Camarilla Australia Addenda

Aus Addenda to V6 Prime

Pr 1.0.06 Character Sanctioning and Character Records

Altered:

Where an ST seeks to have approved a PC that would require their own Approval, the Officer in the ST hierarchy immediately above them acts in that role.

The NST may not seek to play a Top Approval PC.

Example:

VSTs seeking play a Low Approval PC within their venue would require the DST to approve the character.

DSTs seeking a Mid Approval PC would require the appropriate ANST to take the role of the Mid Approval ST for that character etc.

Pr 1.0.07: Character Retirement

Added:

Retired PCs may remain in play as NPCs with the permission of the Player and High Approval.

Pr 1.0.08: NPC Limitations

Delete:

Any of these limitations above may be superseded with High Approval.

Replace With:

NPC MC requirements of 8 or less may be superseded with Low Approval.

NPC MC requirements of 9 or may be superseded with High Approval.

Added:

Chronicle XP (not including MC XP) requires the following approval -

0-100 XP Low Approval

101-150 XP Mid Approval

151+XP High Approval

Pr 2.0.00: Traits

Delete:

Once this Approval is obtained, it requires Top Approval for another to learn the item in question from your character. Example: A Giovanni creates a new Necromancy Ritual. This Ritual requires Top Approval to enter play, and it requires Top Approval for another Necromancer to learn this Ritual from a Necromancer who possesses it.

Replace With:

Once Approved, the Top ST may set an approval level for other characters to learn the element. The default is always Top approval, but the Top ST may reduce this to High approval, if desired.

Pr 2.2.02 Lore

Added and Clarified:

Pr 2.3.00 Backgrounds

Delete (Paragraph 2):

Influences do not follow this restriction.

Pr.2.3.02 Influence

Delete:

For the Camarilla's Sanctioned games, characters may use a number of actions each month (not session) equal to his or her Influence level.

Replace With:

Each month characters may use a number of Actions equal to twice the Level of their Influence, no more than half of which may be used for the "New Endeavours" listed in Dark Epics.

Add:

After character creation, all influence above 4 requires both the required Growth Actions, XP and any local ST imposed story requirements. Level 1 also always requires the expenditure of an XP to gain

Pr.2.3.03 Addition - Mentor

Pr2.3.04 Addition - Resources

Level 5 Resources requires Mid Approval.

Pr 2.7.00 Equipment

Delete:

'Non-standard' magical items that do not adhere to the systems presented in the venue source material (those not covered by Backgrounds like Artifact, Fetish, Treasure, Wonder; or covered by approved item creating powers like Alchemy and Enchantment) require High Approval.

Replace With:

Non-standard magical items and equipment (items that are not part of the PC's Venue rules) are Top approval.

Pr 4.1.00 Approvals

Added:

A character's Approval Level is defined as the highest level of approval of any item upon that character.

Example:

An 11th generation Brujah with Out of Clan Thaumaturgy is a High Approval Character, though this does not make it a High Approval Character Type.

Pr 4.4.00 Testing

Add:

In Australia participants may elect to use Mob Rules from LotN: Rev by Mutual Consent from ALL participants in a scene. If any participant disagrees then 6.0 mob challenge rules apply. Players and STs should not attempt to pressure people in to accepting the LotN : Rev rules if they are not happy to use them.

Pr 4.6.01 Damage types

Clarification:

Bashing Damage is caused by blunt object trauma (eg kicks, punches, clubs

etc).

Lethal damage is caused by slashing or penetrating trauma (eg swords, bullets,

spears, arrows etc)

Aggravated damage is defined by creature type or STs.

Pr.4.6.03: Movement

Delete:

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.

Replace With:

Unless otherwise clarified in their appropriate venue supplement powers, shapes, magic items, and other effects that increase a character's movement rate are not cumulative.

Pr.4.6.04 Addition - Usage of Traits

If a power, ability, merit, flaw, etc does not state that a particular use of that power is or is not possible, then it is up to the presiding ST's discretion as to whether a use may be attempted. Where specific uses have been allowed or disallowed by clarification by higher level STs these must apply in all cases within their jurisdiction.

Aus Addenda to V6 Vampire

Va.1.0.01 Concepts

Add:

Membership in Les Amies Noir requires High Approval.

Add:

Please note the following Age/Generation/Social Class table constructed from information contained in Va.4.4.02 Social Class (Camarilla)

Social Class Age in Years Generation Approval for Age or Gen Outside Limits
Neonate 0-200 15-11th Low
Ancilla 50-300 10-9th Mid
Pretender <300 8-6th High
Elder 300+ 8-6th High

Va.1.1.00 Types

Add:

Vampires of 8th Generation or lower require High Approval.

Va.1.1.01 Camarilla Venue Types

Delete:

In the Camarilla venue, Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue require Low Approval to play.

Followers of Set and Giovanni require Mid Approval to play.

Assamites, Daughters of Cacophony, Gargoyles, Lasombra antitribu, Ravnos, Samedi, Salubri and variant bloodlines, such as Setite Warriors, require High Approval

Replace With:

In the Camarilla venue, Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador and Ventrue require Low Approval to play.

Followers of Set, Giovanni and Tremere require Mid Approval to play.

Assamites (All Bloodlines), Daughters of Cacophony, Gargoyles, Lasombra antitribu, Ravnos, Samedi and Salubri require High Approval

Variant Bloodlines, such as Setite Warriors require Top Approval

Va.1.1.02 Sabbat Venue Types

Delete:

Harbingers of Skulls, Kiasyd, Samedi and variant bloodlines, such as Tzimisce Koldun require High Approval

Replace With:

Harbingers of Skulls, Kiasyd and Samedi require High Approval

Variant Bloodlines, such as Tzimisce Koldun, require Top Approval

Va.2.0.00 Traits

Add:

The alternate Sabbat Attribute Traits contained in Laws of the Night: Sabbat Guide are not for sanctioned play.

Va2.0.02 Addition - Samedi

The Samedi are talented dabblers in the Necromantic Arts, and thus have access to only the Ash, Bone and Sepulchre Paths as their Clan Advantage.

Va.2.3.03 Mentor

Delete:

Mentors may not teach disciplines.

Replace With:

As NPCs, Mentors may only teach disciplines with High Approval.

Tremere Mentors for Tremere PCs may teach Mid and Low Approval Thaumaturgical Paths and Rituals with Mid Approval.

Va.2.4.02 Prestigious Sire

Delete:

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

Replace With:

This Merit requires Top Approval and may only be used for NPC Sires.

Va.2.4.03 Infamous Sire

Delete:

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

Replace With:

This Flaw requires Top Approval and may only be used for NPC Sires.

Va.2.5.00 Virtues & Morality

Add:

Path of Blood requires High Approval.

Addition - Changes Paths/Virtues

Changing Morality is a long, costly and dangerous process, with many Vamps lost to the Beast in the attempt.

Approval (or Denial) of the new Path must be gained prior to the loss of the last Morality Trait.

In order to teach their Path of Morality a teacher must have a Path rating of 4.

A Vampire converting Morality must lose all his existing Morality Traits and all inappropriate Virtue Traits. If a Path exhorts Instinct over Self Control, then Self Control must be eroded away to nothing (0 Self Control) before the Vamp can attempt to convert to the virtue of Instinct. The same applies to any conversion of Morality that has a different set of Virtues, even going from a Path of Enlightenment back to Humanity. The way this erosion can be portrayed is through RP and the ST stripping away of Virtue Traits and Morality as appropriate (Va.2.5.00 Virtues and Morality). With this process the Player receives no XP or reward, other than movement toward the new Morality.

At the point where the Vampire loses both his last inappropriate Virtue Trait(s) and last Morality Trait, either through sheer willpower and/or the guidance of a mentor (ST call) the new Morality and Virtue(s) are purchased at 1. From this point onwards the character can advance his Virtues and Morality as per Va.2.5.00:

3 Months and Mid Approval per Virtue Trait

12 Months and Mid Approval per Morality Trait

Just to give an example (assuming Approval is given):

Billy Brujah is being converted to Path of Blood with the guidance of Arnie Assamite. Billy currently has Conscience 3, Self Control 3, Courage 4 and Humanity 3.

In order to convert, Billy must strip away both his Humanity and his Conscience, to be replaced with Path of Blood and Conviction. Over the next 6 months, Billy does his best to ignore his Conscience and strip away his Humanity with actions closer to the tenets of the Path of Blood. RPing his butt off with increasingly inhuman behaviour, the ST strips away 2 points of Conscience and Billy loses 2 points of Humanity. On the brink of the Beast, Billy is guided by Arnie into a situation designed to strip him of the last vestiges of Humanity and Conscience. The incident goes as planned, the ST rules that Arnie's guidance staves off the Wassail and Billy is allowed to purchase Conviction 1 (2 XP) and Path of Blood 1 (3XP).

Billy now has Conviction 1, Self Control 3, Courage 4 and Path of Blood 1.

Billy Brujah must now wait 3 months, RP and gain Mid Approval to buy his

second point of Conviction.

Billy must wait 12 months, RP and gain Mid Approval to buy his second

Morality Trait on Path of Blood.

Va.3.1.00 Learning Disciplines

Add:

NPCs may teach disciplines with High Approval.

Va.3.1.05 Thaumaturgy

Delete:

Entire section.

Replace with:

All In-Clan Thaumaturgy uses the following Approvals:

Unless otherwise noted, any Path of Thaumaturgy requires High Approval.

APPROVAL LEVEL THAUMATURGY PATH

Low Approval Path of BloodLure of FlamesMovement of the Mind

Mid Approval Elemental MasteryWeather ControlTransmutation

High Approval All other Paths

Top Approval Mastery of the Mortal Shell

Va.3.1.06 Kindred Magics (Added)

Use the following table for minimum learning times:

Basic Power or Ritual Intermediate Power or Ritual Advanced Power or Ritual Elder Ritual

With Teacher 1 Weeks 2 Weeks 4 Weeks 8 Weeks

Research/Without Teacher 1 Month 2 Months 4 Months 8 Months

NB: These times are based upon already existing Paths and Rituals. Creating new Paths and Rituals should take significantly more time.

Va.3.3.06 Auspex, Psychic Projection

Add:

Kindred using Psychic Projection are limited to moving at walking pace OR can move at the speed of thought (1600 kmph) to a declared, known location. A "known" location is one in which the Kindred has spent 4 hours in the immediate company of and within line of sight of the location.

Va.3.3.07 Addition - Auspex, Telepathy

The list of acceptable questions for scanning surface thoughts can be considered definitive. Questions outside of this list can only be asked with the agreement of the targeted PC's player or NPC's ST.

Deep probes can only uncover Negative Traits, Flaws and Derangements as described, AND deeper memories directly associated with the current topic of conversation.

Va.3.3.08 Addition - Auspex, Clairvoyance

This discipline is Top Approval

Va.3.3.22 Dominate, Possession

Add:

Regardless of the number of Mental Traits spent, Possession cannot be used whilst Possessing.

Va.3.3.23 Addition - Dominate, Chain the Psyche

The subject of Chain the Psyche who attempts to resist implanted commands (Mesmerism) or retrieve altered memories (Forgetful Mind) suffers the wound penalties as if he were at the Incapacitated health level for 10 minutes. These effects include the cumulative wound penalties and can be resisted per the normal rules, i.e. Willpower per Turn to ignore wound penalties.

Additionally, as the source of this pain is purely psychological, Endurance (1st Basic Fortitude) has no effect on the incapacitation.

Va.3.3.31 Necromancy, the Bone Path, Soul Stealing

Delete:

If the spirit is damaged enough to be Incapacitated, it returns to the body as above and regains consciousness 10 minutes later.

Replace with:

A spirit damaged enough to be Incapacitated loses a Temporary Willpower Trait and returns to the body, immediately conscious and aware. If the spirit has no Temporary Willpower remaining, it returns to the body and regains consciousness 10 minutes later.

Va.3.3.44 Potence, Imprint

Delete:

The extra damage is not limited to affecting vampires, and it can be inflicted by biting, hugging, etc.

Replace With:

The extra damage inflicted with Imprint does not apply to bites.

LASH: Stating that the damage applies to targets other than Vampires is redundant. The first line of the clarification in V6 clearly overrules the daft sentence from LotN:CG, and the sentence itself is not exclusive -

Va.3.3.45 Addition - Presence, Majesty

Whilst Majesty remains active, individuals who have come within the 10 foot radius, and thus been affected, must successfully challenge and break the Majesty in order to take offensive actions against the Majestic individual regardless of range.

Va.3.3.71 Thaumaturgy, Neptune's Might, Blood to Water

Add:

Mortals affected by this power are not automatically killed. Instead they take one lethal level of damage for each blood trait converted to water.

Va.3.5.02 Thaumaturgy Ritual, Blood Walk [New Camarilla]

Delete:

Note that this ritual does not allow the character to see ancestors beyond the originator of the subject's clan or bloodline.

Replace With:

Blood Walk does not allow the character to gain information on ancestors lower than 6th Generation or the Bloodline's originator, whichever is further from Caine.

Va.4.4.02 Social Class

Add: Please note the following Age/Generation/Social Class table constructed from information contained in Va.4.4.02 Social Class (Camarilla)

Social Class Age in Years Generation Approval for Age or Gen Outside Limits

Neonate 0-200 15-11th Low

Ancilla 50-300 10-9th Mid

Pretender <300 8-6th High

Elder 300+ 8-6th High

Aus Addenda to V6 Vampire Appendix A: Clanbooks

Va.A.1.02 Follower of Set

Delete:

Followers of Set, Children of Damballah, and Daitya use the standard rules for Followers of Set in Laws of the Night and are Mid Approval in the Camarilla venue, while Tlacique and Warrior Setites are High Approval for the Camarilla venue. These bloodlines are Top Approval for the Sabbat venue.

Replace With:

Followers of Set, Children of Damballah, and Daitya are Mid Approval in the Camarilla venue and use the standard rules for Followers of Set in Laws of the Night.

Tlacique and Warrior Setites are Top Approval for the Camarilla venue.

All variant bloodlines are Top Approval for the Sabbat venue.

Va.A.1.03 Addition - Paragon [Ventrue]

This Merit is High Approval as in most cases it involves the creation of "custom" Level 6 Backgrounds.

Va.A.4.15 Protean, Mythic Form [Gangrel]

Delete:

This Discipline and all the mechanics involved are High Approval.

Replace With:

This Discipline and all the mechanics involved are Top Approval.

Addition - Celerity, Stutter Step

Stutter Step is an Elder Level Discipline, not Master Level.

Va.A.4.10 Obtenebration, Shroud of Absence [Lasombra]

Delete:

A maximum of three Social Traits can be spent to raise the user's Willpower for challenges to the Shroud of Absence. They must be spent when the power is activated, and they last for the duration of the power's use

Add:

Social Traits may not be spent to gain bonus traits in the Willpower challenge.

Shroud of Absence only conceals the user.

Va.A.4.19 Serpentis, Heart Thief [Followers of Set]

Delete:

These may be retested with Brawl.

Va.A.4.20 Addition - Soul Decoration [Tzimisce]

This power is Top Approval

Va.A.4.21 Obtenebration, Shroud of Absence [Lasombra]

Shroud of Absence drops upon any offensive action. Shroud of Absence costs 9xp

Va.A.4.22 Serpentis, Cobra Fangs [Followers of Set]

The additional damage on a bite from Cobra Fangs is Lethal, not Aggravated.

Australian Addenda to Garou

Within the supplement, all references to 'Laws of the Wild" are changed to "Laws of the Wild Revised"

Ga.1.0.01 Concept

Add: Characters with an NPC sept in Australia (which does not currently exist) in their background require High Approval. Characters with an NPC sept in Australia (which currently exists) in their background require High Notification and approval of the supervising Storyteller. Characters with Native Spirits concepts or in their backgrounds require High Approval.

Add: Characters who enter play with the rank of Athro are High Approval

Ga.1.0.03 Types

Altered: Characters of the Black Fury, Bone Gnawer, Child of Gaia, Fianna, Get of Fenris, Glass Walker, Shadow Lord, Silent Strider, Silver Fang Tribes require Low Approval.

Characters of the Uktena require Mid Approval.

Characters of the Wendigo and Red Talons require High Approval.

Ga.2.0.00 Chapter Two: Traits

It requires High Approval to enter play with more Rage, Gnosis or Willpower than the limits for rank in LotW. You may purchse those traits normally in play at no approval.

Ga.2.3.02 Fetish

Klaives use the base traits of a short sword. Grand Klaives use the base traits of a broadsword.

LEARNING GIFTS (Ga.3.1.00)

Add: Ignore the section on page 76 of Dark Epics that links gifts to renown

Ga.3.2.00 GIFT CLARIFICATIONS

Add: Unless otherwise specified, gifts which require a challenge of Physical / Socal / Mental v Rage / Gnosis / Willpower, the challenge is actually an opposed challenge of the appropriate type (Physical / Social / Mental).

Add: Only a maximum of 10 traits of renown may be used in bonus traits for any gift.

Add: It is High Approval to learn an advanced gift out of Tribe, Breed or Auspice.

Ga.3.2.36 Whelp Body [Intermediate Ragabash]

Add: Characters entering play having suffered the effects of this gift is High Approval.

Ga.4.2.01 Battle Scars

Altered: Each time a Garou is reduced to Mortally Wounded from lethal or aggravated damage, he gains a battle scar.

Ga.4.3.00 THE MANY FORMS

Add: Garou are not limited by the movement restrictions in Prime. They may move and attack as normal.

Ga.5.0.00 Chapter Five: Story

Within Australia, the following approval levels are required to use the items / realms below:

Malfeas portals require High Approval

Going to Erebus requires High Notification

Returning from Erebus requires High Approval

Use of Incarna requires High Notification

Wyrm pit creation requires High Notification

Character death requires High Notification

NPC Caerns require High Approval

Notoriety requires High Notification

Creation of a caern requires High Notification

Garou Appendix A Australian Addenda:

Ga.A.1.00 TYPES

ADD:

Boli Zouhisze are High Approval.

Bringers of the Light require High Approval

Judges of Doom require Mid Approval

Children of Bat require Top Approval

Warders, Tetrasomians and Iron Riders are not allowed in Sanctioned Play.

Ga.A.3.01Clout

ADD: You cannot demand favours off PCs - roleplay

Ga.A.3.02 Fetishes

Add:

Chalice of Renewal: This item is only available as ST tool with High approval

Cup of the Alicorn: Top Approval to own. The cup can only be repaired with High Approval and an appropriate quest. The holder of the cup is not required to challenge but will not know the poison type if they do not.

Ironhammer: Use the same traits as a mace

Jarlhammer: Use the same traits as a Large Axe, although it is still a blunt weapon. Top Approval.

Texas Drinking Glass: Level: 2, Gnosis: 2.

Ga.A.3.03 Totem

ADD:

American Dream: High Approval

Tasmanian Devil: High Approval

General Lee: High Approval

Morrigu: High Approval

Gorgon: Mid Approval

Ga.A.4.00 MERITS AND FLAWS

ADD:

Feared Mentor: High Approval

Ratkin Buddies High Approval. Note that Ratkin buddies still hate all other Garou and will not hang around them or help them - only the one with this merit will benefit from them. All of their pack may suffer from them, however.

Winter Garou: High Approval

Docile: Maximum Rage starts at 10. For instance, a person with 3 levels of Docile has a maximum rage (permanent or temporary) of 4 (regardless of Rank) and three Docile traits. The negative physical traits count towards your maximum for that category.

Supporter: The garou is at +2 traits to lead or inspire groups ands grant those groups you have successfully inspired +1 trait in non combat challenges (maximum of 5 people). This merit is not cumulative with Natural Leader

Gregarious: A win grants two levels of contacts, a tie grants one level of contacts.

Ga.A.5.00 GIFTS

ADD: Gifts which are only available to certain camps are not refunded when a character changes camps. They may still use the gift, but doing so may cause renown loss.

ADD: Fog of War and Reverie (Fianna Tribebook) may be learned by learned by the appropriate auspice with Mid approval.

All Children of Bat gifts are Top Approval.

ADD:

Declamation [Bone Gnawer]: The Well Read ability trait is in use in the Australian Game

Kitchen Chemistry: [Bone Gnawer] After successfully activating the gift, spend the required mental traits for the desired effect. The gift lasts for one session or until used. Anyone caught in the blast area (except a successfully hit target) can make a static physical challenge against the creators mental traits (retest with Athletics) to avoid damage from the bomb. A physical challenge is required to hit the intended target of the bomb.

Paranoia: [Shadow Lords] Acts as a heightened sense against concealment powers. It does not break the concealment but the Garou is aware that the concealed presence is nearby if successful

Phone Travel [Glasswalker]: Can not be used to or from mobile phones. The Garou appears at the nearest ground station if dialing a mobile from a land line.

Water Conning: [Child of Gaia] Spend mental traits for additional people.

Ga.A.5.10 Jam Weapon [Child of Gaia]

Remove: The effects of this Gift last for a scene, not a turn.

Replace with: Spend social traits for additional turns

Ga.A.6.00 RITES

ADD:

Rites which are only available to certain camps are not refunded when a Garou changes camps. In most cases, spirits will refuse to enact a rite performed by someone of the wrong camp, although they may still teach it without penalty.

All rites require the standard challenges as per LotWR pg 152 in addition to any challenges required in the Tribe book rites. All rites still take the time to perform as per LotWR.

Curse of the Household: [Black Fury] All Flaws are given by the ST, not the player. The player speaks the curse and the ST grants the flaws based on the narrative and roleplay.

Rite of Hero's Sleep: [Fianna] Top approval for the PC to ever enter play again.

Sing the Many Shapes [Child of Gaia] High approval to successfully use in Australia.

Garou Appendix B: Changing Breeds Australian Addenda

ADD: Within the supplement, all references to 'Laws of the Wild" are changed to "Laws of the Wild Revised"

Ga.B.1.00 SHIFTING BREEDS

REMOVE:

Corax, Nuwisha, and Ratkin require High Approval in the Garou venue. Ananasi, Bastet, Gurahl, and Mokole require Top Approval in the Garou venue.

REPLACE WITH:

Corax require High Approval in the Garou venue. Ananasi, Bastet, Gurahl, Nuwisha, Ratkin and Mokole require Top Approval in the Garou venue.

Ga.B.5.00 GIFTS

REMOVE: Backbite [Intermediate General Ratkin] (Ga.B.5.03)

ALTERED: Ga.B.5.33 Sticky Fingers [Basic Homid Ratkin]

Items dedicated with the Rite of Talisman Dedication cannot be stolen with this Gift unless a willpower trait is also spent..

Garou Appendix C - Hengyokai - Australian Addenda

Ga.C.5.00 GIFTS

Bark of the Mud Puppy [Intermediate General Mokole]: Requires a physical challenge against the target.

Garou Appendix D - Laws of the Wyld West - Australian Addenda

Ga.D.5.00 GIFTS

ADD: When a gift from Laws of the Wyld West is predominatly the same as a gift (in effect, not necessarily name) from Laws of the Wild Revised, the level of the gift is as per Laws of the Wild Revised

Garou Appendix E - Book of the Wyrm - Australian Addenda

Ga.E.6.00 RITES

ADD:

Rite of Transmogrification: This rite is identical to Rite of Accomplishment, not Rite of Passage.

Australian Addenda to Mage

Character Creation

Players may not normally create characters with a starting Arete higher than two. Players with a Member Class of 4 or higher may start with three Traits. MC 9 allows the character four Traits of starting Arete, but this requires High Approval. These higher Arete scores must be purchased as normal.

Abilities:

The Ability High ritual does not require High approval, though using it to perform a superhuman ritual is still High approval per use.

Merits and Flaws:

Resistant Pattern is High approval.

The Flaws Cursed ,Enemy and Hunted from Laws of the Night revised are Low Approval.

The Following Merits and flaws are modified for use in the Australian Chronicle:

Aging

This flaw should instead read as follows:

<Two trait/level Flaw> For each decade over 40 year mark, you can take this flaw once and loose one from your starting and maximum physical trait totals.

Conditional Magic

The penalty given by the Flaw version of Conditional

Magick is always at least one trait no matter what the value of the Flaw is.

Beast Within

Not used in santioned play. (Read as the Berzerker Merit instead.)

Sphere Learning Times:

For the purposes of Sphere learning times, a month equals 4 weeks, not a

calander month.

Resticted Effects

High Approval is required for any Effect that attempts to bring a dead character back to life. Returning from the dead is one of the most Paradox-ridden actions a Mage could attempt to perform, and it rarely works

in the post-Storms Tellurian.

High Approval is required for any Effect that fundamentally changes the nature of a supernatural creature for longer then a turn. Few mages possess the power and knowledge necessary to rid a vampire of the Curse, return a ghost to life, rob a shifter of the blessing of Gaia.

High Approval is required for any Effect that interacts with an Avatar. This includes forcing a Sleeper to Awaken, destroying an Avatar through Gilgul, interrogation of an Avatar, or any attempt to negate a mage's ability to use magic.

High Approval is required for any Effect whose area extends outside the area of the current scene. For an example, Ball of Abyssal Flame should not normally be allowed to damage everything within half a mile of the casting. This rule is not intended to keep Correspondence Effects from functioning. This rules is intended to keep the effects of a game contained within the game (and under the authority umbrella of the Storyteller running the game). It is extremely difficult to moderate effects that cross the boundaries of other games, venues, regions, etc. and mages have a higher than average ability to create such effects.

High Approval is required for any Effect that will change the history of the chronicle beyond that of the current scene. The events of the past made the present. It is possible to see the past and even change the immediate past, but those who tamper with long settled history will fail and fall to Paradox.

High Approval is required for any 'finite duration' Effect that becomes permanent or lasts longer than 6 months due to Grades of Success applied for duration. For an example, see the Adept and Master levels of the Prime Sphere. Any Effect that results in the creation of permanent magic must be cast via Superhuman Ritual.

Any effect that would create a Shallowing must be undertaken at thestrongest of Nodes. It takes a Node with a minimum rating of four for any attempt to create a Shallowing to work. Otherwise, Shallowings are High Approval.

Addenda to 6.0 Mage Appendix: Revised Tradition Books.

Tradition Book Akashic Brotherhood: Do Learning:

Characters may only advance in Do rating by learning from an IC

teacher. A Character may teach Do the Do rating below their own, a

character with Do 5 can teach Do 5. Learning Do from an NPC requires High

approval if the NPC is teaching Do 4 or 5.

Australian Addenda to Changeling

Ch.1.0.01 (Concepts)

Clarification and Change: Shadow Court PCs are High approval. Shadow Court NPCs are Mid approval with High notification.

Unseelie Sidhe may be members of House Ailil, House Balor or House Leanhaun with Mid approval; though this does not grant membership in the Shadow Court. High Approval is required for PCs or NPCs that are Seelie Sidhe with membership in any of these three houses.

Ch.1.0.03 (Type Approval)

Add: Kinain are the same approval level as a kithain of the same Heritage.

Ch.2.0.00 (Traits)

Add: Faerie Gifts from the Kinain Chapter of the Shining Host Companion may be taken by Kithain as Merits with Mid approval.

Ch.2.3.04 (Prestige [Shadow Court])

Delete: This Background requires High Approval.

Ch.3.1.01 (Art Approval Levels)

Unless otherwise noted here or in the 6.0 chart Arts are Low approval for any level.

Added: Contempt and Delusion are Low approval for Shadow Court Members and Top for any other.

Aphrodesia is Mid for Eshu and Satyrs and High (with IC teacher) for all others.

Skycraft is Mid for Ghille Dhu, Nunnehi, Pooka, Satyrs, Selkies and Trolls and High (with IC teacher) for all others

Kryos is Mid for Trolls and Redcaps and High (with an IC teacher) for all others.

Infusion is Low for Knockers and Goblins, Mid (with an IC teacher) for Sidhe of House Dougal and High for all others.

Metamorphosis for non-sidhe is Low approval for basic and intermediate levels and High for Advanced. For Sidhe it is Top approval for any level.

Ch.3.3.02 (Realms Retest)

This retest may or may not be used at any specific game. It is suggested that this be outlined in the VSS for a game. Note that this rule may change depending on where a character is (some games may allow realms retests when in the Dreaming but not in the Enchanted world as an example).

Ch.3.2.05 (Dream Craft)

Delete: Changelings with this Art may physically enter a sleeping mortal or prodigal's dream (a simple Bunk with Realms appropriate to the dreamer is required). Once in, interaction with the dream is possible but direct control is not. This effectively allows the caster to enter the Dreaming. If a changeling dies in a dream, in reality she also dies a Banal Death.

Ch.3.2.09 (Kryos, Cold Heart)

Delete: Damage from this Art is limited to four levels. The permanent effect can only occur on a willing target.

Replace with: For the purposes of doubling damage the most extra damage that can be take is 2 extra levels. The permanent effect can only occur on a willing target.

Ch.3.2.16 (Oneiromancy, Expiation)

Delete: Use of this power on another player's character requires that player's permission.

Replace: Using this power to Permanently affect another player's charater requires that player's permission.

Australian Addenda to Mortals

Mo.2.3.03 Healing Sorcery

Altered: A healing spell may heal 1 level of damage per level of the Path. 1 for Apprentice and so forth up to 5 for Master. Characters with the Apprentice and Initiate level may only heal Bashing Damage, those with the Disciple and Adept level may heal Lethal or Bashing and those with the Master level may heal Aggravated, Lethal or Bashing. As in Mortals 6.0 healing may be made instantaneous with an extra grade of success.

Mo 2.4.03 Ghouls

Paragraph two change "and suffer a level of damage" to "and suffer a level of Lethal damage"

Paragraph three change "thus teachers must be acquired" to "thus teachers must be acquired for All Disciplines learnt"

Mo.2.5.00 Humanity

Clarified: The tables for Courage and Self Control from Laws of the Night Revised are not considered appropriate for mortals. Each Lead ST may determine when Mortal characters will require virtue tests in their game and at what difficulties. Some guide to this should be outlined in the VSS for any Mortals Venue. Note that the ST will also determine the result of failing a Morality check remembering that Mortals generally do not have a Beast and thus do not succumb to frenzied fear or anger to the same depths as a Vampire. Mortals who fail their Courage Checks will generally flee, be frozen with terror, be unable to go on, or will simply seek cover. Mortals who fail self control checks may give in to temptation, fail to remember to stop using the pokies, fail to hold in their vomit when faced with a horrifying crime scene or otherwise lose control. Willpower may be spent to cancel the result of a failed or relented Virtue Test for mortal characters though should another stimulus occur a new test is often required. The rules regarding morality on page 111 of Laws of the night Revised do not apply. Instead use the guidelines for Humanity in Laws of the Hunt on page 138-140, discounting the rules for humanity tests in preference to the Virtue system.

Mo 3.2.00 Sorcery

Add "New Sorcery Paths are now HIGH approval and require a detailed description. Spells for these Paths are still LOW approval, but their use from game to game is still limited as stated above"

Mo 3.4.05 Via Oraculi

Change to "This path of Theurgy is only to be used by storyteller NPCs and is HIGH approval"