CAMARILLA
ADDENDUM: UNIVERSAL (WW50000)
Effective
Date: 15 December 2011
Last
Updated: 13 December 2011
This addendum is organized
into the following sections:
0. THE GOLDEN RULES: A few basic rules to keep in mind at all
times.
I. OPTIONAL RULES: Handling of optional rules from the core Mind’s Eye Theatre book.
II. APPROVALS: Basic rules on how approvals work.
III. GENERAL APPROVAL
LIMITATIONS: A listing of general
approval levels.
IV. EXPERIENCE POINTS: How experience points are allocated in the
global chronicle.
V. PLAYER CHARACTERS: Rules for creating and maintaining player
characters.
VI. STORYTELLER CHARACTERS: Rules for creating and maintaining
storyteller characters (aka antagonists, NPCs).
VII. SYSTEMS: The core rules systems used in the global
chronicle.
VIII. MERITS: Rules pertaining to universally-available
merits.
IX. ADDITIONAL BOOKS: A listing of books or excerpts sanctioned universally
for 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.
This
addendum provides the rules for the Camarilla’s live-action New World of Darkness chronicle and provides a level
playing-field throughout the organization. Storytellers are not permitted to
change or ignore approval requirements or take more than reasonable leeway to
bend the rules to develop stories. Rules from this supplement and sanctioned
White Wolf books must be particularly strictly observed when character death is
a likely possibility. This addendum does not apply to the live-action Old World of
Darkness chronicle.
This
document is the property of White Wolf Publishing, Inc. All trademarked terms
within are used with permission. This document may be freely distributed for
use by members of White Wolf’s official fan club, the Camarilla. Any other use
of this document in whole or in part requires written permission from the
Camarilla’s Club Director.
Errata
for published materials are treated separately from the materials they
reference. If published material is sanctioned in whole or in part or if is not
sanctioned has no bearing on the sanctioning of the commensurate errata.
0. THE GOLDEN RULES
A. In all situations during a game session where
there is a query relating to the rules and the interpretation and application
thereof, the presiding ST's decision is considered to be correct. If a player disagrees with such 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 which
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 they become 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 Camarilla’s interpretation of the books, departs drastically from common
sense, or is otherwise wrong but appears to be technically possible due to
vague 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 awful acts, this is never an excuse to traumatize a player. It is the responsibility of all storytellers
and players to ask 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 scene otherwise.
I.
OPTIONAL
RULES
A.
The
Optional Rules from Mind's Eye Theatre
are not used in the sanctioned chronicle, with following exceptions, which
apply to all Venues:
1.
Morality
Derangements (p103)
2.
A
Matter of Resolve (p174), See also VII.J.
II.
APPROVALS
A.
How Approvals Work
1.
All
character sheets are Low Approval for creation and updating. Anything from
sanctioned material that can be applied to a character sheet is Low Approval
unless otherwise specified in this document.
B. Notifications
1.
Notifications
require an acknowledgement from certain Storytellers and are usually used for
tracking purposes. They don't require standard approval, although they should
be added to the Camarilla's approvals database (where available) as usual. Any additional
information requested by a Storyteller in a comment on the notification must be
supplied.
2.
Items requiring Notifications enter play when the required
Approval level has been satisfied.
C. Universal Approval Lexicon
1.
Character Class: Groups or classifications
that are optional to join (e.g. orders or covenants).
2.
Character Type: The inherent (and
usually unchangeable) classifications for supernatural beings (e.g. clan), or
classifications that become unchangeable once made (e.g. bloodline). Characters
are automatically assigned to the venue specific to their character type (see
section III.C.4. for exceptions). Mundane mortal characters can be assigned to
any venue at creation (but must be assigned to one venue).
3.
Place of Power: A location where the
power or presence of the supernatural is especially strong in some way (e.g.
Loci, Hallows, Wyrm's Nests, Demesne, Keyed Gateway to the Hedge, etc.).
4.
Player Character: a character
portrayed by a player
5.
Power Stat: The measure of a
supernatural creature's inner strength and affinity. In Requiem this is Blood
Potency, in Forsaken it is Primal Urge, in Awakening it is Gnosis,in Created it
is Azoth, and in Lost it is Wyrd.
D.
Universal Approval Clarifications
E.
Modifier Categories
1.
In
the Camarilla, a pool to take an action is separated into the 'base pool' and
the 'modifiers'.
2.
A
'base pool' is the unmodified Attribute + Skill + Equipment + Specialization,
or the relevant pool listed in the power description. Examples:
a. A
'base pool' for fighting with an axe is unmodified Strength + Weaponry + Axe +
Specialization (if any)
b.
A
'base pool' for Dominate 1: Command is unmodified Intelligence + Intimidation +
Dominate + Specialization (if any).
F.
Grandfathering
1.
If
something was listed as a specific approval level in previous rules document
has increased in approval requirement here, it will be
"grandfathered". In order to keep the approval, a notification must
be sent to the same level as the item's new approval level. This section will
change with each addendum update to address specific changes between versions.
2.
The
following items are not grandfathered:
a.
Custom
mechanics are grandfathered but existing custom items will be reviewed by
representatives of the Master Storyteller. They may be altered or removed from
play. Custom
mechanics listed on the GRP Wiki are grandfathered.
G. Affiliates Without
Global Approval Database Access
1.
If
a player is from an affiliate that does not use the approvals database they are
responsible for confirmation of items requiring special approval or
notification when attending a game other than their home game. The confirmation
(written or electronic) must be from the highest approval Storyteller for each
item. This is in addition to any other Venue Style Sheet requirements at the
game being visited
III.
GENERAL APPROVAL LIMITATIONS
1.
Canon Materials: Antagonist
storyteller character types that appear in specific books for the venue.
2.
Canon Materials: Antagonist
storyteller character types from venue-neutral books (Asylum, Tales from the
13th Precinct, etc)
3.
Canon Materials: Antagonist
storyteller characters that come from character-types available for player
characters in the venue. These NPCs may only use custom mechanics if such
mechanics are available at Mid Approval to PCs
4.
Character: Sheet rewrite for
members who have played the venue for less than 4
months. This may be done once per genre (not once per
character) and only on the first character that member portrays in that genre. Note: characters at date of soft reset count
as new, first characters for this purpose.
5.
Character: Anything intended
for your character type or class from core venue books and subgroup-specific
books (e.g. it is Low Approval for a Guardian of the Veil to access mechanics
from the Guardians of the Veil
book).
6.
Character: The following
merits from venue-specific book are Low Approval for all venues:
a.
Anonymity [Blood of the Wolf]
b.
Armory [Banishers]
c.
Demolisher [Blood of
the Wolf]
d.
Fence
[Banishers]
e.
Fighting
Style: Grappling [Adamantine Arrow]
f.
Fighting
Style: Sojutsu/Jukendo [Adamantine Arrow]
g.
New
Identity ● and ●●
[Changeling the Lost]
h.
Lucid
Dreaming [Changeling the Lost]
i.
Luxury ●● [Seers of the Throne]
j.
Parkour [Tribes
of the Moon]
k.
Shield-Bearer [War Against the
Pure]
l.
Staff [Ghouls]
m.
Territorial
Familiarity [Blood of the Wolf]
n.
Tunnel Rat [World of Darkness: Chicago]
7.
Character:
Derangements and Flaws from any sanctioned material are Low Approval for all
venues so long as they are appropriate for the character type.
8.
Character: Virtue/Vice change
of the player character.
9.
Character IC
Knowledge:
Occult specialization in "Spirits" for characters in the Forsaken and
Awakening venues. Occult specialization in “Ghosts”
for any venue.
10. Character Activity: Brief cross-venue soft RP that has no
significant consequences on PCs (e.g. a mage PC contacts a werewolf PC to ask
permission to enter the werewolf’s territory for some transitory reason).
11. Storyteller Authority: Minor
magical items, rituals and effects that are part of local storylines do not
require special approval. These must be temporary, not directly benefit player
characters and be limited to the local venue.
12. Storyteller Authority:
Temporary places of power.
13. Spirits: Rank 1-4
14.
Storyteller
Authority: Minor changes to a scene, e.g. reversing a mistaken rules call
within the session. High Notification is required if any participant is unhappy
with the results.
1.
Character: Sheet
rewrites to make a character game legal after an error has been made. (e.g. a
rewrite to remove Creation Only merits purchased with MC or game XP).
2.
Character: The following merits from venue-specific book are Mid Approval
for all venues:
a.
Luxury ●●●● [Seers of the Throne]
3.
Character
Activity: One-time cross-venue
participation in a game of a different venue (e.g. a changeling PC attends a
local Mage gathering to see if they are somehow associated with the Keepers; a
werewolf PC stalks in the darkness outside Elysium in hopes of killing the
vampire that enslaved his wolf-blooded cousin, etc.). This includes hard RP.
4.
Character
Background: Cross-venue background
(e.g. a vampire PC with a background tie to a werewolf character)
5.
Character
Sheet: Conversion of a Secondary Character to a Primary Character. (Conversion of a Primary Character to a
Secondary Character is not permitted.)
6.
Storyteller Authority: Use cross-venue
NPCs that appear at a game or directly interact with player characters.
7.
Storyteller Authority: Storylines that
include repeated use of cross-venue NPCs.
8.
Storyteller Authority: All places of power
unless otherwise specified.
1.
Canon Materials: Access to
non-supernatural items and mechanics from their own venue but a different
character type or class (e.g. it is High Approval for an Iron Master to have a
social Merit usually only available to Storm Lords).
2.
Character
IC Knowledge: Occult Specialty in any character type other than your own in
the same genre (including but not restricted to other clans, covenants, courts,
orders, tribes, bloodlines, entitlements, etc.). This knowledge must be learned in-game from
another PC unless the character possesses mechanical standing (Status, Goodwill,
Secondary Status, etc.) of some sort in the target type, and a letter of
support from the teaching PC included in the application. An Occult Speciality is required for any
in-depth knowledge of the target type beyond what is commonly known in the genre.
3.
Character
IC Knowledge: Occult specialization in "Spirits" for characters not
in the Forsaken and Awakening venues (unless specified lower elsewhere) This
specialization is required for any character not in the Forsaken or Awakening
venue to know how to enter the Shadow.
4.
Character: Permanent Venue Change – attaching a PC to a
VSS of a different supernatural genre (e.g. a vampire PC attached to a Forsaken
VSS). This is High Approval with Top
Notification. See the Cross-Venue Interaction Appendix for details
and restrictions. Promethean: the Created characters are not sanctioned
for transfer to other venues, unless they have reached Mortality.
5.
Character: The following merits from venue-specific book are High Approval
for all venues:
6.
Character
Sheet: To infiltrate a different character type of class under an
alternate identity (e.g. it is High Approval for a member of the Mysterium to
create a fake identity and infiltrate the Free Council). It is not possible to
infiltrate a different venue.
7.
Character
Sheet: To regain control of a retired PC and return that PC to play
8.
Spirits: Rank 5
9.
Spirits: For a
spirit to possess Numina that duplicates other supernatural powers rated higher
than the spirit's rank. Example spirits (such as those required listed in canon
materials) are an exception to this and require no special approval.
10. Storyteller Authority: Any
other objects that would kill a character despite previously perfect health (or
fully paralyze them or deny opportunity to escape), or devices that would lead
to immediate or inevitable death
11. Storyteller Authority:
Significant alteration or removal of scenes from continuity, particularly
involving significant effects (e.g. Torpor, loss of limb).
12. Storyteller Authority: One-time cross-venue game, with permitted
venues specified in the application (e.g. a game that permits both werewolves
and changelings to attend in order to resolve a plot that involves both
venues).
13. Custom mechanics: If
learned in-game from other player characters (unless otherwise noted). E.g. a custom
vampiric bloodline with custom mechanics would be Global Approval for the first
player character, and High Approval for player characters subsequently avused
into the bloodline.
14. Custom mechanics: Duplication of items approved at Global unless
otherwise noted. E.g. a customized flak jacket would be Global Approval for the
first player character and High Approval for player characters who subsequently
duplicated it.
1.
Canon
Affecting: Usage of any unique magic items from source material.
2.
Canon Material: Access to
non-supernatural items and mechanics from another venue (e.g. it is Top
Approval for a Daeva to possess the Storm Lord social Merit).
3.
Storyteller Tools: Access to Military
personnel or hardware - for each instance or use.
4.
Storyteller Tools: Access to any kind
of Storyteller "hit squad" (e.g. Moroi) called in by a player
character to affect another player character
5.
Character: Access to IC e-mail lists for Permanent Venue
Changed characters. Each
IC e-mail list requires a separate Top Approval.
6.
Character
Activity: Permanent cross-venue
participation between two venues (e.g. a Mage who regularly visits the Lost in
addition to dealing with his fellow Mages).
7.
Character
Background: Anything related to the Vatican: This requires approval from the
Italian NST.
8.
Character IC
Knowledge:
Specialty from different venues (e.g. a werewolf PC understanding the Free
Council).
9.
Character Sheet: Rewrite for members
who have played in the venue in excess of four months
10. Character Sheet: Antagonist character types as player
characters (e.g. a Belial's Brood vampire PC). Includes being an Antagonist
character type in background.
11. Spirits: Rank 6+.
12. Spirits, etc: Use of
a true Deity or divine entity from any religion.
13. Spirit Interaction: To call, control or otherwise employ
spirits or ghosts against other player characters who exist outside the
Awakening, Forsaken or Geist venues.
14. Storyteller Authority: Use of a dead PC as an NPC ghost.
15. Storyteller Tools: Mobile places of power.
16. Storyteller Tools: Places of power that grant XP benefits.
17. VSS:
Mixed-venue, permitting supernatural creatures of more than one genre to
attach to a single VSS (e.g. a VSS that includes both werewolf and changeling
PCs). See the Cross-Venue Interaction Appendix for details and restrictions.
1.
Canon Affecting: Usage of any unique
("named") characters or antagonists from source material.
2.
Character: Access to Merits based in Dark Places on the
Map (e.g., a police Contact in
3.
Character
Background: Interaction with unique (named) Storyteller characters or major
historical figures. This approval is waived if the interaction happens as part
of storyline or chronicle interaction with officers on the Master Storyteller's
staff.
4.
Character
Background: Dark Points on the Map:
Major historical presence. Being a major
historical figure (e.g., Joan of Arc, Benito Mussolini, Christopher Marlowe,
etc.), having significant interactions with a historical figure (e.g., being an
advisor to Catherine the Great, Rommel's aide-de-camp, being a drinking buddy
to Pancho Villa), or having significant effects upon events (e.g., the secret
power behind Franco's Spain, a major figure in the Petrograd Soviet)..
5.
Custom Mechanics: All
approved Global-level custom mechanics are published on the GRP Wiki, unless
withheld from public disclosure for plot purposes. A decision on whether and how to proceed with
new custom mechanics is pending. Custom
items can continue to be created within the limits of applicable sanctioned
guides (e.g., Token Creation Guide), and are exempted from publication in the
GRP Wiki.
6.
Changes
to continuity on global lists.
1.
Canon
Affecting: Significantly reshaping paradigm in one or more venues (e.g.
wide scale destruction of the Masquerade).
2.
Canon
Affecting: Any plot where supernatural future telling powers indicate that
there is a risk of paradigm being significantly reshaped, except where this is
due to a published mechanic for giving false results.
3.
Custom
Items: Any
custom item of any sort which mimics a published item in a current White Wolf
product (sanctioned or unsanctioned).
1.
Unless
otherwise specified in this document or appendices, characters may never have
access to supernatural mechanics or benefits inherent to another character type
or class (e.g. only True Members of the Carthian Movement may learn
supernatural powers from the Carthians
book).
2.
Exceptions
are powers, activated by one character, that bestow benefits on another
character (e.g. a member of the Invictus being given an item enhanced by Lancea
Sanctum powers).
3.
These
rules are often superseded by venue-specific details in this document's Appendices
for items and mechanics that are commonly shared.
1.
Becoming
a character type or character class that a character usually wouldn't have
access to requires an approval two steps higher than normal.
2.
Performing
in-character actions affecting a large area requires approval of the principal
Storyteller with the lowest approval authority over that area (e.g. affecting
New York City would require approval from the city's Domain Storyteller,
affecting parts of Scotland and England would require approval from the UK
National Storyteller).
3.
The Cross-Venue Interaction Appendix for this Addendum explains
other types of cross-venue interaction, and must be followed.
IV.
EXPERIENCE POINTS
1.
Player
characters are either 'Primary' or 'Secondary' characters, created according to
sanctioned material.
2.
Each
player can have one Primary character in each venue, and can have a second
Primary character in a single venue.
3.
Members with multiple characters must design and play them in such
a way as to never interact in any way, even through a secondary source. This is
not grandfathered.
4.
Primary
characters add experience points (XP) based on the Membership Class (MC) of
their player.
5.
Any
number of Secondary characters can be created.
6.
Players
can voluntarily take fewer than the allocated starting dots.
1.
Primary Characters:
a.
Add 10 XP per MC at creation.
i.
Example: At MC 5 a Primary character receives 50 XP.
b.
In addition, Milestone awards are added as follows:
i.
MC 1 – The character is awarded 20 additional experience points.
This award is added during the MC XP phase of character creation.
ii.
MC 3 – Specialized: Three
additional skill specialties are awarded.
These specializations may be used for the same skill, but may not be
used for specializations in supernatural powers.
iii.
MC 6 – Well-Rounded: Raise
one merit from its current rating (0, 1, or 2) to x3, after character creation
points and all XP (MC + Legacy) is already spent. This benefit may be applied “on top” of the
existing PC if a Player reaches this MC level after the PC is brought into
play. This benefit may not be used for Character Creation only merits, Power
Stats, or Fighting Styles.
iv.
MC 9 – Skill Focus: Raise
one Skill from current rating (0,1 or 2) to x3, after character creation points
and all XP (MC + Legacy) is already spent. This benefit may be applied "on
top" of the existing PC if a Player reaches this MC level after the PC is
brought into play.
v.
MC 12 – Natural Aptitude:
Raise one Attribute from current rating (1 or 2) to x3, after character
creation points and all XP (MC + Legacy) is already spent. This benefit may be applied "on
top" of the existing PC if a Player reaches this MC level after the PC is
brought into play.
vi.
MC 14 – The Edge: The
starting template for each primary PC created by the player is altered so that
the Power Stat starts at 2 rather than 1.
Creation Merit Dots may be spent as usual to increase this. This benefit may only be used at character
creation.
vii.
Implementation:
(a)
Date of Implementation: 15 December
2009.
(b)
Milestones are applied to all new and existing Primary characters.
(c)
This does not invoke a Low-approval character rewrite for existing
characters.
(d)
An XP refund is available for MC6/9/12/14 items if intervening
dots were purchased on existing characters (dots 1 and 2 for MC6/9, dot 2 for
MC12/14). This applies only at time of
implementation of this proposal; it does not apply to later MC awards.
(1)
Example: A player elects to
raise Resources to 3 on his character via the MC 6 award. The character previously had two dots of
Resources. The character receives an XP
refund for those two dots (6 XP).
(2)
Example: A player elects to
raise Composure to 3 on his character via the MC12 award. The character previously had two dots of
Composure. The character receives an XP
refund for that second dot (10 XP).
(3)
Example: A player elects to
apply the MC 14 award to an existing character which already has a Power Stat
at or above 2. The character receives an
XP refund for that second dot (16XP), regardless of original means (creation
points or XP) of gaining Power Stat 2 or above.
viii. Affiliate
Transfers: It is possible that an
Affiliate will elect to not implement Milestone awards. Characters that transfer to another Affiliate
must conform to the policy of the gaining Affiliate, or secure the approval of
the gaining Affiliate at Top Approval to retain non-conforming Milestone
benefits accrued in another Affiliate.
2.
Secondary characters: Add 10 XP only, as if created at MC 1.
3.
These
XP are added after normal character creation is complete, before entering play
(i.e. they cannot be spent on "creation only" merits).
4.
Up
to ten XP can be left unspent and saved; other unspent XP is lost when the
character enters play.
5.
When a player gains new MC levels, all their Primary characters
add 10 XP per level gained, as well as the applicable Milestone award, if any.
6.
If
a player loses MC levels, all their Primary characters lose XP equal to the
worth of the MC. This may cause characters to go into "XP debt" (they
do not lose dots from their sheet), which must be paid off before anything else
is bought for that character.
1.
After entering play a character can earn a maximum of 8 XP per
month (exceptions noted in Over-Cap Experience Awards).
2.
A
maximum of 5 XP per game may be awarded.
3.
Storytellers
can use the "After a Chapter" and "After a Story" systems
described in MET if this is noted in the game's Venue Style Sheet.
4.
A
player's direct Storyteller can award up to 5 XP per month for activities not
related to a game.
a.
Example:
bonuses for written downtimes, character journals, end-of-story bonuses, etc.
b.
No
more than 3 XP per month may be awarded for a single activity.
5.
Unless otherwise stipulated in the Global Addendum, no trait can
be purchased if doing do would impose an XP debt. Regardless whether a given trait has been
earned in play or approved at the requisite level, the character must earn the
required XP prior to purchase.
1.
Each
of the following awards can be earned in excess of the usual 8 XP monthly maximum.
2.
Multiple
over-cap awards are cumulative unless noted, but may not exceed 16 over-cap XP per year on any character.
3.
Activities
which can earn over-cap XP:
a.
Each
US region and each Affiliate nation can sponsor twelve "Featured Game of
the Month", per venue per year. These events can award up to 2 over-cap XP.
b.
Official
regional conventions can award up to 3
over-cap XP for characters in each venue played.
c.
Official
national and global conventions can award up to 4
over-cap XP for characters in each venue played.
4.
Unless
otherwise specified, all such awards must be entered on the approvals database
(where available) at Low Approval.
5.
If
players have portrayed multiple characters in the same game session they can
split the over-cap XP between the characters (the full bonus is not applied to
both characters) as they see fit.
1.
Beginning 1 Jan 2009, any time a member stops portraying a Player
Character (NPC portrayal does not apply) for any reason (aside from
Disciplinary Action), the member may apply both their Membership Class
experience award (MC x 10) as well as three (3) experience per month their
previous character (within the same Genre) was in play to the character created
to replace it. The three (3) additional xp per month that is awarded is at VST
discretion. This is intended to allow VST's the ability to moderate the various
cases of a character not being played or portrayed in a given month. The award
granted per month (3) may not be raised by National addenda, but it may be
lowered. This award may not be combined
with the award for two characters, nor may it be applied to a character already
in play (including pre-existing characters at reset).
a.
Legacy XP for Secondary characters may not be applied to Primary
characters.
2.
Members may be nominated and submitted to their NST and NC for a
member service award in an instance where a member displays behavior and
attitude above and beyond the normal expectations of courtesy and respect from
members. This may be an instance of sacrificing a character to help a story or
exceptional conduct in a "killbox". A member may not submit
themselves for a Member Service Award, but must be submitted by other members.
With NST and NC approval, a member may apply the normal member class benefit
(MC x 10) to their next character with an additional experience point per month
(for a total of 4) for each month their previous character (of the same genre)
was in play (as per the normal Character Death guide). With Global Officer
(MST/Club Director) approval, the benefit may be increased another experience
point (for a total of 5) per month in play. A Member Service Award nomination
should include a detailed description of the reason for submission, short
biography of the member, and their conduct as applies to the award. Members
should expect the award process to take three or more months for review. The
increase in experience granted may be applied to a character after it enters play
(but not to one that was in play when the previous character was in play).
V.
PLAYER CHARACTERS
1.
The
player's direct Storyteller must approve all their characters for that
particular venue.
a.
In order
to place a new PC on a VSS not in your home Chapter/Domain, you must have the
approval of the lowest level storyteller with jurisdiction over both your home
VSS and the one on which you wish to place your PC.
2.
Any
time there is a discrepancy between the player's copy and the copy on record,
the Storyteller's copy is considered accurate.
3.
A
complete character record includes:
a.
Character
sheet
b.
Verification
of any special approvals
c.
Experience
point log.
4.
The
experience point log must include:
a.
How
starting dots were spent at creation
b.
How
XP was spent afterwards.
c.
A
list of games attended and XP awards.
d.
All
XP awards must be dated.
1.
A
player can choose to retire a character.
2.
Once
retired, the character becomes an NPC under the control of the player's direct
Storyteller (or the temporary supervision of the supervising Storyteller of a
particular game or convention).
3.
The
character's activities are then limited to resolving unfinished business with
other player characters or story elements, unless both the player and the
Storyteller have agreed the character can become a recurring NPC.
4.
Dead characters may not be resurrected, nor can they be brought
back into play as PC ghosts.
1.
The players of characters whose histories include being a
noteworthy figure in mortal or supernatural affairs in an area, being tied into
that area's published IC events/history, interacting with the area's local
supernatural population (e.g. attending court meetings, gatherings, etc.), or
who resided in an area for more than 100 years, must gain the approval of the
presiding storyteller for that area. For histories that have an impact outside
of a character's home nation, the approval of that country's NST must also be
gained.
a.
Exception: The Irish
affiliate requires that any involvement with the
i. Characters
with backgrounds in
2.
Players should create well-researched background with tie-ins with
other player characters.
3.
Player characters cannot genuinely have been major historical
figures or fictional characters.
4.
No character can be made to engage in activities that would immediately
set off real-world alarm bells (avoid IRA bombers, Nazi torturers, etc).
a.
Storytellers are strongly encouraged to deny any backgrounds that
may lead to conflict with real world authorities or civic organizations.
b.
Any references to real world terrorist organizations in emails or
other communications must include a clear disclaimer that the communication is
a prop for entertainment.
5.
Players must create backgrounds for their characters that conform
with the sanctioned chronicle history of an area, or be subject to desanction.
6.
Players must not create backgrounds for their characters that are
overtly offensive or abusive, or be subject to desanction.
7.
Do not use names from current or prior White Wolf works or other
copyrighted fiction (White Wolf or non-White Wolf).
1.
Characters
have access to in-character (IC) information applicable to their venue and
type. E.g. a Forsaken character would usually have access to casual knowledge
from Werewolf: The Forsaken and from books or portions of books specific to her
character type and class.
2.
Characters
who have had contact with or studied another type of creature or supernatural
society, and can produce specialized knowledge on the topic, require special
approval. They must have a minimum of 1 dot of the Occult skill, with a
specialty in their area of expertise.
3.
Common
sense should be applied. Information stated in published material to be
commonly known does not require a specialty. Information stated in published
material to be particularly secret or rare may be unavailable even with a
specialty.
a.
This
rule is not intended to affect knowledge acquired "in game". See the
document "Thoughts on Character Knowledge" on the
Master Storyteller website.
VI.
STORYTELLER CHARACTERS (ANTAGONISTS)
1.
Each
NPC must be approved by a principal Storyteller.
2.
NPCs are created like player characters; they are subject to the
same approval limitations as PCs unless specifically noted otherwise. E.g., “High Approval (Low Approval for
NPCs)”.
3.
Storyteller characters can be built with up to 400XP, + 15 XP per
month after reset; this may be exceeded with Top Approval.
1.
Spirits
and ghosts can spend a maximum of 50% of their normal Essence pool per turn.
Spending Essence to increase pools is an exception to Modifier Categories.
2.
The
bonus derived from Essence does not count as part of the +/- 15 limit.
3.
Numina:
a.
Grant Influence Numina
[Astral Realms]: This numina is not approved for play at this time.
VII.
SYSTEMS
1.
Testing
for all venues is performed using systems presented in Mind's Eye Theatre, except as follows.
Dice pools equate to draw bonuses (with the exception of
"multi-draws" detailed below). If a tabletop source book calls for a
system permutation, use the live-action version (MET p181-184).
a.
As of this document implementation date, the official resolution
system for the Camarilla and all affiliates is "8 div 3". After trait pools are calculated, a success
is reached if your total of pool plus card draw is eight (8), you have achieved
a success. Success iterations are
determined at intervals of three after that (11, 14, 17, 20, 23, 26, 29, 32,
...).
2.
All
Morality draws (including creature type versions such as Humanity, Harmony and
Wisdom) use the "multi-draw" system of pulling multiple cards (MET p101-102). Bonuses or penalties add
or remove draws.
3.
There
is conflicting text regarding the maximum number of characters that can attack
a target at the same time. MET p26
is correct – four attackers maximum.
4.
There
is conflicting text regarding Willpower being spent to bolster a draw. A
Willpower point adds +2 to a Resistance Attribute during a resisted test or to
Defense (when the Willpower user is not making a draw). When used to bolster
the spender's draw, including a contested resistance draw, it adds +3.
5.
Exceptional
Successes and Dramatic Failures are not used in MET or the Global Chronicle (please see section II.D.1. for a
partial exception to this rule).
6.
Social
Tests: It is important to note
that mundane Social tests are valid mechanics in the Global Chronicle and
should be treated as such. Please refer
to the section on Social Skills in MET p84
for more details. It is recommended that STs and Narrators monitor the use
of mundane Social tests and encourage players to make a reasonable effort
to roleplay social encounters.
a.
The default “Influence, Don’t Adjudicate” rule (MET p83) is in force. Mundane Social tests do not allow for a level
of control over the target comparable to supernatural mental control (e.g.,
Dominance Gifts, Mind Arcanum, Dominate Discipline, etc.). Targets of mundane Social tests cannot be
forced to participate in acts to which the character would be adamantly
opposed, nor do Social tests – mundane or supernatural – constitute an
exception to rule 0.D.
7.
Tracking: The rules for tracking on p 178-179 of Werewolf the Forsaken (WW30000) are
sanctioned for all venues.
8.
Durability: This cannot be applied to any PC or NPC,
including animated creations (e.g., zombies).
Replace each dot of Durability with two dots of Armor.
9.
All-Out
Attack: A character can opt to
execute an all-out attack as part of a close-combat attack. If so, she gains a +2 bonus to her attack
pool, but cannot benefit from her Defense for the turn. An all-out attack cannot be made in the same
turn as Defense has been used against an attack.
1.
Any
powers or mechanics that would incapacitate or completely paralyze a character
are modified for sanctioned play.
2.
Any
single test that would deny a target their Defense for subsequent attacks now
allows them to retain their Defense.
3.
It
takes High Approval to bypass this restriction, with the exception of vampiric
staking which requires no special approval.
4.
The
grappling maneuver "immobilize" does not place a character in a
killing blow situation.
1.
No
poison or toxin inflicts its damage all at once. A minimum of one turn passes
before a toxin begins to take effect.
2.
Damage
is inflicted at the rate of no faster than one per turn, minute or hour,
depending on substance.
3.
A
resistance draw is made each time damage would be imposed until a number of
tests equal to the poison's toxicity have been made.
4.
Multiple
applications of a toxin add virulence to the total number of draws made; they
do not mean multiple draws at a time.
1.
New
weapons and armor are allowed if their mechanics are identical to existing standard
weapons, or if the mechanics make those statistics worse.
2.
The
range of a derringer is 10 yards.
3.
Armor Ratings do not stack; while multiple armors may be worn,
only the best rating among them counts toward the overall Armor Rating. Penalties from multiple armors worn do stack,
however.
a.
Mundane armor does continue to stack with supernatural armor
bonuses; e.g., a Kevlar vest will stack with the armor bonuses provided by the
Rhino’s Hide devotion [Carthians].
b.
The hide armor created by the Mortal Balm power of the Phagia
discipline [Bloodlines the
4.
Bulletproof
armor does not downgrade crossbow bolt/arrow damage to bashing.
5.
Attacks
from non-firearms projectile weapons (e.g. crossbows) are made using the
attacker's choice of Firearms or Athletics, and do not deny the target their
Defense.
6.
Storytellers
may allow player characters to occasionally use improvised weaponry to inflict
aggravated damage, but these will not be common or part of a planned attack.
a.
This
does not apply to other means of inflicting aggravated damage as per sanctioned
material.
b.
Storyline
effects that inflict aggravated damage to supernaturals require no special
approvals but should be carefully monitored.
1.
"Proxy"
refers to sending your character sheet to a Storyteller other than your own, to
portray a character without your physical presence.
2.
48
hours must be given to the Storyteller supervising the scene, unless they give
an exception. A Low Storyteller email approving a proxy to commence is
sufficient.
3.
To
proxy a character the player must provide a character sheet, a brief
description of intentions, motivations, personality and reactions to possible
situations.
4.
When
proxying, a player grants the Storyteller all rights to the character for the
duration of the proxy.
5.
Storytellers
may modify proxy rules further in their Venue Style Sheets.
6.
Storytellers
must keep players informed of proxy progress, providing updates at least on a
weekly basis, and must portray proxied characters to the best of their ability
and in keeping with the player's proxy instructions.
1.
Storytellers
can set up their own guidelines for monitoring commodities that fuel
supernatural creatures, e.g. Vitae, Essence etc.
2.
These
must be recorded in the Venue Style Sheet.
1.
No
effect allows a character to exceed normal expenditure limits of vitae,
essence, mana, pyros, glamour or willpower unless otherwise stated in this
addendum or a White Wolf book.
1.
Activation of pre-game powers that take significant time to
implement (e.g. Coil of Beast 3, specific rituals) should be worked out with
the ST, who can use their judgment regarding timings and other practicalities.
1.
When
a multiplier is given, e.g. for Speed, animal forms or Celerity, or something
gives "double" or "best of two" abilities, these add and do
not multiply.
a. Example: The Gunslinger Merit and Time 2 "Glimpse of the Future" both provide the better of two draws, and if used together would provide the best of three draws, not the best of four
1.
“A Matter of Resolve” (MET
p 174) is in effect; PCs have a number of downtime actions per downtime period
equal to their unmodified Resolve.
2.
Downtimes refresh on the 1st and 15th of
each calendar month.
a.
Domains may, at their option listed in the Domain VSS, handle
downtime actions monthly, by doubling the actions available into one larger
pool. When domains with this option
interact outside of the domain, half of each character’s actions are considered
to occur the first half of the month and half in the later part of the month.
3.
The following downtime actions do not require a Resolve action:
a.
The first XP expenditure for the downtime period.
b.
Soft RP with PCs or NPCs which has a relatively insignificant
in-game effect (e.g., conversations on mailing lists, planning sessions,
interviewing an NPC, etc.).
c.
Routine maintenance of equipment & supplies (as supported by
Merits).
d.
Other actions of relatively insignificant in-game effect (e.g.
maintaining Retainers, etc.).
4.
The following downtime actions require a Resolve action:
a.
All XP expenditures beyond the first for the downtime period.
b.
Anything that directly impacts another character (e.g., training,
spying, undermining, etc.).
c.
Obtaining things via illegal means (e.g., theft, etc.).
d.
Anything else that is of substantial in-game effect.
5.
Note that the ST has significant discretion regarding what
comprises significant vs insignificant in-game effect. Please refer to MET pp 172-173 for more detailed guidelines.
6.
An XP expenditure is considered the purchase of a discrete item on
the character sheet (e.g., a new dot in a Skill or Attribute, a single Retainer
(regardless of dot level), a new dot of Contacts, a new simple Merit, a
restored dot of Willpower or Humanity, a new level in a Discipline, a new level
of Renown, etc.). Common-sense should be
used in determining what comprises a discrete item, especially with regard to
graduated Merits (e.g., it may make sense to allow more than one dot of a
particular Haven factor as a discrete item, as it may represent investment in a
large house or an advanced security system or such; multiple dots in Contacts,
on the other hand, represent carefully established connections in a number of
different organizations and should probably be considered separate distinct
items in most cases).
VIII.
MERITS
1.
All
venues use the simple or graduated Merit cost described in MET p32.
2.
Simple
cost merits have a single rating or an "or" separating listed
ratings.
a.
Example:
Fast Reflexes is a simple cost Merit as it is rated "1 or 2" rather
than "1 to 2".
1.
If
a player character acquires ownership or access to something in-game that would
normally be represented by Merit dots, they must pay the requisite XP after a
one month period and the new Merit dots be added to their character sheet. This
can result in XP debt.
a.
This
cannot be avoided by passing ownership of items back and forth or leaving them
in convenient locations where they are not "owned" but access is
easy.
2.
Merit
dots are lost permanently when the things they represent are lost or destroyed
(e.g. a fetish is broken, a retainer is killed). A player's direct Storyteller
decides if attempts to destroy Merit dots are permanent or temporarily
successful. Note such changes in a character's experience log.
a.
Storytellers
may temporarily remove or reduce Merits as part of a story if those Merits are
later recoverable without XP expenditure.
3.
If
a character loses dots in a shared Merit such as Haven or Totem the Storyteller
should give the remaining invested characters the chance to cover the loss
themselves with XP expenditure.
1.
Characters
can possess multiple versions of Merits that represent specific items, people
or places.
2.
Allies,
Haven, Herd, Retainers, Sanctum, Hollow, Status are not cumulative when
determining the maximum rating for a Merit.
a.
Example:
A character can have a dozen 3-dot Retainers without exceeding the Merit rating
(1 to 5).
1.
Merits
for magic items are simple-cost Merits.
2.
These
items are not considered custom items if built strictly according to existing
creation rules.
3.
All
such items must be entered on the database (where available) for tracking
purposes.
4.
5
dot items and above are High Approval unless different levels are defined
elsewhere.
1.
The
Large Scale Game mechanics option is used to create Retainers (MET p146). Allies, Mentors, Retainers
and similar Merit-based NPCs are created and portrayed by the Storyteller.
2.
Such
NPCs that represent or interact with government agencies require the special
approval of the Storyteller with jurisdiction over that level of agency or body.
a.
Example:
Having contacts in the FBI requires Top Approval from the US National
Storyteller, to influence the Red Cross would require Global Approval).
3.
Retainers
can have lesser templates specific to the character's venue (e.g. ghouls in
Requiem, sleepwalker in Awakening, etc) at Low Approval and supernatural
templates native to the character's venue at High Approval.
4.
Retainers
cannot be any type of supernatural creature from another venue unless
specifically allowed in this supplement.
5.
Vampire
regnants must pay the monthly Willpower costs to upkeep their ghoul Retainers.
1.
Unarmed Fighting
Styles
a.
Boxing,
Kung-Fu and Two-Weapon Fighting may not be used with any form of shapeshifting
power. This includes natural claws and teeth, Feeding the Crone, supernatural
claws or any effects that transform the user into inhuman shapes.
i.
The
Werewolf Dalu form is an exception to this.
2.
Characters may combine multiple maneuvers from the same Fighting
Style, except where indicated otherwise in either the specific Fighting Style
or in this Addendum.
3.
Some Fighting Styles require certain rules (Aimed Shot, etc.) found
in the tabletop World of Darkness
core rulebook (WW55002) but not in the core MET rulebook. Where not
already prohibited or altered in this addendum for the specific Fighting Styles
affected, the required rules are sanctioned, but only for use with said
Fighting Styles.
4.
Fighting
Style: Archery [Armory]:
a.
This Merit can be used only with bows (not crossbows).
5.
Fighting
Style: Boxing [World of Darkness]: Per
the description in the tabletop World of
Darkness core rulebook (WW55002), except as follows:
a.
● Body Blow: This
maneuver does not work against targets that do not breathe (e.g., vampires) or
are immune to being stunned.
b.
●● Duck and Weave:
Delete the last sentence from this maneuver.
c.
●●● Combination Blows: The character makes two attacks as described
in this maneuver, choosing the best draw from them to apply.
6.
Fighting
Style: Combat Marksmanship [Armory]:
Per the description in Armory
(WW55102), except as follows:
a.
●●● Double Tap:
The character makes a single attack with a +1 to the draw pool,
representing the short burst.
b.
●●●●● Rapid Fire: The character makes a number of draws equal to the number of attacks they would normally get as described in this
maneuver, choosing the best draw from them to apply. The character cannot engage multiple targets
in a turn with this technique.
7.
Fighting
Style: Fencing [Armory]:
a.
This Merit is intended to be used only with specific swords: curved sword, fencing sword, rapier, sword
cane, katana or wakizashi. Using any
other sword incurs a -1 penalty on the bonus that may be applied.
b.
The maneuvers ● Thrust, ●●● Riposte and
●●●● Moulinet cannot be used in conjunction with each
other.
c.
●●● Riposte:
Drawback should read: “To perform
this maneuver, the character must spend a Willpower point as soon as the player
decides her character will apply twice her Defense to an incoming attack. If the character suffers any further attacks
on a turn in which she has used Riposte, she cannot apply her Defense against
them.”
d.
●●●● Moulinet: Both the basic and additional damage incurred
by this maneuver are part of a single attack and are cumulatively subject to
the damage cap.
8.
Fighting
Style: Filipino Martial Arts [Armory]: Per the description in Armory (WW55102), except as follows:
a.
●●●● Many-Handed Defense: Change to:
The character is trained in fighting off multiple opponents
simultaneously. When faced with multiple hand-to-hand attackers, his Full
Defense is increased by +1 for each dot in this Merit.
9.
Fighting
Style: Grappling [The Adamantine Arrow]:
Sanctioned for all venues as written in The Adamantine Arrow (WW40103).
10. Fighting Style: Kung Fu [World
of Darkness]: Per the description in the
tabletop World of Darkness core
rulebook (WW55002), except as follows:
a.
●●●● Whirlwind Strike: The character makes a number of attacks as
described in this maneuver, choosing the best draw from them to apply.
11. Fighting Style: MAC [Dogs of
War]: Per the description in Dogs of War (WW55206), except as
follows:
a.
●●●● Bullring: Change to:
The character is trained in fighting off multiple opponents
simultaneously. When faced with multiple hand-to-hand attackers, his Full
Defense is increased by +1 for each dot in this Merit.
12.
Fighting
Style: Police Tactics [Tales from the 13th Precinct, Tribes of the
Moon]: Additional
prerequisite: Sworn Officer ●.
13. Fighting Style: Sniping
[Armory]:
a.
This Merit can be used only with rifles (not bows, crossbows or
other firearms).
14. Fighting Style: Sojutsu/Jukendo
[The Adamantine Arrow]: Sanctioned for all venues as written in The Adamantine Arrow (WW40103).
15. Fighting Style: Spetznaz Knife Fighting
[Armory]: Per the description in Armory (WW55102), except as follows:
a.
●●●● Slash and Stab: The character makes two attacks as described
in this maneuver, choosing the best draw from them to apply. The Drawback is changed to: “The character may not apply his Defense
against the next attack against him.”
16. Fighting Style: Staff Fighting
[Armory]: Per the description in Armory (WW55102), except as follows:
a.
●● Temple Strike:
This maneuver has no effect against targets immune to being stunned.
b.
●●● Dangerous Radius: Change to the following: With this technique, the character can swing
his weapon in a wide arc, making it dangerous to attack him. If an enemy attempts to perform a
close-combat attack, the character may make an attack on that enemy outside of
the normal initiative order prior to his attack, changing his place in the
initiative order. Drawback: to perform this
maneuver, the character must spend a Willpower point before he makes his first attack roll.
17. Fighting Style: Two Weapons [World
of Darkness]: Per the description in the
tabletop World of Darkness core
rulebook (WW55002), except as follows
a.
The text after “Effect” refers to the maneuvers for this Fighting
Style and does not grant, in and of itself, any ability to make additional
Dodge or Attack actions in a given turn.
(This does not invalidate the two attacks allowed via
●●●● Fluid Attack.)
b.
● Whirling Blades:
Change to: Your character’s Dodge
trait is increased by 1 for every dot in this Merit. The Weaponry Dodge Merit
cannot replace normal Dodge (Defense doubled) when this maneuver is performed.
c.
●●● Focused Attack: The character makes two attacks as described
in this maneuver, choosing the best draw from them to apply.
d.
Characters that purchased a fifth dot of this Merit under the MET
rules are refunded the XP for that dot.
18. Players
may opt to remove Fighting Style Merits changed by the June 2011 Addendum for
an XP refund with Low Approval.
1.
The following Merits have been reserved by the Master Storyteller for the
purpose of integration into the chronicle via plotlines. These Merits can only
be learned through the workings of said plotlines: Dream, Dreams of Lust and Terror, Dream
Travel, Evocation (spirits only), Psychic Illusions, Psychic Vampirism, Spirit
Channeling, Soul Jar.
2.
Abominable
Merits (Cult of Things That Must Not Be, Reality Blasphemy):
a.
Not sanctioned for PCs (High Approval for NPCs).
3.
Anti-Psi:
a.
Top Approval (Mid Approval for NPCs). This Merit is lost by application of any
supernatural template.
4.
Other Psychic/Thaumaturgic Merits (Alchemy,
Animal Empathy, Animal Possession, Animal Rapport, Astral Projection, Aura
Reading, Automatic Writing, Believers, Biokinesis, Channeling, Clairvoyance,
Communion, Countermagic, Curse of Ill-Fortune, Death Sight, Divination,
Doubting Thomas, Dowsing, Enchantment, Evocation (ghosts), Familiar,
Favorable Fortune, Geomancy, Ghost Ally, Ghost Calling, Healing, Hypnotic
Voice, Invocation, Library, Longevity, Lucid Dreamer, Luck Magic, Magical
Nexus, Mental Blast, Mind Breaker, Mind Control, Mind Reading, Plant Empathy,
Postcognition, Precognition, Psychic Empathy, Psychic Healing, Psychic
Invisibility, Psychic Projection, Psychic Resistance, Psychometry, Pyrokinesis,
Pyrokinetic Immunity, Pyrokinetic Shaping, Sacrifice, Scrying, Second Sight,
See Auras, See Spirits, Telekinesis, Telepathic Communication, Telepathic
Rapport, Thermokinesis, Thought Projection, Visionary Trances, Warding, Weather
Control):
a.
Top Approval (Mid Approval for NPCs). These Merits are lost by application of any
supernatural template other than the Psychic or Thaumaturgic templates.
1.
Some
source material books equate status to organizational positions. Unless
otherwise noted in this document, Status levels are not requirements for
in-character organizational positions described in source material as city-wide
in scope. This refers to specific character type organizations (e.g. Covenant,
Order) and not Storyteller run NPC groups such as City Hall, local Police etc.
2.
The
Status Merit in the Mind's Eye Theatre book is not available for supernatural
organizations. Any status in a supernatural group not specifically detailed in
the relevant venue book is not sanctioned for play.
3.
Player
attempts to develop large scale in-character supernatural groups/organizations
which might warrant a formal status system are advised to contact their
relevant venue AMST.
4.
Any
supernatural bonus to Status – regardless of source – is subject to the
standard approval levels for the increased level of Status.
1. Cursed Item
a.
High Approval for canon cursed items. Custom
cursed items not sanctioned at this time.
2.
Spirit
Ear
a.
Low Approval for mortal characters or lesser supernatural
templates; Top Approval for characters with greater supernatural templates.
b.
At character creation, the ●● version of this Merit may
be purchased as a simple Merit.
c.
After character creation, the ●●●● version
of this Merit may be purchased as a simple Merit.
d.
If a character with the ●● version wishes to
purchase the ●●●● version, the additional cost is
only as much as a third dot.
3.
Spirit’s
Tongue: Top Approval
4.
Other
Spirit Merits:
a.
The following are High Approval for characters with greater
supernatural templates (Low Approval otherwise):
i. Difficult to Ride
ii. Easy Ride
iii. Pleasing Aura
iv. Saintly
v. Shadowless Chambers
b.
The following are Top Approval for characters with greater
supernatural templates (Low Approval otherwise):
i. Hollow Soul
ii. Shadow Contacts
1. Barrister
a.
High Approval for Sin-Eater characters; Top Approval for all
others.
2. Beacon of Life
a.
Mid Approval for mortal characters; not available to characters
with supernatural templates.
3. Dead Reckoning
a.
Mid Approval for Sin-Eater characters; High Approval for all
others.
4. Death-Touched
a.
Low Approval for Sin-Eater characters; not available to other
characters.
5. Gatekeeper
a.
Mid Approval for mortal characters; not available to characters
with supernatural templates. Not available for
Retainer NPCs.
6. Medium
a.
Mid Approval for mortal characters; not available to characters
with supernatural templates.
7. Mechanical Memento
a.
High Approval.
b.
Treat as a ●●● Memento.
8. Mythologist
a.
Low Approval for Sin-Eater characters; Mid Approval for all others.
1.
Architectural
Attunement [Chicago Workings]: Mid
Approval
2.
Decorated [Dogs of
War]
a.
● to ●●:
Low Approval.
b.
●●●: High
Approval.
c.
●●●● to ●●●●●: Top Approval.
3.
Fame
a.
The
Merit Fame is renown and recognition within the Mortal world.
b.
Fame
in a supernatural community is not sanctioned for play.
4.
Multi-Lingual
[Reliquary]
a.
This Merit is purchased as a simple cost Merit.
5.
Parkour [Tribes
of the Moon]
a.
This Merit cannot be used in the same turn the user attempts or
succeeds in harming another character, nor does it combine with supernatural
powers with the exception of changes in physical form (e.g., werewolf
shapeshifting, Protean Shape of the Beast, Cloak of the Bear's Massive Form,
etc).
b.
This Merit cannot be used in conjunction with the Spelunker Merit.
6.
Relic
[Reliquary]
a.
Global Approval (High Approval for NPCs).
b.
This includes Relics created with the Relic Creator Merit; all
such Relics are ST-created, not player-created.
c.
Relics are simple cost merits rated between one and five dots
7.
Relic
Analyst [Reliquary]
a.
Top Approval (High Approval for NPCs).
8.
Relic
Creator [Reliquary]
a.
Not sanctioned for PCs (High Approval for NPCs).
9.
Spelunker [Book of
the Dead]
a.
This Merit provides no benefit to any actions taken when not
underground.
b.
This Merit cannot be used in conjunction with the Parkour Merit.
10. Sworn Officer [Tales
from the 13th Precinct]
a.
Mid Approval.
b.
Characters
that do not use a legal identity must possess either New Identity
●● or ●●●● in order to possess the Sworn
Officer Merit.
11. Territorial Familiarity [Blood of
the Wolf]
a.
The Merit is location Specific, as defined in the text of the Merit.
When purchased it must be specified what location it belongs to.
i.
No single location can include territory within more than one VSS.
b.
This Merit may be purchased multiple times for different locations.
c.
This Merit is restricted to mundane territories (e.g., it cannot be
used in the Hedge, the Underworld, the Shadow, etc.).
12. Tunnel Rat [World of Darkness:
a.
The
Merit is city Specific. When purchased it must be specified what VSS it belongs to
b.
This
Merit may be purchased multiple times for different VSSs.
c.
This Merit is restricted to mundane territories (e.g., it cannot be
used in the Hedge, the Underworld, the Shadow, etc.).
IX.
ADDITIONAL BOOKS
1.
This
book is sanctioned without changes.
1.
Equipment
from this book is available at Low Approval, unless a greater approval is noted
elsewhere (such as military weapons), subject to the additions below.
2.
In
all cases of duplication, the equipment in Mind's
Eye Theatre (WW50000) supersedes those in Armory.
a.
Example:
Rapiers follow the MET rules instead of the Armory rules.
3.
Weapons
with the 9-again rule have that ability removed. Weapons with the 8-again rule
have that reduced to a 9-again.
4.
Weapons
with damage modifiers of more than 4 have the modifier reduced to 4.
5.
Firearms
with the Burst Fire rule have that ability removed.
6.
Defense
penalties noted for armor instead penalize Initiative.
7.
To
represent their rarity and the possible legal repercussions, any automatic
firearms are High Approval unless a higher approval is noted elsewhere.
8.
The
following weapon clarifications are considered military grade weapons and
require Top Approval. Please refer to the relevant National Addendum for
further limitations in place for the respective Nation.
a.
Anti-Material
Rifles (generic or otherwise)
b.
Machine
Guns
c.
Military
Tactical Trucks
d.
APCs
e.
IFVs
f.
Main
g.
Combat
Airplanes
h.
Attack
& Gunship Helicopters
9.
Items
from Chapter 3: Not sanctioned at this time.
10. Ammunition
a.
The
additional rules for ammunition types in Chapter 2: Not sanctioned at this
time.
b.
Broadhead hunting arrows and flint/obsidian tipped arrows do not
gain a damage bonus when used in an attempt to stake a vampire.
c.
Bodkin arrows are Mid Approval.
11. The
Errata and Bonus Material for this book is sanctioned; however, the “But…
but... Jesse Ventura did it!” sidebar in this material is not sanctioned.
1.
The optional Staking sidebar (p 163) is sanctioned, and has been
adapted for use in the Camarilla Global Chronicle. The text of this rule as adapted can be found
on the Gameplay Resources Wiki:
a. http://wiki.white-wolf.com/camwiki/index.php?title=Category:Gameplay_Resources
2.
No other rules from this book are sanctioned at this time.
1.
Though
sanctioned for play, the history and settings in the book are not necessarily
those of the Camarilla chronicle.
2.
The
Master Storyteller reserves the right to make use of the included Storyteller
characters.
1.
Most
locations, characters, and items are used as examples and are not necessarily
used in the Camarilla Global Chronicle, although the spirits and spirit-ridden
in the last chapter are usable, in the same vein as the spirits in Predators.
2.
Cursed Items: High Approval for canon cursed items; Global
Approval for custom cursed items. New
custom cursed items are currently suspended, pending chronicle soft reset and reopening
custom item applications to the Global Rules Panel.
3.
The
sidebar "Mythic Resonance of Fruit" is used in the Camarilla's
chronicle.
4.
All
spirit creation rules follow current approval levels (limited by Rank).
1.
While some material from this book is applicable to all venues (or
to specific other venues), the majority is dedicated to the Geist venue. Unless rules from this book are specifically
listed in the Universal Addendum or another Venue Addendum, they are considered
to be part of the Geist Venue. See the
Geist Addendum for further details.
1.
Though sanctioned for play, the history and settings in the book
are not necessarily those of the Camarilla chronicle.
1.
This book is sanctioned as per the restrictions for Hunter the
Vigil [WW55550].
1.
Though sanctioned for play, the history and settings in the book
are not necessarily those of the Camarilla chronicle.
2.
Zero Company (p 27):
Reserved for US NST use, with Global Approval
necessary for operations in other countries. Top Approval for US affiliate
PC membership; not sanctioned for PCs in other affiliates.
3.
The Unit as Character (p 35):
Not sanctioned.
4.
Private Military Consultants:
Top Approval.
5.
Chapter 2: Top Approval.
6.
Questionable Morality (p 103):
not sanctioned.
7.
Upping the Ante (p 112):
not sanctioned.
8.
Blacker Ops (p 123):
Reserved for the Master Storyteller’s Office.
1.
This
book is sanctioned without changes.
1.
Mechanics from this book are not sanctioned unless specifically
referenced in the appropriate venue addendum.
1.
This
book is sanctioned at Low Approval except where noted below.
2.
Bad
Memory or Worse Cars: Top Approval in the Forsaken, Awakening, Created, and
Mortals venues. Not available in other venues.
3.
Shadowcross
Cars: Reserved for the Master Storyteller's Office.
4.
The
Free Energy Car: Reserved for the Master Storyteller's Office.
1.
This book is sanctioned as follows:
a.
Hunters (including all Merits, Tactics, Endowments, Organizations
and other Hunter-specific Advantages):
i.
Tier One: Not available as
player characters (Low Approval for NPCs).
ii.
Tier Two: Not available as
player characters (Mid Approval for NPCs).
(a)
Custom Compacts: not
available at this time.
iii.
Tier Three: Not available
as player characters (Top Approval for NPCs).
(a)
Custom Conspiracies: not
available at this time.
(b)
Endowment items (Advanced Armory, Thaumatechnology, Relics, etc.)
can only be used by characters with the appropriate Endowments; said items will
not function for other characters.
b.
Equipment (pp 229-246): Low
Approval. This includes the sidebar
“Haute Couture”.
i.
Improvised Equipment (p 250):
Not approved; refer to systems in Armory instead.
c.
Weapons (pp 246-250): Not
approved; refer to weapons in MET and Armory instead.
d.
Vehicles (p 250): Low
Approval.
e.
Monster-Hunting Tools (pp 252-253): Mid-Approval for PC use if acquired in-game
from an NPC Hunter (Low Approval for Hunter NPCs).
1.
This book is sanctioned without changes.
1.
This book is sanctioned as per the restrictions for Hunter the
Vigil [WW55550]. The rules for vampires
in Chapter 3 are not sanctioned; use the rules from MET Requiem instead.
1.
This book is sanctioned at Low Approval except where noted elsewhere.
2.
Relics from Chapter Two (A Million Little Things) with Powers
listed as "unique" or rated with more Powers than five dots are Global
Approval.
3.
Relics created using Chapter Three (Powers and Prices) may not
possess more than five dots in Powers
1.
If a character with a lesser template is exposed to the
transforming power of another, the original template wins out. (The Camarilla
uses the first bulleted option out of the three presented on pages 21 and 22.)
Any time a character loses Merits because of a template change, no experience
points are refunded or redistributed.
2.
It is Top Approval for any player character to have access to the
systems from Chapter Four: Reality-Bending Horrors. (Low Approval for NPCs)
1.
Mechanics and items from Chapter One: Top Approval (Mid Approval for NPCs).
2.
Mechanics and items from Chapter Two: not available for PCs (Mid Approval for NPCs).
3.
Mechanics and items from Chapter Three: Top Approval.
1.
This book is sanctioned as per the restrictions for Hunter the
Vigil [WW55550]. The rules for
werewolves and spirits in Chapter 3 are not sanctioned; use the rules from
Werewolf the Forsaken and the Book of Spirits instead.
1.
Though sanctioned for play, the history and settings in the book
are not necessarily those of the Camarilla chronicle.
2.
For weapons mechanics, defer to the rules and statistics in Armory (WW55102).
3.
The following optional rules are sanctioned:
a.
Pushing and Burning Contacts (p 49)
b.
Exposure (p 54)
4.
While not an optional rule, the sidebar “Well, It’s Another
Vampire Murder…” (p 31) is specifically noted as sanctioned within the Global
Chronicle.
5.
The sidebar “What is Crimson?” (p 88): Reserved for the Master Storyteller’s Office.
1.
The
mechanics for Rush have been reserved by the MST's office for future use.
2.
Plot
lines involving Bloody Mary require Top Approval.
3.
Dopplegangers
are unavailable to player characters.
1.
This book is sanctioned as per the restrictions for Hunter the
Vigil [WW55550]. The rules for mages in
Chapter 3 (Gutter Magic, Mysteries, Familiars) are not sanctioned; use the
rules from MET Awakening instead.
2.
The Excision Tactic is not sanctioned for use at this time.
3.
The Simon
Romance is reserved for the Office of the Master Storyteller.
1.
Though
sanctioned for play, the history and settings in the book are not necessarily
those of the Camarilla chronicle.
2.
The
Master Storyteller reserves the right to make use of the included Storyteller
characters.
1.
This book is intended to create major settings variations for
games from their inception and is thus not used to affect the Camarilla's
sanctioned chronicle.
1.
Though
sanctioned for play, the history and settings in the book are not necessarily
those of the Camarilla chronicle.
2.
The
Master Storyteller reserves the right to make use of the included Storyteller
characters.
1.
Though
sanctioned for play, the history and settings in the book are not necessarily
those of the Camarilla chronicle.
2.
The
Master Storyteller reserves the right to make use of the included Storyteller
characters.