Prime 5.1


This supplement gives additional details and clarifications for all venues of the World of Darkness. These rules were created for The Camarilla's Sanctioned games. They are intended for use in conjunction with White Wolf Game Studio's Mind's Eye Theatre line of live action storytelling games. The Series 5 Supplement draws upon the following source books for Sanctioned games:
Laws of the Night (Revised) (Camarilla and Sabbat venues)
Laws of the Night: Camarilla Guide (Camarilla and Sabbat venues, all Venues for Influences)
Laws of the Night: Sabbat Guide (Camarilla and Sabbat venues)
Liber Des Goules (Camarilla, Sabbat and Mortals venues)
Laws of the Wild (Garou venue)
Laws of the Wild West (Garou venue)
Oblivion (Wraith venue)
The Shining Host (Changeling venue)
Laws of the Hunt (Mortals venue)
Laws of the Hunt Players Guide (Mortals venue)
Mind's Eye Theatre Journals (Various venes)
Revised Clanbooks (Camarilla and Sabbat venues)

How to Use These Rules

These rules are intended for use by members of The Camarilla, White Wolf's Official Fan Club during Sanctioned games. Permission for use by any organization or individual not a current member in good standing is strictly denied. Permission is given to members in good standing to photocopy these rules for distribution to other members in good standing only.

These rules, when used for Sanctioned play, are to be applied without change, deviation, alteration or addition by any member, save the presiding National Storyteller. This is to enforce a homogenous set of rules throughout the organization, insuring that wherever a member goes, they may play with a minimum of problems.
Storytellers are allowed and encouraged to use their judgment in the World of Darkness to develop richer stories and enrich the flavor of the game. If a presiding storyteller judges that the flow of the story would be enhanced by minor exceptions to the rules (on an individual basis only), this creative license is allowed. Storytellers found to be abusing this occasional liberty are subject to review and possible disciplinary action. These licenses are not to be for such things as allowing members to play rare clans, but are to help the flow of the story while running the game.

The content of some of the Series 5 Supplement is in many ways geared for use in the United States, as that is the nation the supporting products are produced within. The Series therefore contains national addendum for each nation approved by the respective National Storytellers.

Disclaimers

The new systems and ideas presented herein are © 2000 and the property of The Camarilla, White Wolf's official fan club. Reprinted material is © White Wolf Game Studios. Terms trademarked by White Wolf Game Studios are used with permission, and any mention of terms or titles should not be considered a challenge to the copyright ownership of those terms or titles.

Prime Chapter One (1.0)

Character guidelines

The Camarilla's Sanctioned games use slightly different character creation processes than those presented in the Mind's Eye Theatre source books. Members who have performed certain duties or attained positions in the real world organization (as described in The Tome of the Camarilla), receive higher levels of Member Class, allowing them to create more experienced characters for use in Sanctioned games. Specifics on character creation for each venue can be found in the appropriate 5.0 series supplements.

Character Limits (1.1)

Primary characters may be created with the full Membership Class (MC) available to the player, or in accordance with the United Kindgom Prestige system for members in the United Kingdoms. Characters that are not Primaries are called Secondary Characters, and are made without the benefits or enhancements from the player's Member Class and instead are considered Membership Class one (1). The distinction between Primary and Secondary is applied to a character at its creation and may not be changed afterward.

Each player is limited to one Primary Character for each Sanctioned venue. A player may choose to have a second Primary Character in one venue, at the cost of not having a Primary from another venue. A player may only have one venue "doubled up" in this manner at any given time. A Primary Character that has approval for permanent cross venue play (see below) is considered to take up two Primary slots, one for both venues.

All of a player's characters must be designed in such a way as to not conflict and/or interact with each other in any way. The best way to limit such interaction is to create completely different types of characters. No player may have more than one Primary Character that is considered to be of an unusual type (a clan, tribe, kith, etc. which requires High or Top Approval).

Concepts that give characters backgrounds specific to other venues (i.e. the character used to be a Mage, Changeling, Ghoul, etc.) require High Approval. Any historical figure or character taken from White Wolf materials or from any work of fiction, without the consent of the author, may not be recognizably used as the basis for a character.

Approval Levels (1.11)

Thoughout the supplement, there are various items that require approval of a specific level of storyteller before the character type may be played or a character may purchase that item. Please consult the following table to determine which storyteller that is depending upon your country.
Approval Level Table

Approval Level United States/Canada United Kingdom Australia Ireland
Low Chapter Storyteller Domain Storyteller Chapter Storyteller Chapter Storyteller
Mid Domain Storyteller Regional Storyteller/ANST Vampire Domain Storyteller National Storyteller
High Regional Storyteller Assistand National Storyteller National Storyteller National Storyteller
Top National Storyteller National Storyteller National Storyteller National Storyteller

Venue Crossovers (1.2)

Characters must be made according to the guidelines given in the appropriate supplement, and each character must be created within a "home venue" (even Mortals). Characters may occasionally be played in other venues, provided Mid Approval is given on a case by case basis. High Approval is required to approve a character for permanent cross venue play, or for all occasional cross-overs that exceed three in one year.

Proxy Play (1.3)

Proxy play occurs when one or more player characters are given to a storyteller to portray in the player's absence. At least 48 hours notice must be given to all players and storytellers involved in the proxy play scene. In order to proxy a character, the player must give to the storyteller:

1) their character sheet
2) a brief write-up of character attitude, personality and motivation
3) a brief write-up of the character's intentions
4) a brief write-up of the character's reactions to possible situations

By giving a character over to a storyteller for proxy play, the player grants the storyteller all rights to the character for the duration of the proxy scene. The requirements above are the minimum. Storytellers are encouraged place any restrictions to Proxy Play in their venue style sheet.

Changes in Member Class (1.4)

The benefit(s) to Primary Characters for increased player Member Class are detailed in the venue supplements appropriate to the character. If a player loses one or more Member Classes, the Experience Points granted to the character for the player's Member Class must be re-accounted for. These points are not lost, instead they create an Experience Point "debt" that must be paid off before the character can spend Experience Points on anything else.
If a player loses one or more Member Classes to a point where he can no longer play the Power Class that a character had the opportunity to gain in play, those characters become forfeit. An appeal may be made for High Approval to continue play of the character(s), but otherwise they are to be removed from Sanctioned play within a maximum time span of one month.

Experience and Learning Times (1.5)

The maximum number of experience points that a Player Character can receive in one month is four Experience Points. Experience Points for Member Class at character creation or from increases afterward are an exception, as well as points granted from the Lore of the Stage Ordeal (if recognized by your National Staff). High and Top Approval may be given for a character to exceed their cap in a given month by one or two points respectively. This exception is usually reserved as a "good role playing" award given to some at regional or national events.
Experience Point expenditures after character creation take a minimum of one week to implement, though the Storyteller can require the time to be longer.

Character Sanctioning and Records (1.6)

All characters must be approved by the player's Low Approval Storyteller, and should be kept up to date and on file with that Storyteller. The Mid Approval Storyteller in the hierarchy will function in this Storyteller role for the characters of the Low Approval Storytellers. High Approval Storytellers, if not the same as Mid Approval, and the appropriate Low Approval Storyteller will function in this storyteller role for the characters of Mid Approval Storytellers. Top Approval Storytellers and the appropriate Low Approval Storyteller will function in this Storyteller role for the characters of High Approval Storytellers.
A complete character record should include a character sheet, the character's Experience Point log and records/verification of any special approvals made on the character. An Experience Point log will detail how starting points (including Free Traits) were spent at character creation, and how points earned after were spent. It will also list games attended and the Experience Points gained for each game. Dates should be noted for each entry in the Experience Point log. If there is uncertainty over a discrepancy between what is on the player's character sheet, and the copy kept in the Storyteller's records, the copy in the records will be considered accurate.

Character Retirement (1.7)

As a player is limited to a specific number of Primary Characters, they will sometimes wish to retire a character from play to allow them to utilize their primary character slot. A Primary Character is considered retired one month after the sanctioning storyteller (See Prime 1.6 Above) has been informed of the intention to retire the character or immediately upon the approval of a new Primary Character that requires the use of the designated Primary Character slot. Retired characters are considered dead for all intents and purposes. The player may request that the Storyteller run an appropriate "closing scene" to describe how the character leaves play, but the Storytellers is not obligated to comply.

Non-Player Character Limitations (1.8)

The creation process of Non-Player Characters is limited in the same manner as Player Characters, except experience points may be added to reflect the length of the chronicle. The type is still subject to the Storyteller approval levels, but is one level lower than indicated on the venue chart. Venue-specific antagonist, such as Fomori for Garou or Autumn People for Changeling, are allowed with Low Approval, except for those eligible as Player Characters in other venues, which require Mid Approval. Players may only play Non-Player Characters whose Power Class is available as a Player Character based upon either the Players Member Class, or the Member Class of the Storyteller sponsoring the Non-Player Character. Any of these restrictions may be superseded with High Approval.

Chapter Two (2.0)

Homogeneous Abilities, Backgrounds and Merits and Flaws

While the Traits listed in this chapter are universal, some venues have Abilities, Backgrounds and Merits and Flaws that remain specific to that venue, and as such will be listed in the appropriate venue rulebooks and supplement. Taking an Ability Trait or Derangement from a different venue requires Mid Approval. Taking a Background, Merit or Flaw from another venue requires High Approval. Any ability, background, power, etc. for a player character that requires the creation of new rules requires Top Approval for the rules, with specific approval for the item set by that storyteller.

ABILITIES (2.1)

There are many abilities listed in one Mind's Eye Theatre rulebook or another that are appropriate to all characters. They are listed below, with the most recent location of publication, and do not require special approval for any character. Also listed here are any changes or clarifications needed for abilities in Sanctioned Play:

· Academics (Laws of the Night): Directing your studies in Academics counts as a specialization, although there is no cost to do so.

· Archery (Laws of the Hunt)

· Athletics (Laws of the Night): Do not use this ability to retest thrown weapons, instead use Throwing.

· Awareness (Laws of the Night): Retest for Awareness are done with Awareness, not Occult.

· Blindfighting (Laws of the Night: Sabbat Guide): For each Trait of Blindfighting remaining, the Trait penalty for darkness is reduced by one. A Blindfighting ability can be expended to to negate the retest required by darkness or to force another character to make the test if neither of you can see. This does not prevent you from using another ability retest in the challenge.

· Crafts (Laws of the Night)

· Demolitions: You are trained or experienced in the use of proper use of explosives, such as C-4, dynamite and possibly white phosphorous. When setting an explosive, you have a decent chance of arming the device without accidentally setting them off. You can also try to disarm explosives with a Static Mental Challenge; the difficulty equals the total Mental Traits of the individual who set the explosive. If you do not possess this Ability, you cannot use or disarm explosives at all. Similarly, Demolition does not help you to aim a thrown bomb or grenade, it simply allows you to build, arm, and disarm explosive devices. Note that the use of explosives in The Camarilla's Sanctioned games is strictly regulated. While in reality it is quite easy to acquire or create a myriad of explosive devices and substances, we must acknowledge that such things rarely aid in the telling of stories. Explosives are not to be used as tools to kill characters, but rather as story aids rarely allowed by the Storytellers, and carefully monitored even then.

· Dodge (Laws of the Night): Dodge can be used to retest physical attacks on you as long as you are aware of the attack and you are not attempting to harm or otherwise affect the attacker. This includes unmatched attacks created by an opponent's use of Celerity or similar powers.

· Empathy (Laws of the Night)

· Etiquette (Laws of the Night)

· Expression (Laws of the Night)

· Fortune-telling (Laws of the Night: Sabbat Guide)

· Intimidation (Laws of the Night)

· Linguistics (Laws of the Night): There is only one Linguistics Ability, which allows a character to know languages other then his native language. A character with one trait allows one additional language, two traits allows two additional languages, three traits allows four additional languages, four traits allows eight additional languages, and five traits allows sixteen additional languages. Ancient vampires with six traits can know twenty-four additional languages, while those with seven traits can know thirty-two additional languages.

· Lore: You have gained some inside knowledge about a particular subject, such as vampires, werewolves, wraiths or changelings. You know what is true and what is folklore concerning their strengths and weaknesses. You even have some knowledge of their society including any divisions within it. You must specify what creature type this Lore concerns when it is taken. Having it more than once allows knowledge of more than one type of creature, or more in-depth knowledge of a particular supernatural entity. Specific types of Lore include, but are not limited to, Vampire Lore, Wraith Lore, Faerie Lore, Spirit Lore and Infernal Lore. A character does not need to take a Lore Ability for knowledge that she could reasonably have due to personal capabilities. Thus, any vampire other than the rankest neonate does not need Vampire Lore in order to know that sunlight is dangerous and that blood is necessary for survival. Similarly, a werewolf who has already undergone a Rite of Passage knows the names for the various changing forms, auspices and tribes without Werewolf Lore. This is not an excuse to come up with reasons why your character should have Lore Abilities for free; it simply indicates that vampires, werewolves and the like have no need to study Lore that relates to their own species, unless they desire particularly esoteric knowledge. Mortals generally have to learn supernatural Lore the hard way. Each particular Lore is considered a separate Ability for the purposes of maximum ratings. The Storyteller may also award Lore to characters at their discretion for no cost in order to reflect things learned in play. This award is not to be more than one free level per month that the character has been in play. Lores at levels five and six require High Approval, while level seven requires Top Approval.

· Meditation: You are able to center your thoughts, calm your emotions, control your mind and relax your body. This is a very personal Ability for which you develop your own technique. It is useful for reaching the state of mind necessary for using Psychic Phenomenon and regaining True Faith Traits. A Storyteller may allow a character to regain Willpower or True Faith Traits by meditating out of play at a game session for an hour and making a Simple Test for each level of Meditation Ability expended. Each success or tie returns a Willpower Trait (one maximum per session) or a Faith Trait. Characters with Gnosis may use this Ability to channel and renew their Gnosis pools. For each ten minutes spent in meditation, the character can convert one Meditation Ability or (appropriate) Mental Trait into a Gnosis Trait. Wraiths may use Meditation to catch up on Slumber once per session by performing a series of Simple Tests, with each win counting as a single hour of effective Slumber. Tests may be continued until a loss or tie occurs, although levels of Meditation can be spent to convert ties to wins (allowing further testing).

· Stealth (Laws of the Night)

· Throwing (Laws of the Hunt)

· Torture (Laws of the Night: Sabbat Guide)

Specialization (2.11)

Within a given area of expertise, some practitioners further hone their knowledge by specializing in a focused area of that Ability. After the character attains the third level in an Ability, the player may choose to spend an Experience Point (or Free Trait) to specialize that Ability. Whenever a task is performed within that specialization, the character gets a bonus Trait for use in any associated challenges, so long as she has not spent all of her levels of that Ability for the session. A character may only have a single specialization in any particular Ability, and may not gain more than one bonus Trait from specialization(s), regardless of the number of Abilities that might apply to a single challenge.

Specializations need to be fairly specific to avoid abuse. A good rule to use in judging whether something is an appropriate specialization is "can this be almost always apply if the player is creative in his challenges". If the answer is yes, the desired specialization is too broad. For example, a Brawling specialization in 'grabbing' or 'feral claws' are appropriate, but 'karate' is much too general. Similarly, an Occult specialization in 'inferalism' or 'kabbalistic practices' is appropriate, but 'thaumaturgy' or even 'Lure of Flames' is too general.

Background-Based Abilities (2.12)

Based upon the written background of the character, the Storyteller may waive the Experience Point cost of some of the character's Craft, Linguistics, Lore, and Performance Abilities at character creation. A character should be allowed a combined number of levels not to exceed three plus the player's Member Class. This bonus is only available at character creation.

BACKGROUNDS (2.2)

If a character gains a Background during play (keeping it more than a month), Experience Points must be spent to pay for it. If a character loses a Background (or levels of) during play, those lost levels are held in reserve in case the character should later re-acquire/develop more levels of that Background during play. Influences do not follow this restriction. All backgrounds are limited to five Traits, although those representing items (such as Treasures or Fetishes) or specific people (such as Companion or Retainers) are only limited to five traits per item/person.

New Backgrounds (2.21)

The following backgrounds are from Laws of the Night and are appropriate for all characters, except for Wraiths and Specters. Please consult Laws of the Night pages 93 to 105 for details and note the following changes:

· Allies: Allies for non-vampires are not useful for finding Blood or other types of mystical power (like Gnosis or Glamour).

· Contacts: Contacts are limited to gaining information and performing the Influence endeavors of Trace and Watch (See Prime 4).

· Fame: Fame of Level 5 requires High Approval. Any bonuses for using Influences outside of your local area are subject to the discretion of the affected areas Storyteller(s).

· Resources: Resources of 5 requires High Approval. Incomes listed are monthly, and are considered to be spent/squandered/re-invested if not used. A character can permanently expend a Resource Trait to attain 10 times the listed income in cash.

· Retainers: For one Background Trait your Retainer is a basic Mortal (Attribute Traits of 6-4-3, 5 Abilities, 4 Humanity, 1 Willpower), although you may elect to make him your venue's partial Awakened Mortal (such as ghouls for vampires) at no cost. For each Additional Background Trait spent on the Retainer you may add five Experience Points to the Retainer or have an additional Retainer. Retainers may have Derangements and Negative Traits, but they never possess any Merits (other than being Partial Awakened), Flaws, Background Traits (including Influences) or anything requiring Mid, High, or Top Approval. Retainers do not gain Experience Points, but they can be improved by purchasing more levels of this Background. No more than five Background Traits may be assigned to one Retainer though you may have more Retainers to a maximum of 5 Retainers with 5 Background points in each.

MERITS AND FLAWS (2.3)

A character cannot possess more then 7 Traits of Merits nor take advantage from more then 7 Traits of Flaws. If a Merit or Flaw is no longer applicable to the character, the Storyteller should assign an appropriate number of Merit or Flaw Traits as replacements. This also applies if the Storyteller feels that the Merit or Flaw is being abused or ignored. Players may not choose Flaws that describe qualities already inherent to the character, such as a Lasombra antitribu taking the Flaw Dark Secret: "true clan" while pretending to be a Brujah, or a Silent Strider taking the Flaw Haunted.

Below are listed some clarifications and additions to Merits and Flaws for all venues. If the description and/or cost of a Merit or Flaw differs between this source, and the Mind's Eye Theatre source book appropriate to the character's venue, use what is listed in this supplement. Additionally, Bonus Traits granted by Merits do not apply to challenges to employ supernatural powers.

Ability Aptitude (1 Trait Merit)
You have a natural affinity for a particular (but not combat related) Ability. You are up two Traits on all tests directly related to that Ability only (but not with powers that would use the Ability for a retest). This bonus only applies to one specific ability for those that require a specific form or specialization (such as Crafts or Performance).
Ambidextrous (1 Trait Merit)
You are equally skilled at using either hand. You do not suffer the normal two Trait penalty for performing actions with your off hand. In addition, you do not need to have the prerequisite number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a shield) in combat.
Destiny
This Merit is not allowed for Sanctioned play.
Iron Will (3 Trait Merit)
This Merit gives the character a free retest when attempting to resist Dominate and Dementation (unless the vampire has Superior level), or when fending off other mind-altering magics, etc.
Quiet Heart (4 Trait Merit)
This Merit gives the character a free retest when attempting to resist Presence and Fascination (unless the user has Superior level), or when fending off other emotion-altering magics, etc.
Luck/Lucky (3 Trait Merit)
The character gets one free retest per session on any non-combat challenge.
Natural Linguist (2 Trait Merit)
You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You gain three bonus Traits on all challenges related to language. You may also know twice the number of languages your Linguistics Ability allows.
Supernatural Ally (3 Trait Merit)
One or more of your Retainers that is a supernatural being (Vampire, Werewolf, Wraith, Changeling, or Mortal with Numina) perhaps even from a different venue. You must purchase your retainer separately from this Merit, but the first trait gets you a basic creature of the appropriate type. Supernatural Allies are always of the same level as those created by Member Class one characters and they never have Advanced powers. Storytellers may limit the use of your supernatural ally at any time.
True Faith (7 Trait Merit)
This Merit requires High Approval. Traits of True Faith beyond the first cost 3 Experience Points each and must receive High Approval before purchase.
Unbondable
This Merit is not allowed in Sanctioned Play.

Prime Chapter Three (3.0)

Systems clarifications

TESTING (3.1)

The Camarilla uses a blend of systems from the assorted Mind's Eye Theatre source books that White Wolf has published, as well as a few systems of their own. For the purpose of The Camarilla's Sanctioned games, when two players compare Traits, they declare their total number of Traits (including Traits lost in previous challenges or for other reasons). A player may still declare fewer Traits than she actually possesses in the category if she desires. This system change is made to more easily suit the large scale games run by The Camarilla.

Order of Challenges

A single character may only be subjected to one Mental and one Social Challenge in a turn. A single character may only be subjected to one Physical Challenge per "Round". (Multiple attackers may take part in that challenge.) Rounds refer to the normal action taken in a turn ("Everyman" Round), as well actions taken for Celerity and similar powers (Swiftness Round, Legerity Round, Quickness Round, Velocity Round, etc.).

Mob Rules

The Mind's Eye Theatre sources give differing systems for Mob Rules in Physical Challenges, so the system that The Camarilla uses for its Sanctioned games is being stated here. Please note that this differs slightly from both systems given by the White Wolf source material.

First, determine who is challenging whom. This is usually obvious, but when it's not, have the players all point to the person they are challenging on the count of three. Each combatant must bid one Trait, plus an additional Trait for each person attacking her beyond the first (no more than five individuals may attack a character at one time). If the defender cannot match the required number of Traits to be bid, she automatically loses the challenge. If she does have enough Traits, she tests as normal with the leader of the group. The leader of the group is chosen by consensus of the group's members. (They should not compare stats when doing so.)
Only the leader of the group calls out Negative Traits. The defender against Negative Traits need only bid extra Traits once for each Negative Trait applicable, not each Negative Trait per person challenging.

The leader of the group may apply a number of bonus Traits to his total (for ties and overbids) equal to the number of people assisting him (up to four).
If the defender wins, she remains unharmed and can choose to affect any one member of the attacking group (usually by inflicting a wound), and the attackers lose all Traits they bid. If the attackers win, the leader may choose which attackers victory condition applies (usually by inflicting a wound), and the defender loses all of the Traits she bid. Continue the process until all who declared an action have been the target of a challenge or donated Traits as appropriate.

Retests

A character may only retest a single challenge once from each of the following categories: Abilities, Willpower, Merits, Powers (Disciplines, Gifts, etc.), or similar sources. For example, a character resisting Dread Gaze could only use one Ability Trait to retest (as could his opponent), but he could not use a second Ability for another retest.

When a character calls for a retest to a challenge, the opponent can employ a retest (appropriate to the challenge) to negate it. The retest used to negate must be from the same category (see above). A retest called for with a Willpower Trait may not be negated in this manner.

Extended Challenges

It has been determined that Extended Challenges are often too cumbersome for Sanctioned play. Therefore we are offering another system by which Extended Challenges can be resolved at the discretion of the player. When engaging in an Extended Challenge, the player performs the first test as normal, gaining one "success" if he wins the test. If he gets that first "success", he can opt to spend up to four additional Attribute Traits from the appropriate category to gain extra "successes" (for Gifts like Secrets and Obedience more traits may be spent as per their charts). For example, a wraith attempts to use Mindspeak (Basic Mnemosynis). After winning the Mental Challenge, the Wraith may spend up to four Mental Traits for extra successes.

COMBAT (3.2)

Movement in Combat

Anyone in or just entering combat is subject to the "three step rule". You may take up to three steps during any combat action and still attack. (Moving two or three steps causes the character to be down one Trait in Physical Challenges, though.) These steps are allowed in conjunction with each extra attack given by speed increasing powers. A character that is not attacking may move twice his allowed distance in a single action by taking drastic measures such as diving, leaping or sprinting.

Two Weapon Combat

Characters may use an additional weapon in their off hand, but the benefits require special training to achieve. If the character has four or more levels of the Ability appropriate to the weapon being used (i.e. Firearms, Melee, etc.), he may add one to the number of Bonus Traits given by the weapon he is striking with. Characters using a weapon and a shield are only required to have one level of Melee to make use of the shield's additional Trait(s).
During the challenge, only one weapon is considered to have a damaging effect, while the other simply aids with parrying, spraying, etc. This means that a character with Incendiary ammunition in one pistol and Armor Piercing in the other may not take advantage of both types of ammunition in the same attack (although rounds from both guns would be expended). For another example, a character with Baal's Caress on his sword, and a Ward versus Kindred on his dagger could not apply both effects to the same attack.

Combat in Darkness

In darkness, characters suffer a two Trait Penalty to all combat challenges. In the case of absolute darkness (or blindness) they must also retest any successful challenges (once per challenge), unless their opponent is suffering the same penalty for darkness. Certain powers can affect the Trait penalty, while others can can allow the character to disregard darkness penalties altogether.

HEALTH (3.3)

This supplement applies the expanded Health Levels system from Laws of the Night (Revised) to all venues.

Health Levels

The effects of each of the four Health Level types are cumulative.

Healthy -- No modifications (this is the Health level that characters begin at, i.e. when they are uninjured)
Healthy -- No modifications
Bruised -- One Trait down on all tied Challenges
Bruised -- One Trait down on all tied Challenges
Bruised -- One Trait down on all tied Challenges
Wounded -- Lose all Ties, or Normal Trait Comparison if you have a power (or powers) to win all ties
Wounded -- Lose all Ties, or Normal Trait Comparison if you have a power (or powers) to win all ties
Incapacitated -- Character is rendered unconscious for 10 Minutes. After that, he cannot move or initiate challenges until healed to at least Wounded.
Mortally Wounded -- Character is rendered unconscious and will stay so until healed to Incapacitated. The character loses a Physical Trait every 10 minutes until he has none left (resulting in death). This loss of Physical Traits continues until successfully treated by a character with the Medicine Ability. Vampires go to the Torpor Wound level instead of Mortally Wounded (see the Laws of the Night: Revised for details).

Character Death

To kill a character in combat requires that the character first be brought to the Mortally Wounded or Torpor Health Level. His attacker must then declare that he is performing a "killing blow" and defeat him in a Physical Challenge. Vampires can only be killed with this method if the blow involves aggravated damage or decapitation.

If a character is at the Mortally Wounded or Torpor Health Level and is left in a position that would logically lead to their demise, such as on fire or in a trash compactor, a Storyteller will declare the character to be dead after the appropriate amount of time.
Players, Narrators and Storytellers should never allow an "instant kill" without the consent of the target (i.e. he agrees to die for story purposes). An instant kill is any challenge or effect that takes a character from his first Healthy Health Level to Mortally Wounded or Torpor. The Mind's Eye Theatre rules are designed to be theatrical, not realistic, so emphasize story over combat.

MISCELLANEOUS (3.4)

Willpower

Most Mind's Eye Theatre source books list different ways to use Willpower Traits. Rather than list them all out, we will instead list what source book uses are not allowed or are altered for The Camarilla's Sanctioned chronicle.

· When spending a Willpower Trait to replenish all lost Traits in one category: Physical, Social or Mental, each given category may only be replenished once in any game session.

· Expending one Willpower Trait allows a retest to defend against a Mental or Social Challenge, it does not automatically negate the challenge. This may not be used for such challenges as those involving perception, using Mental Traits with Firearms, or Mental versus Physical Challenges. It may not be used to retest challenges that are the result of the character's own power, even if he is the challenge's defender (such as with Majesty).

· Willpower may not be used to automatically succeed in Static Challenges or Simple Tests.

Recovering Traits

Temporary Attribute (Physical, Social, Mental), Ability, Gnosis, Rage, Glamour, Pathos, Humanity and similar Traits are recovered at the end of the session. A single Willpower Trait may be recovered each week, however additional Willpower may be recovered during play by appropriate role-playing of one's Nature, or through the use of certain powers at Storyteller discretion.

Noticing Powers in Effect

When a power is used unsuccessfully upon a character, that character can initiate a Static Mental Challenge to detect its use (difficulty equal to the Mental Traits of the character using the power). The Awareness Ability may be used as a retest in this challenge. If the Static Challenge was won, the character may recognize the power used (at Narrator discretion). Some powers are obvious in their affect, target, and/or source. The Narrator may rule that any of the above information is available without testing.

Prime Chapter Four

Influence (4.0)

The Influence rules from the Mind's Eye Theatre source books are expanded upon here. The Military and Espionage Influences presented in Laws of the Hunt and Laws of the Hunt Players Guide are not used in the Camarilla's sanctioned game.

Level Restrictions (4.1)

Maximums listed here refer to any given Influence category, not a total of all categories, though no character may have more total levels of Influence than his or her Physical, Social and Mental Traits combined. Characters cannot purchase beyond the fifth level of an influence at character creation or with experience points, although they may rise as high as level ten through the course of play.

Low Approval is required for a category to get up through level seven. Mid Approval is required for levels eight, nine and ten. Storytellers are encouraged to limit the number of higher levels allowed in their areas to prevent excessive growth without interacting with other character's Influences. It is suggested that no city have more than one level ten influence, two level nine influences and three level eight influences in any single category.

Number of Actions (4.2)

For the Camarilla's sanctioned games, players may use a number of actions each month (not session) equal to twice their Influence level. No more than thirty actions can be spent towards a single endeavor in any given month, including all actions spent for modifications. Players should register actions with their local storyteller who will moderate their interaction with other Influences if necessary.

For possible uses of Influences, refer to the influence charts in Laws of the Night Revised and Laws of the Night: Camarilla Guide. The cost noted on the chart is both the number of actions it takes to partake in that endeavor and the minimum level of influence required to be able to utilize that endeavor.

New Endeavors and Modifiers (4.3)

In addition to the endeavors listed on the Influence charts, characters may perform these additional endeavors and modifiers. The rules for additional endeavors and endeavor modifications are optional for use in each game. The local storyteller may use their own systems to govern these activities, so check before attempting them.

New Endeavors (4.31)

ATTACK
A character can attempt to reduce another's Influence with her own Influence of that category, provided he has completed Trace on it or that influence performed an Attack on him. To Attack, the character assigns a number of actions, with a minimum of four actions required, which becomes the level of the Attack endeavor. If the level exceeds the victim's Influence level (plus of the highest level Block put up to defend it), the victim drops a level at the beginning of the following month. Banked Growth actions aren't affected.

BLOCK
Block is used to prevent endeavors from taking place in the same category as the blocking Influence. Any endeavor from the sourcebooks may be blocked, provided the blocker's Influence level is at least equal to the endeavor's level on the chart. The Block's effective "level" is the total actions spent towards it and it affects all attempts at that endeavor in the city in that month. For example, two actions will produce a level two Block, which is assigned to a single type of endeavor.
A Block can also be set up on a single character's Influence to protect it from the Attack endeavor. It will protect against all endeavors in that month.

GROW
To Grow Influence in a category to the next level, a number of actions must be spent equal to the current level of the influence squared or six actions, whichever is greater. For example, to Grow from a level three to a level four requires nine actions. [3 x 3 = 9]. Grow actions are accumulated from month to month, with the influence increasing at the beginning of the next month. There is no interaction between Grow and Attack.

TRACE
Trace is used to establish the identity of a character whose Influence the tracer's own has come into contact with. This "contact" is established by noticing one of the target's endeavors with the Watch endeavor, by Blocking one of the target's endeavors, or by having one of their own endeavors Blocked by the target. The total actions spent on the Trace defines its level. If the level of this Trace exceeds the highest level of Conceal put up to guard the influence, it is successful.

WATCH
Watch is used to notice a certain endeavor in a city from the chart listed in the sourcebooks, provided that character's Influence is sufficient to perform that endeavor itself. For example, a Watch on "Acquire a body" would need at least level four in Health. The character would then know when and how many times the "Acquire a body" endeavor is attempted in the city for that month. The total actions spent on the Watch define its level.
Endeavor Modifiers (4.32)

BOOST
Boost is simply a term used to describe adding additional unneeded actions to an endeavor, which is used to overcome Block. If the actions spent to Boost equal the level of the Block, the endeavor is successful.

COMBINE
Combine occurs when one character wishes to aid the Influence endeavor of another. No endeavor on the charts can be attempted by a character that doesn't have the appropriate Influence level according to that chart, regardless of use of Combine. For every two actions spent on Combine, the character being aided gains one action to use towards their endeavor. Influence borrowed through the Allies and Mentor Backgrounds are also subject to this rule. No more than thirty actions can be spent towards a single endeavor in any given month, including all actions spent for modifications.

CONCEAL
Conceal is added to endeavors to counter the use of Watch. If the number of actions spent for Conceal with an endeavor equals the level of the Watch, the character using the Watch does not detect the endeavor or come into contact with the character's Influence.
Conceal can be used in the same way to protect an Influence from a Trace. The number of actions spent towards Conceal in this manner generates a Conceal level, which is pitted against any attempts to Trace it for that month.

The Scope of Influences (4.4)

Usually an Influence can only effect Influence from the same category. For example, an attack with Finance only affects the target's Finance Influence. Similarly a Block put up to protect a character's Media (which would have to be done with Media actions), would not protect any of the character's other Influence categories. In very rare circumstances a storyteller may allow Influences from one category to assist endeavors in another, but only for the same city. In this case, every two actions spent becomes one action in the cross-influence assist.

Some endeavors on the charts state that they can effect and entire nation or other area larger than a city. For these to actually affect any area larger than a single city, the player must have permission of the storyteller with the appropriate geographical jurisdiction, which is only given out in rare cases. If a character wishes to attempt an endeavor in a city other than the one his Influence is located in, he may attempt to do so, but each action used for an endeavor costs two actions to accomplish. This limits total actions for out-of-city endeavors to be no more affective than ten actions. If a character wishes to effect a city on another continent, then each action used for an endeavor costs four actions to accomplish (limiting total actions for such to be no more affective than five actions).

Characters may have Influences in multiple cities (subject to local storyteller approval), which are considered to be entirely separate Influences even if they are of the same category. Players that move to other cities may have their characters transfer Influences to their new local city at no cost (subject to local storyteller approval).
The United Kingdoms is an exception the above rules, due to the nature of this small island nation that is still tightly ruled by monarchy and aristocracy. For further details please refer to the UK National Influence rules.

Prime Chapter Five (5.0)

Weapons, armor and equipment standards

For the purpose of the Camarilla's Sanctioned games, it is important to provide a reasonably homogenous set of weapon and armor statistics for all venues. Regional Storyteller approval is required for any weapon or armor whose statistics do not match those listed below. Regional Storyteller approval is required to access any of the other miscellaneous equipment listed in Laws of the Hunt outside of the Mortals Venue.

WEAPON STATISTICS (5.1)

Melee Weapons

· Broken Bottle (+1) Fragile / Pocket
· Dagger or Knife (+2) Short / Pocket
· Club or Stake (+2) Clumsy / Jacket [Staking (if wooden)]
· Mace or Small Axe (+2) Heavy / Jacket [Destroy Shield]
· Short Sword (+2) Short / Jacket [Speed]
· Fencing Sword (+3) Fragile / Trench Coat [Speed]
· Spear or Staff (+3) Heavy / NA [Staking (if wooden)]
· Broadsword (+3) Heavy / Trench Coat
· Large Axe (+3) Clumsy and Heavy / Trench Coat [Destroy Shield]
· Greatsword, Scythe or Polearm (+4) Clumsy and Heavy / NA

Throwing Weapons

· Thrown Rock (+0) Clumsy / Pocket
· Thrown Dagger, Knife or Shuriken (+1) Clumsy / Pocket
· Molotov Cocktail (+2) Fragile / Jacket (until lit!) [Incendiary, Spray]
· Grenade (+2) Heavy / Jacket [Spray]
· Thrown Hatchet (+2) Heavy and Clumsy / Jacket
· Thrown Spear (+3) Heavy and Clumsy / NA [Staking]

Missile Weapons

· Crossbow (+2) Heavy and Slow / Trench Coat [Staking, Armor Piercing, Destroy Shield]
· Short Bow (+2) Fragile / Trench Coat [Staking, Armor Piercing]
· Compound Bow or Long Bow (+3) Fragile and Heavy / NA [Staking, Armor Piercing, Destroy Shield]

Firearms

· Flame Thrower (+0) Hot and Heavy / NA [Spray, Incendiary]
· Spike Thrower (+2) Loud / NA [Staking OR Incendiary]
· Pistol (+2) Loud / Pocket
· Heavy Pistol (+2) Loud / Jacket [High Caliber]
· Submachine Gun (+2) Loud / Jacket [Spray, Fully Automatic]
· Rifle (+3) Loud / NA
· Sniper Rifle (+3) Loud / NA [High Caliber]
· Shotgun (+3) Loud / Trench Coat [Spray, Mass Trauma]
· Assault Rifle (+3) Loud / NA [Spray, Fully Automatic]
· Combat Shotgun (+3) Loud / NA [Spray, Fully Automatic, Mass Trauma]

NOTES (5.2)

All Melee and Thrown Weapons inflict one Health Level of damage, except for Broadsword, Large Axe, Greatsword, Scythe and Polearm, each of which inflict two. Missile Weapons and Firearms also inflict two levels of damage. Characters may only employ two-handed weapons with both hands, meaning that they may not also make use of a shield or second weapon when doing so. Two-handed Melee Weapons include Greatsword, Scythe, Polearm, Spear and Staff. All Firearms except Pistol, Heavy Pistol and Submachine Gun are considered two-handed weapons.

SPECIAL WEAPON CAPABILITIES and HARDWARE (5.3)

Concealed weapons or items may be noticed by someone with the Investigation Ability who wins a Mental Challenge. Physically searching the weapons carrier automatically reveals hidden weapons without a test in most cases. At Narrator discretion, the challenge is still required for Pocket concealable weapons that the carrier has gone to great lengths to hide.

Armor Piercing Extra health levels granted by armor may not be used to absorb the damage from these types of weapons. Armor Piercing is usually possessed by firearm rounds, which require Underworld 4 or Police 5 to acquire. Shotguns, Combat Shotguns, Stake Throwers and Flame Throwers may not benefit from such ammunition.

Incendiary While in reality it is possible to easily acquire, and in some cases manufacture Incendiary explosives and ammunition, we must acknowledge that such things are, more often than not, too powerful for our Sanctioned games, and rarely aid in the telling of stories. For weapons with Incendiary ammunition, only one damage level is converted to aggravated, regardless of the number of levels inflicted. Flame Throwers still inflict two aggravated levels of damage.
Destroy Shield A weapon capable of destroying shields can automatically penetrate a shield and render it useless in a successful attack against the wielder.
Fully Automatic By completely emptying their clip, Firearms with this Special Weapon Capability may inflict an additional level of damage with a successful hit. After using the Fully Automatic ability, the user must spend an action to reload the weapon before it can be fired again.

High-Caliber Firearms of particularly high caliber can inflict crippling injuries with only a few shots. When a high-caliber weapon successfully strikes a target, the shooter should immediately perform a Simple Test. A win or tie indicates that the target suffers one additional Health Level of damage from the shot.
Mass-Trauma Certain attacks are so powerful that they inflict massive damage on the target, literally tearing away chunks of flesh. Such weapons score an additional Health Level of damage when used on a target within five feet.

Rate Firearms have an additional Special Weapon Capability called Rate which governs their interaction with Celerity and similar powers. The number of times a firearm is fired in a single turn cannot exceed its Rate. Other Special Weapon Capabilities may be employed without affecting Rate (except Fully Automatic, which empties the weapon of ammunition). Shotguns, Rifles and Sniper Rifles have a Rate of two. Heavy Pistols and Combat Shotguns have a Rate of three. Submachine Guns and Assault Rifles have a Rate of four. Pistols have a Rate of five. Flame Throwers and Spike Throwers, and (although not actually Firearms) Bows and Crossbows have a Rate of one for the purpose of interacting with Celerity and similar powers.

Scope This includes a variety of added hardware such as laser sights, scopes, etc. One additional bonus Trait is given to a weapon with a Scope for one challenge if the user spent the entire previous turn aiming.

Sound Suppression Only Pistols, Submachine Guns and Sniper Rifles may make use of Sound Suppression. This hardware removes the Loud Negative Trait by dampening the sound of the weapon's discharge. One bonus Trait is removed from a weapon with Sound Suppression.

Speed In close combat with someone whose weapon has the Negative Traits of Slow, Clumsy or Heavy you gain one additional Bonus Trait, provided you have at least one level of the Melee Ability.

Spray Weapons that spray can strike up to three targets at once, provided those targets are standing close together. For firearms, the victims must also be more than five feet away from the shooter. The shooter makes one test simultaneously against everyone targeted, but risks only the Traits necessary for one challenge. Each target who fails the challenge is affected by the weapon.

Staking Staking weapons paralyze vampires when a successful blow penetrates their heart. The attacker must win (not lose or tie) two successive Simple Tests in order to successfully stake the vampire. At least one level of damage must be inflicted in the attack for the stake to have any chance of reaching its mark.

AVAILABILITY (5.4)

This section describes how various items can be acquired through use of Influence. Note that with the use of the Police Influence, characters can only acquire items (other than Pistol, Shotgun, Ballistic Vest and Reinforced Vest) determined by the Storyteller to be available in confiscated weapons lockups.
Quantity is usually a big problem and we caution Storytellers to regulate the quantity of any item they introduce. The Influence cost for special ammunition is considered to be for 10 rounds of that ammunition type.

Melee Weapons, Throwing Weapons (except Grenades), all Missile Weapons, Antique Armors and Shields (see above) are available without the use of Influence (just cash). Pistols, Heavy Pistols, Rifles and Shotguns are available without the expenditure of Influence, but this requires that the weapon be registered (going through background checks, waiting periods, etc. as appropriate to the state).

· Police (4): Pistol, Heavy Pistol, Rifle, Sniper Rifle, Shotgun, Submachine Gun, Armor Piercing and Incendiary ammunition, Scope, Ballistic Vest
· Police (5): Reinforced Vest
· Police (7): Combat Shotgun
· Street (3): Pistol
· Street (4): Heavy Pistol, Rifle, Shotgun, Submachine Gun, Scope

· Underworld (2): Pistol
· Underworld (3): Heavy Pistol, Rifle, Sniper Rifle, Shotgun, Submachine Gun, Scope, Ballistic Vest
· Underworld (4): Armor Piercing and Incendiary ammunition, Sound Suppresser, Reinforced Vest
· Underworld (5): Assault Rifle, Flame Thrower
· Underworld (7): Combat Shotgun

ARMOR (5.5)

Armor protects the character by stopping damage. Each type of armor absorbs a certain amount of damage before it is rendered useless. When a character is struck, simply subtract the levels of damage from the armor first, before applying wounds to the character. The first three armor types listed here (antique armor) do not protect against Firearms, while the last two do not protect against Melee Weapons. Flame Throwers do not count as being Firearms for the purpose of affecting armor.

· Leather Armor: +1 Health Level (no Negative Trait)
· Chainmail Armor: +2 Health Levels (Heavy Negative Trait)
· Platemail Armor: +3 Health Levels (Heavy and Clumsy Negative Traits)
· Ballistic Vest: +2 Health Levels (Heavy Negative Trait)
· Reinforced Vest: +3 Health Levels (Heavy and Clumsy Negative Traits)

A Ballistic Vest can be worn concealed under a normal shirt, or clothing can be disguised to mimic its effects. Leather Armor can be concealed if it is specifically made to look like normal clothing. A Reinforced Vest or suit of Chainmail Armor is bulky and extends below the waist, meaning it can only be concealed by a Trench Coat. Platemail Armor can not be concealed. Just as with firearms, concealed armor can be detected with an Investigation Mental Challenge. Multiple armor types cannot be layered.

SHIELDS (5.6)

Shields are now changed to abide by the following rules. Shields give their user one or more extra Bonus Traits in hand-to-hand combat, which can add to the Traits given by a melee weapon. In order to receive these Bonus Traits, the wielder must possess at least one level of Melee ability. Body Shields also give their bonus when the wielder is being attacked with a Thrown Weapon or Missile Weapon.

· Buckler Shield (+1) no Negative Trait / Jacket
· Large Shield (+2) Heavy / NA
· Body Shield (+2) Heavy and Clumsy / NA

EXPLOSIVES (5.7)

The use of explosives rarely adds to the telling of stories. We realize that if we do not define explosives, players may do the devil's work themselves and fail to follow these, our principle guidelines:

· Two Players may narrate results between themselves however they wish and agree upon.
· There are no instant kills. Everyone gets challenges should they choose it.
· Story over realism.

For the sake of dramatization, the Storyteller may have explosives destroy large tracts of lands, busses of helpless victims (non Player Character scenery) and floors of skyscrapers if it adds to the story. For interaction with Player Characters however, bombs should not do damage in access of four aggravated Health Levels.

· Dynamite, grenade, Detcord/Cordite, pipe bomb: 1 Lethal
· Molotov Cocktail: 1 Aggravated
· Land mine, fuel air bomb: 1 Aggravated and 1 Lethal
· Claymore: 1 Aggravated 2 Lethal
· C-4: 3 Lethal
· Flaming Hoary Death Overlord bomb (the type you see in Hollywood movies): 3 Aggravated

Storytellers should limit availability of explosives so that they do not become commonplace in their games. Attempting to use explosives without having the Demolition Ability should result in bad things for the foolish character. Lost limbs, hands and nasty scarring should all be consequences of uneducated construction of bombs.

Camarilla UK 5.1 Conversion Document

Section 1: How to Use These Rules

These rules are intended for use by members of The Camarilla, White Wolf's Official Fan Club, during Sanctioned games. Permission for use by any organisation or individual not a current member in good standing is strictly denied. Permission is given to members in good standing to photocopy these rules for distribution to other members in good standing only.

These rules, when used for Sanctioned play, are to be applied without change, deviation, alteration or addition by any member, save the presi ding National Storyteller. This is to enforce a homogenous set of rules throughout the organisation, insuring that wherever a member goes, they may play with a minimum of problems.

Disclaimers

The new systems and ideas presented herein are © 2000 and the property of The Camarilla, White Wolf's official fan club. Reprinted material is © White Wolf Game Studios. Terms trademarked by White Wolf Game Studios are used with permission, and any mention of terms or titles should not be considered a challenge to the copyright ownership of those terms or titles.

Section 2: Linguistics Ability

The Linguistics ability has undergone a change in the new supplement, allowing a greater number of languages with a lower level ability.

Players may elect to reduce their Linguistics Ability to the minimum required to know the languages the character knows. This includes removing the Merit Natural Linguist from the character sheet. Any experience points spent on those abilities become unspent Experience Points and must be spent using the normal process.

Alternatively players may opt to retain their current level of Linguistics and select additional languages in order to make up the difference.
Example: Devon has Linguistics 4 and the languages French, Spanish, German, and Italian. Devon may elect to reduce his Linguistics to 3 and recover the one experience point difference OR retain Linguistics at 4 and select another four languages.

Section 3: Gift of Proteus

The Gangrel Clan merit "Gift of Proteus" is hereby removed from sanctioned play. Characters receive a number of experience points equal to the level of the merit. Characters with alternate animal forms for Shape of the Beast should follow the Guidelines in the Vampire 5.1 Rules Supplement (Chapter 5) and Clanbook Gangrel in order to retain those forms.

Section 4: Altered Experience Point Costs

The Experience cost for Disciplines have changed. The revised costs are as follows:

Out of Clan Basic Discipline 4 In Clan Basic Discipline 3
Out of Clan Intermediate Discipline 8 In Clan Intermediate Discipline 6
Out of Clan Advanced Discipline 12 In Clan Advanced Discipline 9
Out of Clan Elder Discipline 16 In Clan Elder Discipline 12
Out of Clan Master Discipline 20 In Clan Master Discipline 15

Further more Caitiff are no longer considered to have any "In Clan" Disciplines Instead they pay one point greater than the in clan cost (4/7/10 etc.) for the eight common disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence and Presence). Caitiff, however, no longer require a teacher for the Basic and Intermediate levels of those eight disciplines.

Character conversion is as follows. Firstly, recalculate the experience point value of the character based on the revised discipline costs presented above. Should the Experience value exceed the current experience total for the character then the difference will be counted as an Experience Debt. Half of all Experience earned after conversion must be spent to repay the Experience Debt (until the debt is paid in total). The other half may be spent as normal or used to retire the debt early.

Section 5: Missing Expert Level Disciplines

Several of the former Expert Level Disciplines have been removed from the rules. These include Quickness, Invulnerable, and Force to name a few. Do not apply for approval to keep these powers; they are removed from play. Instead you may replace them with another power from the same Discipline at the same or lower level. If you are unable to replace any disciplines the experience points spent on them are refunded.

Section 6: Altered Teaching Requirements

The Teaching Requirements have changed, I have copied Section 4.2 of the Vampire 5.1 supplement below for ease of reference :

Follow the rules in Laws of the Night: Revised on page 133 for learning Disciplines. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. For example, a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters are further limited to teaching only powers that they possess. With the exception of Mentors, NPCs may not teach Disciplines.

To teach Advanced Necromancy or Thaumaturgy, the teacher must be 8th or lower Generation, have the Discipline in-clan and must have two paths of the Discipline purchased to the Advanced level.

To teach combination disciplines a character must possesses that power and have the disciplines required to learn it at the next level. For example, to teach Burning Wrath, which requires Intermediate Celerity and Intermediate Potence, you must have Burning Wrath, Advanced Celerity, and Advanced Potence.