Sie sind auf Seite 1von 11

MES Cam/Anarch Addendum

This is the addenda of rules and settings information compiled for use in the Camarilla/Anarch setting, as run by the Mind’s Eye
Society Live-Action Roleplaying club. For more information about the MES club and our various LARPs, please go to our portal site:
http://portal.mindseyesociety.org/

The Golden Rules


● 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.

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 Regional Storyteller by submitting a High Approval Application for your VSS to the
database.

Database & Application Types


The MES 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. If the item is listed as ‘Notification,’ then the item may enter play when the Low
Approval (VSS) Storyteller agrees, but all Storytellers in the character’s ST Chain must still be notified of the item (by application).

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 regional
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 RST) will register the item with
a final confirmation.

All items which require approval or notification beyond that of the Venue Storyteller (Low Approval) must be entered into the MES
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.

The MES Database can be found at the MES Portal: http://legacy.mindseyesociety.org/approvals_new/

Continuity Revision Authority


Local Storytellers may rewrite continuity for scenes, so long as the rewrite happens within the same game session. Regional STs
may rewrite scenes within one month. National STs 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 Mind’s Eye Society 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 MES Masquerade Chronicle makes use of the original White Wolf printed source material as its roleplay setting,
defaulting to Revised when the various versions (V20, Revised, Non-Revised, and MET: VtM) conflict.

● Unused Books: The settings presented in MET 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.

Further information on the MES setting, as well as the in-play history of the MES chronicle, can be found on the MES Portal site:
http://www.mindseyesociety.org/games/genres/masquerade-camanarch/

Character Creation
Each player may have one primary character and one secondary character within the MES Camarilla/Anarch 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.

● Primary Character: Create as per the standard MES guidelines, using the player’s full MC benefits.
● Secondary Character: Create as if the player possessed half of their actual MC (round up). This secondary character must
be a member of a common clan (or the ghoul of a common clan), and may not teach disciplines to other characters.
Secondary characters may never be “upgraded” into primary characters.

Member Class Benefits


All characters receive 30 XP to create a primary character, as per the MET Vampire: The Masquerade book rules. Thereafter, the
player may add 6 XP per Member Class the player possesses. This MC-granted XP is considered ‘initial XP,’ as per the MET book
guidelines.

Masquerade CCD
Players who complete the Masquerade Character Creation Document, and put their characters onto the database, are immediately
awarded 10 additional XP. This XP grant is not subject to the monthly experience cap or the graduated XP cap, and may only be
earned once per character. The Masquerade CCD is located on the MES Portal site:
http://www.mindseyesociety.org/wp-content/uploads/2013/03/MasqueradeCharacterCreationDocument.pdf

MC Milestones
At MC levels 3, 6, 9, 12, and 14, a player gains the following additional cumulative benefits:

● 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.

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 MES chronicle. Ghouls require the same
approval level (and merit) as their regnant’s Clan/Bloodline.

Rarity Levels
● Common Clans (0 Merit Points/Low Approval): Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue
● Uncommon Clans (2 Merit Points/High Notification): Assamite, Followers of Set, Giovanni, Ravnos
● Rare Clans (4 Merit Points/High Notification): Cappadocian (Samedi), Daughters of Cacophony (Female)
● Restricted Clans (6 Merit Points/High Notification): Daughters of Cacophony (Male)

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, Giovanni: Premascine, and Malkavian: Knights of the Moon 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.

● Assamite - Vizier: The Vizier bloodline costs 0 merit points.


● 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."
● Cappadocian - Samedi: The Samedi Bloodline is the base clan for the Cappadocians in the MES setting. The Samedi
bloodline costs no additional merit points, and players may not purchase the non-Samedi version of the Clan. Further,
Samedi may not have been embraced before 1750.
● Daughters of Cacophony: Daughters of Cacophony may not have been embraced before 1700.
● Gangrel Coyote: Members of the Coyote bloodline may not have been embraced before 1750.
● Malkavian Knights of the Moon: The Knights of the Moon bloodline costs 0 merit points.
● Toreador Ishtarri: Characters of the Ishtarri bloodline may not have joined the Camarilla before 1985.
● Toreador Volgirre: Characters of the Volgirre bloodline must have been part of the Sabbat before 2008.

Reserved for use by the Office of the NST


The following clans and bloodlines are reserved for use by the office of the NST and may be in introduced at a later date:

Clans: Baali, Gargoyles, Lasombra, Salubri, Tzimisce.


Bloodlines: Brujah: Sages (True Brujah), Cappadocians (Non-Samedi), Gangrel: Ahrimanes.

Generation and Age Settings


● 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 Top Approval. These Tremere may either be Independent or part of the Anarch or Camarilla
Sects at no additional cost.

Current Sabbat: PCs that are part of the Sabbat must purchase Sabbat Membership as a rare bloodline (4 merit points/Top
Approval).

o Tremere in the Sabbat: 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.
o Former Sabbat: Former members of the Sabbat 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.

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, Ventrue Strategoi) 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, Giovanni Consulte and Dirigente, Tremere Pontifex) requires Top Approval.

Tremere Clan Ranks


There are a number of rules specific to Clan Tremere’s internal rank structure.

● 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 Regent position within a VSS, there must be at least eight Apprentices. 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.
● It requires Top Approval to play an Astor.

Internal Organizations
● Assamite: Membership in the Web of Knives requires Top Approval.
● Malkavian: Membership in the Ministry of Love, Praetorians, or Society of Anatole require Top Approval.

Outside of the United States


Characters with significant background outside of the United States, 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/

Disallowed Concepts
● 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 MES 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. As
an exception to this rule, interaction with ghosts (without involvement in wraith culture) is Low Approval.

Experience
Earned XP: Each character may earn up to 10 XP per calendar month. ST’s may claim the XP value of any game that they run, for
one character. The MES chronicle does use the Graduated XP Cap rules per MET: VTM (p. 349). Only Earned XP and Accelerated
Growth Rate XP count against this Graduated Cap. Determine a character’s monthly XP limit on the first day of each month.

Event XP: Each region may host 12 Featured Games per calendar year. Attending a Featured Game of the Month (FGotM) provides
2 Event XP. Attending Regional Events and trade shows provide 3 Event XP. National/Global Events provide 4 Event XP. Event XP
does not count against a character’s monthly (AGR) experience cap. A character may earn up to 15 Event XP per calendar year.

Accelerated Growth Rate (AGR): Characters with fewer Earned XP than the chronicle’s Earned XP maximum may earn double their
standard monthly Earned XP limit each calendar month provided they attend at least one game during that month. This higher cap
of XP continues, until the character catches up to the chronicle’s Earned XP maximum. A character may never have more Earned
XP than the Earned XP Chronicle Maximum.

Chronicle Earned XP Maximums through September, 2014


March: 70 April: 80 May: 90 June: 100 July: 108 August: 116 September: 124

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, 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.

Rules Alterations
Skills
Lore: A number of lore items have been standardized. These pieces of esoteric knowledge have a difficulty rating assigned from
the chart in MES: VTM (p. 272). If your Lore Pool is equal to, or higher than, the difficulty rating listed, you know that piece of
knowledge. If your character has a justifiable specialization, you gain a +5 Wild Card bonus for this comparison. Characters may
have lore specializations in non standardized lore items, which function as per the book write up on the Lore skill.

● Possessing Epic (Level 5) knowledge in an NST marked lore (Sabbat, Non-Vampiric supernaturals, etc), requires Top
Approval, regardless of Lore Pool total.
● A character, regardless of his Lore Pool total, may only possess Challenging (level 4) and Epic (level 5) knowledge if they
possess a specialization in the standardized area. (Brujah, Camarilla, etc.)
● Items may grant specialties for discerning specific pieces of esoteric knowledge. Such items require Top Approval.

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.

● Alternate Identity: An identity which is a different sect or clan than the actual PC requires High Approval. If the sect or clan
portrayed is one not sanctioned for Player Characters, this background instead requires Top 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. Generations 3-4 (Elders) require High
Notification. 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.
● Retainer: All supernatural retainers (ghoul, ghost, vampire, etc) may only have one (and only one) discipline
specialization. Mortal retainers may not have a discipline specialization.

Merits & Flaws


Clan Merits
● Gangrel — Shape of Beast’s Wrath: A character may speak in this form, though it is difficult to understand them.
● Caitiff — Vestiges of Greatness: If Obtenebration or Vicissitude is selected, this merit costs 6 points and requires High
Notification.

General Merits
● Golconda Seeker: Requires High Approval.
● Infernal Power: Requires High Approval.
o 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: 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 Top 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 in history by Clan Tremere must fill out the Authorization
form, located here: https://docs.google.com/forms/d/13brycB0jwuArtekxv9tMLux1LjSlcVCGtIhl__8anWI/viewform

Morality Merits
● 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 Sect Specific Merits and Flaws


● 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 Top 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.

Anarch Sect Specific Merits and Flaws

● Dhampir: Dhampirs may only choose from common disciplines or from those available to Caitiff under the “Vestiges of
Greatness” merit for their seven points of disciplines (which can not exceed the third level). Dhampirs may only be born
from the coupling of a vampire with the “Thin Blooded” flaw and a human.

Disciplines
Non-Player Characters may teach Disciplines with Top Approval. Instances of this will be rare and primarily will be used for auction
items and plotlines.

Learning Powers
● 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 MET Vampire: The Masquerade
rules book) is used in the MES 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 fifty miles.

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 fifty miles.

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 Alterations
● Dementation — Deny: When Deny is used to ignore a ranged weapon, the user also ignores any projectiles it fires.
● Obfuscate — Unseen Presence: This power is not broken by the use of Majesty.
● Protean — Shape of the Beast: The focus benefits for Vicious and Aquatic are already included in the description and do
not stack again with the basic form.
● Thaumaturgy --- The following powers are considered Mental vs. Physical challenges, where the attackers Thuamaturgy
pool ( Mental Traits + Occult Skill + wild card) is resisted by the defenders Dodge Pool (Physical Traits + Dodge Skill + wild
card): Flame Bolt, Pillar of Fire, Engulf, Firestorm, Force Bolt, Control, Gale, and Lightening.
● Thaumaturgy — Lure of Flames - Pillar of Fire: Characters targeted with this power do not suffer the area of effect
damage on the Everyman in which they are targeted. The Focus for Pillar of Flame does apply when characters are
targeted with it.
● Thaumaturgy Rituals — Blood Mastery: Exceptional successes cannot be caused by this power.
● Projectile --- Elder Celerity: This power may not be used to modify ranged attacks where the attacker uses a non-physical
trait based pool, such as Thuamaturgy or Necromancy. (Except for Firearms attacks made with Mental Traits due to the
Wits Focus)

Other Clarifications
● 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.
● Blood Bonds: A character may not form new one- or two-stage blood bonds once the character has a three-stage bond.
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.
● Fair Escape: This functions as per the rules on pg. 277. However, use of Fair Escape on Celerity rounds is not automatic if
unopposed, and your VST may deny the Fair Escape if circumstances logically prevent it. (Grapple, Locked Room,
physically prevented). 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 Top
Approval. Remember that the Golconda Seeker merit requires High Approval, as noted above.
● Month: The duration 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: Regional Conclaves require RST approval and National Conclaves require NST approval to be duly embodied
and invoke the mechanical effects.

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. STs may not grant fleeting Status directly, but NPCs may grant fleeting status.

● 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.
● Public Lists: A character posting to a public list or forum must list all the status (innate, abiding, fleeting, negative) they are
currently using as of that date.
● Gaining Status: Status must be gained at a game or over a public list. It must also be witnessed/approved by the
presiding Storyteller in order to be effective.
● 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.
● Enforcer: The Enforcer status granted by the passive bonus of Commander or Sovereign is a Fleeting status, not an
Abiding status. The jurisdiction of the Enforcer status does not extend beyond the jurisdiction of the individual granting
the status.
● 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.
● Thuamaturgical Registration: A non-Tremere PC must register in order receive the status “Authorized” for learning
Thuamaturgy. Known Non-Tremere thuamaturges 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.

Additional Documents and FAQ


The MES uses the Errata and FAQ published by By Night Studios as official modifications and clarifications to their rule book.

The BNS Rules Errata can be found at: http://www.bynightstudios.com/?page_id=356

The BNS FAQ can be found at: http://www.bynightstudios.com/?page_id=345

The MES also has it’s own FAQ to further clarify issues unique to it’s networked games. This is a living FAQ that will be periodically
updated to reflect current rulings.

This can be found at:


https://docs.google.com/a/mindseyesociety.org/document/d/1mQUJOwHhRZRqlwVFBZQZuubEu8tv2cYcNhVKzVBcnds/edit

Please review all of these documents to become familiar with any BNS rules updates or MES clarifications.

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 MES email list requirements and premises can be found on the MES Portal site:
http://www.mindseyesociety.org/games/genres/masquerade-camanarch/

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
Approval levels for Non Player Characters are the same as for Player Characters, unless otherwise specified here. 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:

● High Approval: Stock NPCs for Arcanum, Fey, Hunters with True Faith, and Mages.
● Top Approval: Stock NPCs for Demons, Project Twilight, Blood Brothers, Lhiannon.

NPC Creation Guidelines


● Generation: Generation 5 and Methuselah NPCs require Top 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 High Approval. All higher XP amounts require Top Approval.
● Not Sanctioned: Clans and Bloodlines which are not sanctioned for PCs require Top 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.
Sabbat NPCs
The following Sabbat NPCs may be created at Low Approval: Assamite, Brujah, Daughters of Cacophony, Gangrel, Cappadocians
(called Harbingers of Skulls), Lasombra (no Bloodlines), Malkavian, Nosferatu, Ravnos, Salubri (Warrior only), Serpents of the Light,
Toreador, Tzimisce, and Ventrue.

Conversion Rules From Previous Systems


Characters converting from the previous rules set to the MET Vampire: The Masquerade (2013) rules set must go through the
following conversion process. As a one-time benefit, you may convert a Secondary Character to a Primary Character (or vice
versa) at Low Approval.

1) Retain your Clan/Concept. You may select/add a bloodline, with appropriate approvals or notifications for that bloodline. As an
exception, Caitiff who presently have Melpominee as one of their “in-clan” disciplines may choose to alter their clan to Daughters
of Cacophony.

2) Create a new character sheet according to the rules of this addenda, retaining the character’s already earned xp and earned
event xp (Previously known as overcap) The exact total earned previously is carried forward onto this sheet. The character is
considered newly created for the purposes of all XP expenditures.

3) If your character already possesses a common out-of-clan discipline at level 4 or higher, you may elect to repurchase that
discipline to the level the character possesses.

4) If your character already possesses an uncommon or rare out-of-clan discipline, you may elect to repurchase that discipline to
the level the character possesses. Be certain you have (or apply for) any approval or notifications necessary under this
addendum.

5) If your character possessed a Necromancy or Thuamaturgy Path that no longer exists in the BNS rules set, that character may
elect to purchase a new Path that exists in BNS to the level the character possessed in the Path that no longer exists. The
appropriate merit points must be spend to learn this path per the book.

6) Characters with Lores in the current system which are High or Top Approval may take the speciality in the knowledge, but level 5
knowledge will require a separate NST approval.

7) For each Patronage Status the character possesses, you may instead take one Fleeting Status. You may not select Enforcer,
Triumphant, or Sanctioned. For those with Negative Status, the character gains the Status: Warned.

8) Characters start with 5 Humanity per the book, but may lower it at their discretion. No bonuses or experience points are gained
for such lowering of Humanity.

9) Players who retire characters (rather than converting them to the new system) may make a new character using the earned XP
from their previous character. The character records of the new PC must include the earned XP portion of the previous character’s
recordkeeping, along with a note of that character’s retirement date. This option is only available if used prior to May 1st, 2014.

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.

Das könnte Ihnen auch gefallen