).

2. Attuned Taste [Clanbook Tremere]: Mid Approval. 3. Bound to the Council [Clanbook Tremere]: High Approval. 4. Consanguineous Resistance [Clanbook Giovanni]: High Approval. 5. Destiny: Not Sanctioned. 6. Double Betrayer [Clanbook Tremere]: High Approval. 7. Dynamic Personality [Clanbook Brujah]: High Approval. 8. Embraced Without the Cup [Clanbook Tremere]: High Approval. 9. False Reflection [Clanbook Nosferatu]: High Approval.

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10. Flesh of the Corpse: This Flaw is worth only one Trait in the Sanctioned chronicle. 11. Infamous Sire

a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval

12. Lizard Limbs [Clanbook Nosferatu]: The cost to re-grow a limb is the same as the cost to heal an aggravated wound, although it doesn’t prevent the vampire from healing an actual aggravated wound during the same day.

13. Long Fingers [Clanbook Nosferatu]: The Dexterous Trait gained from this Merit may exceed the character’s normal maximum.

14. Magic Resistance: The Traits granted by this Merit are an exception to the above rule that prohibits Merit-granted Traits from affecting challenges for supernatural powers.

15. Mistaken Identity: Resemblance with this Flaw to an actual player character requires permission of the player who portrays it (or the Storyteller responsible in the case of a NPC).

16. Oracular Ability: The retest granted by this merit cannot be used in supernatural challenges. 17. Paragon [Clanbook Ventrue]: High Approval. 18. Prestigious Sire

a. If the Sire is a PC: High Approval b. If the Sire is an NPC: Top Approval c. Possessing this merit grants you a patronage status from your Sire. This merit does not

add to the overall cap of status your character may have. 19. Probationary Sect Member: Any Sect member, not just Elders, may treat the character as if

she had only one Status Trait. Anytime a character joins a new Sect she gains this Flaw (with no benefits) for one year. Characters who started play with Probationary Sect Member (those benefiting from the additional Free Traits) do not lose the Flaw after this period.

20. Revenant Disciplines [Clanbook Tzimisce]: High Approval. 21. Sanguine Incongruity [Clanbook Giovanni]: High Approval. 22. Sleep Unseen [Clanbook Nosferatu]: High Approval. 23. Sympathetic Bond [Clanbook Malkavian]: High Approval.

D. Virtues & Morality 1. When tied on Virtue tests where the character’s current Traits are the same as the difficulty fo

the challenge, the character loses ties. 2. Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of

the provocation. 3. To stay awake during the day requires a Courage Test vs. three Traits at the beginning of

each hour. If the Courage Test is lost, the player may choose to stay awake and gain a permanent Negative Trait (either Cowardly or Submissive) or fall asleep where they are.

4. A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs three Experience or Free Traits. a. Six months must pass between purchases of Morality Traits. b. Two months must pass between purchases of Virtue Traits. c. This limit does not apply during character creation.

5. Your Storyteller may remove a Virtue or Morality Trait once a month if she feels you are not playing the character's level of Morality appropriately. E.g.: Conrad has five Traits of Humanity and Conscience. In the last month, Conrad ate five babies. He succeeded each of his Morality Tests, but his Storyteller still has the option of removing a Morality Trait and a Conscience Virtue Trait to reflect Conrad's unrepentant ways.

6. Approval levels for Morality paths: a. All VSS Types - Clan-specific Paths from Laws of the Night for members of that Clan:

Mid Approval b. Camarilla/Anarch Characters - Any Path of Enlightenment other than Humanity: High

Approval c. Sabbat Characters - Any of the Paths of Enlightenment from Laws of the Night and

Laws of the Night Sabbat Guide: Mid Approval d. Sabbat Characters - Learn clan-specific paths if they are not a member of that clan: High

Approval e. Path of Evil Revelations: High Approval f. Paths of Night, Alternate versions [Clanbook Lasombra]

i. For Lasombra: Mid Approval

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ii. For all others: High Approval g. Path of Sutekh [Clanbook Followers of Set]:

i. For Followers of Set: Mid Approval ii. For all others: Top Approval

h. Road of the Beast [Faith and Fire]: Top Approval i. Road of Heaven [Faith and Fire]: Top Approval j. Road of Humanity [Faith and Fire]: Top Approval k. Road of Kings [Faith and Fire]: Top Approval l. Road of Sin [Faith and Fire]: Top Approval

E. Willpower 1. Characters of 11th Generation and higher start with 4 Willpower Traits. Characters of lower

Generations start per Laws of the Night. 2. Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one

turn in a combat situation. F. Camarilla Status

1. General a. Though it is considered incredibly offensive to ignore or show disrespect to those with

more standing, it should be noted that a straight comparison of Status Traits is not always appropriate to every situation. For example, a prince is always considered to be the master of his or her own domain.

b. Temporary Status Traits expended are regained at the end of the month. c. The Trait-lending system Laws of the Night assigns to Prestation is not used in the

sanctioned chronicle. d. Status may not be bought during character Generation. e. Status granted by Sect position and Social Class may exceed the maximums applied to

Patronage Status. Characters cannot receive Status from more than one Sect position and one social class at a time.

f. Additional (in character) Status Guidelines can be found in the Protocol document. 2. Acknowledged

a. Acknowledged is the first Status Trait that a Camarilla Kindred earns. It cannot be removed unless all other traits of Patronage and Social Class status have been removed. This does not preclude a Prince from revoking a Kindred’s Hospitality within the Prince’s Domain.

b. All characters of Neonate, Ancilla, and Elder social classes begin play with this trait. c. This trait does not count towards Patronage status limits.

3. Patronage Stats a. Patronage Status refers to those Traits not granted by Sect position or Social Class. b. Kindred from the seven Camarilla clans are limited to three such permanent Status

Traits. c. Kindred from non-Camarilla clans are limited to two such permanent status traits. d. Patronage Status must include from whom it was awarded (e.g. *Honorable* from

Madame Colleen, the Prince of Springfield). 4. Social Class

a. Camarilla characters are divided by society into social classes determined by a combination of their age and Generation. The classes are Fledgling, Neonate, Ancilla, and Elder. It is common knowledge what social class a character belongs to, based on their status traits.

b. Fledglings are newly embraced Kindred who remain under the Tradition of Accounting” of another Kindred, usually their Sire. They cannot hold city positions, and may not possess any Patronage Status. They remain so until a Prince grants them the status trait Acknowledged.

c. Neonates may be Kindred of any Generation that has been granted the Acknowledged status trait, but have been Acknowledged for less than 50 years.

d. Ancillae are Kindred of 12th Generation or lower who have been Acknowledged for 50 years or more. i. They gain the new additional Status Trait Ancilla. ii. It is High Approval for a member of 11th or 12th Generation of sufficient age to be

considered an Ancilla.

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e. Elders are Kindred of 10th Generation or lower who have been Acknowledged for 300 years or more. i. Elders gain the new additional Status Traits of Elder, Established, and Venerated. ii. It is High Approval for a member of 9th or 10th Generation of sufficient age to be

considered an Elder, but they do not gain the Venerated status trait. f. Gaining either Ancilla or Elder social class after play begins requires all of the listed

requirements, High Approval, and acceptance into the new social class by the Harpies of the Camarilla.

g. Social class status may be lost if the character does not possess any traits of Patronage status. These traits may be later restored, and must be obtained before any traits of Patronage status are earned.

h. A character may begin play with a lesser social class than that to which her age and Generation entitle her.

5. Using Status a. All changes in Status must occur in a public forum (such as the local court or a regional

e-mail list). To affect those who are absent from a domain, or who are not members of a domain, an announcement must be made either over a public forum that extends outside the domain or via the Storyteller hierarchy. The ability of a prince or court officer (Primogen, Harpy, and all stations appointed by the prince) to grant or remove status can only affect Kindred physically present in the city, or those who have been in the city within the last 28 days.

b. A character cannot use her Sect position to grant Status Traits to those of equal or greater standing. (e.g., if Julie has four Status Traits, she cannot give someone their fifth.)

6. Negative Status a. Any time a character can remove a Status Trait from a character, he may instead elect to

award a Negative Status Trait. Similarly, any time a character can grant or restore a Status Trait, they can remove a Negative Status Trait instead.

b. A character that possesses a Negative Status Trait is down one Trait in all comparisons of Status. A character can normally only possess one Negative Status Trait. Should another be gained, the earlier Trait is replaced with the new, and the character loses a permanent Status Trait. Examples of Negative Status Traits are Deceitful, Despised, Disreputable, Foolish, Hated, Ignorant, Incompetent, Powerless, and Reviled.

c. In Camarilla society, known Caitiff are scorned and always possess the extra Negative Status Trait of Caitiff. This is the only exception to the rule preventing a Camarilla Sect character from having more than one Negative Status Trait.

7. Archons, Alastors, Astors and Justicars a. The Justicar may appoint (or create) Archons during the course of play. b. Portraying an Archon, Alastor, Red Alastor or having been one in a PC history: Top

Approval c. The Justicars themselves are completely immune to the powers and authority of the

domain stations, answering only to the Inner Circle of the Camarilla. They have four additional Status Traits granted by their position, though these Traits are not a standard set. (Thus, the most Status that an Elder Justicar could possess is eleven: Acknowledged, Elder, Established, Venerated, three additional Patronage Status Traits, and four for being a Justicar) Justicars are non-player characters created by the Master Storyteller Office.

G. Sabbat Status 1. General

a. Temporary Status Traits expended are regained at the end of the month. Any extras accrued are lost at this time. This return also applies to the permanent Status Traits that cannot be permanently lost while the station is held (like those linked to currently-held Sect positions).

2. Status Maximums a. Sabbat vampires have a Status Trait maximum of eight, though Traits gained from one of

a character’s stations can exceed this maximum, as can Traits gained in recognition of having a high Morality rating. A vampire must have the Status Trait Initiated before it can have other Sabbat Status Traits.

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b. Path Traits are not added to Sabbat Status on a one-for-one basis. Sabbat characters instead receive the additional Status Trait(s): i. Devoted (for a rating of three) ii. Devoted and Blessed (for a four) iii. Devoted, Blessed, and Enlightened (for a five).

c. The benefit is only applied for characters on the Paths of Cathari, Caine, Death and the Soul, Feral Heart, Honorable Accord, Metamorphosis, Night (all versions), and Power and the Inner Voice.

3. Gaining Status a. A character’s pack can grant her one new permanent Status Trait if each of them

expends one temporary Status to that effect. 4. Negative Status

a. The Sabbat makes use of a Negative Status Trait system similar to the one described under Camarilla Status. Sabbat can have up to two Negative Status Traits at the same time, but if they gain a third they remove the oldest Negative Status and one permanent Status Trait.

5. Black Hand & Inquisition a. Character member of the Black Hand: Mid Approval b. Character member of the Inquisition: Top Approval. c. Before this is approved, the character must have contact the ANST Masquerade for their

affiliate and worked to ensure their character has the appropriate position and information to portray the concept.

VI. DISCIPLINES, RITUALS AND RITES A. Learning

1. Follow the rules in Laws of the Night p 133 for learning Disciplines. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. Characters may not teach out of-clan Disciplines. Non-Player Characters may not teach Disciplines. E.g.: a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters are further limited to teaching only powers that they possess.

2. Disciplines and powers from Laws of the Night: Anarch Guide are Top Approval for non-Anarch characters.

3. To teach Advanced Necromancy or Thaumaturgy, the teacher must have the Discipline in-clan and must know two paths of the Discipline through the Advanced level.

4. Basic through Advanced levels in a Discipline path must be purchased in the order listed. Superior levels need not be purchased in order, so long as the character has a Discipline in the same path from the level just below the one she wishes to purchase. E.g.: a Master level is required before a character can purchase an Ascendant level of a Discipline path.

5. Out-of-clan Disciplines may be taken at character creation, but this must be justified in the character's background and approved by the Storyteller. This includes Disciplines purchased with XP granted by Membership Class. Advanced (or higher) Out-of-clan Disciplines may not be taken at character creation. The XP cost for out-of-clan Disciplines has been changed to 4 XP for Basic, 8 XP for Intermediate, 12 XP for Advanced, 16 XP for Elder, and 20 XP for Master.

6. Out-of-Clan Discipline Approval Requirements a. Low Approval:

i. Animalism ii. Auspex iii. Celerity iv. Dominate v. Fortitude vi. Obfuscate vii. Potence viii. Presence

b. Mid Approval: i. Dementation ii. Protean

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(a) AUSTRALIA: High Approval. iii. After character creation for Sabbat members to learn any out-of clan Basic Discipline

if the teacher is a member of the character's pack c. High Approval:

i. Chimerstry ii. Necromancy (Ash, Bone, and Sepulchre Paths) iii. Necromancy (Mortuus Path) (Harbinger of Skulls character) iv. Necromancy (Vitreous Path) (Nagaraja character) v. Obtenebration (Sabbat) vi. Serpentis vii. Thaumaturgical Countermagic (Tremere character) viii. Thaumaturgy ix. Vicissitude (Sabbat)

d. Top Approval: i. Dark Thaumaturgy ii. Necromancy (Mortuus Path) (non-Harbinger of Skulls character) iii. Necromancy (Vitreous Path) (non-Nagaraja character) iv. Obeah v. Obtenebration (Cam/Anarch) vi. Thaumaturgical Countermagic (non-Tremere character) vii. Valeren viii. Vicissitude (Cam/Anarch)

e. Master Approval i. Daimoinon ii. Temporis iii. any Discipline not otherwise listed

7. In-Clan Thaumaturgy Approval Requirements Tremere Koldunic Sorcerer Assamite Sorcerer Setite Sorcerer

Note In-clan costs 4th Discipline Out-of-Clan Costs

Replaces Celerity In Clan costs

4th Discipline Out-of-Clan Costs

Low Approval

*Path of Blood Elemental Mastery Lure of Flames Movement of the Mind Neptune’s Might Weather Control

*Elemental Mastery Lure of Flames Neptune’s Might Path of Blood Weather Control Path of Mars

*Lure of Flames Elemental Mastery Hands of Destruction Path of Blood Movement of the Mind Path of Father’s Vengeance

Path of Corruption Path of Blood Movement of the Mind Path of Mars Path of Conjuring Weather Control

Mid Approval Any path not otherwise listed (from sanctioned source material)

High Approval

Biothaumaturgy, The Green Path, Mastery of the Mortal Shell, Path of Corruption (Non-Setite), Path of Shadowcrafting, Technomancy,

Vine of Dionysus, Awakening of the Steel (Assamite only) Top Approval Path of the Blood Curse, Path of Curses

Not Sanctioned The Focused Mind, Path of Levinbolt, Spirit Manipulation, Alchemy

a. Characters may change their primary path of Thaumaturgy to another with High Approval or the approval level of the path, whichever is higher.

B. Using Disciplines 1. A character cannot simultaneously use multiple powers that substantially transform the

character’s body. Such powers should be considered mutually exclusive, with the activation of one cancelling any other that is active. Powers such as Shape of the Beast, Horrid Form, Skin of the Adder, and Black Metamorphosis invoke this rule, but minor transformations like Eyes of the Beast or The Tongue of the Asp do not.

2. Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in the Discipline’s description, which rarely includes weapon attacks. Be careful to note the difference between general combat bonuses (like Puissance), brawling attacks (such as

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Horrid Form), and even more specific attacks (like the bite bonus from The Skin of the Adder).

C. Discipline Descriptions 1. Level Equivalence

a. Six dot (●●●●● ●) Disciplines equate to Elder Disciplines in the MET system. b. Seven dot (●●●●● ●●) Disciplines equate to Master Disciplines. c. Eight dot (●●●●● ●●●) Disciplines equate to Ascendant Disciplines.

2. Animalism a. Quell the Beast: This power lasts for an hour or scene. b. Subsume the Spirit: The Negative Traits gained from using this Discipline are only

cumulative to a maximum of five. Animals generally have between two and ten Health Levels, and between three and twelve Physical Traits, depending on size.

c. Drawing out the Beast: i. A Beast lost through use of this power returns after 28 days, if not otherwise

recovered. ii. The Optional Rules [Clanbook Ravnos] for this power are not used in the Sanctioned

Chronicle. d. Quell the Herd [Clanbook Gangrel]: Quell the Herd works on vampires, but requires a

Willpower Trait to be spent (before the mob challenge is made). e. Song in the Dark [Clanbook Nosferatu]: Not Used.

3. Assamite Sorcery [Clanbook Assamite] a. For Sorcerer caste Assamite: Low Approval b. For any other: High Approval c. Assamite Sorcery functions as described in Clanbook: Assamite. Its paths and rituals

follow the same rules and approval levels as other Thaumaturgy. See In Clan Thaumaturgy for Assamite Sorcery paths. Assamite Sorcery versions of other Thaumaturgical paths and rituals may be taken at the appropriate approval level.

d. Awakening of the Steel: available only to practitioners of Assamite Sorcery. 4. Auspex

a. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle. i. Auspex and Obfuscate are opposing Disciplines. ii. A character with the appropriate Auspex power active may attempt to accurately

perceive characters or objects that have been rendered invisible or altered by use of Obfuscate. The character with the higher of Auspex or Obfuscate gets a number of bonus Traits equal to the difference between the two power levels.

iii. To compare the Auspex vs. Obfuscate levels in a challenge, the player using Auspex announces her Auspex level. She states the level she has (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). The visual sign for this is counting numbers on fingers, one through six; one finger is for Basic, two is for Intermediate, three for Advanced, four for Elder, five for Master, and six fingers for Ascendant. The character under Obfuscate will give a verbal level or hold up fingers to show their level of Obfuscate.

iv. The same process applies to Auspex vs. Chimerstry. b. Aura Perception: Characters using Aura Perception on an individual who is Possessed

or otherwise under the control of another entity see the aura of the controlling entity only, not that of the host body.

c. Psychic Projection: Characters in Psychic Projection are limited to using perception-based powers. Any powers that require a non-static challenge can only be used while the character has manifested his form. Projecting characters have no access to their bodies, which prevents the use of blood for any purpose.

d. Psychic Assault [Camarilla Guide]: The third (kill) challenge for Psychic Assault is not used in Sanctioned play. A character can at most be put to the Torpor or Mortally Wounded health levels by this power.

5. Celerity a. Flower of Death [Camarilla Guide]:

i. Other Celerity powers may be used while Flower of Death is active, but the costs for each must be paid normally.

ii. The cost for Flower of death must be paid each turn it is used.

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b. Projectile [Camarilla Guide]: Spend 1 Blood, and apply all celerity “test” benefits to Bows or thrown items (e.g. The Bomb, Win on Ties). The user does not lose access to these benefits. The attack does an additional level of damage.

c. Stutter Step [Clanbook Brujah]: This is an Elder power. d. Quickness [Faith and Fire]: This is a Master power.

6. Chimerstry a. Chimerstry is meant to be a subtle and devious power. Please review the Section titled

"What is Chimerstry" on Clanbook Ravnos p 61 for a guideline on how to use Chimerstry. Storytellers are encouraged to allow characters a mental test versus the Chimerstry users permanent mental Traits to disbelieve wild or blunt uses of this power.

b. Ignis Fatuus and Fata Morgana: You do not need to defeat an opponent in a Social Challenge to activate these powers. Pay the cost listed and the illusion springs into life, visible by anyone present. If a character has a valid reason to disbelieve the illusion, they may attempt a Static Mental Challenge against the illusionist’s permanent Social Traits. Success on this challenge allows the character to see through the illusion (or hear through it, smell through it, etc.).

c. Horrid Reality: i. To use Horrid Reality, spend a point of willpower and target an illusion created by

Fata Morgana or Apparition. For the remainder of the scene you may make a social challenge to cause the illusion to attack. If the challenge is successful the target takes a maximum of 2 points of aggravated damage, 3 points of lethal damage, or 4 points of bashing damage.

ii. The type of damage inflicted by Horrid Reality depends on your illusion’s mode of attack. An illusory pistol would cause lethal damage (or bashing to vampires) while fire summoned by an illusory Warlock would cause aggravated damage.

iii. All of the challenges for Horrid Reality apply, regardless of the target's level of Auspex. Even a character who consciously realizes that your creation is illusory will be unable to disbelieve it completely enough to avoid taking damage.

iv. Damage caused by Horrid Reality fades at the end of the scene. Chimerical damage can be reduced by powers like Fortitude and may be healed normally. This power cannot be used to create non-damaging effects like staking or grappling.

d. Far Fatuus [Clanbook Ravnos]: Only Basic and Intermediate Chimerstry may be used through Far Fatuus. It is not possible to use powers like Horrid Reality with Far Fatuus.

e. Shared Nightmare (aka Mass Reality) [Clanbook Ravnos]: As Horrid Reality but your illusion can affect up to 5 targets. E.g.: an illusory machine gun could spray bullets into a crowd or an illusory Warlock could throw a fire ball that engulfs several characters. When using Shared Nightmare test against the target character with the highest Social Traits.

f. Occlusionis [Clanbook Ravnos]: i. To use Occlusionis target a character and make a social challenge. If successful you

inflict a controlled version of the Synesthesia derangement on your victim confusing his senses. For the remainder of the scene your target loses ties on all actions and he must spend a willpower to target any character other than himself.

ii. Alternately you may choose to use a diluted version of this power on every character in your line of sight. If you choose this option make a static social challenge with a difficulty equal to the number of targets your power will affect. If successful all targets gain the Synesthesia derangement and lose ties on any perception related challenge as long as they remain in your presence.

7. Daimoinon [Storytellers Guide] a. Fear the Void Below:

i. The difficulty of the Courage Test caused by this Discipline is equal to twice the number of Traits risked in the preceding Sense the Sin challenge.

ii. If the target of this power is attacked the effects of the power end immediately, until the target is not being attacked anymore, in which case the effects of the power return.

b. Psychomachia: The difficulty of the Courage Test caused by this Discipline is twice the number of Traits risked in the preceding Sense the Sin challenge. The nightmare construct created is a match or near match for the character in every way, taking into account powers and equipment the character has available to them.

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c. Condemnation: To clarify, the character does not permanently expend Traits to use this Discipline. Instead, Traits used to reduce those of his victim are unavailable to the character in any way until he chooses to end the curse or the victim dies. This means the Traits cannot be bid or expended, nor do they count in comparisons of Traits for ties, overbids, or other purposes.

d. Concordance: Mechanics representing ‘powers’ granted by this Discipline require Top Approval. This Discipline can be purchased multiple times.

8. Dementation a. Personal Scourge [Sabbat Guide]:

i. This power cannot reduce a target past the Wounded health levels. ii. The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it

reduced by other Disciplines (excepting Aegis, which may be used). b. Sleep of Reason [Clanbook Malkavian]: This power cannot reduce a target below the

Incapacitated health levels. 9. Dominate

a. The limit of one retest mentioned in the description of Dominate refers only to the use of Willpower Traits. It does not prevent the target from using Abilities, overbids, etc.

b. Mesmerism: Once triggered, the command from Mesmerism has a duration of no longer than a single scene. A victim may only have one Mesmerism implanted per mesmerist at any given time.

c. Conditioning: When the Dominator uses this power on another, he may opt instead to perform a "Manchurian Candidate" conditioning. Instead of the normal Discipline effects, the Domitor instead implants a standard Mesmerism command along with a specific trigger. When the trigger occurs, the target enters a fugue state and performs the implanted command immediately. Once they have completed the command, they awaken from the fugue with no memory of what occurred. This trigger can be used a number of times equal to half the permanent Willpower of the Domitor (rounded down). Until this keyword trigger is used, the Conditioned individual acts normally and is otherwise unaffected. Attempts to locate or remove this type of Conditioning can only be performed by a vampire with at least the same level or greater mastery of the Dominate Discipline. The effects do not disappear or fade over time and triggers may lay dormant for years or decades.

d. Possession: Partially Awakened mortals, such as ghouls or mortals with Numina, may be targets of Possession. While possessing such mortals, the vampire may only access powers inherent to the physical form, such as Celerity, Fortitude and Potence, but not other supernatural powers possessed by the mortal in question. The vampire uses the blood pool and maximum expenditures per turn of her host. If a character assumes another shape before possessing, the special powers granted do not transfer with her into the possessed body. This includes such things as the bonus Mental Traits from Shape of the Beast, the Dominate/Presence immunity from Felis Negrum, and the darkness immunity granted by The Form of the Cobra.

e. Oberon’s Grail [Clanbook Tremere]: i. This is an Elder level Discipline, not Master level. ii. Only vampires who possess Oberon’s Grail can restore memories lost to Oberon’s

Grail. In that case, the memories can be restored using the rules outlined under Forgetful Mind.

f. Still the Mortal Flesh [Camarilla Guide]: The duration of this Discipline is the user's permanent Willpower Traits in turns.

g. Far Mastery [Camarilla Guide]: Note that this Discipline replaces the need for eye contact, but not the need for the target to hear your voice.

10. Fortitude a. Intermediate and above: Damage is downgraded on win.. b. Aegis: The invocation of Aegis requires spending permanent Willpower or permanent

Stamina-based Traits. Only Physical Traits that are Stamina-based may be spent on Aegis. Stamina and Willpower Traits expended to power Aegis must be available to bid or expend. Invoking Aegis does not prevent a successful staking of the character, unless the power is invoked before either of the staking tests are performed.

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c. Personal Armor [Camarilla Guide]: Damage caused to unarmed attackers by Personal Armor is always bashing, regardless of the type of damage caused by the attack. Attackers do not suffer the inability to use limbs when they take damage due to Personal Armor. Personal Armor is effective against natural weaponry such as Wolf Claws and Serpents Tongue. The natural weaponry breaks and must be reactivated if the test is successful. If there is no activation cost associated with the weaponry, such as Horrid Forms bone protrusions, the damage from Personal Armor must be healed before that particular part of the transformation power can inflict its additional damage.

d. Shared Strength [Camarilla Guide]: Shared strength only has the option of sharing Basic through Advanced Fortitude. No Elder, Master, Ascendant, or Combination powers may be transferred though this power.

11. Gargoyle Flight [Camarilla Guide] a. Flight Manoeuvres: A character cannot perform a Flight Manoeuvre such as Slam,

Pounce, or Swoop in addition to another Flight attack during the same turn. 12. Koldunic Sorcery [Clanbook Tzimisce]

a. Possession of Koldunic Sorcery (such as the Path of Sorrows): The Ways or Way of Sorrow are not used. Koldunic Sorcerers use a variation of Thaumaturgy that is incompatible with any other version (such as Setite or Assamite Sorcery).

13. Mytherceria [Sabbat Guide] a. Riddle Phantastique: A character under the effects of this Discipline will temporarily

snap out of the trance if he enters imminent danger (such as an attack on himself or the rising of the sun for a vampire). He may then take whatever actions are necessary to remove himself from the danger. Once out of danger, the trance returns, with the timing of challenges restarting where it was when he left the trance.

b. Steal the Mind: If the target of this power is attacked the effect ends. 14. Necromancy

a. Necromancy is considered “blood magic” and is thus subject to Thaumaturgical Countermagic, the Magic Resistance Merit, and similar magic-affecting phenomenon.

b. Few vampires become wraiths upon suffering the Final Death, as most immediately slip into Oblivion. It requires Global Approval for a dead vampire to be an eligible target for summoning with Necromancy.

c. The Maelstrom and Nigrimancy [Clanbook Giovanni]: These rules are not used in the Sanctioned Chronicle.

d. Bone Path i. Shambling Hordes: The number of animated corpses you control at any time may

never exceed the number of permanent Willpower Traits you possess. ii. Soul Stealing:

(a) Bashing damage to the body suffered whilst under Soul Stealing cannot reduce a target past the Wounded health levels. The victim’s soul returns automatically as soon as the Wounded health level is reached.

(b) A spirit ejected through Soul Stealing and returning to its body through injury does not need to test to eject any other spirit in habiting the body. If the spirit is damaged enough to be Incapacitated, it returns to the body as above and regains consciousness 10 minutes later.

iii. Daemonic Possession: (a) If the original owner of a body returns to their possessed body, they may engage

in a Mental Challenge once each hour for control of the body. If the true owner succeeds, they have removed the foreign spirit and need not test again. Daemonic Possession may not be used to take a vampire's soul and place it within another vampire's body. You cannot use Daemonic Possession on yourself.

(b) For a dead PC to receive a new body with the use of this power requires Global Approval.

e. Sepulchre Path i. Compel Soul: Compel Soul will fail if you order the wraith to perform an action that

will cause it harm (such as requiring to leave an area it is being held in by Haunting). You may not Compel a soul to remain out of its body more than one day.

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ii. Haunting: You may not keep a soul out of its body by using Haunting for longer than one day.

f. Vitreous Path [Storytellers Guide]: This Discipline is retested with the Occult Ability, not Wraith Lore.

15. Obfuscate a. Cloak of Shadows, Unseen Presence, Vanish from the Mind's Eye, and similar 'invisibility'

powers have much the same effect, with varying degrees of skill. A character cannot benefit from layering these powers, even if someone attempts to assist him by using Cloak the Gathering in an attempt to duplicate the 'invisibility'.

b. Mask of a Thousand Faces: i. You may modify the specific details of clothing but not add or remove items in full.

Thus, a ratty windbreaker can be made to appear as a new and stylish tuxedo jacket, but not a trench coat.

ii. Mask of a Thousand Faces cannot conceal items, nor does it increase the character's ability to conceal items with the alteration of clothing.

iii. To imitate a character using Mask of a Thousand Faces, a character must have equal or greater Social Traits.

c. Vanish from the Mind’s Eye: i. A character attempting to vanish only bids one Trait regardless of the number of

observers bidding against her. ii. This power takes effect in the everyman round at initiative order, and counts as an

action. d. Cloak the Gathering:

i. Cloak the Gathering cannot be used on unwilling, torpored, or unconscious targets. ii. This power takes effect in the everyman round at initiative order, and counts as an

action. e. Mental Maze [Clanbook Followers of Set]: It costs a Willpower Trait to use this Discipline

on a supernatural creature or a Partially Awakened mortal. The effects last no longer than one scene (or three turns if the subject is engaged in combat).

16. Obtenebration a. Special Effects and Optional Rules [Clanbook Lasombra]: These rules are not used in

the Sanctioned Chronicle. b. Arms of the Abyss: Potence and Fortitude cannot be added to the arms. The number

of Traits possessed by each arm is equal to the number of Discipline powers the character has in Obtenebration. E.g.: a character with Advanced Obtenebration would create Arms of the Abyss tentacles with five Physical Traits each.

c. Black Metamorphosis: i. This must be a tentacle-based attack, using the character’s Potence and Physical

Traits. The character may not take any sort of action itself. ii. The Clumsy Negative Trait is not cumulative with other Negative Traits inflicted by

Obtenebration. 17. Potence

a. Potence does not modify ranged combat except where specifically mentioned in the power's description.

b. Potence of Advanced levels or above automatically reduces the bonus Traits by 1 on weapons used on a successful challenge. The weapon breaks when reduced to zero bonus Traits.

c. Might: The use of Might is the last retest the user can call. Even if the use of Might is cancelled by the opponent declaring the use of Might as well, no further retests may be performed for this challenge.

d. Imprint [Camarilla Guide]: Imprint causes one extra level of damage when squeezing or crushing any target. Imprint does not cause extra damage when the user is wielding a weapon. The extra damage is not limited to just affecting vampires, and it can be inflicted by biting, hugging, etc.

e. Force [Faith and Fire]: This is a Master power. 18. Presence

a. Awe: i. You must be within line of sight of your target to use Awe.

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ii. This power affects only social tests or other Presence tests. b. Summon: The Social Trait bid and the Leadership Ability used (if you elect to use one)

are considered expended regardless of the result of the challenge. The Summon power dissipates at dawn at the victim's location. Also, Summon cannot cause the subject to travel through extremely dangerous or directly damaging areas. A summoned individual will take steps to avoid danger and mitigate risk when traveling, but the Summons is broken if there is no way to reach the summoner except through dangerous or fatal territory. The summoning character's intent is not considered when determining if a situation is "dangerous". Only the condition of the physical environment is relevant.

c. Majesty: The range of this power is 10 paces, but the effect remains if a character leaves that area.

d. Temptation [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. Effects of this power are not permanent. Instead, they last until the victim spends as

many Willpower Traits as the user spent to activate it. Each time the victim spends Willpower to resist, they stop the effects of the power for ten minutes (or one turn of combat).

e. Father Knows Best [Camarilla Guide]: Once per hour, the target(s) may spend a willpower and engage the user in a social test to end the effects of the power (for that target).

f. Love [Camarilla Guide]: Characters cannot be made to take self-destructive acts with this power, as defined by the Dominate Self-Destructive commands rules. Such commands, as with Dominate, allow the power to be automatically resisted

g. Phobia [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. Effects of this power are not permanent. Instead, they last until the victim spends as

many Willpower Traits as the user spent to activate it. Each time the victim spends Willpower to resist, they stop the effects of the power for ten minutes (or one turn of combat).

h. Corruption [Clanbook Followers of Set]: i. High Approval for non-Setites. ii. The Setite must spend at least as many Willpower Traits as the target's Morality

rating for this power to be successful. It will then last until the target spends as many Willpower Traits to resist this Discipline as the Setite has permanent Social Traits. Each time the victim spends Willpower to resist, they stop the effects of the Discipline for ten minutes (or one turn in combat).

19. Protean a. Earth Meld: Normal disturbances to the ground will not end the effects of Earth Meld,

although digging will cause the character to be ejected. b. Shape of the Beast:

i. Vampires in wolf form gain the Physical Traits Quick, and Lithe, in addition to the Sharp Trait granted by Feral Claws. The form allows them to travel an additional six un-penalized steps per action in combat during any round in which they do not attack.

ii. Vampires in bat form may only declare three Traits in challenges to harm or otherwise attack someone. (They are not limited to bidding three Traits in challenges of defence.) They can fly at their normal running speed and all attacks against them suffer a two Trait penalty. If more than five steps away from the nearest attacker, they can declare a Fair Escape unless an attacker possesses more heightened speed. Note that vampires in either "fight" or "flight" form may not make use of weapons in combat.

iii. The Sanctioned Chronicle allows the flavor text for different shapes (“Animal Forms” on p 67 of Clanbook Gangrel) for use with Gangrel characters. Non-Gangrel do not have the option of choosing different shapes, but default to the 'wolf' and 'bat' as described in Laws of the Night: Revised.

c. Animal Swarm [Clanbook Gangrel]: The animals created by this Discipline can have from one to four Blood Traits each (divided evenly between the creatures). Each creature

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has Physical Traits equal to three plus the number of Blood Traits it started with, and health levels as follows: Healthy, Bruised, Wounded, Incapacitated, and Dead.

d. Mythic Form [Clanbook Gangrel]: i. High Approval. ii. One Blood Trait may be spend per round on the form's ranged attack (for a maximum

of 3 Aggravated Damage). 20. Quietus

a. The maximum number of Quietus toxin coatings that may be applied to any single weapon is three times the weapon’s normal bonus Traits. Different Quietus powers cannot be used on the same weapon, as the different poisons render themselves inert when mixed. Unless a duration is otherwise noted in the Discipline’s text, coatings of Quietus toxins last for a single session.

b. Scorpion’s Touch: Traits lost to Scorpion's Touch also apply to the comparison of ties, causing the victim to bid fewer Traits.

c. Dagon’s Call: This power takes one turn to activate. Only base Physical Traits are applicable for the comparison of ties in these Static Physical challenges, not Traits added for blood expenditure, alternate forms, etc.

d. Taste of Death: This power does two levels of aggravated damage instead of one. e. Blood Sweat [Clanbook Assamite]: To use Blood Sweat, the character concentrates for

two turns, doing nothing more than walking a step each turn, and then initiates the challenge as his action on the third turn. He expends Mental Traits (up to a maximum of three) and makes a Simple Test for each Trait expended. Each Simple Test won will cause the victim to lose three Blood Traits. Each tie causes a loss of two Blood Traits, and each Test lost will cause the victim to lose only one Blood Trait.

f. Baal’s Bloody Talons [Clanbook Assamite]: Additional damage caused as a result of winning the Simple Tests is also aggravated. A weapon may hold a maximum number of coatings equal to its normal bonus Traits. Other special enhancements of the weapon (other Quietus blood powers, wards or any other special enhancements) are destroyed as soon as the weapon is coated with Baal's Bloody Talons. As each Blood Trait degrades, the weapon loses one bonus Trait. When reduced to 0 bonus Traits the weapon is destroyed as per the description.

21. Serpentis a. The Form of the Cobra: Characters using The Form of the Cobra are not affected by

the darkness rules. Also, their venom causes living beings one level of lethal damage each turn after a bite, for three turns.

b. Cobra Fangs [Clanbook Followers of Set]: i. Bitten vampires or other supernaturally resilient creatures suffer ten health levels of

aggravated damage, minus one per stamina-related physical Trait the target possessed (spent Traits still count for this reduction). The damage is inflicted at a rate of one aggravated damage per round until the total damage is inflicted.

ii. A Setite may only use this power on a target once per scene. c. Heart Thief [Clanbook Followers of Set]: To use this Discipline successfully, the Setite

must win a Physical Challenge and then win or tie two Simple Tests to steal a vampire's heart. These may be retested with Brawl.

22. Setite Sorcery [Clanbook Followers of Set] a. High Approval. b. All characters (even Setites) must pay out of clan XP costs for Setite Sorcery. Setite

Sorcery uses the same rules and approval levels as Thaumaturgy. The primary path of Setite Sorcery is the Path of Corruption instead of the Path of Blood. Followers of Set and Serpents of the Light who know Setite Sorcery may teach it to others as if it were an in-clan Discipline.

23. Temporis [Storytellers Guide] a. The optional rules in the box labelled “You Can't Get There From Here: A Storyteller

Option” are used in the Sanctioned Chronicle. No character can have both Celerity and Temporis.

b. Clotho’s Gift: The maximum number of Physical Traits a character can risk on this Discipline is equal to half the number of Temporis powers the character possesses, rounded down.

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c. Clio’s Kiss: Every use of this Discipline requires High Approval. 24. Thanatosis

a. Withering: A successful use of Withering against the head of a vampire prevents him from using any Disciplines except Celerity, Fortitude, and Potence.

b. Necrosis: This power inflicts aggravated damage rather than lethal. 25. Thaumaturgy

a. Thaumaturgical powers that require touch do not require skin contact, despite the rule on Laws of the Night Storytellers Guide p 47. Only effects that keep the Thaumaturge from speaking (carving out her tongue, Vicissitude) will prevent her from using Thaumaturgy. Unless a power specifically requires the subject to hear the Thaumaturge’s voice, circumstances that simply prevent it from being heard (a raging storm, Silence of Death) will not hinder Thaumaturgy.

b. While the Thaumaturgy possessed by the Tremere, the Assamites, and the Setites share game mechanics, in the World of Darkness these are widely different magical paths.

c. For a Thaumaturge to learn paths or rituals from someone possessing a different Clan's 'version' of Thaumaturgy: High Approval

d. Elemental Mastery [Camarilla Guide] i. Animate the Unmoving: Objects animated with this power have Physical Traits

equal to the Thaumaturge’s current Willpower and can inflict one level of damage in combat, the type of which is determined by the Storyteller.

ii. Summon Elemental: Storyteller assistance is required for use of this power. Storytellers are encouraged to be harsh towards players who make frivolous use of Summon Elemental, as it can disrupt game play if not closely monitored. This power may only be used once per session. The elemental will serve the caster for the duration of the session.

e. Green Path [Camarilla Guide] i. Speed the Season’s Passing: Using this power to destroy an item in combat may

require a Physical Challenge at Storyteller discretion. ii. Dance of Vines: Consult with a Storyteller to determine the exact damage and

reach of plants animated with this Discipline. f. Hands of Destruction

i. Acidic Touch: This power lasts for the duration of the scene. The vampire can choose to inflict an aggravated wound level upon an unarmed attacker, even if the Thaumaturge loses the Physical Challenge. The acid can only inflict a maximum of one aggravated level of damage per turn, regardless of the amount that comes in contact with a victim, or the means by which it does so.

g. Mastery of the Mortal Shell [Storytellers Guide] i. Seizure: This power lasts for one turn per Mental Trait expended by the

Thaumaturge (up to a maximum of five Traits), not one scene. If the targets life is attacked in any way she may make an immediate static metal test versus the Thaumaturge’s mental Traits to end the effects.

ii. Body Failure: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of three Traits). Each turn, a vampire may "soak" the damage by winning a Static Physical Challenge against the Thaumaturge’s Mental Traits to avoid one level of lethal damage. The "Bomb" or "Win All Ties" mechanics may not be used in this Challenge.

iii. Marionette: This power lasts for one turn per Mental Trait expended by the Thaumaturge (up to a maximum of three Traits). While in control of a target's body, the vampire may force the target to utilise as much Potence and Celerity as the Thaumaturge knows the target to possess (except any Superior levels). The target may utilise Fortitude as he desires.

h. Movement of the Mind i. Flight: To retain an ensnared victim, the Thaumaturge must win another Mental vs.

Physical Challenge at the end of every other turn. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion.

ii. Control: To retain an immobilized victim, the Thaumaturge must win another Mental vs. Physical Challenge at the end of every third turn. The use of the "Bomb" or "Win All Ties" mechanics in this challenge are at the ST’s discretion.

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i. Neptune’s Might [Camarilla Guide] i. Blood to Water: Using this power requires an action, which includes a Physical

Challenge to touch the target. A maximum of three Mental Traits may be spent on each use of this power.

j. Path of Blood i. This is the default path for all Tremere characters. ii. Blood Rage: Blood Rage cannot force a subject to commit a feat of which they are

normally incapable. It can be used to bypass the Generational limits for blood expenditure. Blood Rage cannot force a character out of torpor. If a character entered torpor due to injury, Blood Rage may be used to heal the wounds, allowing the character a single opportunity to wake prematurely. The normal cost and test for waking still apply. Additional healing does not provide additional opportunities to wake early.

iii. Blood of Potency: The Generation granted by this power only affects the character's Blood Pool size, her number of Blood Traits expendable in a turn, her ability to awaken vampires from torpor, and her interaction with powers that compare Generation. No other benefits of the lower Generation are gained. No character can reduce her effective Generation below 4th with Blood of Potency.

k. Path of the Blood’s Curse [Storytellers Guide] i. All levels of this path are lost, without refunding of experience or other Traits used to

purchase it, should the Thaumaturge permanently acquire a Generation below tenth. ii. Ravages of the Beast: The difficulty of the Virtue Test to avoid frenzy is four Traits.

l. Path of Corruption [Camarilla Guide] i. Followers of Set and Serpents of the Light with Path of Corruption do not possess

Thaumaturgy; rather they possess Setite Sorcery. A Storyteller should be consulted to help determine the exact effects of Basic Path of Corruption Disciplines. Path of Corruption uses the Subterfuge Ability for retests

m. Path of the Father’s Vengeance [Sabbat Guide] i. Feast of Ashes: No more than three Mental Traits can be spent when activating this

Discipline. n. Path of Transmutation [Storytellers Guide]

i. Gaol: Using this Discipline to trap an unwilling subject requires the Thaumaturge to make a Mental Challenge against his subject’s Physical Traits. The use of the "Bomb" or "Win All Ties" mechanics in this challenge are at the ST’s discretion. No Disciplines or supernatural powers can be exercised across the barrier created by Gaol. As stated in the power's description, a Gaol completely encapsulates the target. Once created, a Gaol may not be moved.

26. Valeren a. Rather than the version of this Discipline provided in Laws of the Night Sabbat Guide

pp 133-135, use that found in Faith and Fire pp 209-213 b. Burning Touch [Faith and Fire]: Endurance and other similar powers do not negate the

wound level effects caused by this Discipline. c. Fiery Agony [Faith and Fire]: Endurance and other similar powers do not negate the

wound level effects caused by this Discipline. 27. Vicissitude

a. Horrid Form: A character using Horrid Form is not allowed to use weapons (use of Body Weaponry excepted) due to the spikes and spines that form keeping them from appropriately holding said weapons.

28. Visceratika [Camarilla Guide] a. Scry the Hearthstone: Use the Auspex vs. Obfuscate interaction rules given under

Auspex instead of those in Laws of the Night. b. Armour of Terra: As a reminder, bashing damage is not halved in the Sanctioned

chronicle. c. Rockheart [Elder, adapted from VtM Storytellers Handbook]: The vampire’s innards

become hard and rocklike. Incoming damage from physical attacks such as fists, claws, swords, firearms, or explosives is reduced to half (round up), after considerations for other reductions such as armour and Fortitude. This effect does not reduce damage from

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fire, sunlight, or magic. In addition, the vampire cannot be staked unless the attacker is using Intermediate Potence or other similar strength-enhancing powers.

d. Dark Statue [Master, adapted from VtM Storytellers Handbook]: By remaining completely still, the character can ignore the effects of direct sunlight. The vampire must succeed in a Courage check to do so, difficulty 3. If the vampire moves, the effect immediately ends, leaving him subject to the rules for remaining active during the day as well as being exposed to direct sunlight. If the user activates this Discipline while in contact with a building, he may use Scry the Hearthstone as if he had Bonded with it.

e. Crawling Chamber [Ascendant, adapted from VtM Storytellers Handbook]: By spending three Blood Traits, the user may animate a single mass of freestanding stone up to one hundred cubic feet (Such as a ceiling, wall, floor, or statue). The animated stone has 15 physical Traits and five health levels, but no other powers. Only one such creation may be directed at one time. This statue (or freestanding stone) may not be affected by further uses of Visceratika.

D. Rituals 1. General

a. Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits for Elder, 13 Traits for Master, and 15 Traits for Ascendant level Rituals). The standard casting times are 40 minutes for Elder, 50 minutes for Master, and 60 minutes for Ascendant level rituals.

b. Pre-casts: Up to three rituals may be pre-cast before a game. c. For Necromancy, Thaumaturgy, and clan-specific sorceries, free rituals are only gained

from the primary path, not all paths the character learns. (Characters will only receive a maximum of five free rituals.)

d. Rituals from Laws of the Night Storytellers Guide are Low Approval, unless noted otherwise below. Those with a Thaumaturgy path listed after their name cannot be learned unless the character possesses at least one power from that Discipline path. Necromancy and Thaumaturgy rituals from Laws of the Night Sabbat Guide require High Approval to be learned by vampires who are not members of the Sabbat Sect. New rituals with a clan or Sect listed in the title require High Approval to be learned by one who is not a member of that clan or Sect.

e. Blood Mastery, Cobra's Favor, Court of Hallowed Truth, Dedicate the Chantry, Deny the Intruder, Inherited Affinity, Pavis of Foul Presence, Purify Blood, Rite of Introduction, Ritual’s Recognition, Stone Slumber, and Track Transgressor, Unweave Ritual: i. Tremere: Low Approval ii. all others: High Approval

f. Power of the Pyramid and Transubstantiation of Seven: i. Tremere: Low Approval ii. All others: Not available.

g. Abandon the Fetters, Blood Certámen, Mark of Amaranth, and Night of the Red Heart: High Approval

h. Nectar of the Bitter Rose: Top Approval. i. Custom rituals will not be approved j. To learn Elder, Master, or Ascendant Thaumaturgy rituals, a character must know two

paths at Advanced level and must be of sufficient Generation to learn Disciplines of equivalent level (i.e. you must be at least seventh Generation to learn Master Disciplines). The Experience Trait costs for Superior rituals are eight XP for Elder, ten XP for Master, and twelve XP for Ascendant level rituals.

2. Basic Rituals a. Necromancy Rituals

i. Call of the Hungry Dead: The lock of hair used in this ritual is destroyed during the casting.

b. Thaumaturgy Rituals i. Craft Bloodstone [Storyteller Guide]: A character may only have five Bloodstones in

creation before suffering the negative mental Trait “Oblivious”, per Bloodstone in excess five (eg. creating 7 Bloodstones will leave the ritualist as "Oblivious x2"). A bloodstone counts as a personal object of the Thaumaturge.

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ii. Deny the Intruder [Clanbook Tremere]: Influence endeavors directed at a chantry protected by this ritual require twice the normal level of Influence, and twice the number of Influence actions expended. Failure to meet these requirements causes the endeavour to fail.

iii. The Imp’s Affliction [Storyteller Guide]: While under the effects of this ritual, the target has a one Trait penalty to all Physical Challenges and a two Trait Penalty to all Social Challenges. The effects of this ritual cannot be stacked with multiple castings

iv. Impressive Visage [Storyteller’s Guide]: This ritual lasts for one night. v. Inscription [Clanbook Tremere]: Not Used. vi. Principal Focus of Vitae Infusion: After breaking down the ensorcelled object, it

becomes a pool of the caster’s blood. To utilise this blood, a character will need to ingest this blood. As listed on Laws of the Night p 106, only three Traits of blood may be consumed in a turn.

vii. Purge the Inner Demon [Storyteller Guide]: This ritual will not help a vampire in Wassail.

viii. Wards: (a) Once cast, Wards remain on the object until it is destroyed or until the passing of

a year and a day. The same ritual can be used to attune an old Ward so as to immunise a new person. Anyone who will be affected by a ward can sense it just before they touch it. When a ward is placed on a melee weapon, the weapon does normal damage, plus one lethal wound from the ward. Damage from a Ward may not be converted into aggravated damage through the use of additional powers.

(b) Characters do not receive cumulative damage from contact with multiple wards at the same time

ix. Ward vs. Ghouls: This ritual has no effect on normal humans or Mages. There is no known Warding ritual that does.

x. Warding Circles: (a) The casting time for all Warding Circles is as normal to create a circle that lasts

until sunset, or one entire night to create one that will last for a year and a day. (b) The Tremere have access to seven Warding Circle rituals: Warding Circle versus

Ghouls (Basic, see below), Warding Circle versus Fae, Lupines, and Kindred (all Intermediate), and Warding Circle versus Spirits, Ghosts and Demons (all Advanced). Each of these Warding Circles must be learned separately. The effects against the targeted beings are the same as for Warding Circle versus Ghouls, except the affected creature is determined by the version of the ritual. All such rituals require material components equal to those of the corresponding Ward ritual, multiplied for each five feet of radius in the Warding Circle. Warding Circles cross all planes of reality, and will affect the target creatures regardless of current form.

(c) Thaumaturgy Ritual, Warding Circle vs. Ghouls [New Tremere] This ritual creates a circle (up to fifty feet in radius) centered on the caster into which a ghoul cannot pass without risking harm. Any ghoul who attempts to cross the boundary of the circle feels a slight tingle on her skin, just in time to stop herself from crossing it. Those who ignore this warning must succeed in a Static Willpower Challenge (no Traits risked) vs. the ritualist's permanent Willpower Traits in order to cross the barrier. Should the challenge be failed, the ghoul suffers a lethal wound, and is barred from the area protected by the Warding Circle until the next sunset. Attempts to leave the circle are not opposed, but once the ghoul has left, it must challenge again to re-enter.

3. Intermediate Rituals a. Necromancy Rituals

i. Call Upon the Shadow’s Grace: This ritual only works on wraiths and only on one wraith per casting.

b. Thaumaturgy Rituals i. Blood Allergy [Storyteller Guide]: The blood focus must be that of the target, who

must also be defeated in a separate Mental Challenge for the ritual to work. The caster does not need to be within sensory range of the target to use Blood Allergy.

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ii. The Curse Belated [Storyteller Guide]: High Approval per use. iii. Pavis of Foul Presence:

(a) When a Presence power is used on the ritualist, she may elect to activate the ritual reflexively after the challenge. If the ritualist won the challenge to resist the Presence power used against her, the Presence user is affected by the power instead. If the ritualist failed the challenge, the Presence power is simply nullified. Pavis of Foul Presence cannot be used on Presence powers that do not directly target the thaumaturge (such as Majesty). The casting is dispelled after a single use.

(b) Non-Tremere require High Approval to know this ritual. iv. Power of the Pyramid [Clanbook Tremere]: The sum amount of Willpower

nominated by participants in the Power of the Pyramid ritual is treated as being the Ritualists Permanent Willpower (to a maximum Willpower Traits of 10).

v. Rutor’s Hand: Rutor’s Hand does not establish line of sight for the purpose of using other powers.

vi. Scry [Storytellers Guide]: When this ritual is used to spy on someone using powers of concealment (such as Obfuscate), the caster must use Auspex to defeat his target's concealment, lest the ritual automatically fail. This is the only way that Auspex can be used in conjunction with Scry.

vii. Transubstantiation of Seven [Clanbook Tremere]: This ritual is only effective if the subject is Tremere.

4. Advanced Rituals a. Thaumaturgy Rituals

i. Blood Contract: The contract must be willingly signed without supernatural influence to function.

ii. Stone of the True Form [Storyteller Guide]: The effect lasts only three turns, not a scene. The pebble talisman becomes inert after one successful use. A character may only have one such talisman made at a time.

E. Combination Powers 1. Combination powers are listed in the Clanbooks, or are converted from tabletop sources (with

the appropriate special approval). For the Sanctioned chronicle, all combination powers cost half the number of XP as the tabletop versions (rounded up).

2. Approvals. a. Combination powers from a Clanbook for a member of that clan: Mid Approval. b. Combination powers from a Clanbook for all others: High Approval. c. No teacher is required for combination powers from Clanbooks if the learning vampire

has three Traits of Lore for the appropriate clan. 3. Combination powers based on Dominate do not work on a vampire of lower Generation than

the user. Combination powers based on Chimerstry or Obfuscate interact with Auspex is the same manner as those Disciplines normally would.

4. Birth the Vozhd [Clanbook Tzimisce]: Top Approval to learn and for each use. Possessing this power is required before a character can use the rules for creating Vozhd in Laws of the Night Sabbat Guide.

5. Calling the Thing in Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle.

6. Claw Immunity [Clanbook Gangrel]: This power is effective against shapechangers in their animal or near-animal forms (Lupus and Hispo for Garou).

7. Descent into Darkness [Clanbook Lasombra]: Not used in the Sanctioned Chronicle. 8. Iron Heart [Clanbook Brujah]: This power grant the user 2 bonus Traits for the purposes of

comparing ties on resisting Dominate, Presence, or Mind-Controlling Thaumaturgy powers. The user may spend a Willpower to give others 1 additional Trait for the purposes of comparing ties resisting the same Disciplines.

9. Mask of Cathay [Clanbook Ravnos]: High Approval. 10. Pater Szlachta [Clanbook Tzimisce]: All Blood Traits spent for this power must be spent in

one turn. This is a major transformative power. Weapons cannot be wielded in this form. 11. Shroud of Absence [Clanbook Lasombra]: The Shroud of Absence has no effects on

mechanical recording devices, acting identically to Obfuscate in that respect only. A maximum of three Social Traits can be spent to raise the user's Willpower for challenges to

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the Shroud of Absence. They must be spent when the power is activated, and they last for the duration of the power’s use. Any attacks made out of a Shroud of Absence allow those around it to immediately test against the Shroud, even if they have recently failed to pierce it.

F. Ritae [Sabbat Guide] 1. The optional Performing the Rites rules in Laws of the Night: Sabbat Guide, p 140 are used

in the Sanctioned chronicle. 2. The Blood Feast: A character's blood pool cannot exceed his Generational limit by more

than half (round down) as a result of this ritae. Additional Traits are lost. 3. Fire Dance: No more than three Traits can be gained as a result of this ritae. It is suggested

than only the most impressive jumper should receive more than one Trait. 4. The Vaulderie: This ritual purifies the blood used, removing the taint of disease and negating

powers that leave lingering harmful effects in the blood. Note that unlike traditional Blood Bonds, the Vaulderie does not fade over time.

VII. STORYTELLER RULES AND CLARIFICATIONS

A. Optional Rules: If an Optional Rule is not listed below as being sanctioned, that rule cannot be used within the global chronicle. 1. Laws of the Night Sabbat Guide

a. The following Optional Rules are sanctioned: Performing the Rites. 2. Laws of the Night Storytellers Guide

a. The following Optional Rules are sanctioned: You Can’t Get There From Here. B. Other Systems

1. Damage a. Healing with Blood Traits is reflexive, and can be done while performing other actions.

One Blood Trait heals one level of lethal damage, or two levels of bashing damage. It requires three Blood Traits and one Willpower Trait for a vampire to heal one aggravated wound level, and the wound will not heal until the vampire arises the next night.

b. Firearms: Vampires take Bashing, not Lethal, damage from firearms. c. Torpor: Vampires in torpor remain there for twelve weeks minus two weeks for each

Morality Trait they possess. d. Staking: The mechanics for Staking operate exactly as written in Laws of the Night.

2. Increasing Physical Traits a. Spending Blood Traits to increase physical Traits beyond the maximum established by

Generation lasts only for the duration of a single challenge.