Vampire Chapter Two

TRAITS (2.0)

Vampires use the Trait maximum rules (but not any of the optional rules) on page 95 of Laws of the Night. Note that Status Traits are discussed at the end of Chapter Four, Systems.

CLANS (2.1)

Caitiff
The maximum number of Generation Background Traits a Caitiff may take is two less than the player is normally allowed (see Membership Benefits, above). Example: the maximum number of Traits that can be taken by a MC 9 member is three. Known Caitiff receive the additional Negative Status Trait Caitiff.

Caitiff only pay one Experience Trait more than normal in-clan costs for each Discipline power they learn. Though they have no clan Disciplines of their own, Caitiff select any three Disciplines at character creation for which they require no teacher. Disciplines selected are subject to the normal out-of-clan approval levels at the character’s creation. The character’s free starting Basic Disciplines must be selected from among the three selected Disciplines. If no Disciplines are selected, the Caitiff's "default" Disciplines are Celerity, Potence, and Presence.

Giovanni
The one Trait wraith Retainer option for Giovanni uses the rules for “common wraiths” in the Merits and Flaws section of Prime’s Chapter Two. For each additional Background Trait the Giovanni spends on a particular Retainer, add five Experience Traits to its character sheet (to a maximum of four additional Background Traits, or 20 Experience Traits). Retainers do not gain Experience Traits in the course of play. Giovanni have a good deal more control over these wraiths than a PC would normally have over a Supernatural Ally. Because other PCs have no reasonable means of protecting themselves from such retainers, Storytellers will strictly limit their interactions in the Sanctioned game.

Harbinger of Skulls
A Harbinger in his "normal" visage cannot initiate any Social Challenges except for the purpose of intimidation, although he may defend against Social Challenges normally. This does not apply to the usage of Necromancy.

Malkavians
As noted in their Clan Advantage, Malkavian vampires are often able to instinctually identify one another. A Malkavian may engage an individual (once per night per individual) in a Mental Challenge (retest with Awareness) to determine if they are a Malkavian. However, it is impossible to determine if a vampire is a Malkavian while she is using powers that shield the mind (such as Mind Blank).

Lasombra
The Status Trait of Lasombra granted for being a member of this clan cannot be permanently removed but does not count in excess of the character's Status maximum.

Pander
Panders use the rules for Caitiff (above). However, they do not receive the Caitiff Negative Status Trait.

Salubri
Instead of two free Traits of the Generation Background, Salubri receive two free Traits in any Vampire Background (except Generation) of their choice. This does not replace the necessary approval for any specific Background, such as the fifth level of Fame.

Tremere
Starting a character with the rank of Regent of the first through Regent of the sixth requires Mid Approval. Starting a character with the rank of Regent of the seventh, or Lord or the first through Lord of the sixth requires High Approval. Starting a character with any higher rank requires Top Approval. No rank should be assigned until the Storyteller examines the current in-game hierarchy to determine the need for another character of any particular rank. After character creation, ranks are subject to the whim of appropriately ranked player and non-player characters within the established hierarchy.

Tremere who take part in the Vaulderie immediately gain the Infertile Vitae and Thin Blooded Flaws. They gain no Free Traits for these Flaws. Every day after the Vaulderie, the player must win a Physical Challenge against 30 Traits. The Survival Ability and Willpower may be used for retests. Any time the player loses the test the character permanently loses three Physical Traits, which can never be regained. When the character has no Physical Traits remaining, they combust, and enter Final Death. Avoiding these effects requires Top Approval.

Tzimisce
The ability to purchase Lores does not extend to those that would require High or Top Approval. The ability to have Revenants as retainers does not cost additional Traits. Revenants for Tzimisce (Bratovitch, Grimaldi, or Obertus) fall under the Retainer Background’s venue-specific partially Awakened mortal clause.

BACKGROUNDS (2.2)

Additional Backgrounds can be found on page 53 of Dark Epics.


Generation
Levels of this Background are free during character generation. However, levels cannot be taken beyond what is allowed by the player’s MC (see Membership Benefits, Chapter One). After character creation, vampires may only acquire more Generation Traits through diablerie. Unless otherwise stated, none of the optional rules found under the Generation chart in Laws of the Night: Revised are used in the Sanctioned Chronicle.

Herd
Herd may be called upon each week, rather than each session.

Mentor
Mentors may not teach Disciplines.

Retainers
Each of a vampire’s Retainers dedicated to increasing her Influences maximum increases it by three levels, rather than just one level. They may have an unlimited number of such retainers.

MERITS & FLAWS (2.4)

Camarilla vampires may take Merits and Flaws from Laws of the Night Sabbat Guide, and Sabbat vampires can take Merits and Flaws from Laws of the Night Camarilla Guide. This requires only Low Approval, but Storytellers should be aware that while most of these Merits and Flaws are appropriate to the opposing venue, some are certainly not and should not be allowed.

Flesh of the Corpse
This Flaw is worth only one Trait in the Sanctioned chronicle.

Prestigious Sire
This Merit is High Approval if the Sire is a PC, Top Approval if the Sire is an NPC.

Infamous Sire
This Flaw is High Approval if the Sire is a PC, Top Approval if the Sire is an NPC.

Probationary Sect Member
Any sect member, not just Elders, may treat the character as if she had only one Status Trait. Anytime a character joins a new sect she gains this Flaw (with no benefits) for one year. Characters who started play with Probationary Sect Member (those benefiting from the additional Free Traits) do not lose the Flaw after this period.

VIRTUES & MORALITY (2.5)

Characters compare current Traits on all Virtue tests, but they lose ties on them. Thus if he currently has the same number of Traits as the difficulty of the Test, the character loses the Virtue Test. If a character relents to a Virtue Test of Self-Control, Instinct, or Courage, they do not lose any Traits or gain any Negative Traits.

Vampires with Instinct automatically frenzy only if their Instinct is less then twice the level of the provocation.

To stay awake during the day requires a Courage Test vs. three Traits at the beginning of each hour. If the Courage Test is lost, the player may choose to stay awake and gain a permanent Negative Trait (either Cowardly or Submissive) or fall asleep where they are.

A new Virtue Trait costs two Experience or Free Traits and a new Morality/Path Trait costs three Experience or Free Traits. Twelve months must pass between purchases of Morality Traits. Three months must pass between purchases of Virtue Traits. This limit does not apply during character creation.

Your Storyteller may remove a Virtue or Morality Trait once a month if she feels you are not playing the character's level of Morality appropriately. For example, Conrad has five Traits of Humanity and Conscience. In the last month, Conrad ate five babies. He succeeded each of his Morality Tests, but his Storyteller still has the option of removing a Morality Trait and a Conscience Virtue Trait to reflect Conrad's unrepentant ways.

In the Camarilla venue, any Path of Enlightenment other than Humanity require High Approval. Clan-specific paths from Laws of the Night: Revised require only Mid Approval for members of the appropriate clan.

In the Sabbat venue, the Paths of Enlightenment from Laws of the Night: Revised and Laws of the Night Sabbat Guide are Mid Approval, save for the Path of Evil Revelations, which requires High Approval. Sabbat vampires require High Approval to learn clan-specific paths if they are not a member of that clan.

OTHER TRAITS (2.6)

Use of Willpower Traits (2.61)

Willpower may be used to stave off frenzy for ten minutes in a non-combat situation or one turn in a combat situation.

Generation Maximum and Willpower Traits (2.62)

The "Generation Maximum Willpower" rating for all Kindred of eleventh (and weaker) Generation is 10. Disregard the limitations of 6 or 8 as found on page 95 of Laws of the Night.