I. The Golden Rules - Mind's Eye Society. The Golden Rules II. Venues A. Venue Style Sheets III....

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I. The Golden Rules II. Venues A. Venue Style Sheets III. Sources A. Optional Rules B. Sanctioned Books C. Unsanctioned Books IV. Character Creation A. Concepts B. Membership Benefits C. Generation D. Types E. Character Sheet Systems F. Weirdness V. Traits A. General B. Recovering Traits C. Abilities D. Clans E. Backgrounds F. Merits & Flaws G. Virtues & Morality H. Other Traits VI. Disciplines A. Learning B. Using Disciplines C. Discipline Descriptions D. Rituals E. Combination Powers VII. Systems A. Proxy Play B. Testing C. Equipment D. Damage E. Metamorphosis F. States of the Soul G. Camarilla Status H. Sabbat Status VIII. Other Systems

Transcript of I. The Golden Rules - Mind's Eye Society. The Golden Rules II. Venues A. Venue Style Sheets III....

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I. The Golden RulesII. Venues

A. Venue Style SheetsIII. Sources

A. Optional RulesB. Sanctioned BooksC. Unsanctioned Books

IV. Character CreationA. ConceptsB. Membership BenefitsC. GenerationD. TypesE. Character Sheet SystemsF. Weirdness

V. TraitsA. GeneralB. Recovering TraitsC. AbilitiesD. ClansE. BackgroundsF. Merits & FlawsG. Virtues & MoralityH. Other Traits

VI. DisciplinesA. LearningB. Using DisciplinesC. Discipline DescriptionsD. RitualsE. Combination Powers

VII. SystemsA. Proxy PlayB. TestingC. EquipmentD. DamageE. MetamorphosisF. States of the SoulG. Camarilla StatusH. Sabbat Status

VIII. Other Systems

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I. The Golden RulesA. In all situations during a game session where there is a query relating to the rules and the interpretationand application thereof, the presiding ST's decision is considered to be correct. If a player disagrees withsuch a decision, they should wait until the game session has finished to raise their concerns to the ST.Alternatively they may lodge an appeal with the ST chain.B. The World of Darkness is a setting that deals with adult topics including, but not limited to, death,abduction, abuse and insanity. It is the responsibility of the player to notify the presiding ST if theybecome uncomfortable with any of the themes present in the game at any point.C. If you know that something is not the intent of the MES’s interpretation of the books, departsdrastically from common sense, or is otherwise wrong but appears to be technically possible due tovague wording or legal loophole, don't do it. Don't be that guy (or gal).D. The World of Darkness utilizes extremely disturbing themes. While characters can and do commit awfulacts, this is never an excuse to traumatize a player. It is the responsibility of all storytellers and players toask if the players of PCs targeted for inclusion in traumatic acts (e.g., sexual violence, human sacrifice,etc.) are comfortable participating, and to offer options such as “fade to black” or alternate sceneotherwise.

II. VenuesA. Venue Style Sheets

1. Each Venue Style Sheet (VSS) will specify a game, either Sabbat or Cam/Anarch as appropriate tothe genre being portrayed. These games happen in separate universes so you may not make aSabbat VSS in the Cam/Anarch universe or vice versa.2. Political units such as a Camarilla Domain or Sabbat Diocese must belong to a VSS in order to besupported by sect status. Each VSS may only be home to one such political unit. Entirely NPCdomains and diocese are not limited in this fashion.

III. SourcesA. Optional Rules

1. Unless specifically noted within this document, the Masquerade chronicle does not make use ofany "Optional" rules identified in the sanctioned books listed below.

B. Sanctioned Books1. Clanbook Assamite (Revised) (WW2359)2. Clanbook Brujah (Revised) (WW2351)3. Clanbook Followers of Set (Revised) (WW2360)4. Clanbook Gangrel (Revised) (WW2352)5. Clanbook Giovanni (Revised) (WW2363)6. Clanbook Lasombra (Revised) (WW2362)7. Clanbook Malkavian (Revised) (WW2353)8. Clanbook Nosferatu (Revised) (WW2354)9. Clanbook Ravnos (Revised) (WW2364)10. Clanbook Toreador (Revised) (WW2356)11. Clanbook Tremere (Revised) (WW2357)12. Clanbook Tzimisce (Revised) (WW2361)13. Clanbook Ventrue (Revised) (WW2358)14. Laws of the Night (Revised) (WW5013)15. Laws of the Night Anarch Guide (WW5040)16. Laws of the Night Camarilla Guide (WW5017)17. Laws of the Night Sabbat Guide (WW5018)

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18. Laws of the Night Storytellers Guide (WW502119. Mind's Eye Theater: Dark Epics (WW5027)20. Mind's Eye Theater: Faith and Fire (WW5038)

i. Only the Roads are sanctioned from this product.21. The Book of Nod

i. Possession of any part of this book outside of those allowed by Lores (below): TopApproval

22. The Erciyes Fragmentsi. Possession of any part of this book outside of those allowed by Lores (below): TopApproval

23. Revelations of the Dark Motheri. Possession of any part of this book outside of those allowed by Lores (below): TopApproval

C. To take a trait of any kind from a supplement or sourcebook outside of the above books: Not SanctionedE. The MES Masquerade Chronicle makes use of most printed source material for non­mechanical setting,defaulting to V20 when the various versions (V20, revised, and non­revised) conflict.

1. The settings from Dirty Secrets of the Black Hand, Kindred of the East, Ebony Kingdom, nor anyFiction are specifically not used for the Masquerade Chronicle. If you have a question regarding aspecific aspect of source material, please contact your Top Approval storyteller.2. Any mechanics from books not listed above under Sanctioned books are Not Sanctioned.3. Further information on the setting for the MES chronicle can be found in the MasqueradeTimeline.

IV. Character CreationA. Concepts

1. Generali. For a character to have been (in their background) a member of an opposing Sect to theirVSS type, such as a former Camarilla member who joined the Sabbat: Mid Approval. Thisapproval imparts no usable information about the previous sect.ii. To portray a character who is part of the Sabbat within the Cam/Anarch genre: TopApproval. Example: Jason wants to portray a Brujah Antitribu in the Cam/Anarch VSS inTupelo. He needs Top Approval to do so as an infiltrator concept. This does not grantthe ability to enter into the opposing venues game continuity.iii. A member may have a Primary Character and a Secondary Character in each VSS type.A Secondary character is created at MC 1, may not possess any Mid or higher approvalsat creation, and may not gain more than 30% Weirdness in play. Secondary charactersmay not be converted to Primary characters in play.iv. A players characters must be created in such a way that they will never interact witheach other, even indirectly. It is the responsibility of the member to prevent theircharacters from becoming aware of each other. Players are required to ensure that theircharacter never benefits from the actions of another of their characters.v. In the event of a character death, a player is required to create the new character in sucha way that it is instantly and easily recognizable that the new character is not the same asthe old.vi. Concepts that give characters backgrounds specific to another Supernatural type (i.e. aKindred that used to be a part of the Order of Hermes, Gangrel who used to hang out withWerewolves at Moots) are not permitted.vii. Any historical figure or character taken from White Wolf materials or from any work of

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fiction, without direct, written consent of the author, may not be recognizably used as thebasis for a character.viii. Placing a character sheet onto the database, along with completing and acceptance ofthe Masquerade Character Creation Document by the presiding ST is worth up to 10Experience Traits. These traits do not count towards the characters monthly total.ix. Characters may be updated within the first three months they are in play to account fornew players or encountering a new system. The approval level for this update is themaximum approval level of the character or character traits. Clan, Generation, or Sect maynot be changed in this update. This update may only be performed once per character.

2. Sect Membership and Positionsi. Concepts that include holding a sect or clan position with authority above the City level:High Approvalii. Concepts that include holding a sect or clan position with authority above the Regionallevel: Top Approvaliii. Concepts that include holding a sect or clan position with authority above the Nationallevel: Top Approvaliv. Concepts that include holding a sect or clan position with authority above a local level:Lowest level covering the authority jurisdiction. For example, a Cardinal has jurisdictionover multiple regions, therefore it would be Top Approval to portray a Cardinal. A Justicarhas world­wide authority, and it would be therefore Top Approval to portray a Justicar.

3. Agei. When determining age, use the total time your character has existed, be it as a human,ghoul, in torpor, or as a Vampire.ii. Player Characters currently or embraced while under 18 years of age: High Approval.iii. Characters may not exceed 1000 years in Age.

4. Backgroundsi. Characters with backgrounds that involve time spent in an affiliate must have writtenapproval from that affiliates NST or delegated official for handling backgrounds for thattime. NST's are encouraged to provide methods to ease and speed up this process. Anysuch methods will be posted on the Masquerade Wiki.ii. Characters with backgrounds that involve time spent in an non­affiliate, non­GIR areamust follow the Masquerade Worldbuilder Submission Guide.

B. Membership Benefits1. When a player gains MC, all of his primary characters may apply an additional five ExperienceTraits per MC gained. If that Member Class was Member Class 14, he gains an additional twentyExperience Traits instead. If a player loses one or more MC, the Experience Traits granted to thecharacter for the player’s lost MCs must be re­accounted for. These Traits are not removed fromthe character sheet. Instead an Experience Trait “debt” is applied which must be paid off before thecharacter can spend Experience Traits on anything else. Characters with more generation traits thanwhat can be portrayed by their current MC are given an additional 10 Experience Traits “debt” pergeneration trait they possess in excess of what can be portrayed by their current MC. This debt isonly applied when a player loses Member Class, not when a character diablerizes.

C. Generation1. The Generation background is free for characters, but may only be applied as follows.

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Member Class Generation Traits Experience Traits

1 2 5

2 2 10

3 2 15

4 3 20

5 3 25

6 4 30

7 4 35

8 4 40

9 5 45

10 5 50

11 5 55

12 6 60

13 6 65

14 6 85

15 6 90

ii. Characters who are created at 7th and 8th Generation are High Approval. Characters who arecreated as Dhampirs are Top Approval.iii. Sacrificing Generation

a. Players may opt not to take advantage of the full generation traits they have availablewhen creating a character. For each generation (up to 2) that the player opts not to takeadvantage of, the character gains ten experience traits.b. If a player gains Member Class such that they would have access to an additionalgeneration trait by the chart, their primary character may claim the benefit for not takingadvantage of a generation trait. If a character already possesses at least that manygeneration traits as they would now have access to, they may not take advantage of thisoption.c. If a character takes advantage of this benefit and then gains a generation trait they hadgiven up, they lose ten experience traits which is applied to a debt on the character sheetwhich must be paid off before any other purchases may take place.d. Players may not take advantage of giving up their 6th trait of generation (7thgeneration) for clans which are greater than 20% Weird. For Example: Bob is MC 12 butonly gains an additional 10 experience traits for creating a Samedi at 9th generation as 7th

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generation Samedi cannot be created under the Weirdness guidelines.iv. Further rules for Generation are found under Backgrounds.

D. Types1. Special approval is required to play vampire characters of certain clans, even if the character isEmbraced during the course of play.2. Cam/Anarch VSS

i. Low Approval ­ Brujah, Caitiff, Gangrel, Malkavian (Dementation or Dominate),Nosferatu, Toreador, Tremere, Ventrueii. Mid Approval ­ Assamite Vizier, Assamite Warrior, Followers of Set, Giovanniiii. High Approval ­ Assamite Sorcerers, Daughter of Cacophony, Ravnos, Samedi,Warrior Setitesiv. Not Available ­ Any Unlisted Clans, Bloodlines, or Variants

5. Ghoulsi. PC Ghouls are the same approval level as their regnant. If a Ghoul changes regnants,their approval level changes with the new regnant.ii. PC and NPC (Non­Retainer) Ghouls are created using the Masquerade Ghouls CreationGuide.

E. Character Sheet Systems1. Experience Traits

i. The maximum number of Experience Traits that a player character can earn in a month issix (6). Experience Traits gained for MC are an exception, as are the Experience Traitsgranted from the Masquerade Character Creation Document.ii. Overcap: A character may benefit from up to ten (10) over­cap experience per calendaryear. All over­cap Experience Traits must be clearly noted in the characters experience log.Over Cap for feature games is 1, regional events and trade shows is 2, and national/globalevents is 3.

2. Character Sanctioning and Recordsi. All characters must be approved by the player's Low Approval Storyteller. A copyshould be kept up to date and on file with that Storyteller. Low Approval Storytellersregister their characters with their Mid Approval Storyteller.ii. A complete character record should include a character sheet, the character's ExperienceTrait log, and records/verification of any special approvals made on the character.iii. An Experience Trait log will detail how starting Traits (including Free Traits) were spentat character creation and how Experience Traits earned after were spent. It will also listgames attended and the Experience Traits gained for each game. Dates should be notedfor each entry in the Experience Trait log. If there is uncertainty over a discrepancybetween what is on the player's character sheet and the copy kept in the Storyteller'srecords, the copy in the Storyteller's records will be considered accurate.

3. Character Retirementi. Since a player is limited to a specific number of characters, they will sometimes wish toretire a character from play to allow them to utilize the slot on a new character.ii. A previously retired character may not be returned to play.

5. Non­Player Charactersi. Approval levels for Non Player Characters (NPCs) are the same as they are for PlayerCharacters. Non Player Characters may be created at 15th through 7th generation at LowApproval. Experience Traits may be added to reflect the length of the chronicle (6 XP permonth). Low Approval ST's may add 50 XP to their NPC's during character in place of MCexperience. High may add 150 Experience Points. Top Approval ST's have no restriction

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on NPC Experience Points.a. Non­Vampire, non­human, or non­Ghoul NPCs such as Fomori, AutumnPeople, Werewolves, Non­Common Wraiths, or Hit­Marks: Top Approvalb. Low approval Sabbat or Camarilla clans are also Low Approval Non­PlayerCharacters for other games.c. Clans which are not available to PCs may be created as NPCs with TopApproval.

ii. Certain non­player characters should remain the sole province of Global Storytellers;specifically unique non­player characters from the source material (Caine, Gaia, the FirstRonin, High King David, Charon, Voormas, etc.), and very powerful non­player characters(Methuselah vampires, Justicars, Ferrymen, Malfeans, Celestian Spirits, Changeling Kingsand Queens, Garou Legends, Archmasters and Oracles, world leaders/politicians, etc.)iii. Use good judgment and when in doubt consult with your storyteller chain to see whichnon­player characters are appropriate for use.iv. Wraith NPCs are generally created according to the Common Wraith rules. Morepowerful Wraiths may be created with Top Approval.

F. Weirdness1. Weirdness represents the unlikelihood of a given character within the World of Darkness. It isn’thard to find the Brujah Ancillae with Feral Claws and even the neonate Follower of Set is stillrelatively common within the Cam/Anarch setting. Elder generation, Age, and Rare Disciplinesthough can push a character from “I could find that in any domain in the World of Darkness.” to“This character has reached the point where the likelihood of such a character showing up in aCam/Anarch game as a protagonist is too low for it to remain in play as a PC.” NPCs do not haveany Weirdness restrictions.2. Characters have 100% Weirdness to spend on each of their characters. Weirdness is paid for allitems, including those acquired in play.3. Characters who elect to to take items which cause them to exceed 100% Weirdness areautomatically retired. You cannot force someone to take additional Weirdness to force them toretire.4. National level plots may allow for certain items to be taken at reduced Weirdness. Those plotswill have an approval number attached to them that must be referenced like any other approval onthe character sheet.5. For Weirdness Costs, please Refer to the Cam/Anarch Weirdness Guide

V. TraitsA. General

1. MES Sanctioned games make use of the special rules for Abilities and Backgrounds in DarkEpics, pg. 48­70.2. Attribute Maximums:

iii. Unless otherwise specified, characters have a maximum number of 15 traits in eachattribute category.iv. Vampires of the 7th generation may have a maximum number of 18 traits in eachattribute category.

3. Attribute Cost: Each Attribute Trait costs 3 Experience Traits or 3 Free Traits.4. Starting Willpower for Vampires of the 15th­12th generation is 4 traits. Maximum Willpower for allVampires of 15th – 10th generation is 10 traits. Starting Willpower and maximum Willpower are perLaws of the Night for other generations.5. Backgrounds, Traits, Merits, and Flaws from a Clanbook are not available to characters who are

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not of that Clan.B. Recovering Traits

1. Temporary Attribute Traits are recovered at the end of each scene.2. Ability Traits are recovered at sunset each night.3. Willpower Traits are recovered at a rate of one each week.4. Blood is regained as described in Laws of the Night Revised, but may be modified by a VSS.

C. Abilities.1. Ability Specializations may be taken in individual discipline powers, not whole disciplines.2. Ability Specializations may only be taken in discipline powers the character possesses.3. Abilities Affected by the Addendum: These Ability descriptions, and those in Dark Epics,override any found in other venue sourcebooks:

i. Awareness: The mechanics for the Awareness ability from Laws of the Night are used.This is in addition to the “Noticing Powers” rules from Dark Epics.ii. Linguistics: Linguistics is a single Ability, which allows a character to know languagesother than her native tongue. One Trait gives the character one (1) additional language,two Traits gives two (2), three Traits gives four (4), four Traits gives eight (8), and fiveTraits gives the character sixteen (16) additional languages. While most PCs are capped atfive traits of an Ability, while those PCs with six Traits of Linguistics know thirty­two (32)additional languagesiii. Lore:

a. Characters receive the first level of Kindred Lore, the first level of their SectLore (if any), and the first level of lore of the clan of their sire.b. Characters receive a number of free traits in Lores equal to the number ofGeneration traits they receive free for their Member Class. These free Lorescannot be spent for Lores specific to a non­Vampire genre or for Lores above 3.c. Characters may gain a trait in a Lore at no cost every three months. Loresabove two may not be learned in this way with the exception of Kindred Lore, thecharacter’s Sect Lore, and their Clan Lore which may be learned to three by thismethod. Lores which require Mid Approval or higher may not be learned by thismethod.d. Any Lore x4: Mid Approvale. Any Lore x5: High Approvalf. Learning a Lore that is specific to a special approval character type,organization, etc. (that the character does not belong to) requires approval equalto the approval level for that character type or group that the Lore refers to. Ifthere is more than one approval level for that group, always use the higherapproval.g. Characters possessing Necromancy or Thanatosis as an in­clan discipline maypurchase Wraith Lore as though they were a Wraith (i.e. Low approval for 1­3,Mid 4, High 5).h. Characters may select a chapter from the Book of Nod or page from the theErciyes Fragments or Revelations of the Dark Mother for every level of Kindred,Camarilla, Sabbat, or Clan Lore they have above x2. These are not required, andcan be claimed after the Lore purchase.i. Black Hand Lore: 1­3 Low Approval, 4­5 High for Black Hand Characters. 1­5Top Approval for all other characters.j. Storytellers are encouraged to require multiple sources of knowledge forgaining lores, but do not need to follow the exact guidelines described in Dark

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Epics pg. 52.iv. Meditation: Replace the mechanic for Meditation as follows, "A character may spend atrait of meditation in downtime to regain a Willpower Trait. The Meditation abilityrefreshes one month after it is used."v. Politics:

a. Like Academics and Crafts, a character must specify an area of focus for theirpolitics (examples: Politics (Sabbat), Politics (Anarchs), Politics (EuropeanUnion)). See LotN pg. 86.b. As long as a character possess one trait of politics focused in the appropriatesect, they know the number of status traits of any member of that sect. They mayspend a trait to learn the specific status traits a character possesses in thatfocus’s sect. Sect Lore greater than x1 allows basic (name, known clan)knowledge of individuals with five or more Status Traits of that sect.

vi. Rituals: This Ability may only be possessed by characters that are currently membersof the Sabbat.

D. Clans1. Assamite

i. The Assamite Clan Flaw is replaced as follows: You take one health level of lethaldamage for every Blood Trait of vampiric blood you ingest, though these Blood Traits doenter your Blood Pool after the damage is inflicted. You may not use Fortitudepowers or other supernatural abilities to reduce this damage. You gain no benefits fromdiablerie.ii. Characters whose concept includes membership in the Web of Knives use the normalcreation rules.iii. Membership in the Web of Knives: Top Approval.

2. Caitiffi. Caitiff characters may have no more than four (4) generation traits applied to them atcharacter creation.ii. Known Caitiff receive the additional Negative Status Trait: Caitiff.iii. Caitiff may only possess one of their “known” starting disciplines that is higher thanlow approval.iv. Caitiff who choose Thaumaturgy or Necromancy as one of their “known” startingdisciplines must specify a specific path they may learn without a teacher. They do nothave a Thaumaturgy or Necromancy type and thus may only learn rituals in excess ofthose provided by the user's primary path by using Occult Influence.v. Caitiff only pay one Experience Trait more than normal in­clan costs for each Disciplinepower they learn. Though they have no clan Disciplines of their own, Caitiff select anythree Disciplines at character creation for which they require no teacher. Disciplinesselected are subject to the normal out­of­clan approval levels at the character’s creation.vi. The character’s free starting Basic Disciplines must be selected from among the threeselected Disciplines. If no Disciplines are selected, the Caitiff’s “default” Disciplines areCelerity, Potence, and Presence.

3. Followers of Seti. Children of Damballah, and Daitya use the standard rules for Followers of Set in Laws ofthe Night and follow the same approval levels as Followers of Set.ii. Followers of Set may elect to replace their Clan Advantage with: Followers of Set maypurchase Setite Sorcery without the need for a teacher.

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4. Giovannii. The one­Trait wraith Retainer option for Giovanni uses the rules for Common Wraiths.For each additional Background Trait the Giovanni spends on a particular Retainer, addfive Experience Traits to its character sheet (to a maximum of four additional BackgroundTraits, or 20 Experience Traits). Retainers do not gain Experience Traits in the course ofplay. Because other PCs have no reasonable means of protecting themselves from suchretainers, Storytellers will strictly limit their interactions in the Sanctioned game.

5. Harbinger of Skullsi. A Harbinger in his normal visage cannot initiate any Social Challenges except for thepurpose of intimidation, although he may defend against Social Challenges normally. Thisdoes not apply to the usage of Necromancy.

6. Lasombrai. The Status Trait of Lasombra granted for being a member of this clan cannot bepermanently removed, and does not count in excess of the character’s Status maximum.ii. Membership in Les Amis Noir (Friends of the Night): Top Approval for Lasombra, NotAvailable to others.

7. Malkaviani. As noted in their Clan Advantage, Malkavian vampires are often able to instinctuallyidentify one another. A Malkavian may engage an individual (once per night perindividual) in a Mental Challenge (retest with Awareness) to determine if they are aMalkavian. However, it is impossible to determine if a vampire is a Malkavian while she isusing powers that shield the mind (such as Mind Blank).ii. Malkavian Time [Clanbook Malkavian]: Not Sanctioned.iii. Babble, The Call, and Scrawl: Malkavian characters only.

8. Nosferatui. The Clan Advantage of the Nosferatu is replaced with: When using Cloak of Shadows,the character is considered to have two additional levels of Obfuscate when comparingwith Auspex for Clash of Wills. This advantage may not be extended via "Cloak theGathering".

9. Panderi. Panders follow the additional rules provided for Caitiff.

10. Tremerei. Rank:

a. Starting a character with the rank of Apprentice of the 1st through Apprenticeof the 6th: Low Approvalb. Starting a character with the rank of Apprentice of the 7th through Regent ofthe 4th: Mid Approvalc. Starting a character with the rank of Regent of the 5th through Regent of theSeventh: High Approvald. Characters may not start with a rank above Regent of the Seventh.e. No rank should be assigned until the Storyteller examines the current in­gamehierarchy to determine the need for another character of any particular rank. Aftercharacter creation, ranks are subject to the whim of appropriately ranked playerand non­player characters within the established hierarchy.f. All Tremere ranks are required to have in excess of seven direct reports beforeanother of the same rank is created.

ii. Tremere who take part in the Vaulderie immediately gain the Double Betrayer flaw.iii. To portray a “rogue” or Anarch Tremere: Top Approval

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iv. To have been a “rogue” in the character’s history: High Approvaliv. Membership in the Astors [Clanbook Tremere]: Top Approval

11. Tzmiscei. The ability to purchase Lores does not remove any applicable approval. The ability tohave Revenants as retainers does not cost additional Traits.ii. Flavoring of Blood Bonds [Clanbook Tzmisce]: Not sanctioned for use.

12. Ventruei. Ventrue Clan ranks use approvals and descriptions from the Ventrue Clan Ranks Guide.

E. Backgrounds1. General

i. Any Background or power that duplicates an item or power requires the same approvallevel as the duplicated item or power.ii. If a character gains a Background during play (keeping it more than a month),Experience Traits must be spent to pay for it. If a character loses a Background (or levelsof) during play, those lost levels are held in reserve in case the character should laterre­acquire or develop more levels of that Background during play.iii. Unless otherwise noted, each Background is limited to five Traits, althoughBackgrounds representing singular things, such as items, individual Companions orRetainers, etc, are limited to five Traits each. Influences do not follow this restriction.

2. Allies: This background may be used to perform a standard influence action, but may not beused to perform meta­actions such as Attack, Block, Boost, Combine, Defend, Follow, Growth,Stealth, Trace, or Watch actions.3. Fame:

i.The maximum range for modifying other backgrounds is changed as follows (Modifiedby Affiliate per their makeup):

Fame 1: Bordering Domains (within same state)Fame 2: State/Territory/ProvinceFame 3: Multi­State/Region/Multi­Province: High ApprovalFame 4: Nation: Top ApprovalFame 5: International: Top Approval

ii. When you attend a game (not when you proxy or during downtime) you may utilizeyour Contacts, Influences, and Resources without penalty due to distance.

4. Generation: After character creation vampires may only acquire more Generation Traits throughdiablerie. None of the optional rules found under the Generation chart in Laws of the Night:Revised are used in the Sanctioned Chronicle.5. Influences

i. Use the rules in Dark Epics (p 54) for additional standard Influence endeavors, and therules in Laws of the Night: Camarilla Guide for standard Influence endeavors at levels sixthrough ten.ii. Military and Espionage Influences are not used in the Sanctioned Chronicle.iii. Storytellers may allow the purchase of Influences up to 5 with experience traits ornegative traits. Characters must purchase Influences over five with experience traits whenthey are acquired via growth. Levels beyond five must be acquired using grow actionsfrom Dark Epics. No single influence may exceed ten levels.iv. Influence category above 7: High Approvalv. Each Influence category within a VSS can not have more than one character withinfluence over seven.

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vi. For MES Sanctioned games, characters may use a number of actions each month (notsession) equal to his or her Influence level. No more than twenty actions can be spenttowards a single endeavor in any given month, including all actions spent formodifications. Players should register actions with their local Storyteller who willmoderate their interaction with other Influences if necessary.vii. The example given in Dark Epics for Attack contradicts the system described. BankedGrowth actions are lost if the Attack is successful. Ignore the example that allows theAttacked player to spend Banked actions as the result of a successful Attack.viii. Items obtained through the Occult Influence have no mechanical effects nor can beRitual created items (Warded items, etc).ix. Characters may only have influences in their home domain.

6. Insight: This background is only available to characters of the 14th and 15th generation. The“Additional Insight Rules” on p. 111 of the Laws of the Night: Anarch Guide are not used.6. Mentor: This background is not used in the Sanctioned Chronicle.7. Military Force [Clanbook Brujah]: This background is not used in the Sanctioned Chronicle.8. Nosferatu Information Network: While attending a game, you may utilize the NosferatuInformation Network within that area.9. Resources: Double the dollar amounts listed for Resources in Laws of the Night.10. Retainers

i. Each of a vampire’s Retainers dedicated to increasing her Influences maximum increasesit by three levels rather than just one level. They may have an unlimited number of suchretainersii. If a character sheet is needed for a Retainer, create it with 6­4­3 Attributes, five AbilityTraits, three Humanity Traits, and 1 Willpower Trait. For each additional Background Traitspent on a particular Retainer, add five Experience Traits to its character sheet (to amaximum of four additional Background Traits, or twenty Experience Traits). A Retainersheet is created by the approving ST for the character, not the player and shouldrepresent a individual who has realistic traits. Ghouls and Revenant Retainers always startwith one trait of Potence and may be created with additional Disciplines.iii. Retainers may take Derangements and Negative Traits to gain up to five Free Traits,but may not have Merits, Flaws, or Backgrounds (including Influence).iv. The Retainer’s character sheet cannot have anything on it that requires approvalabove Low Approvalv. Retainers do not gain Experience Traits in the course of play. Retainers may be humansor Ghouls (or Common Wraiths where allowed) for no additional cost. These Retainers donot need to purchase the Merits typically required to be Ghouls (or Wraiths).vi. Wraith Retainers for Non­Giovanni: High Approvalvii. Retainers are considered Minor Actors for purposes of Mob Combat.

11. Spirit Slaves [Clanbook Giovanni]: Not Sanctioned, use the rules for creating Common Wraithretainers instead.

F. Merits & Flaws1. General

i. Vampire characters may take merits from either Laws of the Night Camarilla Guide, Lawsof the Night Sabbat Guide at Low Approval. Merits from Laws of the Night Anarch Guideare not sanctioned.ii. Vampire characters may take flaws from Laws of the Night Camarilla Guide, Laws of theNight Sabbat Guide, and Laws of the Night Anarch Guide p. 112­115 at low approval.

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iii. A character cannot possess more than seven Traits of Merits nor take Free Traits frommore than seven Traits of Flaws. Example: a vampire could take both Disease Carrier andThin Blood as flaws, but would only gain seven (not eight) Traits for doing so.iv. If a Merit or Flaw is no longer applicable to the character, the Storyteller should assignan appropriate number of Merit or Flaw Traits as replacements. This also applies if theStoryteller feels that the Merit or Flaw is being abused or ignored.v. Players may not choose Flaws that describe qualities already inherent to the character,such as a Lasombra Antitribu taking the Dark Secret Flaw: “true clan” while pretending tobe a Brujah.vi. Merits and Flaws like Spirit Mentor and Haunted use NPCs created using the rules for5 dot Common Wraiths Retainers.vii. Beneficial traits and retests gained from Merits may not be used in supernaturalchallenges or physical challenges in combat.viii. Benefits gained from Merits which rely on physical modifications such as OversizedFangs, Maw, etc. are lost while the character is using a major transformation power.

2. Ambidextrous: You are equally skilled at using either hand. You do not suffer the normal twoTrait penalty for performing actions with your off hand. In addition, you do not need to have theprerequisite number of Ability levels appropriate to a weapon in order to get the advantage ofusing two weapons (or a shield) in combat.3. Animal Traits [Clanbook Gangrel]: All of the Animal Traits listed on page 58 of Clanbook Gangrelare two Trait Merits. One of these merits may be taken once for each Negative Trait a character hasgained due to the Gangrel clan flaw. Armor granted by Animal Traits does not stack with mundanearmor.4. Blunt Fangs [Clanbook Nosferatu]: This flaw only inflicts damage to mortals.5. Double Betrayer [Clanbook Tremere]: Mid Approval6. Early Riser: Characters with this merit do not need to make the Courage test during the first hourof light to stay awake and rise without a test during the last hour of light.7. Embraced Without the Cup [Clanbook Tremere]: High Approval8. False Reflection [Clanbook Nosferatu]: This merit is instead purchased as a Nosferatu ClanSpecific Combination Discipline which requires basic Animalism and intermediate Obfuscate andcosts 6 experience traits.9. Flesh of the Corpse: This Flaw is worth only one Trait in the Sanctioned chronicle.10. Infamous Sire: Top Approval11. Infertile Vitae: This is a two trait flaw in the Sanctioned Chronicle12. Iron Will: Not Sanctioned13. Lizard Limbs [Clanbook Nosferatu]: The cost to re­grow a limb is the same as the cost to heal anaggravated wound, although it doesn’t prevent the vampire from healing an actual aggravatedwound during the same day.14. Magic Resistance: The Traits granted by this Merit are an exception to the above rule thatprohibits Merit­granted Traits from affecting challenges for supernatural powers and combatchallenges.15. Maw [Clanbook Gangrel]: Replace with: The user may bite his opponent for damage withoutneeding to grapple though he gains no traits from weapons while doing so. This is a four traitMerit.16. Mistaken Identity: Resemblance with this Flaw to an actual player character requires permissionof the player who portrays it (or the Storyteller responsible in the case of a NPC).17. Natural Linguist: You have a remarkable grasp of any languages that you speak or write (as peryour Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also

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know twice the number of languages that your level of the Linguistics Ability would normallyallow.18. Nine Lives: Not Sanctioned19. Oversized Fangs [Clanbook Nosferatu]: Replace with: The user may bite his opponent fordamage without needing to grapple though he gains no traits from weapons while doing so. This isa four trait Merit.20. Paragon [Clanbook Ventrue] [Ventrue Only]

i. Further guidelines on six­point backgrounds can be found athttps://docs.google.com/document/d/153n7F6J9scyiCemcn5AEZ7npnjHBgbEZ3kjdToHJoQk/edit

21. Prestigious Sire: Top Approval. Possessing this merit grants you a patronage status from yourSire. This merit does not add to the overall cap of status your character may have.22. Probationary Sect Member: Any sect member, not just Elders, may treat the character as if shehad only one Status Trait. Anytime a character joins a new sect she gains this Flaw (with nobenefits) for one year. Characters who started play with Probationary Sect Member (thosebenefiting from the additional Free Traits) do not lose the Flaw after this period.23. Revenant Disciplines [Clanbook Tzimisce]: High Approval24. Sanguine Incongruity [Clanbook Giovanni]: Mid Approval25. Supernatural Ally [3 Trait Merit]

i. You maintain a secret relationship with another supernatural creature, maybe even aType from another venue. Sometimes you must go to some lengths to maintain yourfriendship with this creature, and to keep your relationship secret. In return, he willsometimes perform small favors for you. This ally is not your retainer. It is created andcontrolled entirely by the Storyteller.ii. Non­vampire Supernatural Allies are Top Approval.

26. Slimy [Clanbook Nosferatu]: The bonus traits when an opponent attempts to grapple you are anexception to the rule that traits from merits may not be used in combat challenges.27. Sympathetic Bond [Clanbook Malkavian]: High Approval28. True Faith: Not Sanctioned29. Unbondable: Not Sanctioned

G. Virtues & Morality1. Characters compare current Traits on all Virtue tests, but they lose ties on them. Thus if hecurrently has the same number of Traits as the difficulty of the Test, the character loses the VirtueTest.2. Negative Traits gained from failing a Virtue test last until the end of the session.3. Vampires with Instinct automatically frenzy only if their Instinct is less than twice the level of theprovocation. Bonuses to resist frenzy such as Heart of Darkness, Calm Heart, etc. count towards anindividual's Instinct rating for purposes of determining if they automatically frenzy.4. Talking a vampire out of Frenzy with a Social Challenge as described in Laws of theNight:Revised requires at least three turns to perform.5. To stay awake during the day requires a Courage Test vs. four Traits at the beginning of eachhour. If the Courage Test is lost, the player may choose to stay awake and gain a permanentNegative Trait (either Cowardly or Submissive) or fall asleep where they are.6. A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs threeExperience or Free Traits.

i. Six months must pass between purchases of Morality Traits, this does not apply atcharacter creation.

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ii. Two months must pass between purchases of Virtue Traits, this does not apply atcharacter creation.

7. Your Storyteller may remove a Morality Trait once a month if she feels you are not playing thecharacter’s level of Morality appropriately. For example, Conrad has five Traits of Humanity. In thelast month, Conrad ate five babies. He succeeded each of his Morality Tests, but his Storyteller stillhas the option of removing a Morality Trait due to his unrepentant ways.8. Approval levels for Morality paths:

i. All Venues: Clan­specific Paths from Laws of the Night Revised for members of thatClan: Mid Approval

a. The hierarchy of sins for the Path of Blood is replaced as shown here.ii. Camarilla/Anarch Characters:

a. Path of Enlightenment other than Humanity: Top Approvaliii. Roads presented in Faith and Fire are Top Approval for all characters.iv. Sabbat Characters

a. Any of the the Paths of Enlightenment from Laws of the Night Revised andLaws of the Night Sabbat Guide: Mid Approvalb. Learn clan­specific paths if they are not a member of that clan: High Approvalc. Revenants are on a Sabbat Path of Enlightenment. It is High Approval to be onHumanity, or any other (Non Sabbat) Path of Enlightenment.d. Path of Blood: High Approvale. Path of Evil Revelations: High Approvalf. Paths of Night, Alternate versions [Clanbook Lasombra]

1. For Lasombra: Mid Approval2. For all others: High Approval

g. Path of Sutekh [Clanbook Followers of Set]:1. For Followers of Set: Mid Approval2. For all others: Top Approval

9. Changing from one Morality Path to another makes uses of the Morality Path Change rules.H. Other Traits

1. Willpower Traitsi. Willpower may be used to stave off frenzy for ten minutes in a non­combat situation orone turn in a combat situation.ii. Most Mind’s Eye Theatre source books list different ways to use Willpower Traits.Rather than list them all out, we will instead list what source book uses are not allowed orare altered for the MES Sanctioned chronicle.iii. When spending a Willpower Trait to replenish all lost Traits in a category (Physical,Social, or Mental), each given category may only be replenished once in any gamesession.iv. Expending a Willpower Trait grants a retest to defend against another character’sMental or Social challenge, rather than negating the challenge. This will not work againstMental vs. Physical challenges, or challenges caused by the Willpower spender.v. Willpower may not be used to automatically succeed in Static Challenges or SimpleTests.

VI. DisciplinesA. Learning

1. Follow the rules in Laws of the Night page 133 for learning Disciplines. All teachers must beactive player characters and may teach up to one level less than they possess of their in­clan

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Disciplines. Characters may not teach out of­clan Disciplines. Non­Player Characters may teachDisciplines with Top Approval. For example, a vampire possessing an Intermediate level of anin­clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters arefurther limited to teaching only powers that they possess.2. To teach Advanced Necromancy or Thaumaturgy, the teacher must be eighth (or more potent)Generation, have the Discipline in­clan, and must know two paths of the Discipline through theAdvanced level.3. 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 thesame path from the level just below the one she wishes to purchase. For example, a Elder level isrequired before a character can purchase an Master level of a Discipline path.4. If a power gives a benefit based on levels you possess of that discipline, this gives a benefit ifyou possess Basic, Intermediate, Advanced, Elder, or Master. If a power gives a benefit based onthe number of powers you possess in a discipline, this gives a benefit for each discipline poweryou possess in that discipline (1st Basic, 2nd Basic, 1st Intermediate, 2nd Intermediate, Advanced,Elder, or Master). When counting the number of powers you possess you count each Elder orMaster level only once, even if you possess multiple powers of that level. Combination Disciplinesare never counted in either case.5. Out­of­clan Disciplines may be taken at character creation, but this must be justified in thecharacter’s background and approved by the Storyteller. This includes Disciplines purchased withExperience Traits granted by Membership Class. Advanced (or higher) Out­of­clan Disciplines maynot be taken at character creation. The Experience Traits cost for out­of­clan Disciplines has beenchanged to 4 XP for Basic, 8 XP for Intermediate, 12 XP for Advanced, and 16 XP for Elder.6. Disciplines from the Laws of the Night Anarch Guide are not available to non­Anarchs.7. NPCs summoned through the use of Disciplines are considered Minor Actors for purposes ofMob Combat.8. Out­of­Clan Discipline Approval Requirements

i. Low Approval: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence,Presenceii. High Approval: Chimerstry, Dementation, Melpominee, Necromancy (Ash, Bone,Cenotaph, and Sepulchre), Protean, Quietus, Serpentis, Thanatosis, and Thaumaturgyiii. Top Approval: Any Discipline not otherwise listed.

B. Using Disciplines1. A character cannot simultaneously use multiple powers that substantially transform thecharacter’s body. Such powers should be considered mutually exclusive, with the activation of onecanceling any other that is active. Powers such as Shape of the Beast, Spectral Body, Horrid Form,Skin of the Adder, and Black Metamorphosis invoke this rule, but minor transformations like Eyesof the Beast, The Tongue of the Asp, Flesh of Marble, do not.2. Characters using powers which substantially transform the character’s form may not useweapons, shields, or armor with the exception of Black Metamorphisis and Skin of the Adder whichmay.3. Extra levels of damage caused by Disciplines apply only to the specific type of attack noted inthe Discipline’s description. Be careful to note the difference between general combat bonuses (likePuissance), brawling attacks (such as Horrid Form), and even more specific attacks (like the bitebonus from The Skin of the Adder).4. Discipline Range:

i. Disciplines which allow the user to leave their physical body and travel (such asSubsume the Spirit, Possession, Psychic Projection) cease to function if the user leaves

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the same VSS as his physical body. Outside of a VSS the range of this power isapproximately fifty miles.ii. Disciplines which allow the user to affect or perceive other people or locations from afar(such as Phantom Speaker, Summon, Clairvoyance or Scry) fail if the target is not withinthe same VSS as the user. Outside of a VSS the range of these powers is approximatelyfifty miles.

C. Discipline Descriptions1. Level Equivalence

i. Six dot (••••• •) Disciplines equate to Elder Disciplines in the MET system.ii. Seven dot (••••• ••) Disciplines equate to Master Disciplines.

2. Blood Magic Paths by Type:i. Tremere:

a. Path of Blood*, Conjuration, Elemental Mastery, Green Path, Hearth Path, Lureof Flames, Mastery of the Mortal Shell, Movement of the Mind, Neptune’sMight, Oneiromancy, Path of the Focused Mind, Path of Shadowcrafting,Technomancy, Transmutation, Vines of Dionysus, Weather Control

ii. Tremere Antitribu:a. Path of Blood*, Biothaumaturgy, Conjuration, Hands of Destruction, Lure ofFlames, Movement of the Mind, Oneiromancy, Path of Father’s Vengeance, Pathof Mars, Transmutation

iii. Tzimisce Koldun:a. Green Path*, Lure of Flames*, Neptune’s Might*, Weather Control*, ElementalMastery, Hearth Path, Movement of the Mind

iv. Assamite Sorcerer:a. Elemental Mastery*, Lure of Flames*, Movement of the Mind*, Neptune’sMight*, Weather Control*, Awakening the Steel, Hands of Destruction, Path ofBlood, Path of Blood’s Curse, Path of Conjuration, Path of Father’s Vengeance,Path of the Focused Mind, Path of Mars

iv. Setite Sorcery:a: Path of Corruption*, Path of Conjuration, Path of Mars, Weather Control

v. Necromancya. Giovanni and Samedi have Sepulchre Path as their Primary Path.b. Harbingers of Skulls have Mortuus Path as their Primary Path.

vi. *Default/Primary Path ­ If more than one Path has a *, you may choose your PrimaryPath without Weirdness cost to one of these marked Paths. Otherwise, alternate PrimaryPaths are High approval and cause you to pay Out of Clan Experience Costs whenpurchasing that path.vii. Unlisted Paths are Top Approval for that Thaumaturgy type.

2. Animalismi. Quell the Beast: This power lasts for an hour or scene.ii. Subsume the Spirit:

a. Feral negative traits are not gained through the use of this power.b. The user is always aware of the location of his physical body.c. The user may only spend up to three Social Traits when activating this powergranting access to Animalism, Auspex, and Presence.d. Animals generally have between two and ten Health Levels, and between three

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and fifteen Physical Traits, depending on size.iii. Drawing Out the Beast

a. A Beast lost through use of this power returns at sunrise if not otherwiserecovered.b. This power is not used in place of a virtue test, but rather may be used atanytime

iv. Quell the Herd [Clanbook Gangrel]: Quell the Herd works on vampires, but requires aWillpower Trait to be spent (before the mob challenge is made). The maximum number oftargets is changed to be no more than half your permanent Willpower traits. This powerlasts for an hour or scene.v. Animal Succulence: This power is available as a Combination Discipline which requiresBasic Fortitude, and Advanced Animalism costing 12 Experience Traits. Rather than afterevery third feeding from an Animal, the desire for higher prey begins to exhibit itself forevery month the user goes without feeding from a mortal. The desire for higher prey isalleviated after the user feeds from a mortal or kindred.vi. Eye of the Szlachta: The user may only spend up to three Mental Traits whenactivating this power granting access to Animalism, Auspex, and Dominate. This poweronly functions while the possessed body remains in the same domain (withinapproximately 50 miles outside of a domain) as the possessing body.vii. Shared Soul: This power is available as a Combination Discipline which requires BasicAuspex, and Advanced Animalism costing 12 xp. This power may not be used on morethan one animal at a time, and ends at sunrise.viii. Species Speech: This power is available as a Combination Discipline which requiresBasic Potence, and Advanced Animalism costing 12 Experience Traits.ix. Songs in the Dark [Clanbook Nosferatu]: Not Sanctioned.x. Conquer the Beast: The user inflicts an additional level of damage and gains one bonustrait on physical challenges as well as challenges to resist Social and Mental powers whilein this controlled frenzy.

3. Assamite Sorcery [Clanbook Assamite]i. Assamite Sorcery functions as described in Clanbook: Assamite. Its paths and ritualsfollow the same rules and approval levels as other Thaumaturgy. See In ClanThaumaturgy for Assamite Sorcery paths.

4. Auspexi. The interaction between Auspex and Obfuscate is changed for the Sanctioned chronicle.

a. Auspex and Obfuscate are opposing Disciplines. The examples listed underAuspex and Obfuscate in Laws of the Night conflict. Do not use the listedsystem of bonus Traits. Instead, players compare their Discipline levels. Notethat this only comes into effect for purposes of concealment, or of piercingconcealment. A character with the appropriate Auspex power active may attemptto accurately perceive characters or objects that have been rendered invisible oraltered by use of Obfuscate. If the Auspex level is higher than the Obfuscatelevel, the Auspex user wins without a test. If it is lower, the Auspex user loseswithout a test. Only if the two Disciplines are of the same level is the standardchallenge actually performed. To compare the Auspex vs. Obfuscate levels in achallenge, the player using Auspex announces her Auspex level. She states thelevel she has (Basic, Intermediate, Advanced, Elder, or Master). The visual sign

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for this is counting numbers on fingers, one through five; one finger is for Basic,two is for Intermediate, three for Advanced, four for Elder, and five for Master.The character under Obfuscate will give a verbal level or hold up fingers to showtheir level of Obfuscate. The same process applies to Auspex vs. Chimerstry.

ii. Aura Perception: Characters using Aura Perception on an individual who is Possessedor otherwise under the control of another entity see the aura of the controlling entity only,not that of the host body.iii. Psychic Projection:

a. The user may use Auspex, Presence, Dominate, and Obfuscate upon otherprojecting characters.b. Characters are limited to using Auspex powers upon the material world andpeople in it.c. Projecting characters have no access to their bodies, which prevents the useof blood for any purpose.d. Investigation is the appropriate retest for Astral Combat.

iv. Sybil’s Tongue [Malkavian Clanbook]: Not Sanctioned.vi. Anima Gathering [Assamite Clanbook]: This power may not be used on an unwillingtarget.

5. Celerityi. Alacrity: Alacrity does not grant an additional action, when activated it simply grantsthe user a bonus to their initiative equal to the number of Celerity powers they possess.ii. Fleetness: When bidding a Dexterity related trait, the user gains five bonus traits inplace of Wins All Ties.iii. Precision [Clanbook Assamite]: This power is available to all characters regardless ofclan as a Combination Discipline which requires Basic Auspex and Advanced Celeritycosting 12 experience traits. Appropriate performances and items crafted with this powerare treated as if the user possessed an additional level of the appropriate ability.iv. Stutter Step [Clanbook Brujah]: This is an Elder (six dot) power. If you take advantageof the traits or retest from this power as part of a mob challenge, your side may not inflict avictory condition on your opponent’s mob even if you win the challenge.v. Projectile: Replace the text of Projectile with the text found below: When making aranged attack, you may spend 1 blood to use this power. If that attack does damage, itinflicts an additional level of damage which is aggravated.vi. Flower of Death: Replace with: This power costs three blood traits to activate for thescene. The character inflicts an additional damage of the appropriate type with his Brawland Melee attacks. If the character has additional actions to take in a turn, they maysacrifice one of those actions for a supernatural "Flower" retest" in all close combatphysical challenges for the rest of the turn.vii. Quickness [new Master power]: With the expenditure of a Blood Trait (in addition toBlood spent on other celerity powers) you can take an additional physical action, whichtakes place after the actions of all vampires using Legerity.

6. Chimerstryi. Chimerstry is meant to be a subtle and devious power. Please review the section titled“What is Chimerstry” on page 61 of the Revised Ravnos Clan Book for a guideline on howto use Chimerstry. Storytellers may allow characters a Static Mental test versus theChimerstry users permanent Social Traits to disbelieve illusions which are implausible

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(such as a sword passing through an illusionary person unhindered). Storytellers may rulethat wild and inappropriate uses of this power are considered to be automaticallydisbelieved.ii. Ignis Fatuus and Fata Morgana: You do not need to defeat an opponent in a SocialChallenge 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 or theuser is attempting to create an illusion out of thin air in front of the character, they mayattempt 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 throughit, smell through it, etc.)iii. Apparition: This power is used to modify one of the user's previously created illusionsrather than causing a new illusion to spring forth. While controlling an illusion the usermay take no other actions.iv. Permanency: This power may only be used on inanimate illusions.v. Horrid Reality: Replace with: Spend a point of Willpower, choose an illusion the usercreated with Fata Morgana, and a target. For the remainder of the scene, each turn theuser may make a Social challenge against the target to cause the illusion to attack thetarget. If the challenge is successful the target suffers a maximum of 2 points ofaggravated damage, 3 points of lethal damage, or 4 points of bashing damage asappropriate to the cause of damage. The type of damage inflicted by Horrid Realitydepends 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 causeaggravated damage. A character who consciously realizes that the damage is beingcaused by an illusory creation will be unable to disbelieve it completely enough to avoidtaking damage. Damage caused by Horrid Reality fades at the end of the night, but may behealed sooner. Chimerical damage is reduced by Fortitude. This power cannot be used tocreate non­damaging effects like staking or grappling.vi. Fatuus Mastery: Not Sanctioned.vii. Shared Nightmare [Clanbook Ravnos]: As Horrid Reality but your illusion can affectup to 5 targets. For example, an illusory machine gun could spray bullets into a crowd oran illusory Warlock could throw a fireball that engulfs several characters. When usingShared Nightmare test against each target separately.

7. Dementationi. Passions: If successful, the target is down one trait on all Mental Challenges for theduration of the power.ii. Voice of Madness: Rather than making a Mass Social Challenge, make one Static SocialChallenge against a number of traits equal to 6 plus the number of targets you wish toaffect. If you are successful, the targets make the Self­Control/Instinct tests as normal.The user does not need to test for frenzy.iii. Total Insanity: Replace the effect of the power with: The target may gibber on theground quietly or flee the scene screaming (target’s choice). If attacked he may actnormally though he is down two traits on all challenges. This power lasts until the end ofthe scene or hour (whichever comes first).iv. Lingering Malaise: If the challenge for this power is successful, the user may elect tohave this power last for one month, instead of it being permanent.v. Sleep of Reason: The hobgoblins possess a number of physical traits equal to 15 minusthe target’s Willpower. This power cannot reduce a target past the Torpor health level.

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8. Dominatei. Self­Destructive Commands: Any command that would cause health levels of damage toyour victim is automatically resisted. Sticking your hand in fire, and jumping off a cliff areall examples of actions that will cause you direct harm. Actions that may someday lead toharm like smoking a cigarette (you might get lung cancer) or punching your friend, are notdirectly harmful. If you are compelled to take an action and performing that action woulddirectly cause your death, you may act to ensure you survive instead of performing theaction.Example: If you’re dominated to punch your friend it is not a self­destructive act. If you’redominated to punch your friend while someone is stabbing you; you may certainly attackthe man stabbing you or flee the scene.Example: A Mesmerism has been implanted that if Bob says the word “Please” you willshake his hand. You are hiding for your life using Unseen Presence after escaping anattempt to kill you, and Bob asks you to “Please reveal yourself.” You will shake his handas you are not taking an action which is Self­Destructive in that moment.ii. Mesmerism: Once triggered, the command from Mesmerism has a duration of no longerthan a single scene. A user can only implant one Mesmerism command at a time per target.A Mesmerism must compel a character to take an action, and may not be used to compel acharacter not to take an action.iii. Conditioning:

a. The victim of this power does not shake off the Conditioning as described inLaws of the Night. The victim must instead go six consecutive months (minusone month per Willpower Trait spent toward resisting the bond) without beingaround their Domitor. The minimum period that the victim must go without beingaround her Domitor in order to successfully shake off the Conditioning is onemonth. Morality Tests may apply for using this power.b. The user may opt to allow the victim to maintain his creativity andself­direction when this power is used. If this option is used the victim does notgain the free retest against the Dominate powers of other Cainites.

iv. Possession:a. Partially Awakened mortals, such as ghouls may be targets of Possession.While possessing such mortals, the vampire may not access powers inherent tothe physical form, including Celerity, Fortitude and Potence. The vampire usesthe blood pool and maximum expenditures per turn of her host.b. If a character assumes another shape before possessing, the special powersgranted do not transfer with her into the possessed body. This includes suchthings as the bonus Mental Traits from Shape of the Beast, theDominate/Presence immunity from Felis Negrum, and the darkness immunitygranted by The Form of the Cobra.c. The possessor is always aware of the location of his physical body.d. You may spend up to three Mental Traits when activating Possession grantingaccess to your Auspex, Presence, and Dominate at a cost of one trait each..

v. Chain the Psyche: Replace with: When you make a Mesmerism command the userspends one Blood Trait and up to 3 Mental Traits. After the Mesmerism command isfulfilled, the next three times the target is confronted with the same trigger for theMesmerism he must perform the original Mesmerism command again or suffering from thewound penalty “Wounded" as he is wracked with pain. Fortitude: Endurance does not

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protect a subject from this penalty. If the user issues a new Mesmerism upon the sametarget before this effect wears off, this effect ends.vi. Oberon’s Grail [Tremere]: This is an Elder level Discipline, not Master level and maynot be undone by other uses of Dominate.vii. Still the Mortal Flesh: The duration of this Discipline is the user’s permanentWillpower Traits in turns.

9. Flighti. Provided that the user has enough room to fly, this Discipline allows the character to flyan additional two steps for each level of the power he possesses beyond the first. Theseadditional steps are not penalized, but can be taken only during a combat action in whichthe user does not attack.

10. Fortitudei. The effects of Resilience are automatic. There is no test associated with this power.ii. The effects of Resistance are automatic. There is no test associated with this power. Ifthis power would reduce the last damage received to nothing, reduce it instead to 1bashing.iii. Aegis: Replace the text of the power with the following: You may ignore the damagefrom one attack (or instance of environmental damage) at a cost of one temporary Staminatrait. This use must be invoked prior to tests for subsequent effects such as Staking. Youmay use this aspect of the power up to four times per scene. Additionally, opponents maynot use the Might or Flower retests against you in any physical challenge when you bid aStamina based trait and are not attacking.iv. Personal Armor: Damage caused to unarmed attackers by Personal Armor is alwaysbashing, regardless of the type of damage caused by the attack. Attackers do not sufferthe inability to use limbs when they take damage due to Personal Armor. Personal Armortreats natural weaponry such as Wolf’s Claws, Tongue of the Asp, fangs, etc. as anunarmed attack.v. Resilient Mind [Clanbook Gangrel]: This is an Elder power, not Master. The traits aregained in challenges to resist Dominate, Dementation (other than Passions and Voice ofMadness), Mytherceria, Crocodile's Tongue, Mental Maze, and Shroud of Absence.vi. Sensory Shield [Clanbook Gangrel]: This power is available as a Basic Auspex,Advanced Fortitude combination discipline costing 12 Experience Traits and is availableto all clans.vii. Shared Strength: This power may grant up to Resistance to those who possess lessFortitude than that. This power may be used to grant Aegis to someone with Resistance,or one Elder power the user possesses to a target with Aegis). No more than fourindividuals may benefit from one character’s Shared Strength at a time. Combinationpowers may not be shared with this power. The blood dot remains until the end of thenight and cannot be removed, though it may be concealed. This power does not stackwith itself.

11. Koldunic Sorceryi. The Tzimisce Koldun bloodline mechanically practices Thaumaturgy, not actualKoldunic Sorcery.ii. Possession of Koldunic Sorcery (such as the Path of Sorrows): The Ways or Way ofSorrow are not used.

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12. Melpomineei. Phantom Speaker: Other powers may not be combined with this ability.

13. Mytherceriai. Riddle Phantastique: A character under the effects of this Discipline will temporarilysnap out of the trance if he enters imminent danger (such as an attack on himself or therising of the sun for a vampire). He may then take whatever actions are necessary toremove himself from the danger. Once out of danger, the trance returns, with the timing ofchallenges restarting where it was when he left the trance.ii. Steal the Mind: If the target of this power is attacked the effect ends.

14. Necromancyi. Necromancy is considered “blood magic” and is thus subject to ThaumaturgicalCountermagic, the Magic Resistance Merit, and similar magic­affecting phenomenon.ii. Few vampires become wraiths upon suffering the Final Death, as most immediately slipinto Oblivion. It requires Top Approval for a dead vampire to be an eligible target forsummoning with Necromancy.iii. The Maelstrom and Nigrimancy [Clanbook Giovanni]: Not Sanctionediv. Some specialized paths of Necromancy are only considered in clan for specific groups.The XP costs for these paths of Necromancy are unchanged.

a. Mortuus Path: In clan for Harbingers of Skulls, out of clan for all others.b. Vitreous Path: In clan for Nagaraja, out of clan for all others.c. Cenotaph Path: In clan for Giovanni, out of clan for all others.

v. Bone Patha. Shambling Hordes: The number of animated corpses you control at any timemay never exceed the number of permanent Willpower Traits you possess.b. Soul Stealing:

i. A spirit ejected through Soul Stealing may return to its bodyimmediately if the body suffers damage without needing to test againstpossessing entities.ii. Characters who've had their souls removed by this power are notghosts and are not subject to other necromancy powers that targetghosts (including Daemonic Possession). These souls may not beattacked and do not have access to any of their powers.

c. Daemonic Possession: If the original owner of a body returns to theirpossessed body, they may engage in a Mental Challenge once every fiveminutes for control of the body. If the true owner succeeds, they have removedthe foreign spirit and need not test again.

vi. Mortuus Path:a. Reaper’s Shroud: For purposes of supernatural challenges, the bonus traitsprovided by this power may only be used for Dominate challenges. The retest forstealth does not apply to supernatural challenges.

vii. Vitreous Path: This Discipline is re­tested with the Occult Ability, not Wraith Lore.

15. Obfuscatei. 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

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cannot benefit from layering these powers, even if someone attempts to assist him byusing Cloak the Gathering in an attempt to duplicate the ‘invisibility’. You may not use apower to interact with another character while using an ‘invisibility’ power. This includesbut is not limited to controlling illusions created with Chimerstry, Arms of the Abyss, anditems animated with Thaumaturgy. You may only voluntarily end ‘invisibility powers’ atthe start of your turn.ii. Mask of a Thousand Faces: You may modify the specific details of clothing but not addor remove items in full. Thus, a ratty windbreaker can be made to appear as a new andstylish tuxedo jacket, but not a trench coat. Mask of a Thousand Faces cannot concealitems, nor does it increase the character’s ability to conceal items with the alteration ofclothing.iii. Vanish from the Mind’s Eye: A character attempting to vanish only bids one Traitregardless of the number of observers bidding against her, and a single Stealth retestpermits her to retest against everyone present. When the user declares his intent tovanish he may choose whether to vanish at the end of the Everyman round or after allfollow­up actions have taken place.iv. Cloak the Gathering: Cloak the Gathering cannot be used on unwilling, torpored, orunconscious targets.v. Mental Maze [Clanbook Followers of Set]: It costs a Willpower Trait to use thisDiscipline on a supernatural creature which is not cumulative with the Willpower cost fortrapping a victim in a single room. The power lasts one scene. In combat this power lastsfive turns. The power does not function on vampires while the sun is in the sky. Thispower may not be used with Cache..vi. Mind Blank: Mind Blank is not automatically penetrated by higher levels of Auspex.vii. Soul Mask: So long as the user has Aura Perception, he may change his aura as hedesires at will without needing to purchase this power multiple times.

16. Obtenebrationi. Special Effects and Optional Rules [Clanbook Lasombra]: These rules are not used in theSanctioned Chronicle.ii. Shadow Play: When used to conceal yourself, the user gain a bonus trait for mundanestealth challenges. When used to create a terrifying mantle, the user gains a bonus traitfor mundane intimidation challenges and for Dominate challenges.iii. Shroud of Night: Characters may use powers upon those within the Shroud unless thepower specifically indicates you need to see the target. Characters with HeightenedSenses or Eyes of the Beast may use abilities which require you to see the target. Thispower causes the user to be down 5 traits instead of 2, though the forced retest isremoved. Heightened Senses and Eyes of the Beast each reduce this penalty by 2 insteadof one.iv. Arms of the Abyss: Potence and Fortitude cannot be added to the arms. The number ofTraits possessed by each arm is equal to the number of Discipline powers the characterhas in Obtenebration. For example, a character with Advanced Obtenebration wouldcreate Arms of the Abyss tentacles with five Physical Traits each.v. Black Metamorphosis:

a. The extra action must be a tentacle­based attack, using the character’s Potenceand Physical Traits. The character may not take any sort of action itself.b. The Clumsy Negative Trait is not cumulative with other Negative Traitsinflicted by Obtenebration.

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c. The arms created by this form are usable for the additional attack mentioned inthe power. The arms to not add attackers, traits, negative traits, or any otherability of the Arms of the Abyss power.

17. Potencei. Potence does not modify ranged combat except where specifically mentioned in thepower’s description.ii. Potence does not cause weapons to break which are used appropriately.iii. Might: The use of Might is the user's last retest.iv. Puissance: When bidding a Strength related trait, the user gains five bonus traits inplace of Wins All Ties.v. Gentle Rebuke: This power may be used without a challenge on characters grapplingthe user.vi. Imprint: Imprint allows you to inflict your normal unarmed damage and grapple a targetin the same action. Alternately you may add 1 lethal damage to an unarmed attack which isnot upgraded to aggravated damage by other powers.vii. Force [new Master power]: By spending a Blood Trait to activate this power for ascene, your close combat attacks inflict an additional health level of damage.

18. Presencei. Awe: You must be within line of sight of your target to use Awe.ii. Dread Gaze: If you are physically attacked, you may act against the attacker as if youwere unaffected by this power.ii. Summon: In order to use this power, the user must have fulfilled the requirementspresented (having spoken with or used a Presence power upon the target) that night inorder to invoke this power upon them. The Social Trait bid and the Leadership Abilityused (if you elect to use one) are considered expended regardless of the result of thechallenge. The Summon power dissipates at dawn at the victim’s location. Also, Summoncannot cause the subject to travel through extremely dangerous or directly damagingareas. A summoned individual will take steps to avoid danger and mitigate risk whentraveling, but the Summons is broken if there is no way to reach the summoner exceptthrough dangerous or fatal territory. The summoning character’s intent is not consideredwhen determining if a situation is “dangerous”. Only the condition of the physicalenvironment is relevant.iii. Majesty: This discipline functions against everyone within line of sight, whether theycan see the user or not. This replaces the rule limiting the effect to 10 paces.iv. Absent Sway: This power is available as a clan specific Combination Discipline forToreador requiring Basic Auspex, and Advanced Presence, costing 12 experience traits.v. Love: Willpower may not be spent to resist this power once it has been successfullyestablished.vi. Paralyzing Glance: Replace the paragraph which begins, “If the subject’s life is directlythreatened,” with “If the subject is physically attacked, he is treated as though the userhad successfully affected him with Dread Gaze.” The duration of this power is changed toone scene.vii. Spark of Rage: This power reduces the Self­Control or Instinct of all characters underits influence to one in addition to the listed thematic effects.viii. Temptation [Clanbook Followers of Set]: This power is not sanctioned.ix. Cooperation: The user spends one Willpower trait to activate this power for the scene.

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This power mimics the effects of a Vinculum rating of 6 between all characters who arewithin 20 paces (including the user). Characters who already possess a Viniculum rating of6 or higher have no additional effect. While under the effects of this power, an affectedcharacter must spend two Willpower Traits to attack another affected person. This cost ispaid only once per affected individual attacked. Individuals under the effects of thispower are able to act to subdue the attacker and defend themselves at no cost.ix. Father Knows Best: Replace with the following. This power bends others’ emotions,making them the vampire’s loyal followers. The user spends a Blood trait and makes amass social challenge against a number of individuals up to half his Willpower traits. Oneleadership ability trait permits the user an ability retest against all of the targets. Targetswho the user succeeds against are affected as if by Entrancement, including all limitations.This is a general, not specific, power and therefore does not interact with Pavis of FoulPresence.x. Phobia [Clanbook Followers of Set]: This power is not sanctioned.

19. Proteani. Earth Meld: Normal disturbances to the ground will not end the effects of Earth Meld,although digging will cause the character to be ejected.ii. Shape of the Beast:

a. Vampires in wolf form gain the Mental Traits Alert and Attentive and thePhysical Traits Quick and Lithe in addition to the Sharp Trait provided by FeralClaws. This form allows them to travel an additional six un­penalized steps peraction in combat during any round in which they do not attack.b. Vampires in bat form may only declare three Traits in challenges to harm orotherwise attack someone. (They are not limited to bidding three Traits inchallenges of defense.) They can fly at their normal running speed and all attacksagainst them suffer a two Trait penalty.c. The Sanctioned Chronicle allows the only flavor text for different shapes(“Animal Forms” on p 67 of Clanbook Gangrel) for use with Gangrel characters.Non­Gangrel do not have the option of choosing different shapes, but default tothe ‘wolf’ and ‘bat’ as described in Laws of the Night: Revised.

iii. Flesh of Marble: This power no longer halves damage, but rather grants 3 Health levels.This power does not stack with armor. This power may not be activated more than onceper scene. The other aspects of this power remain unchanged.iv. Animal Swarm [Clanbook Gangrel]: The animals created by this Discipline can havefrom one to four Blood Traits each (divided evenly between the creatures). Each creaturehas Physical Traits equal to three plus the number of Blood Traits it started with, andhealth levels as follows: Healthy, Bruised, Wounded, Incapacitated, and Deadv. Shape of the Beast’s Wrath: Replace the loss of Social traits with: The user is down 2traits on Social Challenges.vi. Spectral Body: While in this form, the user may not spend blood for any action thatwould target other characters (Thaumaturgy, etc). This discipline lasts for one hour orscene. Characters using this power can be affected by Stone of the True Form.

20. Quietus:i. The maximum number of Quietus toxin coatings that may be applied to any singleweapon is equal to the weapon’s normal bonus Traits. Different Quietus powers cannotbe used on the same weapon, as the different poisons render themselves inert when

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mixed. All unused applications of Quietus toxins expire at sunrise. If a weapon coated byScorpion’s Touch, Baal’s Caress, or Baal’s Bloody Talons leaves the user’s possessionthe poison becomes inert.ii. Scorpion’s Touch: Traits lost to Scorpion’s Touch also apply to the comparison of ties,causing the victim to bid fewer Traits.iii. Dagon’s Call: Only base Physical Traits are applicable for the comparison of ties inthese Static Physical challenges, not Traits added for blood expenditure, alternate forms,etc. No more than three lethal damage may be inflicted by a single use of this power.iv. Baal's Caress: This power does not convert the additional damage caused byPuissance and Force to aggravated damage.v. Taste of Death: This power does two levels of aggravated damage instead of one anddoes not cost a Blood Trait to use as the amount spit is so small.vi. Blood Sweat [Clanbook Assamite]: To use Blood Sweat, the character concentrates fortwo turns, doing nothing more than walking a step each turn, and then initiates thechallenge as his action on the third turn. He expends Mental Traits (up to a maximum ofthree) and makes a Static Mental Test for each Trait expended with a difficulty of thetarget’s permanent Mental Traits. These Static Tests may be re­tested with Occult. EachStatic Test won will cause the victim to lose two Blood Traits.vii. Baal’s Bloody Talons [Clanbook Assamite]: Instead of making additional tests fordamage, weapons coated with Baal’s Bloody Talons inflict one additional aggravateddamage. This power does not convert the additional damage caused by Puissance toaggravated damage.

21. Serpentisi. Skin of the Adder: The user is down 2 traits on Social Challenges and does not inflictadditional damage when biting.ii. The Form of the Cobra: While this power is active, the user is not affected by thedarkness rules. Also, their venom causes living beings one level of lethal damage eachturn after a bite, for three turns. For the duration of this power the user gains the PhysicalTraits: Ferocious, Lithe, Tough and the Mental Traits: Alert, and Attentive.iii. Heart of Darkness: Damage dealt to the heart is transferred directly to the vampire.Anyone holding onto the heart may, as their action, deal damage to the heart as if theywere attacking it. Dealing damage to the heart does not kill the vampire unless the vampirewould normally be killed by the damage.iv. Typhonic Beast [Clanbook Followers of Set]: This power remains available as a ElderDiscipline.iv. Cobra Fangs [Clanbook Followers of Set]: Cobra Fangs is a Master power, not an Elderpower. Replace the text of the power with the following: Spend 1 Blood to activate thispower for the scene. Your bite attacks and attacks with Tongue of the Asp inflict anadditional level of aggravated damage.v. Divine Image [Clanbook Followers of Set]: The Bestial trait is always bid against theuser in Social Challenges. Willpower Traits may only be gained from this discipline onceper scene or hour.

22. Setite Sorcery [Clanbook Followers of Set]i. All characters (even Setites) must pay out of clan Experience Traits costs for SetiteSorcery. Setite Sorcery uses the same rules and approval levels as Thaumaturgy. Theprimary path of Setite Sorcery is the Path of Corruption instead of the Path of Blood.

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Followers of Set and Serpents of the Light who know Setite Sorcery may teach it to othersas if it were an in­clan Discipline. Setite Sorcery is Low approval for Followers of Set witha PC teacher or the altered Clan Advantage.

23. Thanatosisi. Withering: If the user successfully targets the head of a vampire with this power, thevampire suffers a five trait penalty on all uses of non­physical disciplines until the end ofthe night. This power is considered its own victory condition and does not add the user’snormal damage. Reducing the damage to zero from this power does not nullify the effect.ii. Necrosis: This power inflicts aggravated damage rather than lethal..iii. Creeping Infection: A target may not have more than one use of this power lingering onthem at a time from a given user.

24. Thaumaturgical Countermagici. When using this ability to target a Necromancy effect, the user must have a rating inThaumaturgical Countermagic equal to or greater than the rating of Necromancy used.ii. This power may be taught even though it is Out of Clan.

25. Thaumaturgyi. Thaumaturgical powers that require touch do not require skin contact, despite the ruleon page 47 of Laws of the Night Storytellers Guide. Only effects that keep theThaumaturge from speaking (carving out her tongue, Vicissitude) will prevent her fromusing Thaumaturgy. Unless a power specifically requires the subject to hear theThaumaturge’s voice, circumstances that simply prevent it from being heard (a ragingstorm, Silence of Death) will not hinder Thaumaturgy.ii. While the Thaumaturgy possessed by the Tremere, the Tzimisce, the Assamites, andthe Setites share game mechanics, in the World of Darkness these are widely differentmagical paths and are visually distinct from one another.iii. Thaumaturgy practiced by the Tremere and the Tremere antitribu is identical in nature.Paths available to Tremere Antitribu are available to Tremere with High Approval.iv. A Thaumaturge attempting to learn paths from someone possessing a different Clan’s‘version’ of Thaumaturgy does so as if the other Clan’s ‘version’ of Thaumaturgy is Outof Clan for all purposes.vi. Alchemy: Not Sanctionedvii. Awakening the Steel:

a. General: This power may not be used with piercing weapons such as Spears orStakes.a. Grasp of the Mountain: If the weapon breaks, you may still teleport theweapon back to you, reforming it (though coatings of Quietus blood and Wardsdo not reform with it).

viii. Elemental Masterya. Elemental Strength: Replace with: The user gains 2 Physical Traits of hischoice for 1 action.b. Animate the Unmoving: Objects animated with this power have Physical Traitsequal to the Thaumaturge’s permanent Willpower and can inflict one level ofdamage in combat, the type of which is determined by the Storyteller. Theduration of this power is until the user breaks line of sight or one hour(whichever comes first).

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c. Summon Elemental: Storyteller assistance is required for use of this power.This power may only be used once per session. The elemental will serve thecaster for the duration of the session. Elementals have no more than 10 each ofmental, social, or physical traits, up to 13 abilities and 8 willpower traits. FireElementals may have access to Lure of Flames 1­3, Water Elementals may haveaccess to Neptune’s Might 1­3, Air Elementals may have access to WeatherControl 1­3, and Earth Elementals may have access to the Green Path 1­3. Usingany of these powers which would normally require blood instead costs theElemental 1 mental trait.

vi. Focused Minda. Readiness: These bonus traits may only be used for mundane challenges.b. Centering: The benefits of the power are replaced as follows: The targetignores the Bruised Wound penalty and gains one bonus trait when resistingfrenzy.c. One Track Mind: Replace as follows: Spend a Willpower trait to activate thispower for the rest of the scene. The user may cancel a supernatural retest whenhe engages in Mental vs Physical challenges.d. Dual Thought: This additional action may only be used for a Mental vsPhysical challenges. This power may not be used with Celerity actions and isresolved at the same time as the Swiftness action of Celerity.e. Perfect Clarity: The benefit is replaced with: The user gains five bonus traits toMental vs Physical challenges.

vi. Green Patha. Speed the Season’s Passing: Using this power to destroy an item in combatmay require a Physical Challenge at Storyteller discretion.b. Dance of Vines: Consult with a Storyteller to determine the exact damage andreach of plants animated with this Discipline. The physical traits of the plants aredetermined by the user’s permanent Willpower rating, not current Willpowerrating.

vii. Hands of Destructiona. Acidic Touch: This power lasts for the duration of the scene. The vampire canchoose to inflict an aggravated wound level upon an unarmed attacker, even ifthe Thaumaturge loses the Physical Challenge. The acid can only inflict amaximum of one aggravated level of damage per turn, regardless of the amountthat comes in contact with a victim, or the means by which it does so.

viii. Mastery of the Mortal Shella. Seizure: This power lasts for one turn per Mental Trait expended by theThaumaturge (up to a maximum of three Traits), not one scene. If the target isattacked, this power ends immediately and the target may respond to the attacknormally.b. Body Failure: Replace the text of this power with the following – Make aPhysical Challenge to touch the target. If successful, the user may spend up tothree Mental Traits and the target suffers one lethal damage per trait spent.c. Marionette: This power lasts for one turn per Mental Trait expended by theThaumaturge (up to a maximum of three Traits). While in control of a target’sbody, the vampire may force the target to utilize as much Potence and Celerity asthe Thaumaturge knows the target to possess (except any Superior levels). Thetarget may utilize Fortitude as he desires. This power ends immediately if the

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target suffers any damage. Potence may be used to resist this power.ix. Movement of the Mind

a. Force Bolt: Rather than causing the target to lose an action, this power knocksthe target prone, and does not allow him to get up during his next action.b. Flight: To retain an ensnared victim, the Thaumaturge must win anotherMental vs. Physical Challenge at the end of every other turn or whenever thetarget suffers damage. Potence may be used to resist this power.c. Control: To retain an immobilized victim, the Thaumaturge must win anotherMental vs. Physical Challenge at the end of every third turn or whenever thetarget suffers damage. Potence may be used to resist this power.

x. Neptune’s Mighta. Blood to Water: Using this power requires an action, which includes a PhysicalChallenge to touch the target. A maximum of three Mental Traits may be spent oneach use of this power.

xi. Spirit Manipulationa. Not Sanctioned

xii. Path of Blooda. Blood Rage: Blood Rage allows the caster to spend a single Blood Trait in thetarget’s system in any way that the target normally could. Such expenditures donot count towards the target’s generational limit on spending Blood per turn.. If acharacter entered torpor due to injury, Blood Rage may be used to heal thewounds, allowing the character a single opportunity to wake prematurely.Additional healing does not provide additional opportunities to wake early.b. Blood of Potency: The Generation granted by this power only affects thecharacter’s Blood Pool size, her ability to awaken vampires from torpor, and theinteraction with powers that compare Generation. No other benefits of the lowerGeneration are gained. No character can reduce their effective Generation below4th with Blood of Potency.c. Cauldron of Blood: Use of this power (including the physical test) counts asan action for the round. Shaking hands does not invalidate the need for thephysical test.

xiii. Path of the Blood’s Cursea. All levels of this path are lost, without refunding of experience or other Traitsused to purchase it, should the Thaumaturge permanently acquire a Generationmore potent than 10th.b. Ravages of the Beast: The difficulty of the Virtue Test to avoid frenzy is fourTraits.c. The Withering of Ages: Replace with: The user must touch a target, succeed ina Mental Challenge against him, and spend a number of Willpower traits. Foreach Willpower trait spent, the character ages fifty years and loses 2 PhysicalTraits. A character may not be aged more years than he has been a vampire for.Traits lost due to this power do not count for purposes of ties/overbids. Traitslost in this way may not be recovered for the duration of the power; though atarget who spends a Willpower trait and five Blood Traits on the turn he isaffected by it undoes the effect entirely. New named traits (or traits provided byblood expenditures) may be gained normally.

xiv. Path of Corruptiona. A Storyteller should be consulted to help determine the exact effects of Basic

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Path of Corruption Disciplines. Path of Corruption uses the Subterfuge Abilityfor retests. Unlike other Thaumaturgy, this path is subtle and is not obviouswhen used.

xv. Path of Cursesa. Not Sanctioned

xvi. Path of the Father’s Vengeancea. Feast of Ashes: No more than three Mental Traits can be spent whenactivating this Discipline.

xvii. Path of Levinbolta. Not Sanctioned.

xviii. Path of Marsa. War Cry: Rather than a Win All Ties, this power grants +2 Mental Traits inMental Challenges when resisting hostile discipline effects.b. Fearless Heart: The traits this power provides cannot exceed a character’sgeneration maximum.

xix. Path of Technomancya. General: This Path may not be learned by characters over 50 years embraced.b. Telecommute: The maximum range of this power is changed to one mile.

26. Valereni. Burning Touch: Endurance does not negate the wound level effects caused by thisDiscipline.ii. Ending the Watch: This power functions on unwilling subjects if the user wins aphysical challenge to touch the subject.iii. Vengeance of Samiel: The Mental traits added count for initiative in the round.iv. Blissful Agony: Endurance does not negate the wound level effects caused by thisDiscipline.

27. Vicissitudei. Horrid Form: The user is down 3 traits on Social Challenges. The Physical Traits gainedfrom this power are Brawny, Dexterous, Enduring, Ferocious, and Quick. This power maynot be used in combination with Feral Claws.ii. Bloodform: This power costs 1 blood trait to activate.iii. Chiropteran Marauder: The flight ability of this power mirrors the mechanics from theGargoyle Flight Discipline, level two.iv. Ecstatic Agony: Replace with: Spend one Willpower trait to activate this power for thescene. If the user is reduced to the Bruised Health level by combat damage he ignores thewound penalty for Bruised and gains 1 bonus trait on physical challenges.

28. Visceratikai. Skin of the Chameleon: This power grants bonus traits to characters hiding usingmundane stealth against those who do not possess Auspex. It does not create anadditional test on top of that for mundane stealth.ii. Scry the Hearthstone: Use the Auspex vs. Obfuscate interaction rules given underAuspex instead of those in Laws of the Night.iii. Armor of Terra: Replace with: The user gain two Health levels and suffers half damagefrom fire (round up). This power does not stack with armor.

E. Combination Powers1. Combination powers are listed in the Clanbooks, or are converted from tabletop sources (with theappropriate special approval). For the Sanctioned chronicle, all combination powers cost half thenumber of Experience Traits as the tabletop versions (rounded up) unless otherwise specified.

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2. To teach a combination power she knows, a character must also be able to teach one of theDiscipline levels that the combination power requires. For example, to teach Burning Wrath (whichrequires Intermediate Celerity and Intermediate Potence), a character must have Burning Wrath,Advanced Celerity, or Advanced Potence.3. Combination Disciplines from a Clanbook for are High Approval for characters who are not ofthat clan and may not be taught by characters who are not of that clan. A teacher is not requiredfor characters of that clan to learn these Combination Disciplines.4. Combination Disciplines from Laws of the Night: Anarch Guide are High Approval fornon­Anarchs and may not be taught by non­Anarchs. A teacher is not required for Anarchcharacters to learn these Combination Disciplines.5. Combination powers based on Dominate do not work on a vampire of lower Generation than theuser. Combination powers based on Chimerstry or Obfuscate interact with Auspex is the samemanner as those Disciplines normally would.6. Birth the Vozhd [Clanbook Tzimisce]: Not Sanctioned.7. Burning Wrath [Clanbook Brujah]: In addition to converting the damage caused by user’sunarmed strikes to aggravated damage, this power grants the user the Physical trait Ferociouswhen he is attacking with his fists. This power may not be used in combination with a majortransformation power. The duration of this power is one scene.8. Calling the Thing in Darkness [Clanbook Lasombra]: Not Sanctioned9. Claw Immunity [Clanbook Gangrel]: This power is effective against shapechangers in their animalor near­animal forms (Lupus and Hispo for Garou).10. Descent into Darkness [Clanbook Lasombra]: Not Sanctioned11. Iron Heart [Clanbook Brujah]: This power grants the user 1 bonus traits for each level ofPresence that the user possesses (Basic, Intermediate, Advanced, etc) when resisting Dominate,Presence, or Mind­Controlling Thaumaturgy powers. The user can spend a Willpower trait toconfer another character a 1 trait bonus to resist those same powers for the scene. This power doesnot stack with itself.12. Invoke Jupiter’s Will [New Ventrue]: This power requires basic Presence and Basic Fortitudeand costs six experience traits. A character who has learned this power is able to use Dominate on atarget as if the user was three generations lower. This power has no effect on Dominate basedcombination disciplines.13. Lifesong [Clanbook Ventrue]: This power does function on Kindred.14. Mask of Cathay [Clanbook Ravnos]: High Approval15. Pater Szlachta [Clanbook Tzimisce]: Replace with the following: The user’s body physicallyshifts in form as it rebuilds itself. The user may spend 1 Blood Trait to regain two Physical Traitsthey have lost.16. Shadow Feint [Clanbook Assamite] ­ The user may not benefit from this power while attacking.Only two traits may be gained in a given challenge regardless of the number of characters attackingthe user.17. Shroud of Absence [Clanbook Lasombra]: The Shroud of Absence has no effects onmechanical recording devices, acting identically to Obfuscate in that respect only. A maximum ofthree Social Traits can be spent to raise the user's Willpower for challenges to the Shroud ofAbsence. They must be spent when the power is activated, and they last for the duration of thepower's use. Any attacks made out of a Shroud of Absence allow those around it to immediatelytest against the Shroud, even if they have recently failed to pierce it. This power costs nineexperience points to learn.18. Sympathetic Agony [Clanbook Ravnos]: Replace the text of the power with the following:Spend a blood and make a Social Challenge. Anytime the user is at the Wounded health level for

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the remainder of the scene, the victim of Sympathetic Agony suffers the wound penalties for beingat the Wounded health level. Endurance provides no protection against this power.19. Thaumaturgical Sight [Clanbook Tremere]: This power is in play.20. Typhonic Beast [Clanbook Followers of Set]: This power is not available as a CombinationDiscipline, but remains available as an Elder Discipline.

D. Rituals1. General

i. To learn Elder or Master Thaumaturgy rituals, a character must know two paths atAdvanced level and must be of sufficient Generation to learn Disciplines of equivalentlevel (i.e. you must be at least seventh Generation to learn Master Disciplines). TheExperience Trait costs for Superior rituals are eight Experience Traits for Elder, and tenExperience Traits for Master level rituals.i. Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits forElder and 13 Traits for Master). The standard casting times are 40 minutes for Elder and 50minutes for Master rituals.ii. For Necromancy and Thaumaturgy, free rituals are only gained from the primary path,not each path that the character learns. (Characters will only receive a maximum of five freerituals.)iii. Rituals with a Thaumaturgy path listed after their name cannot be learned unless thecharacter possesses at least one power from that path of Thaumaturgy.iv. If a character learns Necromancy or Thaumaturgy Out of Clan, they are required tohave teachers or Occult research when additional learning rituals.v. Necromancy Rituals in Laws of the Night Sabbat Guide are Low approval for allcharacters with Necromancy in clan.vi. Cross Sect Thaumaturgy Rituals: Rituals from Laws of the Night: Anarch Guide areHigh Approval for non­Anarchs. Rituals from Laws of the Night Sabbat Guide are HighApproval for non­Sabbat characters.vii. Assamite Rituals: The following rituals have Assamite Sorcery versions and are notconsidered cross sect rituals for characters with Assamite Sorcery: Blood Rush, Illuminatethe Trail of the Prey, Eyes of the Night Hawk, Machine Blitz, Recure of the Homeland,Mirror of Second Sight.viii. Tremere Rituals: The following rituals are specific to characters with TremereThaumaturgy, are not available to characters of other Thaumaturgy types: BloodCertámen, Blood Mastery, Cobra's Favor, Court of Hallowed Truth, Dedicate the Chantry,Deny the Intruder, Inherited Affinity, Night of the Red Heart, Pavis of Foul Presence,Purify Blood, Rite of Introduction, Ritual's Recognition, Stone Slumber, and TrackTransgressor, Unweave Rituals.viii. The following rituals are Top Approval: Abandon the Fetters, From Marduk’s Throat,Mark of Amaranth, and Nectar of the Bitter Rose.

2. Ritual Levelsi. Basic Necromancy Rituals:

a. Call of the Hungry Dead: The lock of hair used in this ritual is destroyed duringthe casting.b. Compel Soul: Compel Soul will fail if you order the wraith to perform an actionthat will cause it harm (such as requiring to leave an area it is being held in byHaunting). You may not Compel a soul to remain out of its body more than oneday.

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ii. Basic Thaumaturgy Rituals:a. Deny the Intruder [Clanbook Tremere]: Influence endeavors directed at achantry protected by this ritual require twice the normal level of Influence, andtwice the number of Influence actions expended. Failure to meet theserequirements causes the endeavor to fail.b. The Imp's Affliction: While under the effects of this ritual, the target has a oneTrait penalty to all Physical Challenges and a two Trait Penalty to all SocialChallenges. The effects of this ritual cannot be stacked with multiple castings.c. Impressive Visage: This ritual lasts for one scene, not a full session andprovides only one Appearance­related Social trait.d. Inscription [Clanbook Tremere]: Not Sanctionede. Iron Body: This power only downgrades one aggravated damage regardless ofthe cast time of the ritual.f. Principal Focus of Vitae Infusion: After breaking down the ensorcelled object,it becomes a pool of the caster's blood. To utilize this blood, a character musthold the objects in their hands and concentrate, during which time they can takeno other actions. They may concentrate on up to three objects at a time.g. Purge the Inner Demon: This ritual will not help a vampire in Wassail.h. Wards

i. Once cast, Wards remain on the object until it is destroyed or until thepassing of a year and a day. The same ritual can be used to attune anold Ward so as to immunize a new person. Anyone who will be affectedby a ward can sense it just before they touch it. When a ward is placedon a melee weapon, the weapon does normal damage, plus one lethalwound from the ward. Damage from a Ward may not be converted intoaggravated damage through the use of additional powers.ii. Characters do not receive cumulative damage from contact withmultiple wards at the same time.iii. Ward vs. Ghouls: This ritual has no effect on normal humans orMages. There is no known Warding ritual that does.iv. Warding Circles:

1. The casting time for all Warding Circles is as normal tocreate a circle that lasts until sunset, or one entire night tocreate one that will last for a year and a day.2. The Tremere and Assamite have access to seven WardingCircle rituals: Warding Circle versus Ghouls (Basic, see below),Warding Circle versus Fae, Lupines, and Kindred (allIntermediate), and Warding Circle versus Spirits, Ghosts andDemons (all Advanced). Each of these Warding Circles mustbe learned separately. The effects against the targeted beingsare the same as for Warding Circle versus Ghouls, except theaffected creature is determined by the version of the ritual. Allsuch rituals require material components equal to those of thecorresponding Ward ritual, multiplied for each five feet ofradius in the Warding Circle. Warding Circles cross all planesof reality, and will affect the target creatures regardless ofcurrent form.3. Warding Circle vs. Ghouls [New Tremere/Assamite]: This

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ritual creates a stationary circle (up to fifty feet in radius)centered on the caster into which a ghoul cannot pass withoutrisking harm. Any ghoul who attempts to cross the boundaryof the circle feels a slight tingle on her skin, just in time to stopherself from crossing it. Those who ignore this warning mustsucceed in a Static Willpower Challenge (no Traits risked) vs.the ritualist's permanent Willpower Traits in order to cross thebarrier. Should the challenge be failed, the ghoul suffers alethal wound, and is barred from the area protected by theWarding Circle until the next sunset. Attempts to leave thecircle are not opposed, but once the ghoul has left, it mustchallenge again to re­enter.4. The original caster of a Warding Circle may re­attune theWard to include new individuals without having to recreate theentire Warding Circle.

iii. Intermediate Thaumaturgy Ritualsi. Blood Allergy: This power is not sanctioned.ii. Incorporeal Passage: The duration of this power may not exceed five minutes.While this power is active the user may not initiate any other non­mundanechallenges.iii. Infirm Inert: Applying the poison to the target is its own victory conditionwhich may not be combined with any other.iv. The Curse Belated: High Approval for the target.v. Pavis of Foul Presence: When Dread Gaze, Entrancement, or Summon is usedon 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 thechallenge, the Presence power is simply nullified. This power ends after oneactivation.iv. Scry: When this ritual is used to spy on someone using powers ofconcealment (such as Obfuscate), the caster must use Auspex to defeat histarget's concealment, lest the ritual automatically fail. This is the only way thatAuspex can be used in conjunction with Scry.vi. Transubstantiation of Seven [Clanbook Tremere]: This ritual is only effectiveif the subject is Tremere.vii. Ward versus Vitae: If applied to an object, this ritual only inflicts damage onthose who willingly touch the object, not those who are struck with the object.

iv. Advanced Thaumaturgy Ritualsa. Blood Contract: The contract must be willingly signed without supernaturalinfluence to function.b. Stone of the True Form: The pebble talisman becomes inert after onesuccessful use. Each application of this power only affects a singletransformation power. The caster may choose which of the targets’transformation powers is affected when the talisman touches the target. Acharacter may only have one such talisman made at a time and must be the one toapply it to the target.c. Paper Flesh: At the end of the ritual, make a Mental Challenge (Retest Occult)against the target, if the user fails this challenge the ritual fails. The traits Deadly

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and Savage are also affected by this ritual.d. Umbra Walk: Not Sanctioned

v. Superior Thaumaturgy Ritualsa. From Marduk’s Throat: It is High Approval to benefit from this ritual.

VII. SystemsA. Proxy Play

1. Proxy play occurs when one or more player characters are given to a Storyteller to portray in theplayer’s absence. At least 48 hours notice must be given to the Storyteller(s) involved in the proxyscene. In order to proxy a character, the player must give the Storyteller their character sheet and abrief write­up describing the characters intentions, motivations, personality, and reactions topossible situations.2. By giving a character over to a Storyteller for proxy play, the player grants the Storyteller allrights to the character for the duration of the proxy scene. The requirements above are theminimum. If a Storyteller wishes to further limit proxy play, she should list any restrictions in thegame’s Venue Style Sheet.

B. Testing1. Comparing Traits

i. When comparing Traits in the case of a tied challenge, no character may declare moreAttribute Traits than twice her normal total traits (not counting bonuses gained fromforms, powers, weapons, etc) for overbids and the comparison of Ties. Example: Michaelis an 8th Generation Malkavian with 10 traits. Thus, he cannot bid more than 20 Traits in achallenge.ii. Traits which are lent to the character as part of the Mob Combat rules are an exceptionto this rule and may permit a character to bid in excess of twice their normal maximumtraits.iii. When players compare Traits, they declare their maximum number of Traits. A playermay still declare fewer Traits than she actually possesses in the category if she desires.

2. Mob Rules:i. First, the narrator must decide who is challenging whom among the group. This isusually obvious, but when it’s not, have the players all point to the person they arechallenging on the count of three. Each combatant must bid one Trait, plus an additionalTrait for each person attacking her beyond the first (no more than five individuals mayattack a character at a time). If the defender cannot match the required number of Traits tobe bid, she automatically loses the challenge. If she does have enough Traits, she tests asnormal with the leader of the group. The group has five seconds to choose the leader, andmay not compare stats while doing so. If a leader is not chosen, then the leader is selectedby the defender.ii. Only the leader of the group calls out Negative Traits. The defender against NegativeTraits need only bid extra Traits once for each Negative Trait applicable, not eachNegative Trait per person challenging.iii. The leader of the group may apply a number ofbonus Traits to his total (for ties and overbids) equal to the number of people assistinghim (up to four).iii. If the defender wins, she remains unharmed and can choose to affect any singlemember of the attacking group (usually by inflicting a wound), and the attackers lose allTraits they bid. If the attackers win, the leader may choose which attacker’s victorycondition applies (usually inflicting a wound), and the defender loses all of the Traits shebid. Continue the process until all who declared an action have been the target of a

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challenge or donated Traits as appropriate.iv. Refer to the Masquerade Combat Primer for addition rules.

C. Equipment1. The Camarilla’s Sanctioned chronicle uses the simplified weapon and armor statistics presentedin Dark Epics, p 81.2. Any magic item (non Thaumaturgical Ritual created) that provides direct mechanical benefits toplayers: Top Approval3. Plot related magic items (ex: the red mystical key that makes milk sour nearby which is necessaryto solve the demon plot) that provide no direct mechanical benefits to players are available at LowApproval. These items will become dormant when taken outside the purview of the plot they aretied to.F4. When using armor, shields, or weapons, the user must bid a number of additional physical traitsequal to the number of negative traits possessed by the item(s). Negative traits may not be calledon armor, weapons, or shields. The negative trait of Heavy must be bid for any weapons carried,regardless of whether they are actively wielded (e.g. carrying three broadswords on your backrequires you to bid three additional traits in any physical challenge).

D. Damage1. Healing with Blood Traits is reflexive, and can be done while performing other actions. OneBlood Trait heals one level of lethal damage, or two levels of bashing damage. It requires threeBlood Traits and one Willpower Trait for a vampire to heal one aggravated wound level, and thewound will not heal until the vampire arises the next night.2. Firearms: Vampires take Bashing, not Lethal, damage from firearms.3. Torpor: Vampires in torpor remain there for twelve weeks minus two weeks for each MoralityTrait they possess.4. Wound Penalties: While a character is at the Wounded wound penalty, the character does notgrant their opponents the ability to Win All Ties, rather the character is down 3 traits on allchallenges.5. Special Attacks: Some attacks deal damage as well as inflict another condition. If all damage fromthe attack is prevented, the condition is prevented as well. If the attack only requires touch,damage is not required to inflict the second condition.

E. Metamorphosis1. When a character is turned into a vampire, the player’s Member Class limits her startingGeneration Background (see Chapter One and Chapter Two for details). This means that thecharacter’s Generation is either one higher than her sire’s or is the lowest that her MC allows(whichever is worse). Characters that did not already have three Discipline levels gain enoughBasic in­clan Disciplines to bring them up to three.2. Embracing any other supernatural type (such as a Werewolf, a Mage, or a Changeling) willresults in the death of the one being embraced.

F. States of the Soul1. Blood Bonds

i. A character may have any number of one and two stage blood bonds. However, theymay only have one three stage bond. When a three stage blood bond is achieved no otherblood bond can contradict the three stage blood bondii. When a bond “breaks” through the isolation process described in Laws of the Night,

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the bond is simply reduced by one stage. Through this same method, even first andsecond stage blood bonds can be lost. The thrall’s number of permanent Willpower Traitscannot reduce the time requirement to less than two months. Note that time will not reduceany type of blood bond that a Tremere has to the Council of Seven, as described in theClan Disadvantage.iii. When a kindred ingests vampiric blood, he is immediately aware of such due to thedistinct taste.

2. Diableriei. Diablerie of Player Characters who have been in play for fewer than six months grants noGeneration Traits.ii. Diablerie attempts on an NPC that would result in a lowering of the character'sgeneration beyond what is allowed by their MC does not grant any Generationbackground traits.iii. The Generation background Trait gain from the diablerie of an NPC may only occuronce every six months.iv. Diablerie that results in a lowering of Generation requires High Approval before thecharacter may take advantage of the benefits. This approval must include date of thediablerie, the name and Generation of the character diablerized, and the name andmembership number of the player of that character in addition to the particulars of thescene and the results of applicable morality tests.v. No Experience Traits are gained from Diablerie, nor does improving Generation increasethe vampire’s number of Willpower Traits. However, a successful Diablerie allows thevampire to gain one Generation Background Trait, at no cost, so long as the diablerieresulted in a lowering of Generation.vi. Diablerie may be detected in a vampire's aura for up to one year from the date of thediablerie.

3. Golconda: Achieving Golconda, or any step toward it, requires Top ApprovalG. Camarilla Status

i. Please refer to the Camarilla Status Guide and Protocols of the Camarilla.H. Sabbat Status

i. Please refer to the Sabbat Status Guide and Sabbat Style Guide

VIII. Other SystemsA. Damage Types

1. Bashing damage is defined as any injury that is painful but fades relatively quickly, such askicks, punches, or tackles. Bashing damage may not be used to declare a killing blow. Lethaldamage comes from bullets, swords, etc. and is intended to kill. Aggravated damage often comesfrom fire, or from mystical sources like the claws and teeth of supernatural creatures. It is moredifficult for regenerating creatures to heal, and indeed, such creatures often take aggravateddamage from exotic sources such as sunlight or silver weapons. The Storyteller is the finalarbitrator on what damage type any particular source inflicts, but damage from the natural weaponsand powers of supernatural creatures is very rarely considered to be bashing.2. Contrasting rules for bashing damage are presented in some of the MET source books. Toclarify, bashing damage is not halved in the Sanctioned chronicle. Living creatures heal one level ofbashing damage after an hour of rest.3. Normally creatures require a week to heal each level of lethal or aggravated damage through suchmeans as rest and medical attention. Many supernatural creatures suffer from aggravated damageon a more frequent basis than normal humans do, and heal it more slowly than they do other

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damage types. Some supernatural creatures have different or faster means for healing, as describedin the applicable supplements.

B. Blood Loss: Humans (and other living beings in the World of Darkness) are considered to have amaximum of ten Blood Traits in their bodies. They suffer a level of damage for each Trait they lose. Humanswho lose more than four blood traits fall to Mortally Wounded. Damage suffered from blood loss cannot behealed until the blood is regained. Regenerating a Blood Trait should be treated as “healing an aggravatedwound” for purposes of effects that can do so, as described above. Otherwise, humans (and other livingbeings in the World of Darkness) normally regenerate one Blood Trait per week.C. Increasing Physical Traits: Spending Blood Traits to increase physical Traits beyond the maximumestablished by Generation lasts only for the duration of a single challenge.D. Movement: Powers and other effects that increase a character’s movement rate are not cumulative.Unless otherwise clarified in their appropriate venue supplement, a character may not attack and make use ofsuch movement increases in the same action.E. Two­Weapon Combat: The MES uses the Two­Weapon Combat rules in Dark Epics pg. 71. Ignore therules for Two Gun Mojo in Laws of the Night: Revised.F. Staking: Characters that are successfully staked are completely paralyzed and cannot take any actionsthat require a test, the expenditure of blood, or the expenditure of Willpower unless they have a power thatspecifically states otherwise. The only exception to this are Auspex powers that do not require blood orWillpower to invoke.G. Biting

1. Characters may choose to bite for damage or drain blood as a victory condition, not both.2. Characters may drain no more than 3 blood per turn (not action).3. Normally, you must successfully grapple an opponent before you can bite him but sometransformative powers are specifically designed for biting and bypass this restriction. Charactersusing Shape of the Beast, Shape of the Beast’s Wrath, Skin of the Adder, Form of the Cobra, andTyphonic Beast may bite without first grappling their target. Biting an opponent doesn’t constitutea grapple.

H. Sabbat Ritae1. The optional Performing the Rites rules in Laws of the Night: Sabbat Guide, pg. 140 are used inthe 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 thatonly the most impressive jumper should receive more than one Trait. Bonus traits from the FireDance cannot be used in supernatural challenges.4. The Vaulderie: This ritual purifies the blood used, removing the taint of disease and negatingpowers that leave lingering harmful effects in the blood. Note that unlike traditional Blood Bonds,the Vaulderie does not fade over time.