BNS Masquerade C.a.M. Addendum 2014

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C.a.M Masquerade Addendum 2014
This is the addenda of rules and settings information compiled for use in the Masquerade Venue as run by Canada At
Midnight/Canada a Minuit Live-Action Roleplaying club. For more information about the C.a.M. and our various LARPs,
please go to our site:
http://www.camarilla.ca/wordpress/
The Official By Night Studios’ MET Vampire the Masquerade Errata can be found at:
http://www.bynightstudios.com/?page_id=356
The Conversion Document for Characters can be found at:
https://docs.google.com/document/d/1k_AdHzQe5jyV40sNLKh2RYxl9_uqoWqtaxfId2fEB1I/edit
The Golden Rules
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When there is a query relating to the rules, and the interpretation and application thereof, the presiding ST's
decision is always considered to be correct. If a player disagrees with that ST’s decision, the player should not
argue during the scene. The player should wait until the game session has finished, and then raise their concerns
to the ST. Alternatively, that player may lodge an after-game appeal with the appropriate ST chain.
The World of Darkness setting deals with adult topics. These topics include (but are not limited to) death,
abduction, abuse and insanity. While characters can and do commit awful acts, this is never an excuse to place a
player in a situation where they are uncomfortable out-of-character. It is the responsibility of the player to notify
the presiding ST if they become uncomfortable, and it is the responsibility of the Storyteller to be on watch for
players who have reached their emotional tolerance. Players should alert a Storyteller, and step out of any
potentially triggering scenes. Storytellers should be sure to ask if players in traumatic scenes (e.g., sexual
violence, human sacrifice, etc.) are comfortable participating, and offer options such as “fade to black” for those
who choose not to participate in such roleplay.
If you know that an action or mechanics interpretation is not the intent of a written rule; departs drastically from
common sense; or is possible only due to a technicality, vague wording, or other loophole, don't do it. Don't be the
player that spoils the game for everyone.
An ST with jurisdiction over a specific game may deny the entry of any character they deem inappropriate.
Further, any ST in the direct chain of a character may prohibit the play of that character at a specific game, for the
same reasoning.
Please note that in order to help prevent sexual harassment issues from arising out of In Game actions, Canada
at Midnight requires that all sexual interaction between characters must be agreed to by all players of the
characters involved in the interaction. This means that if a character is being sexually assaulted in any manner
(i.e. through use of Seduction roles, mind-affecting powers, physical overpowerment, etc.), the player of the
character must agree to the action. If the player does not agree, the action immediately fails, and the scene ends.
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Local Venues
Political units, such as a Camarilla Domain or a Sabbat Diocese, must create and adhere to an approved Venue Settings
Sheet. Each VSS may only be home to one such political unit. Domains and Diocese made entirely of NPCs are not
limited in this fashion. Venue Settings Sheets are approved by the Storyteller chain.
Database & Application Types
Canada at Midnight (C.a.M.) utilizes a system of applications for the purpose of recordkeeping and to ensure
demographics. These applications come in two forms: Approval applications, and Notification applications.
If an item is listed as ‘Approval,’ then it may not enter play until the highest level Storyteller for that application has
officially agreed that the item is appropriate for the game.
Notification applications reflect the club’s need to track certain items. If an item is listed as “High Notification,” it must be
put into the database as if it were a High Approval application. However, once the item is approved in the database by the
character’s immediate (VSS) storyteller, that item may enter play. The application itself continues to be passed up the
chain to the aNST level. Storytellers in the chain beyond the VSS Storyteller are ‘notified’ by seeing the application as it
crosses their desk. Those Storytellers can work with the local Storyteller to create guidelines or expectations; however,
they are not expected to question the applicant or ‘approve’ the item. The final Storyteller in the item’s approval chain (in
this case, the aNST) will register the item with a final confirmation.
All items which require approval or of the aNST Storyteller (High Approval) or greater must be entered into the Approvals
Database. The database is the system by which such items are put into play; no item is considered approved in any
fashion until it has been properly registered in the database, and the appropriate Storytellers have been alerted to its
existence.
Continuity Revision Authority
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Local Storytellers: may rewrite continuity for scenes, so long as the rewrite happens within the same game
session.
Domain STs: may rewrite scenes within one month, but must notify the aNST for tracking and potential appeal
purposes.
National STs: (aNSTs) may rewrite scenes that occurred longer than one month ago, and may also alter
continuity that occurs on email lists and other online avenues.
Sanctioned Materials
The Canada at Midnight/Canada a Minuit Masquerade chronicle uses the published Mind’s Eye Theater: Vampire the
Masquerade rules (By Night Studios, 2013), within a custom setting.
Rules: Optional Rules are not used, unless otherwise specified in this document. Taking an item of any kind from a
supplement or sourcebook other than the Mind’s Eye Theater: Vampire the Masquerade rules book is not allowed.
Setting: The C.a.M Masquerade Chronicle makes use of a custom setting based on the core setting from Laws of the
Night: Revised, with minor revisions based on Vampire 20th Anniversary and material from Mind’s Eye Theatre: Vampire
the Masquerade.
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Unused Books: The settings presented in BNS: Vampire the Masquerade, Dirty Secrets of the Black Hand,
Encyclopedia Vampirica, Kindred of the East, Ebony Kingdom, and works of World of Darkness fiction are
selectively used for the Masquerade Chronicle. If you have a question regarding a specific aspect of source
material, please contact your Storyteller chain.
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Character Creation
Each player may have one primary character and one secondary character within the C.a.M. Camarilla/Anarch chronicle
and they may possess one primary character and one secondary within the Sabbat Chronicle. A player may retire one of
these in order to make a new character in the newly opened slot. A previously retired character may not be returned to
play under any circumstances.
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Primary Character: Create as per the standard C.a.M. guidelines, using the player’s full MC benefits.
Secondary Character: Create as if the player possessed half of their actual MC (round up) or their MC up to 4,
whichever is higher (i.e. MC 4 - 8 secondaries are MC 4, MC 3 would be at MC 3, MC 10 would be at MC 5). This
secondary character must be a member of a common clan (or the ghoul of a common clan). Additionally
Secondary Characters may not teach Disciplines to other Characters
Secondary characters may be “upgraded” into primary characters with a Top Approval application, but only if no
Primary character exists for the Member seeking the conversion
All Elders (7th Generation) receive 1 Severe Derangement.without gaining free traits due to the Elders Curse.
Masquerade CCD
Players who complete the Masquerade Character Creation Document, and put their characters onto the database, are
immediately awarded 10 additional XP at Low authority, with an option of an additional 5 XP for ties, history and setting
usage. This additional 5 XP can be added once the member has submitted a world builder or nation builder historical
tie(s) and gotten confirmation and approval,. This XP grant may only be earned once per character. The Masquerade
CCD is located on the Canada at Midnight / Canada a Minuit Website.
Member Class Benefits (MC)
All characters receive 30 XP to create a primary character, as per the BNS: Vampire The Masquerade book rules.
MES System:
Thereafter, the player may add 6 XP per Member Class the player possesses. This MC-granted XP is considered ‘initial
XP for the purpose of how much may be banked (pg 107) once character creation is complete.
At MC levels 3, 6, 9, 12, and 14, a player gains the following additional cumulative benefits:
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MC 3: One new Background at 3 dots; alternately, two new Backgrounds at 3 dots, if the PC has less than two
dots in Generation (ie, Ghoul or Neonate).
MC 6: One new Skill at 3 dots; alternately, two new Skills at 3 dots, if the PC has less than two dots in
Generation.
MC 9: Levels 1 and 2, OR Level 3 (if the character already has the first two levels) of a Common Discipline.
MC 12: 4 Attribute dots to be divided among the character’s Mental, Social, and Physical attributes. These dots
may not exceed the character’s maximums in those attributes. Characters who have reached their attribute
maximum in all categories instead gain 3 XP per dot that could not be added.
MC 14: Levels 1 and 2, OR Level 3 (if the character already has the first two levels) of a Common or Uncommon
Discipline. Note that Uncommon Disciplines received by this grant still require a High Notification application.
For ease of reference:
Common Disciplines: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence.
Uncommon Disciplines: Protean, Dementation, Serpentis, and Quietus.
All other Disciplines are considered Rare.
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Clan and Bloodline Settings
All characters (regardless of sect) should use the following rarity levels and rarity merits. Note that each rarity level has a
corresponding approval level that is required to play the character type within the current chronicle. Ghouls require the
same approval level (and merit) as their regnant’s Clan/Bloodline.
Rarity Levels (Cam/Anarch)
Clan Rarity (and Costs) are as presented on Pages 403 and 404 of BNS: Vampire the Masquerade. Any Rare or
Restricted (Merit Cost 4+) Clan is High Approval at this time.
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Samedi Bloodline is the default for Cappadocians in the Cam/Anarch setting and costs 0 Merit points, and players
may not purchase the Non-Samedi version of the Clan at this time, nor can they have been embraced before
1750 AD.
Daughters of Cacophony must be female, Male players must play Son’s of Discord.
Vizier Bloodline is the default for Assamites in the Cam/Anarch setting and costs 0 Merit points, to play a normal
(Warrior) Assamite costs 2 Merit points instead.
Not Sanctioned
The following clans and bloodlines are not allowed in the current chronicle, although they may be in introduced at a later
date:
Clans: Baali, Non-Carpathian Tzimisce
Bloodlines: Brujah: Sages (True Brujah), Cappadocians (Non-Samedi), Gangrel: Ahrimanes.
Rarity Levels (Sabbat)
Clan Rarity (and Costs) are as presented on Pages 450 and 451 of BNS: Vampire the Masquerade. Any Rare or
Restricted (Merit Cost 4+) Clan is High Approval at this time.
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Coyote Bloodline is the default for Gangrel in the Sabbat setting and costs 0 Merit points, to play a normal
Gangrel costs 2 Merit points instead.
Due to the nature of the Sabbat, the following Bloodlines are +1 to Merit cost: Ravnos (Brahmin), Salubri (Healer),
Toreador (Volgirre), Tzimisce (Carpathian)
Not Sanctioned
The following clans and bloodlines are not allowed in the current chronicle, although they may be in introduced at a later
date:
Clans: Baali
Bloodlines: Brujah: Sages (True Brujah), Cappadocians (Samedi, Lamia), Gangrel: Ahrimanes.
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Clan and Bloodline Alterations
Characters are only permitted to purchase a bloodline merit if their sire possesses that merit, and their childer must also
possess this merit. Followers of Set: Vipers, Malkavian: Knights of the Moon, and Giovanni: Premascine may have non
bloodline sires and non bloodline childer. Gangrel: Coyotes may have non-bloodline sires if their sire was embraced
before 1750, but must have bloodline childer.
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Assamite - General: The Curse has not been broken. The Clan Weakness for them is as follows: "You take one
health level of aggravated damage for every Blood Trait of non-Assamite vampiric blood you ingest, though these
Blood Traits do enter your Blood Pool after the damage is inflicted. You may not use Fortitude powers or other
supernatural abilities to reduce this damage. Assamite characters are unable to commit diablerie."
Daughters of Cacophony: may not have been embraced before 1700.
Gangrel: Coyote: may not have been embraced before 1750.
Malkavian: Knights of the Moon: The Knights of the Moon bloodline costs 0 merit points.
Toreador: Ishtarri: may not have joined the Camarilla before 1985.
Toreador: Volgirre: must have been part of the Sabbat before 2008.
Generation and Age Settings
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Child: Player Characters currently (or embraced while) under 18 years of age require High Approval.
Neonates: Generation 1 characters born before 1700 require High Approval
Ancilla: Generation 2 characters born before 1600 require High Approval
Maximum Age: Characters may not exceed 1000 years in total age (mortal birth to current day).
Character Concepts
Sect Membership
Anarchs: No approval or merit is required to portray an Anarch (unless your character is Tremere). Anarchs follow the
rules in chapter 11 as opposed to the Camarilla rules listed in chapter 9, and may purchase the Anarch Setting-specific
merits (or take the Anarch flaws) listed in chapter 11. Anarchs follow the same clan and bloodline rarity as other
characters (see above).
Anarch Tremere: Anarch Tremere are treated as a rare bloodline, costing 4 merit points and requiring High Notification.
Rogue Tremere: Tremere that are not part of (and therefore hunted by) the Tremere hierarchy are treated as a rare
bloodline, costing 4 merit points and requiring High Approval.
Current Sabbat/Camarilla/Anarch: PCs that are part of any Sect other than that of the VSS must purchase (Sect)
Membership as a rare bloodline (4 merit points/High Approval).
Tremere in the Sabbat: non-Telyav Tremere who have taken part in the Vaulderie are instantly identifiable to other
Tremere, and bear the the Mark of the Betrayer on their foreheads. This mark is supernatural in origin, and may not be
concealed by clothing.
Former Sabbat / Former Camarilla/Anarch: Former members of the opposite Sect to that of the VSS require a High
Notification. This does not grant inherent knowledge of the former sect and does not allow the character benefit from their
former sect’s mechanics or merits.
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In Character Authority
Holding a Regional sect or clan post (a position with authority above the level of a single city) either currently or in a
character’s background (Tremere Lord, Council of Petals) requires High Approval.
Holding a National or Global sect or clan post (a position with authority above the regional level) either currently or in a
character’s background (Clanhead, Ventrue Strategoi, Giovanni Consulte and Dirigente, Tremere Pontifex) requires High
Approval.
Tremere Clan Ranks
There are a number of rules specific to Clan Tremere’s internal rank structure.
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Entering play as a Regent requires approval from the area’s Lord. A character may not enter play above Regent
of the 4th.
To have a second Local Regent position within a VSS, there must be at least eight Apprentices. There may be a
second Regent with less, but only if they’re ‘Non-Geographic’ or effectively without a Home Chantry they are in
charge of. a Non-Geographic Regent counts as having less Rank than a Regent with a Home Chantry except
during Tribunals. There may never be more than two Regents within a VSS. In the case where a character’s
relocation creates a situation which violates this rule, the supervising Lord will adjudicate the results to correct this
imbalance within three months of the character’s relocation, this may include naming one of the Regents as NonGeographic.
It requires High Approval to play an Astor
Internal Organizations
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Assamite: Membership in the Web of Knives requires High Approval.
Malkavian: Membership in the Ministry of Love, Praetorians, or Society of Anatole require High Approval.
Outside of Canada
Characters with significant background outside of Canada, or characters have interacted with canon NPCs or significant
historical figures, must fill out a brief timeline and submit it to the Global Registry for approval.
You may register such items here: https://sites.google.com/a/gsl-office.org/globalregistry/
NOTE: This is one of the only ways to earn the additional 5 XP with your CDD.
Disallowed Concepts
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Conflict of Interest: In the event of a character death or retirement, a player is required to create the new
character in such a way that it is instantly and easily recognizable that the new character is not the same as the
old. The player must work to minimize any awareness or benefits to the new character caused by the existence of
the previous character.
Character Plagiarism: Any historical figure or character taken from White Wolf materials or from any work of
fiction, without direct, written consent of the author, may not be recognizably used as the basis for a character.
Influencing History: Portraying a notable historical figure or being the cause of a major event of historical
significance is not allowed within the current chronicle. Prestigious and historical figures are reserved for use by
the NSTs office.
Supernatural Backgrounds: Backgrounds which involve significant interaction with another supernatural type (a
Kindred that was part of the Order of Hermes as a mortal, or a Gangrel that spends time with werewolves) are not
sanctioned, while backgrounds with only minor or incidental contact is permitted. As an exception to this rule,
interaction with ghosts (without involvement in wraith culture) is Low Approval.
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Character Sanctioning and Records
A complete record should include a character sheet, the character's XP log, and a list of any special approvals and
notifications the character has received (along with the database application numbers of those items).
The XP log must first detail how creation points and Initial XP were spent. Thereafter, it must list the locations and dates
of games attended, as well as the amount of XP gained for each game, whether or not the AGR applies and how that XP
was spent.
Initial Update
A character may be altered within the first three months of play, to reflect small adjustments as the player is settling into
the game. Such updates should be handled carefully, and made only if the player has legitimate cause to move things
around. The approval level for such modification is the same as the highest level approval on the character. Clan,
Generation, and Sect may not be changed with this update. This update may only be performed once per character.
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Experience
Earned XP
Earned XP is XP which is earned from in-game activities. XP awarded by the ST for games, XP earned from list activity,
XP earned from downtime actions, etc. Earned XP counts towards the Graduated Cap and counts towards the Chronicle
Limit. Storytellers are encouraged to reward costuming, roleplay and in character mentorship with bonus XP to a
maximum of 9xp per game.
Additional Earned XP
During one calendar month a character may earn 2 XP from each of the following activities.
1) Being active on a national list.
2) Submitting downtime reports to their VST.
Graduated Cap
The C.A.M chronicle does use the Graduated XP Cap rules per BNS: VTM (p. 349). All XP beyond the 30 Initial XP all
characters get (including that granted by MC, Event XP and the CDD) counts against this Graduated Cap. Determine a
character’s monthly XP limit on the first day of each month.
Event XP
A Domain may host up to 2 Featured Games of the Month per calendar year with High Approval. XP from these events is
considered Earned XP for purposes of the AGR and the Chronicle Limit but may exceed a character's monthly cap. XP
earned outside of Canada at an event with an approval number is classified the same way. A character may earn up to
15 "Event" XP per year
Floor XP
At the end of a calendar month if a Primary character has not earned any XP during that month they can add 2 Earned XP
to their XP Log. This is effective as of June 2013. This replaces the previous Floor XP (1xp per month) and is
retroactive for all Primary characters regardless of creation date.
Accelerated Growth Rate (AGR)
At the end of a calendar month if a Primary character is below the Chronicle Limit and has attended at least one game
during that time they may double all Earned XP gained that month up to the Chronicle Limit and double their monthly cap
as well. This is effective as of June 2014.
Chronicle Limit through September, 2014
March: 70 April: 80 May: 90 June: 100 July: 108 August: 116 September: 124
The Chronicle Limit is the maximum amount of Earned XP any character may have on their XP log.
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Rules Alterations & Clarifications
Skills
Lore Skill
You do not need the Lore skill to know the basics (Old mechanics level 1 & 2 equivalent) for your own clan, your own Sect
and general Kindred knowledge. You do need a field of study to know more esoteric knowledge in those areas (levels 3+)
as well as in areas other than those three
Example
I create a character, a Toreador in the Camarilla. Unless my background says otherwise I do not need the Lore skill to
know any of the following - Camarilla Lore, Toreador Lore and Kindred Lore to the equivalent of Level 2 in the old
system. I know the Traditions, I know the basic history of my clan, I know how to feed safely etc. The Lore skill
represents any actual, sit-down-with-a-book-and-study knowledge. Anything outside those three basics (to me) or
anything level 3 and above in the old system would require a field of study. As an example, I know "The Traditions" and
can state them without hesitation; you also know the common interpretations of them (Camarilla Lore 2) but I do not know
“know of the Convention of Thorns.” (Camarilla Lore 3) without the skill.
Approved Lore Fields of Study
Low Approval
1. Any field of study that refers to the characters own Clan or Sect.
2. Kindred Lore
3. Common and Uncommon Clans of that Sect (pages 403-404 for Camarilla, pages 450-451 for Sabbat, pages
484-485 for Anarch).
4. Any narrower field of one of those e.g. Camarilla Domains of the Renaissance; Sabbat War Parties of South
America etc.
5. Wraith Lore if the character possesses Necromancy.
High Approval
1. Different sect
2. Rare Clans of the character's Sect.
3. Any field of study not already covered under Low Approval (Garou Lore, Awakened Lore, Changeling Lore, Wraith
Lore, Hunter Lore etc.)
Generic Werewolf, Mage, Ghost, Spirit etc.fall under Occult since as far as vampires are concerned, it is folklore and
superstition.
Lore System
Automatic Knowledge - The old Lore system's "dots" corresponds to a difficulty level in BNS. 1 dot is Easy (difficulty 5), 2
dots is Standard (difficulty 8) etc. If a character's base pool (Mental Attributes + Lore) equals or exceeds that difficulty
then they know the things listed. This should give people a ballpark of what they know for RP purposes and is functionally
similar to the old system. This only applies to their Fields of Study. The chart below equates the old Laws of the Night
Lore levels with the pool needed to know that information.
1.
2.
3.
4.
5.
Pool of 5
Pool of 8
Pool of 15
Pool of 20
Pool of 30
The charts below can be used but these are likely to be modified as time permits.
(https://docs.google.com/document/d/1IJs8lLpKSivLmHdq-iCtxK52gzYIlVnSK4kNewdtPy0/edit?usp=sharing)
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Plot Information - STs may simply hand out information to characters with the proper fields of study in order to move
plot forward. Plot should never stall because someone fails a test.
Additional Information - Characters may seek out additional information on one of their fields of study by asking their ST
who will assign a difficulty.
Fields of Study not covered - Yes there are fields no longer listed. Some things should be so rare that they only have
relevance for plot. In that case the ST is encouraged to provide dusty tomes, strange NPCs, ancient scrolls, obscure
computer messaging boards etc. When this happens the ST may allow the PC to use that as a "field of study" for a
duration dependent on the needs of plot.
Backgrounds
If a character gains a Background during play and keeps that Background for more than thirty days, Experience Traits
must be spent to purchase that Background.
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Alternate Identity: An identity which is a different sect or clan than the actual PC requires High Approval..
Fame: The range for Fame 2 is within one VSS. Fame 4 requires High Approval. Fame 5 requires Top Approval.
Fame cannot originate outside a character’s home VSS. Characters with Fame are encouraged to put their
information on this spreadsheet so that Storytellers (and other players) can be ICly aware of their Fame:
https://docs.google.com/forms/d/1CWSHpRWms8iy-9sZfr2ZiIo-xg7qP4SjaVi5Qdii13Y/viewform
Generation: Generations 1-2 (Neonates and Ancilla) require Low Approval. Generation 3 (Pretender Elder)
requires High Notification. Generation 4 (Master Elder) requires High Approval. Generation 5 is not available to
PCs except through diablerie. Methuselah are never allowed as PCs.
Haven: A haven may only be purchased by a single character, and may not physically overlap with the havens of
other characters. A character may purchase multiple havens.
Influences: Espionage and Military specializations are reserved for use by the NSTs office. Use of Influences at a
Regional level requires High Approval.. Indirect Influence Attacks may not reduce a targeted character’s
Generation background. Use of influence requires a character to be present in the targeted VSS (live rep or
proxy) and the approval of the presiding ST.
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Merits & Flaws
Clan Merits
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Gangrel - Shape of Beast’s Wrath: A character may speak in this form, though it is difficult to understand them.
Ventrue - Paragon: This retainer may only have one discipline speciality chosen from his in-clan disciplines.
General Merits
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Golconda Seeker: Requires High Approval.
Infernal Power: Requires High Approval.
Gift: Profane Contract: It requires High Notification for a character to gain a Infernal Power by this method. Note
that a demon may punish any person in its Infernal chain.
Necromantic Training: If Sepulchre, Ash, or Bone Paths are High Notification if obtained via a PC Mentor, and
High Approval otherwise. Regardless of teaching method, obtaining the Mortis Path requires High Approval.
Thaumaturgical Training: This merit requires High Notification if obtained via a PC mentor and High Approval if
obtained by other means. Characters authorized to learn thaumaturgy by Clan Tremere must fill out the
Thaumaturgy Authorization form, located here:
https://docs.google.com/forms/d/13brycB0jwuArtekxv9tMLux1LjSlcVCGtIhl__8anWI/viewform
Morality Merits
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Three-point Morality Merits obtained at creation, or via NPCs or plotlines, require High Approval. If obtained via a
PC mentor, they instead require High Notification.
Camarilla Setting Specific Merits and Flaws
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Prestigious Sire: Characters who wish to take the Prestigious Sire merit must choose a canon sire from the
Prestigious Sire Document, and be approved for that Sire by the Global Registry. No other NPC Prestigious Sires
will be sanctioned.
The Global Registry is located here: https://sites.google.com/a/gsl-office.org/globalregistry/
Forgiven Diablerie: This flaw requires High Approval, and the writ must be authorized by a (past or present)
Justicar. Note that characters Forgiven Diablerie do fall under the Status Ban for diablerie; they simply aren’t
killed for their crime.
Sabbat Setting Specific Merits and Flaws
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Black Hand Membership: This Merit is High Approval
Inquisition Membership: This Merit is High Approval
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Disciplines
Non-Player Characters may teach Disciplines with High Approval. Instances of this will be rare and primarily will be used
for auction items and plotlines.
Learning Powers
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When teaching a discipline, the teacher must immediately log the Willpower expenditure with their supervising
storyteller.
Additionally, the teacher must note the date of instruction in her Experience log.
The optional rule for teaching Uncommon and Rare Disciplines (found on page 113 of the BNS: Vampire The
Masquerade rules book) is used in the current chronicle. It requires 2 Downtime actions to learn an Uncommon or
Rare Discipline, and it requires three games or two months (whichever is longer) to pass before the Willpower
spent to teach a level of an Uncommon or Rare discipline returns.
Only Common out-of-clan disciplines may be taken at character creation, even with MC XP. Disciplines made
available with Merits or those provided by MC Milestones are an exception to this rule.
Once a character enters play, she may learn Common out-of-clan disciplines (under normal procedures and
teaching guidelines) at Low Approval. All other out-of-clan disciplines require High Notification. Applications for
these powers must include a teacher’s note, as well as the date on which the Willpower expenditure is made.
Power Range
Disciplines which allow the user to travel outside her physical body (such as Possession, Psychic Projection, or Subsume
the Spirit) cease to function if the user leaves the VSS where her physical body is located. If used outside of a VSS (such
as in a proxy situation), the range of this power is approximately 50 miles.(80 kilometers)
Disciplines which allow the user to affect other people or locations from afar (such as Mirror Walk, Phantom Speaker, or
Summon) fail if the target is not within the same VSS as the user. Outside of a VSS (such as in a proxy situation), the
range of these powers is approximately 50 miles.(80 kilometers)
Disciplines which allow a user to perceive other people or locations from afar (such as Clairvoyance or Scry), may be
used on a target outside the user’s VSS. The ST of the targeted character’s current location (VSS) adjudicates the results.
Discipline Clarifications
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Obfuscate — Unseen Presence: This power is not broken by the use of Majesty.
Thaumaturgy Rituals — Blood Mastery: Exceptional successes cannot be caused by this power as you
automatically succeed, there is no Challenge. If the target spends Willpower to retest, Exceptional Success can
occur.
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Status Clarifications
Abiding Status refreshes (and may be changed) at the start of each game a character attends. It is the responsibility of the
characters (particularly the Harpy) to punish those who violate Status rules or Symbels. Fleeting Status must come from
a Character, thus STs may not grant fleeting Status directly, but an NPC can.
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Parting Gift: A character may affect someone who has been in their jurisdiction (but isn’t currently in that
jurisdiction) with one expenditure of status. The character may not affect that target again until the person is once
more within the character’s jurisdiction.
Social Class: A character utilizing the social class Abiding Status (Elder, Ancilla) is considered to have jurisdiction
over any character with whom they physically (in person) interact.
Setting-Specific Status Bans: Members of Clan Gangrel do not suffer the Camarilla’s lesser Status Ban. Members
of Clan Assamite do suffer the Camarilla’s lesser Status Ban.
Established: The character who was openly insulted, attacked, or threatened may forgive the offense and thereby
remove the Warned Status granted by that offense. This requires no expenditure of status.
Favored: The character who was openly attacked may forgive the offense, and thereby remove the Warned
Status granted for that offense. This requires no expenditure of status.
Honorable: The character who was openly accused of lying may forgive the offense and and thereby return the
fleeting status expended by that offense. This requires no expenditure of status.
Sovereign/Enforcer: The Enforcer status granted by the passive bonus of Sovereign is a Fleeting status, not an
Abiding status. The jurisdiction of the Enforcer status does not extend beyond the Sovereign individual’s
jurisdiction
Thaumaturgical Registration: A non-Tremere PC must register in order receive the status “Authorized” for
learning Thaumaturgy. Known Non-Tremere thaumaturges who do not register will have a Greater Status Ban.
The registry is at: https://docs.google.com/forms/d/13brycB0jwuArtekxv9tMLux1LjSlcVCGtIhl__8anWI/viewform
Paths of Enlightenment in the Camarilla: A Camarilla member known to be on a Path of Enlightenment suffers
a Greater Status Ban, instead of a Lesser Status Ban.
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Other Clarifications
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Assist Defender: This tactic may be used even if the character has already been subject to two attacks in the
round. In such a circumstance the character may be subject to an additional attack that round beyond the physical
attack maximum.
When a kindred ingests vampiric blood, he is immediately aware of its nature due to the distinct taste.
Diablerie: Diablerie of Player Characters who have been in play for fewer than six months grants no points of
Generation. Characters must spend the XP required to gain the new Generation, otherwise the diablerie fails and
the soul escapes. Performing a successful diablerie requires High Approval. Player characters may acquire
Generation 5 through diablerie.
Embrace: Attempts to Embrace another supernatural creature automatically fail, resulting in that individual’s
death.
Fair Escape: This functions as per the rules on pg. 277. However, use of Fair Escape on Celerity rounds is not
automatic and your VST may deny the Fair Escape if circumstances logically prevent it. (Grapple, Locked Room,
etc). Remember once a scene is Fair Escaped from a character is locked from ever returning to that scene.
Golconda: Achieving Golconda, or taking any step toward it after taking the merit Golconda Seeker, requires High
Approval. Remember that the Golconda Seeker merit requires High Approval, as noted above.
Month: is until the end of the night of the same day and week of the next month. Example: Third Saturday to the
end of next month’s third Saturday night. Anything occurring on a 5th week that is not present in the next month
will be till the last day of the next month.
Conclaves: All Conclaves require aNST approval to be duly embodied and invoke the mechanical effects.
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Proxies and Online Play
Proxy play occurs when one or more characters are given to a Storyteller to portray in the players’ absence. A Storyteller
is not required to accept requests to proxy a character into her control. By giving a character to a Storyteller for proxy play,
the player grants that Storyteller all rights to the character for the duration of the proxy scene.
In order to proxy a character, the player must — at minimum —inform his primary storyteller; give the presiding Storyteller
their character sheet and a brief write-up describing the character’s intentions, motivations, personality, and reactions to
possible situations. This information should be given to the presiding Storyteller at least 48 hours in advance of the proxy
event. If a Storyteller wishes to further limit proxy play, she should list any other restrictions in her game’s Venue Style
Sheet.
Proxies do not count as games for purposes of resolving durations, such as Willpower returning after a character teaches
a discipline; how long a character has the Warned Status; or the changing /refreshing of Abiding status.
Email Lists
Official C.a.M. email list requirements and premises can be found on the C.a.M. Sympa site:
http://lists.canadaatmidnight.ca/sympa
Downtime
The Downtime duration period is one calendar month. Spending a Downtime action on Feeding or Patrolling provides a
character with the benefits of having done so for the full month, rather than just a single session.
Non-Player Characters
Items which would normally require a High Notification for PCs are Low Approval for NPCs.
Custom Mechanics for NPCs require Top Approval.
Stock NPCs
Storytellers may use the stock NPC rules provided in the VTM book with the following exceptions:
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Mid Approval: Stock NPCs for Arcanum, Hunters with True Faith, Blood Brothers,.
High Approval: Stock NPCs for Demons,Fey, Project Twilight, Lhiannon, Mages, and Nagarajah
NPC Creation Guidelines
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Generation: Generation 5 and Methuselah NPCs require High Approval.
Rarity Merits: NPCs do not pay merit points (rarity or otherwise) for Clan or Bloodline.
NPC Experience: Storytellers may create NPCs with up to 300 XP at Low Approval. Storytellers may create
NPCs with up to 400 total XP at Mid Approval. All higher XP amounts require High Approval.
Not Sanctioned: Clans and Bloodlines which are not sanctioned for PCs require High Approval to use as NPCs.
Canon Characters
Top Approval is required for unique non-player characters from the source material (Caine, Gaia, etc.), and very powerful
non-player characters (Justicars, Ferrymen, Malfeans, Changeling Kings and Queens, Garou Legends, Archmasters and
Oracles, world leaders/politicians, etc. This approval is done in conjunction with the GSL staff and other member clubs.
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