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Vampire Chapter Four


The crossover rules in Chapter Six of Laws of the Night Storytellers Guide are not used in the Sanctioned chronicle. Instead, refer to the rules beginning on page 92 of Dark Epics.

DAMAGE (4.1)

Healing with Blood Traits is reflexive, and can be done while performing other actions. One Blood Trait heals one level of lethal damage, or two levels of bashing damage. It requires three Blood Traits and one Willpower Trait for a vampire to heal one aggravated wound level, and the wound will not heal until the vampire arises the next night.

Vampires take Bashing, not Lethal, damage from firearms.

Vampires in torpor remain there for twelve weeks minus two weeks for each Morality Trait they possess.

The mechanics for Staking operate exactly as written in Laws of the Night: Revised.


Note that additional rules for metamorphosis exist in Prime, and Mortal. Most supernatural creatures that are Embraced simply die. (Awakened mortals are an exception.) Being Embraced during the course of a game does not allow a character to circumvent the necessary approval levels for certain clans (see Types in Chapter One for details).

When a character is turned into a vampire, the player’s Member Class limits her starting Generation Background (see Chapter One and Chapter Two for details). This means that the character’s generation is either one higher than her sire’s or is the lowest that her MC allows (whichever is worse). Characters that did not already have three Discipline levels gain enough Basic in-clan Disciplines to bring them up to three.


Blood Bonds (4.31)

A character may have any number of one- and two-stage blood bonds. However, they may only have one three-stage bond. When a three-stage blood bond is achieved, all other bonds have no effect upon the thrall but still exist for purposes of determining future blood bonds.

When a bond “breaks” through the isolation process described in Laws of the Night, the bond is simply reduced by one stage. Through this same method, even first and second-stage blood bonds can be lost. The thrall’s number of permanent Willpower Traits cannot reduce the time requirement to less than two months. Note that time will not reduce any type of blood bond that a Tremere has to the Council of Seven, as described in the Clan Disadvantage.

Diablerie (4.32)

Diablerie attempts on NPCs that would result in a lowering of the character's generation below what the player’s Member Class allows at character creation, automatically fail in the fourth phase.

All diablerie that results in a lowering of generation constitutes an increase in the Generation Background and must be reported to the High Approval Storyteller within one month. It must also be included in all reports to higher level Storytellers until the High Approval Storyteller acknowledges it. Each instance of diablerie that increases generation must be noted in the character's Experience Log. This information must include date of the diablerie, the name and generation of the character diablerized, and the name and membership number of the player of that character, or the name and membership number of the Storyteller behind the NPC. Previous diableries are not grandfathered.

No Experience Traits are gained from Diablerie, nor does improving generation increase the vampire’s number of Willpower Traits. However, a successful Diablerie allows the vampire to gain one Generation Background Trait, at no cost, so long as the diablerie resulted in a lowering of generation.

Golconda (4.33)

Achieving Golconda, or any step toward it, requires Top Approval.


The importance of reputation and standing is deeply ingrained in older Kindred. Though it is considered incredibly offensive to ignore or show disrespect to those with more standing, it should be noted that a straight comparison of Status Traits is not always appropriate to every situation. As examples, a prince is always considered to be the master of her own domain, and a character’s standing means very little in a domain where he has been blood hunted.

Temporary Status Traits expended are regained at the end of the month (unless they were a loan). Any extra temporary Status Traits accrued are lost at this time. This return also applies to Status Traits that cannot be permanently lost, such as those attached to currently held sect positions, and those from social class.

Permanent (not temporary) Status Traits may be added to a character’s Social Traits during Social Challenges. This applies to Social Challenges with members of the Camarilla in which the source of the challenge is obvious, but not to challenges where supernatural powers are involved. When characters compare Status Traits to determine social importance or credibility, only permanent Traits are considered.

For the purpose of the Status granting limitations in Laws of the Night, each calendar month represents one “story”. The Trait-lending system Laws of the Night assigns to Prestation is not used in the Sanctioned chronicle.

Status may not be bought during character generation.

Patronage Status (4.41)

Patronage Status refers to those Traits not granted by sect position or social class. (Acknowledged is considered to be Patronage Status). Camarilla vampires are limited to four such permanent Status Traits. Sect members that are not members of the common Camarilla clans (Brujah, Malkavian, Nosferatu, Toreador, Tremere, or Ventrue) have a maximum of only three. When a character receives Patronage Status, the Trait’s full name must include its source. For example, the prince of Springfield wishes to declare a member of her court to be honorable. The Trait is named Honorable from Madame Colleen, the Prince of Springfield.

Status granted by sect position and social class may exceed the maximums applied to Patronage Status. Characters cannot receive Status from more than one sect position and one social class at a time. Using these rules, the most Status a Camarilla member could possess is ten, as an Elder Prince of a Camarilla Clan: Acknowledged, (Patronage), (Patronage), (Patronage), Elder, Established, Venerated, Exalted, Well-Known, & Famous

Social Class (4.42)

Camarilla characters are divided by society into social classes determined by a combination of their age and generation. The classes are neonate, Ancilla, and Elder. It is common knowledge what social class a character belongs to, although it’s possible (with Storyteller approval) for a character to be seen as belonging to a class other then what is allowed by her true age and generation.

Neonates are vampires of eleventh generation or higher, or who have existed less then 50 years in Kindred society. It is advised that characters created of these generations be made at less than 200 years of age, as very old neonates tend to suffer a good deal of scorn.

Ancilla are vampires that have proven themselves worthy of respect within Kindred society. They are known to be of the tenth (or lower) generation, and have existed for not less than 50 years. It requires Mid Approval for a vampire of neonate generation and/or age to have the Ancilla social class.

Pretender Elders are characters of the eighth generation or better, who have not lived the centuries that true Elders have. True Elders consider age and experience to be a necessity to temper the power of Elder blood. They often fear or distrust pretenders because many pretenders get their generation through diablerie. It requires High Approval for a vampire of neonate or Ancilla generation and/or age to have the pretender social class.

Elder characters are known to be eighth generation or better, and to have lived in excess of 300 years. Most Elders know of one another or have heard of one another over the span of the centuries they have lived. It requires High Approval for a vampire of neonate, Ancilla, or pretender generation and/or age to have the Elder social class.

Ancilla gain the new additional Status Trait of Ancilla. Pretenders gain the new additional Status Traits of Elder and Venerated. Elders gain the new additional Status Traits of Elder, Established, and Venerated. As with Status granted by sect positions, social class Status cannot be lost permanently. The new Traits mentioned are used exclusively for social class.

A character can begin play with a lesser social class than her age and generation entitle her to. A change in social class after character creation requires Storyteller approval, even if the character’s generation changes during play. (A change in generation may take months or years to become sufficiently known for the character’s social class to change.) Gaining Ancilla requires Mid Approval. Gaining pretender or Elder requires High Approval.

Using Status (4.43)

All changes in Status must occur in a public forum (such as the local court or a regional e-mail list). To affect those who are absent from a domain, or who are not members of a domain, an announcement must be made either over a public forum that extends outside the domain or via the Storyteller hierarchy. The ability of a prince or court officer (primogen, harpy, and all stations appointed by the prince) to grant or remove status can only affect Kindred physically present in the city, or those who have been in the city within the last month.

A character cannot use her sect position to grant Status Traits to those of equal or greater standing. (I.e. if Julie has four Status Traits, she cannot give someone their fifth.)

Negative Status (4.44)

Anytime a character can remove a Status Trait from a character, he may instead elect to award a Negative Status Trait. Similarly, anytime a character can grant or restore a Status Trait, they can remove a Negative Status Trait instead.

A character that possesses a Negative Status Trait is down one Trait in all comparisons of Status. A character can normally only possess one Negative Status Trait. Should another be gained, the earlier Trait is replaced with the new, and the character loses a permanent Status Trait. Examples of Negative Status Traits are Deceitful, Despised, Disreputable, Foolish, Hated, Ignorant, Incompetent, Powerless, and Reviled.

In Camarilla society, known Caitiff are scorned and always possess the extra Negative Status Trait of Caitiff. This is the only exception to the rule preventing a Camarilla venue character from having more than one Negative Status Trait.

Archons, Alastors, and Justicars (4.45)

The Justicar may appoint (or create) archons during the course of play, but High Approval is required for any that are actually player characters. Alastors (and Red Alastors) require Top Approval, regardless of how the appointment is achieved.

The Justicars themselves are completely immune to the powers and authority of the domain stations, answering only to the Inner Circle of the Camarilla. They have four additional Status Traits granted by their position, though these Traits are not a standard set. (Thus, the most Status that an Elder Justicar could possess is eleven: Acknowledged, Elder, Established, Venerated, three additional Patronage Status Traits, and four for being a Justicar) Justicars are non-player characters created by the Master Storyteller with assistance of the National Storytellers, and assigned to specific National Storytellers (or a selected Assistant or Associate NST) to portray in the Sanctioned chronicle.


Temporary Status Traits expended are regained at the end of the month. Any extras accrued are lost at this time. This return also applies to the permanent Status Traits that cannot be permanently lost while the station is held (like those linked to currently-held sect positions).

Status Maximums (4.51)

Sabbat vampires have a Status Trait maximum of eight, though Traits gained from (one of) a character’s stations can exceed this maximum, as can Traits gained in recognition of having a high Morality rating. A vampire must have the Status Trait Initiated before it can have other Sabbat Status Traits.

Path Traits are not added to Sabbat Status on a one-for-one basis. Sabbat characters instead receive the additional Status Trait(s): Devoted (for a rating of three), Devoted and Blessed (for a four), Devoted, Blessed, and Enlightened (for a five). The benefit is only applied for characters on the Paths of Cathari, Caine, Death and the Soul, Feral Heart, Honorable Accord, Metamorphosis, Night (all versions), and Power and the Inner Voice.

Gaining Status (4.52)

A character’s pack can grant her one new permanent Status Trait if each of them expends one temporary Status to that effect.

Negative Status (4.53)

The Sabbat makes use of a Negative Status Trait system similar to the one described under Camarilla Status. Sabbat can have up to two Negative Status Traits at the same time, but if they gain a third they remove the oldest Negative Status and one permanent Status Trait.