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Prime Chapter Four (4.0)

The Camarilla's Sanctioned chronicle makes use of the generic systems presented in Dark Epics, pages 70 through 72. The Camarilla's Sanctioned chronicle specifically does not make use of the Experience Trait Standards (page 97) and Changing the Rules (page 98) systems.


Throughout the supplements, there are various items that require approval of a specific level of Storyteller. Any time a supplement uses the term "special approval" it is referring to any level above Low Approval. Anything that requires a specific level of approval requires the approval of all Storytellers in the chain of command beneath it. All characters and character changes require Low Approval, regardless of the approval level listed.

Consult the list below to determine which Storyteller equates to each approval level in your country. If your country is not listed below, consult your National Storyteller to determine the approval level equivalents used.

Approval Level Table
Approval Level
United Kingdom
United States
Chapter Storyteller
Chapter Storyteller
Domain Storyteller
Venue Storyteller
Domain Storyteller
Domain Storyteller
Regional Storyteller
Domain Storyteller
Venue Assistant National Storyteller
Venue Assistant National Storyteller
Venue Assistant National Storyteller
Regional Storyteller
National Storyteller
National Storyteller
National Storyteller
National Storyteller


Characters must be made according to the guidelines given in the appropriate supplement, and each character must be created within a "home venue" (even mortals). Characters may occasionally be played in other venues, provided Mid Approval is given on a case-by-case basis (up to three times in a calendar year). This must be noted on the experience log as noted above. High Approval is required for all occasional crossovers that exceed three in a calendar year.

High Approval is required to approve a character for permanent cross-venue play. Special rules regarding Primary characters are applied to permanent cross-venue characters (see Membership Benefits, above).

The power comparison chart on page 94 of Dark Epics should only be used when specifically opposed powers interact. By far the most common instance is with detection powers attempting to pierce illusions or concealment powers. The use of Archmaster-rank Spheres compare to Superior level Disciplines on the chart.


Proxy play occurs when one or more player characters are given to a Storyteller to portray in the player's absence. At least 48 hours notice must be given to the Storyteller(s) involved in the proxy scene. In order to proxy a character, the player must give the Storyteller their character sheet and a brief write-up describing the characters intentions, motivations, personality, and reactions to possible situations.

By giving a character over to a Storyteller for proxy play, the player grants the Storyteller all rights to the character for the duration of the proxy scene. The requirements above are the minimum. If a Storyteller wishes to further limit proxy play, she should list any restrictions in the game's Venue Style Sheet.


When comparing Traits in the case of a tied challenge, no character may declare more Attribute Traits than twice her normal maximum (counting bonuses gained from forms, powers, weapons, etc) for overbids and the comparison of Ties. Neither the bonus Traits granted from Shifter forms (such as Lupus, Hispo, Crinos, or Glabro for the Garou) nor the bonus Traits granted by a Shifter's pack lending towards the Shifter during a mob challenge count towards this limitation.

Example: Michael is an 8th Generation Malkavian. Thus, he can not bid more than 28 Traits in a challenge. Natasha is a Shadow Lord Fostern. Thus, she can not bid more than 24 Traits in a challenge. But Natasha can take Crinos form, and the +8 traits that she receives from doing so does not apply to her cap, allowing her to bid a maximum of 32 Traits.

Example: The baby Thunderwyrm attacking the Caern has 35 Traits. Even in Crinos, Natasha can only bid a maximum of 32 Traits. However, Natasha has her pack at her back, and in a mob challenge, the +4 Traits that her four packmates lend to her does not apply to her cap, allowing her to bid a maximum of 36 Traits.

In cases of vampire cross-venue interaction, the "bomb" is kept, but the "Win All Ties" mechanic is replaced by a +10 trait bonus when declaring Traits. This bonus is not subject to the above limitation.

Example: Natasha, now overconfident, attacks Billy. Billy is an 8th Generation Brujah with Fleetness and Puissance. Billy could normally bid up to 28 Traits in a challenge. Because of the cross-venue rule, Billy retains use of the "bomb", but his "Win All Ties" turns into a +10 Trait bonus. Billy may now bid up to 38 Traits against the overconfident Fostern.

Current Traits (4.41)

When players compare Traits, they declare their total, permanent number of Traits (including Traits lost in previous challenges or for other reasons). A player may still declare fewer Traits than she actually possesses in the category if she desires. The Camarilla makes use of this rule to more easily suit the large-scale nature of its Sanctioned Chronicle.

Mob Rules (4.42)

In order to simplify mob combat, the following rules are used:

First, the narrator must decide who is challenging whom among the group. This is usually obvious, but when it's not, have the players all point to the person they are challenging on the count of three. Each combatant must bid one Trait, plus an additional Trait for each person attacking her beyond the first (no more than five individuals may attack a character at a time). If the defender cannot match the required number of Traits to be bid, she automatically loses the challenge. If she does have enough Traits, she tests as normal with the leader of the group. The group has five seconds to choose the leader, and should not compare stats while doing so. If a leader is not chosen, then the leader is selected by the defender.

Only the leader of the group calls out Negative Traits. The defender against Negative Traits need only bid extra Traits once for each Negative Trait applicable, not each Negative Trait per person challenging.

The leader of the group may apply a number of bonus Traits to his total (for ties and overbids) equal to the number of people assisting him (up to four).

If the defender wins, she remains unharmed and can choose to affect any single member of the attacking group (usually by inflicting a wound), and the attackers lose all Traits they bid. If the attackers win, the leader may choose which attacker's victory condition applies (usually inflicting a wound), and the defender loses all of the Traits she bid. Continue the process until all who declared an action have been the target of a challenge or donated Traits as appropriate.


Metamorphosis is the process by which a character changes into another creature Type (the most common being death). Rules for metamorphosis into specific Types (including rules for non-mortal metamorphosis) may be found in the appropriate venue supplements. Additional rules for metamorphing from a mortal Type into another creature Type are presented in the Mortal Supplement.

General Guidelines (4.51)

Top Approval is generally required for metamorphosis if the character is/was not one of the mortal Types (see Mortal for details). Top Approval is also required for any supernatural Type to become mortal. Only High Approval is required if a character is becoming a wraith or specter (see Wraith for details), regardless of their former Type. The approving Storyteller will decide the exact effects of the metamorphosis, if the standard rules do not cover that particular type of change.

A minimum of High Approval is required if metamorphosis changes the character's venue. (Approval is also required appropriate to what the new Type would normally take if the character stays in the same venue.) For example, a character at home in the Mortal venue gets killed, and the player would like the character to become a wraith. Wraiths are not one of the character types appropriate for the venue, so the character must receive High Approval, either to stay in the venue, or to change to the Wraith venue. Conversely, a mortal in one of the vampire venues requires no special approval to get Embraced, unless she is Embraced into a clan that requires special approval.

Characters that undergo metamorphosis normally lose access to all their previous Type's powers (though some exceptions exist for mortal characters). They also lose all Arete, Glamour, Gnosis, Rage, and similar Traits, unless their new Type normally possesses them. Ability, Attribute, Willpower, and similar Traits that are carried over remain at their current level, regardless of the new Type's starting amount. (The number of these cannot exceed the new Type's maximums, so any excess Traits are lost.)

Unspent Experience Traits may be carried over. Any Experience Traits spent on things that are lost as a result of metamorphosis are subtracted from the character's "earned Experience Trait" total (for those countries who make use of a varying monthly cap based on earnable Experience Traits).

Most Backgrounds, Merits, and Flaws from the old creature Type are lost or rendered useless with a metamorphosis. The Storyteller will work with the player to choose new Backgrounds, Merits, and Flaws from the source material for their new Type, attempting to duplicate the old ones as closely as possible. In rare cases, characters may be allowed to keep one or more out-of-venue Merits or Flaws, in accordance with the approval guidelines given in Chapter Two.


Damage Types (4.61)

Bashing damage is defined as any injury that is painful but fades relatively quickly, such as kicks, punches, or tackles. Bashing damage may not be used to declare a killing blow. Lethal damage comes from bullets, swords, etc. and is intended to kill. Aggravated damage often comes from fire, or from mystical sources like the claws and teeth of supernatural creatures. It is more difficult for regenerating creatures to heal, and indeed, such creatures often take aggravated damage from exotic sources such as sunlight or silver weapons. The Storyteller is the final arbitrator on what damage type any particular source inflicts, but damage from the natural weapons and powers of supernatural creatures is very rarely considered to be bashing.

Contrasting rules for bashing damage are presented in some of the MET source books. To clarify, bashing damage is not halved in the Sanctioned chronicle. Living creatures heal one level of bashing damage after an hour of rest.

Normally creatures require a week to heal each level of lethal or aggravated damage through such means as rest and medical attention. Many supernatural creatures suffer from aggravated damage on a more frequent basis than normal humans do, and heal it more slowly than they do other damage types. Some supernatural creatures have different or faster means for healing, as described in the applicable supplements.

Blood Loss (4.62)

Humans (and other living beings in the World of Darkness) are considered to have a maximum of ten Blood Traits in their bodies. They suffer a level of damage for each Trait they lose beyond two. Humans fall to Mortally Wounded when completely drained of blood. Damage suffered from blood loss cannot be healed until the blood is regained. Regenerating a Blood Trait should be treated as "healing an aggravated wound" for purposes of effects that can do so, as described above. Otherwise, humans (and other living beings in the World of Darkness) normally regenerate one Blood Trait per week.

Movement (4.63)

Powers, shapes, magic items, and other effects that increase a character's movement rate are not cumulative. Unless otherwise clarified in their appropriate venue supplement, a character may not attack and make use of such movement increases in the same action.