CAMARILLA ADDENDUM:
MIND’S EYE THEATRE: AWAKENING (WW50003)
Effective Date: 15 December 2011
Last Updated: 20 December 2011
This addendum is organized
into the following sections:
I. ADDITIONAL BOOKS: A
listing of books specifically sanctioned for this venue.
II. CHARACTERS: Basic rules for Awakening
Characters.
III. ORGANIZATIONS: Rules pertaining to mage
Orders, Legacies, Magical Traditions and Proximi.
IV. MERITS: Rules pertaining to
Awakening-specific Merits.
V. ARCANA, SPELLCASTING AND SPELLS: Rules
pertaining to magic and spells.
VI. PLACES AND REALMS: Rules
pertaining to magical places.
VII. PACTS: Rules pertaining to making
magical pacts with summoned creatures.
VIII. STORYTELLER RULES AND CLARIFICATIONS: Optional rules and other settings
information.
IX. ADDITIONAL MATERIAL: Errata
and custom rules for Awakening in the global chronicle.
Text in red indicates new or changed
items in this addendum cycle.
Text in blue indicates new or changed
items from the last addendum cycle.
I. ADDITIONAL BOOKS
1.
Grant Influence Numina [Astral Realms]: This numina is not approved for
play at this time
C.
Banishers (WW40104)
1.
All mechanics (including spells, Merits, and Legacies) given in
this book are considered Banisher-specific, and therefore unavailable to
non-Banisher characters, unless noted otherwise
2.
None of the spells which require a Banisher’s death to activate
may be cast by an unwilling or coerced victim with any power less than
Archmastery.
3.
The Bonfire, Phageans and Shepherds are common Banisher groups
available to VSTs at Low Approval.
4.
The following Banisher groups are unique, and are restricted to
certain geographic areas. As such, the following STs have principal authority
over their use:
a.
US SW RST: Carnival of Innocents and Emilio's Last Ride
b.
US GL RST: Venus Valley
c.
US NST: The Huntsman and the Translators
d.
MST: The Militant Auditing Division
5.
John Maverick and the Panography Movement are commonly known in
mundane circles, but their links to Banishers are not.
6.
Atonements may only be used by Banishers.
D. Boston Unveiled (WW40200)
F. Guardians
of the Veil (WW40305)
1.
Blood
Rings are completely mundane items, and so are not restricted to Guardians of
the Veil
G.
Grimoire of Grimoires (WW40203)
1.
All new rotes, legacies and merits in this book can only be
learned through the workings of Globally approved plotkits or through Global
Approval to have learned such items through historic interaction with these
items.
2.
It is Global Approval to improvisationally
cast these unique effects.
3.
Mundane copies of the “Ancient Lands Pentalogy” and “Dark
Revolution” may be obtained at Low Approval.
H. Intruders: Encounters With the Abyss (WW40307)
J.
Legacies: The Ancient
(WW40101)
K. Legacies: The Sublime (WW40100)
L. Lines of Power (WW40908)
M. Mage: the Awakening (WW40000)
1.
This
book is used for flavor material and legacies not covered by Mind’s Eye Theatre: Awakening.
2.
Alternate Rote Dice pools from this book are Low Approval for
characters with True Order Membership in the listed Order and High Approval
otherwise
N.
Magical Traditions (WW40309
1.
The
‘Academy Chronicle’ guidelines are not used for Camarilla play, with the
exception of the Size and Speed factor changes, which are used for all PCs in
the Awakening venue.
2.
Rolls
for accessing items from the Miscellany may be made once per month.
P. Night
Horrors: the Unbidden (WW40324)
1.
With
the following exceptions, the places, people and objects in this book are unique
and thus reserved for the use of the Master Storyteller.
2.
Low approval: Shard Crows, the Lucid, Tick-Tock
Soldiers, Somnia Draconis, the Abyssal Imprint and the Wayward Dream
a.
Tick-Tock
Soldiers and Somnia Draconis may not ever become merit-based NPCs (Retainers,
Allies, etc.).
3.
Top approval: Low Tongue. The +1 Paradox penalty
applies to the number of points of paradox generated by a spell.
4.
The
Morphean Continuity follows normal Legacy approval levels
5.
Book
of Understanding and Building Fantastical Machines: High approval to possess up
to a chapter; Top approval to possess more than that.
Q. Reign of the Exarchs (WW40306)
R. Sanctum and Sigil (WW40201)
1.
The research charts for “outsiders” are a guideline for VSTs.
Knowledge requiring more than 15
successes of research requires Top Approval for cross-venue knowledge, as does
any library that contains such knowledge.
2.
Gold Law as it is used in
the Camarilla Chronicle has been released as a settings document, available on
the CRD. Altering Gold Law constitutes a paradigm shift, requiring Global
Approval. Silver, Bronze and Iron Laws may be altered with Low Approval.
3.
All Cryptopoly cults
require Approval from the lowest-level ST whose authority extends over the
cult's entire scope of influence. Social merits for these cults require the
same level of approval as Merits belonging to PCs.
4.
High Legalese may only be
invoked by Silver Ladder PCs who possess Academics or Occult 4, and a specialization
in Lex Magica, Awakened Law, or a similar subject.
1.
Section under “Denizens of the Lowers Depths” is not sanctioned at
this time.
2.
The following Numina are restricted to the spirit types listed:
a.
Accelerate: Arcadian Supernal
b.
Create Anomaly: Acamoth & Gulmoth
c.
Essence Conversion: Aether Supernal, Acamoth & Gulmoth
d.
Spirit Crown: Primal Wild Supernal
e.
Trial: All Supernal
f.
Underworld Gate: Stygian Supernal, Underworld, Gulmoth
g.
Versatile Energies: Outsiders
W. Tome
of Mysteries (WW40302)
1.
All
alchemical creations have an Intimate link to their creator, and no more
alchemical creations can be in play at any given time than the creator's dots
in Matter.
2.
It is Global Approval to weave Factor Bonuses into a new custom or
book rote. It is not possible to improvisationally cast and gain the benefit of
a factor bonus. As these follow an
established pattern set out in Tome of the Mysteries, new Factor Bonus
applications do not have to be reviewed by the Global Rules Panel. Weaving a Factor Bonus into an existing rote
needs to be done by a Master in the same way as creating a new rote, but it
does not cost a willpower dot or require the character to purchase the rote a
second time.
a.
Preference will be given to Factor Bonuses for existing canon rotes
that are created as an Order or Faction secret and that reinforce the themes of
that group.
b.
The Factor Bonuses only apply once a casting has been successful
and the target has failed to resist the spell.
X. Tome
of the Watchtowers (WW40301)
II. CHARACTERS
1. Age
a.
Existed
since 1900 or earlier: High Approval (Low for
NPCs)
b.
Existed
since 1850 or earlier: Top Approval (Low for
NPCs)
c. Existed since 1800 or earlier: Unavailable
for PCs (Low for NPCs)
2. Youth
a.
It is High approval for a PC to have Awakened prior to age 12 (Low
for NPCs). It is not possible for a PC to have Awakened prior to age 3 (Mid for
NPCs).
b.
It is High approval to play a PC who is currently under the age of
16 (Low for NPCs). It is not possible to play a PC who is currently under the
age of 3 (Low for NPCs).
3.
Character Types
a. Pentacle Orders and Apostates: Low
Approval.
b.
Banishers: Not available as PCs (Low Approval for
NPCs). Becoming a Banisher is
irreversible; no one may ever be a ‘former’ or ‘reformed’ Banisher.
c.
All others: Top Approval (Low for NPCs, unless otherwise
specified)
4.
Gnosis
a. ●●●●● ● to ●●●●● ●●: High Approval.
b.
●●●●●
●●● to ●●●●●
●●●●: Top
Approval.
c.
●●●●●
●●●●●: Global
Approval.
d.
Existing approvals for levels of Gnosis are not grandfathered as
of the date of reset. Storytellers
should abide by the "Gnosis Approval Guideline Document" when
considering Gnosis applications.
1.
The following NPCs are Global Approval to use: Aeons, Ananke,
Bound, Morpheans (as described in Astral Realms), and Vouivre
III. ORGANIZATIONS
1.
Order Status Dots
a.
● to ●●●●: Low approval
b.
●●●●● to
●●●●● ●: Top Notification
c.
●●●●● ●● to
●●●●● ●●●●●: Global
Notification
d.
Order status increases, decreases and grandfathering should follow
the rules in the Order Status Approvals Document, released on the CRD by
the AMST-Awakening
2.
Gaining and
Losing Status:
a.
Status gains and Losses are handled according to the Order Status
Approvals Document
b.
PCs may only gain mechanical benefits (including Rote specialties)
from a single Order at a time. Switching this Order requires Top approval.
c.
Having Status in more than one Order requires High Approval. A
character may never have more than six dots total in Order Status among
multiple orders.
3.
Seers of the Throne [Seers of the Throne]
a.
Flaw: Mystery Commands:
This flaw requires the character to possess Seer of the Throne status,
and is lost when Seer of the Throne status is lost.
b.
“Benefit of Status” system:
i.
Seers of the Throne may use their “Benefit of Status” towards
purchase of an Artifact, but these still require the standard Approvals. All Seers of the Throne can also gain the
Imbued Item merit through the "Benefit" system.
ii. Lesser
Ministries currently do not gain from the "Benefit of Status" system.
c.
Positions:
i.
Seers holding Ministry positions (any position physically higher
than “Tetrarch” on the diagram on p 120):
Global Approval.
ii. Seers
holding Tetrarchy positions (any position physically higher than “Augur” on the
diagram on p 120): Top Approval.
iii.
Seers holding Pylon positions:
Low Approval. When
creating Pylons, storytellers should refer to the Seer of the Throne ST
settings document (to be written shortly).
d.
Factions:
i.
Gatekeepers: Top Approval.
ii. Inclusionists: Top Approval.
e.
Prelacies [Seers of the
Throne]
i.
Within Ministry: High
Approval (Mid for NPCs).
ii.
Out-of-Ministry: Top
Approval (High for NPCs)
1.
Joining a Legacy
a.
Recruited
by a player character in-game: Mid Approval
(Low for NPCs)
b.
Recruited
by any other means: High Approval (Low for NPCs)
c.
Antagonist
or Left-Handed Legacies: Top Approval (Low for NPCs).
d.
Legacies from Antagonist source-books are considered Antagonist
Legacies unless specifically noted otherwise.
e.
Seer characters may acquire Seer Legacies or Legacies listed as
available on p 167 of Seers of the
Throne at normal approval levels.
Any other Legacy is Top Approval for a Seer character.
f.
Joining a Legacy that is native to neither a PC's Path nor his
Order: Two approval levels higher than it would be otherwise
i.
All Legacies from
Order-specific books are considered to be native to that Order
g.
In order to join a Legacy, a character must possess the
pre-requisites for the first Attainment of that Legacy.
h.
A mentor does not need to spend a Willpower Dot to induct a
student into a Legacy.
2.
Leaving a Legacy [Grimoire of Grimoires] /
[Astral Realms]
a.
Leaving a Legacy through the use of the Ocean Ouroboros is High
Approval and a Wisdom 4 sin.
3.
Custom Legacies
a.
Custom
Legacies do not require the applicant’s character to be the creator, but the
character must fulfill the Gnosis requirements as if they were.
b.
To
enter play as part of a custom Legacy, the player of the active character most
senior in that Legacy must agree. This requirement is waived if characters find
a way to join in-game
c.
The
approval level to join an approved custom legacy is the same as a canon legacy.
4.
Legacy Experience
a.
Each Attainment of a Legacy costs 8 XP and needs to be actively
learned. No Legacy Experience is
paid. Optional Attainments are free once
the pre-requisites are acquired. Characters who are developing their own
attainments, either by founding a new legacy or varying an existing Legacy, do
not have to pay experience for their Attainments, but instead have higher
Gnosis pre-requisites for them.
5.
Legacy Rules clarifications
a.
Attainments: While it is not possible to counterspell an
Attainment, they otherwise interact with spells as normal. For example:
non-visible alterations to space and time can be detected by the
relevant spells; Attainments involving Space must still contend with Wards and
Wans as would any other spell; attack spells are still resisted by the relevant
magical shields; etc.
b.
Austere [Guardians of the Veil]: The Primary
Arcanum for this Legacy is Matter.
c.
Awakening Gambit [Adamantine Arrow]:
i. Top Approval to join for
non-Arrow PCs
ii. Spells hung with En Passant
may only be instant cast, not ritual cast.
iii. The Second Optional
Attainment works as per Shifting Sands – including activation, retained damage
and detection; but the Mana cost is as per the Attainment write-up.
iv. The Third Optional
Attainment works as follows: The PC can inquire what their dice pool would be
for an action instead of taking a number of different actions – once they fail
a Resolve + Composure draw or inquiry a number times equal to their Time dots
they must take the last action, unless they successfully use the Second Optional
Attainment as per the Attainment write up.
d.
The Blank Badges [Free Council]:
i. Top Approval to join for
non-Free Council PCs
ii. Not a Number fails if it is used to gain status that would be more than Low
Approval.
iii. The Quiet One allows a Blank Badge to deduct the successes drawn from the
Paradox severity they are about to suffer.
iv. Nothing is True, Anything is Permitted adds the Blank Badge’s
activation draw to the Paradox Test in the same manner as spending Mana for
mitigation.
e.
Clavicularius: The variants upon this
Legacy as described in Keys to the
Supernal Tarot are reserved for the use of the Office of the Master
Storyteller.
f.
Cryptologos [Free Council]:
The Attainments of the Cryptologos do not allow the use of Atlantean as a fully
formed spoken or written language.
g. Perfected
Adept
[Mage: the Awakening]: The Attainments Chi
Force and Perfect Body add the
character’s Life dots to their attributes, not Mind dots.
h. Princes of Many Masks [Seers of the Throne]: A character scrutinizing the
disguises of a Prince needs to acquire more successes than the Prince has in
their dots in the Life Arcana to be aware that the Prince is using a disguise
with their Life attainments. However,
their "Imposter" spell is contested as per the book.
i.
Sphinx [Legacies: The Ancient]: The
attainment “Off the Path” does not
allow a character to become "Unknown," but adds additional
"Described" levels that must be removed if the Sphinx is the target
of a spell to improve a caster's connection to the Sphinx, before the caster
can allocate successes to improving the connection.
j.
Threnodists [Legacies: The Ancient]: The first
Attainment of the Threnodists requires Investigation 2 rather than
"Awareness 2."
k.
Uncrowned King [Mage: the Awakening]: The Attainment Albedo requires Gnosis 5, Mind 3. The
Attainment Rubedo requires Gnosis 7
and Mind 4.
l.
Unforgotten Scions [Mysterium]: Spirits
created by Eternal Dreams grow per
chapter. The Spirit grows to the rank of the caster’s Mind Arcanum minus 1 and
is affected by “Spells to Employ Spirits” as normal. Eternal Dreams can not be used more than once every three months.
6.
Non-Sanctioned Legacies: The following Legacies are
not sanctioned at this time.
a.
The Celestial Masters as a
Left-Handed Legacy [Keys to the Supernal Tarot]
b.
The Roses of Eden as a
Left-Handed Legacy [Keys to the Supernal Tarot]
c.
The Whipping Boys as a
Left-Handed Legacy [Keys to the Supernal Tarot]
7.
Antagonist Legacies: The following Legacies are
considered antagonistic, or Left-Handed.
a.
Dreamers of the Black Sun [Shadows of Mexico]
b.
The Legion [Summoners]
c.
Unforgotten Scions [Mysterium]
8.
Top Approval Legacies: the following Legacies are
at least Top approval to join
a.
Katsinam Suukya [Summoners]
b.
Secret Order of the Gate [Seers of the Throne]
c.
Wraiths of Epochs [Mysterium]
1.
Joining a Magical Tradition is Low Approval.
2.
Custom Magical Traditions without mechanical benefits are Low
Approval.
3.
Custom Magical Traditions with mechanical benefits are not
allowed.
D.
Proximi [Silver Ladder]
1.
The Proximi Merit (p. 334, Mage: the Awakening) is sanctioned for use.
2.
In order to gain the benefits of a Dynasty listed in Silver
Ladder, including purchasing of Merits not normally available to Unawakened,
the character must be a part of a Dynasty as well as having the Proximi Merit.
3.
The creation of a new Dynasty is beyond the capability of PCs,
except possibly with by means of an Epic or Apocalyptic Pact as per Summoners.
4.
Dynasties not detailed in canon may be applied for at Global
Approval. Once a Dynasty is created, it is Low Approval to create a member of a
Silver Dynasty.
a.
If a Dynasty is created by a player in relation to a character
they play, they may reserve the right to require their permission for a
character to be created of the relevant Dynasty.
5.
Adamant Dynasties, Veiled Dynasties and Mystery Dynasties are High
Approval once created. Free Dynasties are Top Approval once created.
6.
Proximi families may not access powers from Second Sight.
7.
The Merovingian family is an Antagonist group and is Top Approval.
IV. MERITS
1.
Ancient Echoes [Banishers]
a.
● to ●●: Low Approval for Banisher NPCs
b.
●●●: Top Approval for Banisher NPCs
c.
●●●● to
●●●●●: Global Approval for Banisher NPCs
b.
Artifacts use the same rules as imbued items with regard to
Potency of spells and spell tolerance.
c.
Artifact Legendry: The
possession of an artifact does not give bonuses to Order status. Every artifact
should have a legendry. Possession of an artifact gives +1 to social challenges
with other Pentacle Mages if the target of the social challenge is aware of the
legendry and it is relevant.
d.
Dreamstones [Free Council]: High Approval
3.
Astral Adept [Magical Traditions]: Replace
"Exceptional success" with "5 or more successes in a single
draw".
4.
Athenaeum [Mysterium]: Low Approval
for Mysterium PCs, unavailable otherwise.
a.
An Athenaeum may only be purchased as part of a Sanctum shared
entirely by Mysterium characters, wherein access is given to all members of the
Mysterium in good standing but can be limited by the Athenaeum's Curator.
Status should be considered when granting access to the more restricted
contents of a given Athenaeum.
b.
All characters who contribute to the Shared Sanctum that holds the
Athenaeum's material contents may gain entry to the Athenaeum, barring
Interdiction, but their access to sensitive material may be restricted by the
Athenaeum's Curator.
5.
Cartomancy [Keys to the Supernal
Tarot]: Uses the "Interpretative Draw" system only - does not
use Wits+Occult draws.
6.
Claws of the Abyss [Banishers]: The effects
of this merit last a scene.
7.
Cryptopoly [Silver Ladder]
a.
A PC Illuminate may
designate any of his Merit-based NPCs as part of his Cryptopoly.
b.
Allies: Cryptopoly may
be used to access social merits that are part of the Cryptopoly up to the
rating of the user’s Allies: Cryptopoly. This requires a Manipulation +
Socialize + Allies (Cryptopoly) draw.
i. Accessing Allies within a Domain does not incur a penalty
to the level of Allies. Doing so within a Region incurs a –1 penalty, within a
nation a –2 penalty and between nations a -3 penalty.
ii. If the merits sought are directly controlled by another PC,
they may be accessed without a roll with the consent of the owning PC.
iii. If the merits sought are directly controlled by another PC
and consent is not given, they may only be accessed if the controlling PC is
not actively using them at that time.
iv. If more than one PC attempts to access the same particular
merit, the most successes gain access.
c.
A PC may take Allies:
Cryptopoly without an XP cost. This must be recorded in the database at Low
Approval.
i. To do so, a PC must have at least one relevant social merit
at the same level as their levels in Allies: Cryptopoly.
ii. If a character has taken Allies: Cryptopoly without an XP
cost, all their relevant social merits up to the value of their Allies:
Cryptopoly are accessible as if they were part of the Cryptopoly.
iii. If a PC takes free levels in Allies: Cryptopoly, and
another character (PC or NPC) seeks to access their social merits, then the PC
does not automatically keep control of his social merit, but must contest the
draw with Manipulation + Socialize + [the social merit contested].
d.
Cryptopoly Merits held
by NPCs not purchased with XP can also be accessed through use of Allies:
Cryptopoly. It is High Approval to assign more than 20 points of social merits
to an NPC-controlled Cryptopoly.
8.
Daimon [Tome of the Watchtowers]
a.
Low
approval for mages of all Paths
a.
●
to ●●●●: Low Approval
b.
●●●●●:
High Approval
c.
Enhanced
Items can be created in game by spells of indefinite Duration
d.
Matter
spells can make "Special Property" alterations. Specific listed
alterations require:
i. Alter Integrity (for Increased
Durability or Increased Structure)
ii. Alter Efficiency (for Increased
Equipment Bonus)
iii. Alter Size (for Decreased Size from
Guardians of the Veil or Increased Size)
iv. Decreased Size [Guardians of the Veil]:
Dose not require special approval outside of the Guardians of the veil Order.
v. Armor, Bulletproof, and Durability
alterations from Adamantine Arrow are low approval for all orders. Armor is
limited to a bonus equal to the caster's dots in Matter.
e.
Several
Enhanced Items cannot be combined (e.g. a self repairing engine cannot be
placed inside a car with bulletproof windows).
f.
Enhanced
Items can be treated as Imbued, e.g. a 3 dot spell and two 2 dot spells would
create a 5 dot Enhanced Item.
g.
The maximum bonus to an Enhanced item is equal to the caster’s dots
in the Matter Arcanum. This includes
thaumium items.
h.
A character entering play with a Thaumium item must assign eight
points to the successes used to create it.
i.
The
Mana capacity cannot exceed the Enhanced Item Merit rating.
j.
Any
effect used to improve an item makes that item an Enhanced Item equal to the
level of the effect used. E.g. Self Repairing Machines are 5 dot effects and
items with such an improvement are 5 dot Enhanced Items. This is only used
where another method doesn’t already apply.
k.
Enchanted
Item effects currently not sanctioned for play include:
i. Ochosi’s Arrow [Magical
Traditions]
a.
●
to ●●●●: Mid Approval
b.
●●●●●:
High Approval
c.
●●●●●●+:
Not approved for play
d.
Fetishes
in the Awakening venue must conform to the rules presented for “Create Fetish”
(p 368-369) and not the rules for the Fetish merit in Forsaken,
save that they may use sanctioned Numina from other sources as well as the
Numina on pages 423-425 of MET Awakening.
e.
They
have a merit cost equal to the bound Spirit’s Rank plus one for each Numina accessible beyond the first. For example a bound Rank
2 spirit with the Blast and Terrify numina would be a 3 dot Fetish.
f.
The
numina which can be accessed through the Fetish are fixed at the time of
casting and may not be changed later without re-casting the spell. The bound
spirit must conform with all rules governing creating
spirits.
g.
The
user takes an instant action of Gnosis + Spirit to awaken the spirit within the
Fetish, and uses Gnosis + the bound spirit’s Rank to activate the Numina
instead of Power + Finesse.
h.
For
the purposes of Damage Limits on any attack Numina, use the creator’s dots in
Spirit.
11.
Fighting Style: Adamantine
Hand [Adamantine Arrow]: The total damage inflicted by Star cannot exceed the higher damage
cap involved.
12.
Gesture Lore [Tome of Mysteries]: Low Approval
13.
Graduate of Otranto [Mysterium]: Global Approval
14.
High Speech Extended [Secrets of the Ruined
Temple]: Not sanctioned for use at this time.
15.
Illuminate Retainer [Silver Ladder]
a.
Created
as a ●●●●● Retainer using the alternative creation template on p. 63 of Silver
Ladder. They do not gain any additional XP by virtue of being a ●●●●●
Retainer. (Please note that PC Illuminated Proximi are generated as
a normal character.) However, the merit becomes a simple cost, rather than
graduated cost merit.
i. The PC can ask the retainer
to take an action to use one of its social merits on their behalf per downtime.
ii. All merits held by the
Illuminate Retainer are held as part of a Cryptopoly, so can also be accessed
through use of the Allies: Cryptopoly merit.
c.
Replace
the sentence “Lasting Duration spells are considered persistent powers, but all
other effects are considered contingent that require a trigger” with
“Indefinite Duration spells are considered persistent powers. All other effects
are considered contingent and require a trigger”.
d.
An Imbued Item with an indefinite duration and a level 5 power
requires the Imperial Mysteries, and thus requires the approval level of the
Imperial Mysteries to create. The only exceptions to this are the level 5 rotes
that have a default duration of Advanced Prolonged.
e.
If
an item is both Enhanced and Imbued, calculate the rating limitations as though
it were two separate items, one Enhanced and one Imbued.
f.
The maximum bonus to an Enhanced part of an Imbued item is equal to
the caster’s dots in the Matter Arcanum.
This includes thaumium items.
g.
When
creating Imbued Items, Top approval may allow for a mage to
increase the number of successes allowed for an extended cast spell (p
148.) These may not be increased by more than 50%.
h.
The
parts of Tome of the Mysteries,
which suggests that Imbued Items can be made collaboratively, with different
mages casting different spells into the item, are not sanctioned. The Camarilla
uses the original version of Imbue Item from MET: the Awakening, which requires the same caster to cast the
imbued spells.
i.
Specific Imbued item clarifications:
i. Alien Cuffs [Banishers]: Banisher only
ii. Raiment
of Return
[Adamantine Arrow]: Not sanctioned for play
iii. Translator Chamber [Banishers] Not sanctioned for play
iv. The Truck [Banishers] Not sanctioned for play
v. Cursed items from Chapter 5 of the
Adamantine Arrow book are unique items, requiring Global Approval for use.
17.
Language: Atlantean [Astral Realms]: Not
sanctioned for use at this time.
18.
Meditative Mind [Mysterium]: May be purchased for an
Athenaea, however the cost may not be shared between multiple characters.
19.
Mysteriorum Focus: requires Mystery
Initiation 5, not 1.
20.
Mystery Initiation [Mysterium]: Low Approval
a.
Mystery Initiation ●●●●● (The
Mysteriorum Focus) only functions for the city/area in which the Mithraeum is
located; the Mage does not gain any special connection to Mages farther afield.
b.
To purchase Mystery Initiation, a Mage must have gained the
requisite levels of Order Status. If he ever loses those levels of Status, he
loses access to Mystery Initiation until he gains them back.
21.
Oathbound [Adamantine Arrow]: Player Characters recover spent Oath Binding Points on
the first day of a calendar month, not at the beginning of each game session.
22.
Occultation [Mysterium]: May be purchased for an Athenaeum; however the cost may
not be shared between multiple characters.
23.
Otherworldly Lore [Summoners]: Top
Approval when specialized in any type of Supernal creatures, Abyssal creatures
or creatures of the Underworld.
24.
Perfected Metals [Legacies: the Ancient]:
Perfected Metals are created by repeated use of Ghostly Object plus Touch of
the Grave. Draw a card and add ten for the number of times this process must be
repeated before a metal becomes perfected.
25.
Predator’s Innocence [Tome of the Watchtowers]: Not
sanctioned. XP previously spent on this
Merit is refunded.
26.
Ractin Strain [Intruders: Encounters With the Abyss]: High Approval for PCs (Low for NPCs). May not be combined
with a full supernatural template.
27.
Repute [MET: the Awakening]
a.
Repute cannot be bought at character creation; it must be earned
in play.
b.
When applying for Repute, a player must specify whether it
represents a positive reputation (that benefits Persuasion tests) or a negative
one (that benefits Intimidation)
c.
● and ●●: Low Approval
d.
●●●: High Approval
e.
●●●●: Top Approval
f.
●●●●●: Global Approval
g.
Repute does not cost XP if awarded. XP previously spent on this Merit is
refunded.
28.
Ritual Synergy [Tome of Mysteries]
a.
●●●: Low Approval
b.
●●●●●: Reserved for the use of the
MST Office
c.
In addition to the other requirements of this merit, Ritual
Synergy may only be purchased by PCs who are members of the same, stable,
long-term cabal, having a strong symbolic theme. It may only be used for
rituals cast entirely by members of that cabal, and is lost without refund in
the event that the PC leaves that cabal.
d.
Cabals with the Ritual Synergy merit may pool their pre-cast
successes when casting spells on each other. With Ritual Synergy
●●●, at least 50% of a pre-cast spell's total successes must
come from the lead caster. With Ritual Synergy ●●●●●
all involved casters can split successes freely, without restriction
29.
Sanctum: Portable [Mysterium]: Low Approval.
30.
Scriptorium [Mysterium]: Low Approval
for Mysterium PCs, unavailable otherwise.
a.
Scriptorium may only be purchased for a Sanctum augmented by the
Athenaeum merit.
b.
When bought as a shared merit, the total dots in Scriptorium
(Depth) cannot exceed the highest Arcanum rating of any of the sharing PCs.
31.
Slayer [Summoners]: Only
provides a bonus against creatures not native to the world: Spirits, Ghosts, Supernal creatures, Abyssal
creatures and Otherworldly being. It has
no effect on creatures of the Fallen Realm.
32.
Status (Order): see section III.A.
33.
Summoner’s Soul [Summoners]: Top
Notification; Creation-only.
34.
Summoning Circle [Summoners]: Mid
Approval.
35.
Supernal Anchor [Summoners]: Top
Approval.
36.
Supernal Companion [Summoners]: Top
Approval.
37.
Supernal Echoes [Summoners]
a.
Possession of a Dormant Supernal Echo: Top Approval
b.
A Supernal Echo is purchased as a 5-dot simple cost merit.
c.
Activating a Supernal Echo requires a separate Top Notification,
in addition to the other requirements
d.
Harvest Tass loses its special qualities when taken away from
their Hallow of origin for more than one month. Benefits from more than one
Harvest do not stack.
38.
Tabletop Supplement Mana
Costs: Merits that require a cost of Mana at a daily rate from a
tabletop book instead require the same cost per chapter.
39.
Talisman of Universal
Safety [Silver Ladder]: Not sanctioned for use at this time.
40. Techne: The following merit is available to all Free Council characters
at Low approval. Techne (●● or ●●●●)
Cost: Simple
Pre-requisite: Free Council membership
Effect: Your PC owns a special technomagical tool – an electron gun, an
EMP generator, a flux capacitor – that puts the theories of the Free Council
into action. The blending of magic and technology in the tool enables a spell –
such as “Call Lightning” or “Shifting Sands” – to be channeled through it in a
way that is more believable to Sleeping eyes, and less apt to cause a Paradox
thereby. This tool is attuned to a single rote at the time this merit is
purchased, and cannot be changed later. When used to help cast that rote spell,
the tool reduces the chance that the spell will cause a Paradox by playing on a
mix of advanced science, pseudo-science, and science fiction. A two-dot tool
causes the cast rote to always benefit from "Hiding Magic in Plain
Sight" (p. 141, MET: Awakening).
A four-dot tool reduces the caster's effective Gnosis by two (to a minimum of
1) for the purposes of determining whether or not a Paradox occurs (though it
does not affect Paradox Severity). This merit may be purchased more than once.
Special: A Techne tool must be made by a Libertine
who has either Crafts of Science 4+, though the craftsman may then give it to
another Libertine to use. No Mage outside the Free Council has the necessary
foundation in technomagical theory to use a Techne tool.
The target number for creating a Techne tool (with a dice
pool of Intelligence + Science or Crafts + equipment) is 5 x the level of the
rote to which it is to be attuned.
41.
Thyrsus Merits [Tome of the Watchtower]: Low Approval
for all PCs.
42.
Void-Scourged [Summoners]: Top
Approval.
43.
Whispers [Mysterium]: High Approval
for all characters in the Awakening Venue.
1.
Arcana
at levels 6 and above are not available in the chronicle. Archmasters and the
Imperial Mysteries are reserved for the use of the Master Storyteller.
2.
The
sentence on page 62 that says “Two of his highest three Arcana must always be
from his Path’s Ruling Arcana” is replaced with “Two of his first three Arcana
must be from his Path’s Ruling Arcana”.
3.
The table for the number of targets affected by a spell on page
162 is incorrect, refer to page 149 of MET: the Awakening.
4.
All modifications of a spell that require advanced arcana
knowledge are cumulative. Thus a Celestial Fire (Prime 3) upgraded to
aggravated damage (Prime 5) cast with the Advanced Area of Effect table (+2
higher level of Arcana required) would require Prime 7.
5.
Resistant damage may only be caused by pattern scourging and
absorbing paradox. No effect can involuntarily cause resistant damage in
others. Any spell or merit that is listed as causing resistant damage to others
instead causes normal damage, but remains in play.
6.
Area effect spells with durations only continue to affect targets
while they remain within the area of effect, and are indiscriminate. New targets entering the area of effect are
affected by the spell as per usual spell targeting.
7.
To cast an area effect counterspell or dispel, the caster must
spend mana for all the spells within the area of effect, or the spell fails.
1. Spirits
of Rank 3: Cannot be called, bound or otherwise controlled using Advanced
Prolonged Duration factors. Use Prolonged Duration factors instead.
2. Spirits
of Rank 4: Cannot be called, bound or otherwise controlled using Prolonged
Duration factors. Use Transitory Duration Factors instead.
3. Spirits of
Rank 5: Cannot be called, bound or otherwise controlled unless a published rote specifically allows it, and casting such
requires the approval equal to the rank of the spirit if it is not targeted on
a spirit sanctioned for an existing plot.
4.
These
restrictions don’t apply if a spell is used simply to justify the purchase of a
Merit such as a Fetish, Familiar or Guardian Spirit. They do not apply to
spells that just awaken spirits or make them more favorably disposed to the
caster, e.g. Rouse Spirit.
5.
Spirits and Essence
1.
Order Rote Specializations represent a combination of the
preference of an Order’s Mudras towards casting certain kinds of spells and the
regularity a Mage has had with using them.
If a character learns a rote of another Order, they do not gain the
benefit of that Order's Rote Specialities, but it will be, in role-playing
terms, recognizably using the Mudras of the source Order. A Master of an Arcana may adapt the Mudras of
a rote they know belonging to another Order to the Mudras of their Order,
gaining the benefit of any relevant Rote Speciality, and now making it
recognizably a rote of their Order. This
does not cost any experience, but requires a downtime action and the
expenditure of a willpower point. A
Master may also tutor another Awakened to convert one of their rotes in a
similar manner. This is a deliberate
change from White Wolf books, where each individual rote may or may not benefit
from a particular specialization.
2. Rotes may be
designated as "Secrets” for an Order or non-Order group, as given below.
It is High Approval to cast or be taught a rote that is a Secret of a group to
which the caster does not belong.
a.
Spells
printed in Order-specific books are Secrets of that Order if they require two
or more different Arcana to cast.
b.
Spells
with an alternate test pool listed for a given Order are Secrets for that
Order. These spells may, however, be improvised at Low approval, and the basic
version may be learned by Mages of other Orders at Low approval.
c.
Spells
that include the name of a Legacy, Tradition, faction or other non-Order group
are Secrets of that group. Tradition rotes are also subject to further
restrictions as given in Magical Traditions.
d.
Spells from Legacies that include more than one Arcanum are Secrets
of that Legacy and require High Approval to learn outside of that Legacy. This requirement is in addition to others in
this section.
e.
Spells
for antagonistic groups such as Banishers, Seers of the Throne, etc. are
Secrets. These secret spells are Top Approval to learn or cast if the character
is not a member of the relevant group. These rotes do not have a Common
Version.
f.
Custom Rotes approved by the Global Rules Panel are Secrets of the
relevant Order/Tradition/Legacy, unless specifically noted otherwise.
i. Custom Rotes which have been
denied or removed from play by the Global Rules Panel cannot be cast as
improvised magic.
g.
The
following spells from Banishers and Seers of the Throne are not Secrets, and
may be learned/cast by any Mage at Low approval:
i. Aim for the Dead [Banishers]
ii. Activate Police Band [Banishers]
iii. Call Eidolon [Banishers]
iv. Duplicate Sympathy [Seers of the Throne]
v. Enhance Toxin [Seers of the Throne]
vi. Falsify Temporal
Presence [Seers of the Throne]
vii. Improve Quality [Seers of the Throne]
viii. Insulate [Seers of the Throne]
ix. Manipulate Contingent
Trigger [Seers of the Throne]
x. Merge Mind [Banishers]
xi. Nullify Shadow
Resonance [Seers of the Throne]
xii. Simulate Basic Needs [Banishers]
xiii. Sense Poisons and
Drugs [Banishers]
xiv. Secret Compartment [Banishers]
3.
The following bullet point from MET: the Awakening p 198 is not used in the Camarilla chronicle:
“Spells with multiple effects require each effect to be learned as a separate
rote. For example, ‘Telekinetic Strike’ can be cast in Forces 3, 4, and 5
versions; each version is a separate rote”. Characters that purchase the base
Rote gain access to additional effects as their Arcana mastery increases.
4. Rotes
from the book Guardians of the Veil
which call upon the "Perception" Attribute use Wits instead.
5. Rotes that come from unique sources (such as from the canon
grimoires in Grimoire of Grimoires)
are subject to GRP approval for the first PC learning them. Thereafter, they
revert to normal approval levels using the GRP-approved mechanics.
1.
Penalties taken when using the “Modifying Spell Factors” optional
rule may not reduce the caster’s draw pool below 1.
2.
Any further penalties (aiming penalties, resistance, etc.) applied
after Imago creation may reduce this further.
1.
For purposes of the “Damage and Success Limits” rules, the only
bonuses to the caster’s base spell casting pool that count are those from High
Speech, Willpower, and an appropriate Demesne. These traits do not increase a
spell’s damage cap.
2.
Spells with an action listed as Extended may increase this further
with assistants following the Group Rituals rules (p 168); assistants may raise
this by one per assistant, up to 5. Assistants do not increase the success
limits if converting Instant Spells to Extended Spells.
F. Spells at Chapter Start
1. The “Spells at Chapter Start” sidebar on
page 166 of Minds Eye Theatre: Awakening is to be used to determine the
pre-cast spells for all PCs. No other system – including the expenditure of
Downtime actions to cast other spells – may augment this.
2. In order to benefit from team-cast pre-cast
spells, all members of the team casting must either be present at a given game
or the team must have a pre-cast setup approved in the Approvals DB at Low. If
the latter system is used, then that system cannot be changed unless/until the
approval is removed
G. Limitations to
Bonuses and Traits
1. No single Trait or
bonus created by a spell can exceed the level of the Caster’s relevant Arcanum.
This only applies to Traits or bonuses that are variable based on successes. It
is not applicable to summoned creatures.
2.
If
a Mage activates a Prepared spell against a living
target the target can resist the spell as per the following:
a.
If
the spell is Resisted then it becomes Aimed. When
activated, the caster must gain at least 1 success on an activation roll with
the same dice pool used to cast the spell, modified by the target’s defenses
(See Awakening rules on Aimed spells). If the activation succeeds then the
spell takes full effect. If it fails then the spell disappears.
b.
If
the spell is Contested then the caster must gain 1
more success than the target on an activation roll with the same dice pool used
to cast the spell, modified by the target’s defenses. If the activation
succeeds then the spell takes full effect. If it fails then the spell
disappears.
H. Failed Social and Mental Tests
1. To determine failed tests not repeatable in
the same scene, consider spells to be social if they are resisted/contested by
Composure or Resolve (see Mind’s Eye
Theatre p162).
I. Sympathetic
Magic
1.
Any
spell affecting multiple targets always uses the weakest sympathetic connection
of those targets, unless all targets are within sensory range.
2.
If
a casting penalty for sympathetic magic is reduced to greater than -10, the
target is still able to be affected by the sympathetic spell. The only instance
where they would be unable to be targeted is if a penalty directly lowers their
degree of sympathy to Unknown (for example, an “Encountered” or “Described”
target where the caster does not know their real name.)
1.
The
following spells are considered equivalent to the sacrifice of a Willpower dot
under the Relinquishing Control of Spells rule and may only be used to
relinquish the spells “Alter Integrity,” “Alter Efficiency,” “Alter Size,” and
“Imbue Item.”
a.
Payment
in Power [Tome of Mysteries]
b.
Spirit
Pact [Tome of Mysteries]
c.
Instill
Mortality [Tome of Mysteries]
d.
Pain
Harvest [Tome of Mysteries]
e.
Time
Limit [Tome of Mysteries]
1.
The following Spells are
Reserved for the Office of the Master Storyteller:
2.
The following spells are
not sanctioned at this time:
3.
Annihilate Spells [Banishers]: Requires the caster to beat the target
spell’s potency, but can be used to target hung spells.
4.
Astral Journey [Astral Realms]: The Space
5 version can only be cast somewhere the Mage would normally be capable of
entering the Astral. It does not transport them physically into the Astral
Plane, but allow them to enter the correct form of meditation quicker.
5.
Atonement (or any other similar
spell/rote/means) [Legacies: The Ancient]: Use of this spell to resurrect a
dead player character requires Global Approval
6.
Bodyguard's Blessing [Adamantine Arrow]: May only change
the target of an Aimed spell.
7.
Call Eidolon [Banishers]: Adv. Targetting uses Mind and Spirit, not
Prime.
8.
Create Ghost [Mysterium]: This spell cannot return the ghost of a character with a
Supernatural Template. It requires Top Approval to return the ghost of a player
character
9.
Create Potentiality [Summoners]: The character effectively redraws
his action, but with solely the successes of this spell as their draw pool.
10. Defer
Conscience
[Adamantine Arrow]: May not be used in conjunction with "Suppress
Wisdom".
11.
Desiccate [Banishers] is resisted
with Resolve + Composure.
12. Duplicate [Adamantine Arrow]: Actions doubled
using this spell count as one source of damage for damage limits (MET WoD p
211).
13.
Enhance Toxin [Seers of the
Throne]: Toxicity increase is
limited to the caster's dots in Matter.
If used with Life, the increase is limited to the lower of the caster's
Matter or Life.
14.
Ephemeral Co-Location [Summoners]: A character can only shift
between planes once a round.
15.
Ephemeral Postcognition [Summoners]: Requires approval to cast where
it would lead to interaction with or viewing of a realm that is otherwise
approval to interact with.
16.
Faerie Glade [MET: Awakening]: When cast
in downtime, this spell provides a benefit identical to that of “Temporal
Pocket,” with the exception that the benefit may be extended to others.
17.
False Signature [Adamantine Arrow]: When
adding "False Signature" to a spell, the spell counts as a Combined
Spell (see p167-168 of MET: the
Awakening).
18. Fortify
Oath
[Adamantine Arrow]: Bonus Potency from this metamagic may boost the spell's
successes above the normal imago limit, up to a maximum in additional successes
equal to the caster's dots in Fate.
19. Fortune's
Fool
[Adamantine Arrow]: May only affect a target once a scene.
20.
The Golem [Magical Traditions]: This
Kabbalah rote may not create a Golem with a Size greater than the caster’s
Gnosis
21. Grant
Familiar (Spirit) [MET
Awakening]: This spell’s Duration is Lasting (the Familiar Merit does not
disappear at the spell’s end.)
22.
Induce Vertigo [Banishers] does not
permit an attacker to perform a “Killing Blow”. A character affected does not
lose their defense.
23.
Luck Blessing [Magical Traditions]: The
Taoist rote is an alternative draw pool but the mechanics function as per
“Reading the Outmost Eddies” in MET: the
Awakening.
24.
Maintained Sympathy [Astral Realms]: Uses
real-world sympathy, not Astral sympathy.
25.
Past Life Regression [Magical Traditions]: A
subject under the effects of this spell is not denied their surprise test if
attacked.
26. Phased
Strike
[Adamantine Arrow]: May not be combined with "Ranged Blow".
27.
Possession [MET Awakening]: Cannot be used to possess magical
constructs, including (but not limited to) homunculi, golems, zombies,
creatures and human bodies created with the Life arcane or phantasms. The use of other spells
or powers to replicate this effect is similarly prohibited.
28. Primal
Transfer
[Legacies: The Ancient]: Willpower costs for releasing a spell may not be
placed onto a storyteller character.
29. Rewrite History (Time) [MET Awakening]: Dots cannot be shifted into
anything that requires a special approval or a notification in the approvals
database.
30.
Scorched Earth [Banishers]
a.
May be cast on a Dead
Zone. It does not alter the spell’s Imago, but introduces additional effects.
31. Shadow
Forged
[Adamantine Arrow]: Items created using this spell may not be further enhanced
using other Arcana.
32.
Shifting Sands: The following rule may be
included in a VSS at the normal approval level for a VSS: “Shifting Sands is penalized using the number
of targets system assuming each person involved in the scene in addition is a
target. Should this reduce the caster’s pool below 1, then the spell may not be
cast”
33. Skeptic [Adamantine Arrow]: Instead of 9-again
on Paradox Draws, this spell provides a -1 to the initial card draw for
paradox.
34.
Summon Royal Avatar [Summoners]: Each casting requires an approval
of the level of the spirit summoned.
35. Supreme
Augmentation (Mind) [MET
Awakening]: The rote pool for Supreme Augmentation (p 319) uses the Mind
Arcanum, not Life
36.
Tendrils [Intruders]: A given spirit or fetish can sprout tendrils
equal to it's Rank or merit cost at the cost of a WP. Each tendril provies a +1
bonus to brawl or weaponry if used offensively. If used defensively, the bonus
adds defense against brawl or weaponry attacks. all trait bonuses are subject
to the +15 rule.
37. Transfer
Will [Tome
of Mysteries]: Player characters cannot gain Willpower dots from NPCs.
Willpower gains from other player characters must be entered in the character’s
experience log.
38.
Trigger Autonomic Function [Tome of the Mysteries]:
This spell is Transitory against Supernatural targets, and is resisted by
Stamina + Gnosis. This spell does not cause targets to lose their defense.
39.
Unfettered: The Unfettered effect is
essentially a Counterspell. It may be purchased as a 4 dot Rote with a pool of
Composure + Occult + Fate.
40. Wards
and Bans (Space) [MET
Awakening]
a. When cast as a targeted rather than
area-affecting spell Ward only protects the target(s) of the spell, but moves
with them. Targeted
Wards cannot be augmented with Bans.
b. Once a banned phenomenon is within a Ban’s area
of effect, it is unaffected by the Ban (i.e. spells can be freely cast within a
Prime-based Ban area, and are only affected when crossing the threshold of the
Ban.)
c. Gnosis and Arcana Wards [Secrets of the Ruined
Temple] require the Imperial Mysteries to create.
41.
Weaponize Object [Adamantine Arrow]: The maximum weapon
bonus achievable from use of this spell is equal to
the caster's Matter dots.
42.
Worst Moment [Banishers] does not use
the fluid suggestion for “greatest tactical advantage”, but instead confers a
mechanical bonus as suggested in the sentence “... if the Storyteller would
like something more objective...”
43. Zone
of Extremity [Tome
of Mysteries]: The spell is changed, so that all actions taken within the zone
are subject to the rules ‘9 again’ and ‘Double Trouble’ (p 181-182 of Minds Eye Threatre.) Ignore any
reference to Exceptional Successes or Dramatic Failures in this power/
1. Grimoires
have an experience cost equal to one-half the cost of the rotes written in
them. To own a grimoire, a PC must have reserved this number of experience in
their “Grimoire Pool.” The "Grimoire Pool" is not lost if a Grimoire
is traded or taken away, and represents the maximum value of Grimoires a character
can hold for over a month.
1. Any
of the effects listed under "The Soul of Another" or "Soul
Stones of the Dead" are limited to three uses overall, as per the Thrall
limitations - and anyone may use Fate on a Soul Stone to determine how many
"charges" it has left. Once all three are used, then it remains an
Intimate connection to its creator, but may not be used by another again unless
it has spent a year and a day in the possession of its creator.
VI. PLACES AND REALMS
1.
Characters
accessing the Abyss: High Approval
a.
Characters
do not require the normal High Approval for accessing the Abyss when using the
first two paths described in chapter five of Tome of the Mysteries.
b.
The
third Path from chapter five of Tome of
the Mysteries is Top Approval for player characters.
c.
The
fourth Path chapter five of Tome of the
Mysteries is Top Approval for any character. NPCs previously approved to be
on the fourth path are not grandfathered.
2.
Researching
Abyssal entities uses the mechanics on pate 15 of Intruders: Encounters with the Abyss, including Capping Skills and
Appropriate Libraries.
3.
All
Abyssal entities in Intruders:
Encounters with the Abyss are sanctioned for play at the normal approval
levels as per their spirit rank, and also serve as examples for Storytellers
creating their own.
a.
The
following sections are an exception to this, and are currently reserved for
introduction by the Master Storyteller's office:
i. Final Spell of Eli Ben-Menechem
ii. The Harper Family
iii. The Invisible Codex
iv. The Nemesis Continuum
v. The Temple of Zanak Khan.
4.
For every Skill or Merit specialty covering an Abyssal topic that
a character acquires, they must also take a derangement. The first such
derangement must be Fixation (Abyssal Knowledge), indicating an unhealthy
fascination with and desire to acquire more knowledge of the Abyss. The second
such derangement (or the first, if the character already has any other
Derangement) must be Abyssal Compulsion (Summoners,
p. 183).
1.
Archetypes and Walkers (and other Astral Entities) are subject to
the same approval levels as normal Spirits of their Rank.
2.
Altering the beliefs of the waking world affecting more than
500,000 people is considered a paradigm change per the Global Addendum. Efforts
greater than this become subject to the Don't Point That Thing at My Planet
optional rule from MET: the Awakening.
3.
Each of the realms in chapter five in the book Astral Realms are unique and available for use at MST Approval.
Storytellers may use these as examples to craft their own Astral Realms for
play.
D. The Underworld
1.
Accessing the Underworld follows the approval levels and
guidelines given in section IV.A of the Camarilla Geist Addendum
1.
The places of power from Secrets of the Ruined Temple are not
available for use in Sanctums. PCs
cannot regularly take advantage of the magical mechanics of the areas for
themselves.
2.
Special building materials (Adamas) should be too difficult for
player characters to transport and rearrange for their own use.
3.
A Shadow Gate [Astral Realms] is considered a Place of Power,
requiring Top approval.
VII. PACTS
D.
Forfeitures
VIII. STORYTELLER RULES
AND CLARIFICATIONS
A. Optional Rules
If an Optional Rule is not listed below as being sanctioned,
that rule cannot be used within the Camarilla Sanctioned Chronicle.
1. Minds
Eye Theatre Awakening
2. Tome
of the Mysteries
3. Magical
Traditions
4.
Seers of the Throne
1.
A number
of spells allow a character to gain Mana. With the exception of Prime spells
used to remove Mana from Hallows purchased by characters with XP (but including
the temporary creation of Hallows), a character may only gain a number of
points of Mana or Tass equal to their levels in the arcanum being used per
chapter in downtime. The gain of Mana during time in is not affected but the
"net gain" from any game should not exceed the chapter limit listed
above. Human or animal sacrifice requires a resolve action but there is no cap
on the amount of Mana a character may gain by this method. Possession of high
amounts of Tass may attract attention, and thus is the following notification:
100 Tass or more: High notification
250 Tass or more: Top notification
500 Tass or more: Global notification
2.
Third Eye Candy [Keys to the Supernal Tarot]:
reserved for the use of the Office of the Master Storyteller.
1.
Paradox Manifestations require Notification according to their
Rank, as for any other Spirit of their Rank. Summoned creatures appear normally
and stay active for the rest of the game in which they are summoned, requiring
a Notification only after that game has concluded. This is an exception to the
normal rule for Notifications.