Chapter Two (2.0) Limitations and Clarifications
INFLUENCE (2.1)
Espionage and Military Influence are removed from play as per Prime 4.
MERITS AND FLAWS (2.2)
The following Merits and Flaws do not count against a Mortal character's
normal maximum seven in either category: Kinain, Kinfolk, Ghoul, Glamour and
Gnosis. There is no cost for the Kinain Merit in the Changeling venue, the Kinfolk
Merit in the Garou venue, or the Ghoul Merit in the Camarilla and Sabbat venues.
Merits which duplicate powers that would normally be compared on the Venue Crossover Table, compare to other effects on that table as if they were level one (the equivalent of most Basic powers).
Most Merits and Flaws from Liber des Goules (and many from the other two source books) are lost or rendered useless if a mortal character experiences a metamorphosis/embrace (see Chapter Three for metamorphosis). The Storyteller should work with the player to determine which Merits and Flaws are no longer valid for the character, and should assign new ones that cover the same point spread. The Storyteller has the final call on these changes.
Laws of the Hunt (2.21)
For the Merit Ghoul, use only the boxed text titled 'Powerful Ghouls'. The
Discipline cost for Ghouls is always out-of-clan (4 for Basic, 8 for Intermediate and 12
for Advanced). Ignore everything else in favor of the systems presented in Liber des
Goules. Players with this Merit should work with the Storyteller to come up with a
regnant for their character, be it a non player character, or the character of one of the
other players in the game. Ghouls begin with only one Discipline, Alacrity, Endurance
or Prowess. Ghouls need a teacher for all Disciplines except their beginning
Discipline power (although further levels of that Discipline path do require a teacher).
Revenants may never have Numina. They begin with three Basic Disciplines from those associated with their family. Revenants pay in-clan costs for their family's Discplines, and may never learn any Disciplines higher than Advanced level. Revenants can only buy non-family Disciplines if they have the Learn other Disciplines Merit, but such Disciplines require teachers as normal. It requires National Storyteller approval for a Revenant to be successfully Embraced.
For the Merit Kinfolk, the cost of learning a Basic Gifts is changed to four Experience Points. The character does not start with Gifts unless purchased with Experience Points.
For the Merit Kinain/Faerie Blood, the cost of learning Basic Arts is four Experience Poits, and Realms are three.. All other aspects of this Merit are unchanged.
Magic Item requires National Storyteller approval.
Laws of the Hunt Players Guide (2.22)
Frenzy conditions can be chosen from the Beast Traits section of Laws
of the Night.
Totem requires National Storyteller approval. It gives the character the Totem Background equal to the level of the Merit. A Mortal character must have this Merit or the Totem Sorcery to gain the benefits of a totem (as per Laws of the Wild). The level of this Background cannot be improved after character creation and cannot be combined with others.
Clear sighted compares to other effects on the Venue Crossover Table as if it was level two (the equivalent of most Intermediate powers).
Magic Item requires National Storyteller approval.
Mana Pool cannot be substituted for Willpower to speed the casting of Sorcery.
The following Backgrounds are only available to characters with Sorcery: Arcane, Artifact, Familiar, Mana Pool and Sanctuary.
The following Backgrounds are not allowed in Sanctioned play: Destiny, Library and Mentor.
Liber des Goules (2.23)
Mortals that are Ghouls may take Merits and Flaws from this source.
NUMINAE (2.3)
Do not use any of the Sorcery Numinae and Rituals listed in Laws of the
Hunt, instead use the rewritten versions as listed in Laws of the Hunt Player's
Guide.
Characters normally have access to only one type of Numina. Those wishing to develop a second (or third, etc) path must pay an increased cost for the extra path(s) as indicated in Experience Costs for Mortals (3.4). A character may only take Master level in a path of Numina if he has no other Numina paths. A character with Master level of a Numina may not take any other Numina paths. True Faith is not affected by this restriction.
Numinae that add Attribute Traits are not cumulative, so Physical Traits gained from an Alchemy potion would not add to those gained from an Enchantment talisman, only the highest bonus will apply.
For Numinae that create magical items (talismans and charms, potions and salves, etc), a character is limited to having only a certain number of these in existence at any one time (whether they are in your possession or anothers). This number is equal to twice the character's permanent Willpower Traits for Alchemy, and equal to the character's permanent Willpower Traits for Enchantment. The Background Mana Pool does not affect this limitation. If you create a new item over your maximum you choose which previous enchantment or alchemy item no longer works.
Characters with Sorcery automatically gain one ritual (of the appropriate type) at no cost for each level of Sorcery learned (i.e. Basic, Intermediate, Advanced and Master). This is providing that the Sorcery path in question has rituals of these levels.
Enchantment & Alchemy
Coiling (Implant)
Items left in the body beyond the duration expel themselves automatically
at that time. Even if the character has absorbed multiple items, only two levels of damage
(aggravated) are inflicted.
Cursing
'Permanent' affects can still be undone via Unweaving. The 'Death Curses'
systems will not be used for The Camarilla's Sanctioned game.
Daimonis
Having this Numina requires National Storyteller approval.
Fascination (Glory)
Majesty, Rollover, Grandeur and Glory do not cancel each other out. Each
character must deal with the effects of the other powers as normal.
Hellfire (Firestorm and Inferno, and 'Related Rituals')
Characters in the area of affect may win a Static Physical Challenge (vs.
the sorcerer's Mental Traits) to escape damage by taking cover, leaping out of the blast
area, etc.
Life Stealing
No power or ritual of Life Stealing will allow a character to exceed Power
Class maximums (Traits, Abilities etc.).
Life Stealing (Theft of Power)
A victim's last Trait cannot be taken with this power, so targets with
only one Trait (or one Trait remaining) are immune.
Life Stealing (Vacant Mind)
Using this spell in ritual form does not make the effects permanent. The
effects last for one week.
Life Stealing (Erosion)
Attributes lost to Erosion are not gone permanently. They are recovered
after one month.
Life Stealing (Drinking the Soul)
Ignore the chart on page 156. The gain is permanent.
Mentalis (Surface Thoughts)
Use of this Sorcery only allows for the detection of lies. Targets without
mind reading powers can only test to detect the presence of the sorcerer after several
lies have been detected, or after ten minutes.
Mentalis (Mindspeak)
Those with Telepathy and similar powers will detect that this power is in
use and can eavesdrop by winning a Mental Challenge against the Sorcerer or recipient.
Those with Mindspeak can do the same to those using Telepathy and similar powers.
Mentalis (Implanted Thought)
A character can only hold one implanted suggestion at a time from such
powers as Implanted Thought and Mesmerism. Adding an additional suggestion replaces the
first one.
Mentalis (Mind Link)
This power may only be established with one person at a time, and has an
effective range of city-wide, or ten miles.
Mindbending (Destroying the Will)
This may be used against any one target no more than once per month.
Mindbending (Breaking the Mind, ritual)
The duration for this ritual is one month.
Shadows (Shackles of the Abyss)
If the victim is attacked while being held, the effect ends immediately.
Shapeshifting
Bonus Traits given by the various levels of this Numina are not
cumulative.
Shapeshifting (Second Form)
Once these bonus Traits are lost in challenges, they no longer add to the
Trait for the purposes of ties. A max of 3 Physical Traits can be added, but Mental and
Social are limited to one each. Storyteller approval will allow a form to inflict
aggravated teeth or claw damage.
Shapeshifting (Change Self)
The Trait adding portion of this power can only be used once per session.
Shapeshifting (1000 Forms)
This adds only to Physical, and can only give a maximum of 5 additional
Traits.
Shapeshifting (Transform Other, ritual)
Making a permanent transformation requires the expenditure of a permanent
Willpower Trait. Characters with the Restricted Range Flaw are only able to transform
others into the shapes that they themselves can assume.
Spirit Calling (Banish)
Ignore the 5+ entry on the chart. 5 or more successes will banish the
spirit for longer than one month, but the exact duration is left to the Storyteller.
Summoning (Beastmaster)
While humans can be summoned (with the Mental Challenge), they cannot be
controlled as animals can (with the Social Challenge).
Totem Link
Totems should be created using the rules presented in Laws of the Wild
(as modified by the Camarilla Australia's 5.0Aus supplement for Garou). Sorcerers with
this Numina may spend experience points to buy up to 3 levels of the Totem Background for
the creation of their totem. The Totem Merit is not required for practitioners of this
Praxis, but it will allow characters to start with the Totem Background up to level 6.
Totem Link (Opening the Senses)
The exact effects of this power vary from use to use. When a Sorcerer
wishes to employ Opening the Senses, the player must consult with the Storyteller to
determine its exact effect for that scene.
Totem Link (Wisdom of the Spirit)
Storytellers need not bend over backward to provide a certain number of
details to the user of this power. If no relevant pieces of information are prepared (or
not enough for the number of successes), the Sorcerer may find her power to have come up
short.
Totem Link (Intervention)
A guide chart for the type of assistance provided by each Totem can be
found on page 96 of Laws of the Wild.
Warding (Glancing Blow)
This power is only effective when defending against an attack (i.e. not
attacking back).
Warding (Sanctuary)
This power requires the additional expenditure of a Willpower Trait which
may not be recovered until the Sanctuary is lifted. Casting the spell in ritual form
extends the duration to one day, not one month. Others can be protected by the ritual
enactment of this power at the cost of one Willpower Trait per hour per person.
Warding (Lesser Ward, ritual)
This effect lasts for the remainder of the scene.
Warding (Greater Power Ward, ritual)
When used on a person, this effect lasts for the remainder of the scene.
When used on an object or area, this power requires the additional expenditure of a
Willpower Trait which may not be recovered until the Greater Power Ward is lifted.
Warding (Bastion, ritual)
This power requires the additional expenditure of a Willpower Trait which
may not be recovered until the Bastion is lifted.
Weathercraft (Elemental Ward, ritual)
Only the first level of damage from a source can be ignored.
Weathercraft (Earthquake, ritual)
Characters in the area of affect may win a Static Physical Challenge (vs.
the sorcerer's Mental Traits) to escape damage by taking cover, leaping out of the blast
area, etc.
Weathercraft (Whirlpool, ritual)
Characters in the area of affect may win a Static Physical Challenge (vs.
the sorcerer's Mental Traits) to escape damage by taking cover, leaping out of the blast
area, etc.