Camarilla Canada Fan Club, Inc.
National Addenda to the Camarilla Rules Supplement Version 6.0
Version 3.00 FINAL DRAFT, JUNE 2003
Prepared by Chris Duffield, NST, Canada
Go Live Date: August 25, 2003
All Venues to be fully integrated by September 30, 2003
Versions 1.0 - 2.0 Prepared by Michael Dascenzo, ANST Rules, Canada
Special Thanks to the Domain, Chapter, and Venue Storytellers of Canada for their suggestions and assistance.
Table of Contents
Introduction
Disclaimers
Grandfathering

Prime 
•	Alteration to section Pr.1.0.05 - Experience Trait Restrictions (Graduated Monthly Maxima) 
•	Alteration to section Pr.1.0.08 - Non-Player Character Limitations (MC for NPC Creation) 
•	Addition to section Pr.2.2.02 - Lore (Learning Lores) 
•	Addition to section Pr.2.3.02 - Influence (Firearms and Influences in Canada) 
•	Clarification of section Pr.2.4.00 - Merits and Flaws (Common Wraiths) 
•	Addition to section Pr.4.6.00 - Other Systems: Weapons Traits: Hardened and Supernaturally Hardened (Pr.4.6.04) 
•	Traveling to Umbral Realms found in Table Top Sources (Pr.4.6.05) 
•	Wide Ranging Actions (Pr.4.6.06) 

Vampire 
•	Alteration to section Va.1.0.01 - Concepts (Vampire Age Restrictions) 
•	Addition to section Va.1.0.01 - Concepts (Infernalists and Knight Inquisitors) 
•	Alteration to sections Va.1.1.01 and Va1.1.02 - Camarilla/Sabbat Venue Types (Assamite Approvals) 
•	Addition to section Va.2.1.09 - Tzimisce (Tzimisce Ghoul Families) 
•	Clarification of section Va.3.2.00 - Using Disciplines (Trait Bidding and Celerity/Potence) 
•	Addition to section Va.3.4.00 - Rituals (Learning Necromancy Rituals) 
•	Clarification of section Va.4.4.04 - Camarilla Status (Negative Status) 
•	Alteration to section Va.A.3.02 - Spirit Slaves (Purchasing Arcanoi) 

Changeling 
•	Alteration to section Ch.3.1.01 - Approval Levels (Infusion, Kyros and Pyretics) 
•	Addition to section Ch.3.3.00 - Realms (Expanded Scene Realm) 
•	Alteration to section Ch.3.3.02 - Realms Retest (Overbid and Gremayre) 
•	Clarification of section Ch.4.0.01 - Banality (Killing Humans) 
•	Clarification of section Ch.4.0.08 - Kingdoms (Alaska and the Kingdom of Northern Ice) 

Mage 
•	Addition to section Ma.2.2.00 - Abilities (High Ritual) 
•	Additions to section Ma.3.2.00 - Using Magic Ma.3.2.06 (Using Magic and Willpower) 
•	Ma.3.2.07 (Paradox Damage) 
•	Addition to Ma.4.0.00 - Systems Ma.4.0.06 (Primium) 

Garou 
•	Addition to section Ga.1.0.03 - Types (Extremely Rare Character Types) 

Introduction
These rules are intended for use by members of the Camarilla Canada Fan Club, Inc., hereafter referred to as Camarilla Canada, a duly recognized National Affiliate of The Camarilla, White Wolf's Official Fan Club, during Sanctioned games in conjunction with the Camarilla Sanctioned rules supplement. Permission for use by any organization or individual not a current member in good standing is strictly denied. Permission is given to members of Camarilla Canada to photocopy these rules for distribution to other Camarilla Canada members only.
These rules, when used for Sanctioned play, are to be applied without change, deviation, alteration or addition by any member, save the Canadian National Storyteller. This is to enforce a homogenous set of rules throughout the organization, ensuring that wherever a member goes, they may play with a minimum of problems.
Disclaimers
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.
Grandfathering
Players are required to apply for appropriate approval for any character or character element that has been disallowed or increased in approval level by the current Sanctioned rules supplement and/or these National Addenda. Disallowed characters or character elements require Top approval to remain in play, while characters or character elements that have increased in approval level require the approval of the appropriate approving authority.
While some consideration will be offered for those characters or character elements already in play, there is no guarantee that they will be approved. If an in-play character element is disapproved, the character in question will be refunded an amount of experience traits equal to the cost of the disapproved character element, unless otherwise specified in the Sanctioned rules supplement or these addenda.
Note: With the exclusion of the MC+3 Background-Related Abilities rule, storytellers will ensure that the costs in experience points for non-Lore Background Abilities, Background Lores that exceed the guidelines set in Sanctioned rules supplement, are assigned to the characters possessing such previously free traits.
Prime
Alteration to section Pr.1.0.05 - Experience Trait Restrictions (Graduated Monthly Maxima)
The maximum number of Experience Traits that a player character can earn in a month is based upon the amount that it has previously earned. At the beginning of the month check the amount of earned Experience Traits that the character has, and compare it to the chart below to see how many the character can earn in that month.
Earned Experience refers to those points gained through the course of play, not from Membership Class or Ordeals. The first month in which this calculation should be done is January 2001. Prior to January 2001, all characters are subject to a 4 Experience Trait per month maximum. Prior to June 2002, all characters were subject to the chart below with the addition of a 1xp cap at 221+ experience points. All characters should begin tracking their new Experience as of 12/01/2002 with the new chart below.
Earned Total	Monthly
Maximum	
0 - 66	6	
67 - 121	5	
122 - 165	4	
166 - 198	3	
199 +	2	
Alteration to section Pr.1.0.08 - Non-Player Character Limitations (MC for NPC Creation)
Storytellers in Canada do not use their personal Member Class for purposes of creating NPCs. The Member Class restrictions for NPC creation are as follows:
•	Low Approval Storyteller: MC4 
•	Mid Approval Storyteller: MC8 
•	High Approval Storyteller: MC10 
•	Top Approval Storyteller: Unlimited 
Please note that these restrictions do not apply to the creation of a storyteller's personal player characters. 
Addition to section Pr.2.2.02 - Lore (Learning Lores)
Odd Lores, such as Nod Lore or Golconda Lore, must be taken as a specialization of the Venue Lore (Kindred, Garou, Mage, etc.) rather than existing as a separate Lore.
Written materials cannot provide a Lore rating higher than 3.
Learning a Lore from a source whose Lore rating surpasses the Lore rating being sought requires only the one source. (e.g. If a character seeks Kindred Lore 2 from a Kindred with Kindred Lore 3, the pupil needs only the single teacher.)
Learning a Lore from sources with Lore ratings that are only equal to the Lore being sought requires one source, plus one additional source per level of the Lore. Thus, to learn Kindred Lore 3 from sources that are only rated at Kindred Lore 3, one needs four separate sources from which to study. Each source must possess or be rated at the level of Lore being sought. It takes one month per level of Lore to learn each level of a Lore. For example: to advance from Garou Lore 2 to Garou Lore 3 takes three months of study, while advancing from Garou Lore 3 to Garou Lore 4 requires four months of study.
Lores not of type (e.g. Kindred learning Garou Lore or Brujah learning Tremere Lore) require successful infiltration of the group or race involved to earn a level higher than 2. Thus, even though written materials may provide a Lore rating of 3 (at most), a Garou with written materials of Kindred Lore 3 would still need to successfully infiltrate Kindred society to learn Kindred Lore above 2.
Addition to section Pr.2.3.02 - Influence (Firearms and Influences in Canada)
Due to the restrictive firearms laws in Canada, such weapons are much more difficult to come by than they would be in, say, the United States. Therefore, the minimum level of influence necessary to acquire any particular firearm or other restricted or prohibited weapon (e.g. flame-throwers, explosives, etc.) is one level higher than that listed on the appropriate table in the rulebook. Furthermore, due to the seriousness with which the police and media of Canada treat firearm-related offenses, the level of influence required to cover up firearm-related incidents is one level higher than that listed on the appropriate table in the rulebook.
Clarification of section Pr.2.4.00 - Merits and Flaws (Common Wraiths)
Most creatures do indeed have reasonable means of protecting themselves from, and dealing with, wraiths. However, copies of Oblivion are scarce and many members focus on the other available venues. The 'common wraith' rule was proposed not because of the inability of characters to adequately handle wraiths, but because neither players nor storytellers are always aware of exactly what wraiths can, in fact, do, nor what characters can do to wraiths.
High Approval permits a common wraith to purchase Arcanoi beyond the first Basic or a NPC wraith to be created as a standard NPC. Additionally, whether using 'common wraiths' or not, both players and Storytellers involved are strongly encouraged to familiarize themselves with both the rules mechanics, them and mood of the Wraith venue. This will be required for applicants and presiding Storytellers seeking the aforementioned High Approval.
Traveling to Umbral Realms found in Table Top Sources (Pr.4.6.05)
High notification is required two days prior to running plotlines that include visiting one or more unique named Realms described in tabletop sources. This allows the High level authority to track the usage and inclusion of these story elements and work with local Storytellers to ensure that the effects/dangers of these Realms are consistent with the High level authority's vision for them.
Wide Ranging Actions (Pr.4.6.06)
Any action that originates in one Domain and targets a different Domain requires the approval of the target Domain's Mid approval storyteller, as well as the High approval storyteller in charge of both Domains. Any action that originates in one Region and targets a different Region requires the approval of the target Region's High approval storyteller, as well as Top approval.
Any action that originates in one Nation and targets a different Nation requires the approval of the target Nation's Top approval storyteller, as well as Top approval in the originating Nation. Any involvement of high-level government agencies (i.e. FBI, BATF, OHS, CSIS) or military forces (Army, National Guard, etc.) requires Top approval.
Vampire
Alteration to section Va.1.0.01 - Concepts (Vampire Age Restrictions)
Vampire age is now regulated as per the following chart:
•	50 years per MC: Low approval 
•	50 years per MC plus 1 to 100 additional years: Mid approval 
•	50 years per MC plus 101 to 500 additional years: High approval 
•	50 years per MC plus 501 or more additional years: Top approval 
Note: Mid approval is required for all Sabbat characters over 50 years of age, though the other age restrictions above must still be adhered to. In other words, if a player is Member Class 4, they must have Mid approval to make a Sabbat character over 50 years old. If they wanted to make the character 500 years old (MC4 x50 + 300), that would require High approval. 
Addition to section Va.1.0.01 - Concepts (Infernalists and Knight Inquisitors)
Top approval is required for Infernalist PCs, High approval for Infernalist NPC's. All plotlines involving Infernalists require High approval. High approval is required for Knight Inquisitor PCs, with any rank above Knight Inquisitor requiring Top approval.
Alteration to sections Va.1.1.01 and Va1.1.02 - Camarilla/Sabbat Venue Types (Assamite Approvals)
Assamite and Assamite antitribu characters were allowed to permanently change venues from Sabbat to Cam/Anarch, or vice versa following the Schism plotkit run globally in 2001 and should have tracking numbers to confirm this (submitted before the 11/15/01 deadline). Characters changing venues received the Probationary Sect Member Flaw for a year and a day. With the chronicle's move toward White Wolf's "revised" World of Darkness, the following approval levels are in effect for the Assamite clan:
Cam/Anarch:
•	Schismatics: Mid approval for Viziers, High approval for Warriors and Sorcerers. 
•	Loyalists: Mid approval for Warriors, High approval for Sorcerers and Viziers. 
•	Dispossessed: High approval for Warrior, Sorcerers and Viziers. 
•	Path of Blood is High approval for Assamites in the Cam/Anarch venue. 
Sabbat:
Mid approval for Warriors, High approval for Sorcerers and Viziers. In the initial approval application, each player must detail which Assamite camp his or her PC will follow (Schismatic, Loyalist, or Dispossessed). See below for descriptions of these factions
•	Loyalist
These are the Assamites that have remained loyal to Alamut. Loyalists hunt outsiders, devouring the souls of those they find unworthy of conversion. They look forward to the final days, when they have destroyed all other vampires and greet the sun, thus freeing mortals from vampiric influence forever. The Loyalists are primarily composed of Warriors, with a few viziers and magi. 
•	Schismatics
These Assamites broke from the main clan and joined the Camarilla to avoid persecution of the Eagle, who began purging the clan of those he did not feel were loyal. A number of Assamites felt that The Eagle had become corrupt, and did not represent Haqim. The Schismatics are composed fairly equally of Viziers and Magi, with a smaller number of warriors 
•	Dispossessed
The Dispossessed are those that walk alone. For whatever reason, they have severed ties with both the Schismatics and Loyalists. Unlike the Loyalists and Schismatics, no side is directly antagonistic towards the Dispossessed; indeed, both sides often try to recruit them when the Dispossessed are encountered. At the worst, a Schismatic or Loyalist will simply turn his back and ignore a Dispossessed. The Dispossessed are almost always solitary, and may be from any caste. 
Addition to section Va.2.1.09 - Tzimisce (Tzimisce Ghoul Families)
Tzimisce may also use Zanatosa revenants as Retainers.
Clarification of section Va.3.2.00 - Using Disciplines (Trait Bidding and Celerity/Potence)
In order to gain the benefits of one's Celerity or Potence disciplines, the individual must bid an appropriate trait (i.e. a strength-based trait for use of Potence or a dexterity-based trait for use of Celerity). The only bonuses from Potence and Celerity that can be used together against one mob (or individual) are additional actions, and damage modifiers (lethal damage from prowess, additional levels of damage from Puissance, etc). All other bonuses must be from either Celerity or Potence, but not both together, even if an individual with both Potence and Celerity is forced to bid two traits in a challenge and bids both a strength-based and dexterity-based trait.
Addition to section Va.3.4.00 - Rituals (Learning Necromancy Rituals)
The requirements for learning Elder, Master, and Ascendant Thaumaturgy rituals also apply to learning Elder, Master, and Ascendant Necromancy rituals.
Clarification of section Va.4.4.04 - Camarilla Status (Negative Status)
Losing a Negative Status counts as a status gain for purposes of maximum status gained during any time period.
Alteration to section Va.A.3.02 - Spirit Slaves (Purchasing Arcanoi)
Spirit Slaves may be invested with additional Background Traits as per Retainers. They may purchase Arcanoi beyond the first Basic with High approval.
Changeling
Alteration to section Ch.3.1.01 - Approval Levels (Infusion, Kyros and Pyretics)
Certain approval levels for Arts are changed due to the theme and mood of the Northern Ice chronicle in Canada:
•	Basic Infusion is Mid approval 
•	Basic Kryos is Low approval. Intermediate through Advanced Kryos is Mid approval. 
•	Pyretics is Mid approval, with Advanced Pyretics increased to High approval. 
Note: Players with characters possessing Pyretics may opt to change Pyretics to Kryos, as the Art of Kryos is better suited to the "mood" of the Canadian Chronicle, though if this results in the character possessing Intermediate or Advanced Kyros, the player will still need to apply for Mid approval. 
Addition to section Ch.3.3.00 - Realms (Expanded Scene Realm)
Storytellers may make use of the alternate and "expanded" tabletop levels for the Scene Realm with Low approval. However no use of said "expanded" Scene rules may force or cause events outside of the local venue's Domain.
Alteration to section Ch.3.3.02 - Realms Retest (Overbid and Gremayre)
Canada does not use the optional Realms Retest rule. Instead, Canada uses the Overbid retest as the only aggressive retest. The Gremayre Ability (as long as the character possessed the Realms used in the cantrip) may be used as a defensive Ability retest, cancelled as usual by spending a level of the same Ability.
Clarification of section Ch.4.0.01 - Banality (Killing Humans)
A fae that mortally (not chimerically) kills a human being automatically earns one temporary Banality.
Clarification of section Ch.4.0.08 - Kingdoms (Alaska and the Kingdom of Northern Ice)
The territory of Alaska is no longer a part of the Kingdom of Northern Ice, having been ceded by High King David for the creation of the Kingdom of Storms (the Northwest Region of the United States National Changeling Venue).
Mage
Addition to section Ma.2.2.00 - Abilities (High Ritual)
The High Ritual Ability requires High approval.
Additions to section Ma.3.2.00 - Using Magic Ma.3.2.06 (Using Magic and Willpower)
Only one Willpower may be spent per effect.
Ma.3.2.07 (Paradox Damage)
Because the Technocracy holds undisputed dominion over the Consensus in Canada, violations of the Consensus often incur a heavy price. As a result, the Paradox damage levels found in Laws of Ascension, pg. 173, are not used. Instead, use the following system to determine Paradox damage levels:
•	Backlash of one to ten Paradox Traits: Divide Traits by two, rounding up. Take that much Bashing damage. This damage may only take the mage to Mortally Wounded, ignore any additional damage. 
•	Backlash of eleven to twenty Paradox Traits: Divide Traits by three, rounding up. Take that much Lethal damage. This damage may only take the mage to Mortally Wounded, ignore any additional damage. 
Backlash of twenty-one or more Paradox Traits: Divide Traits by four, rounding up. Take that much Aggravated damage. This damage may take the mage past Mortally Wounded into dead. In this case, no "killing blow" need be declared, as the damage results from the mage's own actions. 
Addition to Ma.4.0.00 - Systems Ma.4.0.06 (Primium)
Any use of Primum requires High approval in Canada.
Garou
Addition to section Ga.1.0.03 - Types (Extremely Rare Character Types)
Male Black Fury, Lupus Glasswalker, and Homid Red Talon characters require High approval.

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