Manitoba House Rules

Character Creation

Players creating new characters should keep the following in mind:

Characters of 12th Generation are granted 5 extra xp provided that does not go over the limit of 30 build points.

Characters of 13th [or worse] Generation are granted 10 extra xp provided that does not go over the limit of 30 build points.

Out of Clan costs are the same at character creation as elsewhere. [6xp/Basic, 9xp/Intermediate]

Characters may not start with more than the first Intermediate level of any Discipline.

Buying extra [beyond Acknowledged] Status at character creation is allowed. Status costs 2xp/trait and up to two extra traits may be purchased in this manner.

Characters must define how many [if any] Childer, Ghouls or Broodmates they may have in different locales.


Characters may not begin with more negative traits in any category than they have positive traits. [Excepting Nosferatu and Social Traits.]


Characters may not start with more than 3 points in any one ability. They may start with a specialisation though.


Characters may not start with more than 5 points in total Influence and may not have any one Influence above level 2 at creation.


Characters are limited to a maximum of two additional derangements. [Allowing Malkavians to have three]



Only traits from LotN:R will be used.



Mortals and Kindred of the 13th generation have 10 traits of blood. Each normal trait of blood is approximately 1 pint in size.


It should be noted that unless the vampire in question has the Medicine ability these points cannot be drawn and saved for future use, they represent blood drunk directly from a living vessel. Each point hunted normally takes 15 minutes.

However, a character with specific blood tastes will generally take twice as long to hunt, unless that blood type is prevalent in the area being hunted.


Drinking down a point of blood requires an entire action/turn. Celerity will not increase the rate of ingestion.


Blood consciously burned for Physical Traits, Disciplines, healing, etc. may only be burned at the beginning of a turn and must be announced out loud.


One point of blood may be expended to look more humane. It can create artificial, human like traits. (Warm skin, breathing, heartbeat, and foggy breath). These effects last for one scene or an hour whichever is longer. Each blood trait spent in this manner will allow the character to masquerade as one higher Humanity trait in appearance. Note: Characters on Paths may not do this.


Blood Bonding: Requires that the one to be bound actually tastes your blood. That means that it is extremely difficult to hide it in drinks that aren't red in the first place...



When the challenge is started both parties must bid a trait that fits the situation, if either side does not bid a trait they lose on ties. This will overrule the use of any Discipline that would normally allow the character to win on ties. [Fleetness, Puissance]



You now only get one retest from any one source. Abilities, Merits, Disciplines and Willpower are the areas from which you can call for a retest.


Abilities: Abilities are burned when you block a retest bid or bid with ability traits to get a retest.

·        If you win a challenge and the defender uses an appropriate ability, merit or discipline they may force a retest. If you in turn can counter with the corresponding use of an ability, merit or discipline yourself, then you would in effect force the defender to accept the original result of the challenge. You may not cancel Willpower retests. 

·        Should you wish to improve your chances of success on the retest, you may bid multiple ability traits. For example, in a physical attack, Bruce the Brujah dexterously took a swing at Norman the Nosferatu. Bruce lost the challenge but has 4 brawl ability traits. Figuring that Norman is probably not as good at brawling as he is, Bruce decides to bid 3 of his brawl in the challenge. Norman only has 1 brawl and decides not to counter bid, since he would be outbid. Bruce gets his retest and then goes on to win. Bruce has also used up all three of the brawl ability traits he bid. Norman now has to suffer the effects of the challenge. At this point, since retests may only be conducted once per source, the only options left to Norman for a retest are any relevant merits, or disciplines.



Willpower may be used to:

·        Give one retest when you are defending and being mentally or socially challenged. 

·        Negate the effects of any Social challenge not involving the use of Disciplines.

·        Allow a character to avoid the onset of frenzy for 10 minutes. The character must get away from the catalyst of the Frenzy conditions immediately.

·        Allow a character to ignore wound penalties for a turn.

·        Attempt a challenge a character would normally be unable to attempt because they lack an appropriate ability trait.

·        Regain traits once per night. Abilities cannot be returned in this manner. Under no circumstance will this kind of expenditure be seen as an action within Nature.


Willpower may not be used to:

·        Automatically negate the effects of mental or social challenges when a discipline is used.

·        Willpower may not be used as an offensive retest aside from attempting to breach Majesty.

·        Willpower may never be called as a retest in a physical challenge.


Willpower is regained at the rate of one every two weeks. Storytellers may also wish to restore willpower if characters perform actions that hold particularly true to their nature. If you want a ruling, speak to a Storyteller.


To purchase willpower a character must have recently experienced a time in which willpower was expended to overcome an extreme occurrence.



Fair Escape: There are many circumstances under which a player may call for fair escape. Under no circumstances does a properly called fair escape require a test. For fair escape to be possible at all there must be a clear method of egress. A character may call fair escape under the following circumstances:

·        They are outside of normal conversational distance (roughly 10 feet) and they possess a degree of celerity higher than anyone who attempts to prevent them from leaving does.

·        They can move in such a manner that it is physically impossible for other characters to follow them and they are outside of normal conversational distance (roughly 10 feet).

·        Any other definitions found in LotN:R.


Surprise: Surprise can happen under a number of circumstances. If you enter a situation where you had no forewarning and the challenger announces it as such, then the character is surprised. People who are surprised may only defend themselves or soak (based on the situation) and cannot attack for that turn. Dropping out of obfuscate to attack gives automatic surprise unless the person has heightened senses on or some other method of noticing activity.

Surprise lasts the entire first round. Gaining surprise allows a character to call for a surprise retest on any failed challenge. This may be counteracted by the defender expending an Awareness ability.

·        If for some reason you think you would have surprise in a situation, but know that the person will reply within the three seconds talk to an ST before hand.

·        It is considered very inappropriate to wander around whispering your 1-2-3 count when you try and surprise someone.


Opposed Actions: In the interests of speeding combat up, when participants are moving at roughly the same speed, they may choose to either attack or defend as their action. They may no longer do both. That means that you will have to decide whether you want to punch your opponent or dodge his blow. If both are on the offensive the winner of the challenge lands their blow; the loser misses. Normal actions opposing Alacrity actions must bid an extra trait.


Firearms: A character may only use two actions in any one round to fire a gun provided they are using both hands. A character only using one hand may use one action to fire a gun. Semi-automatic weapons provide one extra firing action. No character may fire more than three times in one round regardless of abilities, merits or weaponry.


Ranged combat and the Bomb

·        You may use the win-on-ties power of Fleetness.

·        When using a thrown weapon or a longbow you must specialize in that weapon and then you may use the Bomb on either Strength or Speed challenges. You may not use the Might retest when using Strength.


Staking: Vampires that have been staked are physically immobile. They may not use any disciplines. They are aware of the activity around them.


Torpor: A character placed into Torpor by violence will be out of action for 6 - [Humanity Rating] in game sessions. Characters on a Path other than Humanity are considered to have zero Humanity for calculation purposes. Thus someone with 3 Humanity will miss 3 games. Someone with 1 Humanity will miss 5 games and someone on a Path will miss 6 games total.


Combat Sequence: There is a proper sequence to be followed in combat, which makes for combat that is as realistic and fair as possible. This sequence should be followed for all combat. Wound modifiers are in effect instantly upon receiving.

1.      Spend Blood

2.      Alacrity [Social/Mental Challenges are permitted here as well, provided the user has activated Celerity]

3.      Normal Physical Action & Social/Mental Challenges

4.      Thaumaturgical Effects

5.      Swiftness

6.      Legerity

7.      Form Powers

8.      Ambidexterity


Experience Points & Cost


Experience points (XP) will be awarded for each of the following criteria:

·        Turning up for a game and staying In Character

·        Playing in costume

·        Exceptional play

·        Handing in a Haven description

·        Detailed character backgrounds

·        Player of the game

·        Handing in Player Actions on time.



Playing in a gaming session in costume and maintaining your character for the entire game will normally net you 2 XP. However, do realize that the Storytellers are always on the look out for exceptional play that enhances the mood and atmosphere of the LARP and adds to everybody else's gaming experience. XP can be awarded for such instances but that is at the Storytellers discretion.


The monthly cap as determined by OWbN is 8 XP.


Physical, Mental and Social Traits

Each trait costs 1 XP to buy up. You may only buy one type of trait once per month.



It is important that acquiring influence is justified and is role-played. Many cases will only necessitate the justification of Influence acquisition in Player Actions. However, at other times the ST may contact you to request that a scene be played out before the influence can be purchased. Whatever is needed to acquire these Influences, the costs will be the same. The first point of Influence will cost 1 XP, the second 2 XP, and so on.

For more information on Influences read the Influence section.



The first 2 levels of any ability cost 1 point. Levels 3 and 4 cost 2 XP's and the fifth level costs 3 XP.



Specialisations cost 1xp for non-combat oriented and 2xp for combat oriented.



All mojos cost 2xp.



3 points for basic disciplines [6 points for out of clan discipline] 6 for intermediate disciplines [9 points for an out of clan discipline] 9 for advanced disciplines [12 for an out of clan discipline]



2 points for basic. 4 points for intermediate. 6 Points for advanced.


Buying off negative traits and flaws

Double the value of its original cost and the process must involve role-playing it over a long period of time.


Character Death

If in the event that your hard work and effort does go up in a puff of smoke, you may spend any unspent XP on the creation of your next character up to a maximum of 30 XP.

XP carryover will only be permitted from one character to the next, unless you are playing NPCs with Storyteller approval. That means if Bobby Brujah dies you can either spend his leftover XP on Garry Gangrel or they are lost. You may not save them up for Vincent Ventrue.


Frenzying and its Effect


While in Frenzy you cannot use Mental or Social based powers. You don't suffer the effects of wound levels other then Torpor or Final Death. The only Social Challenge you can initiate is with "Intimidation". You need not risk a trait when defending against a Social Challenge. You are not affected by Mental or Social powers with the following exceptions: a Character trying to talk you out of the Frenzy, or using Quell the Beast.



When a character enters self-control Frenzy the Beast has taken over and will fight to keep control.

The character will attack the nearest person [ST discretion] with its most effective natural [no weapons] combat abilities. [Form powers, etc.]

The character will spend blood as quickly as it is able on the following: Form Powers, Healing, Celerity, and Physical Traits.

The character will use any and all applicable abilities to assist in its attack or to help prevent the Beast from losing control and the Frenzy ending.

The character will use Willpower only to defend against attempts to draw the character out of Frenzy.


Frenzying is a great tool for exceptional role-playing. Frenzying is not just about what happens when your character has lost control and needs blood, or how to get away from what made the Kindred run away. It can also be about how your character got into that situation in the first place and the embracing of the fact that you now have an opportunity for character exploration. How will you react the next time you face a similar situation?


Frenzy, especially fear frenzy or Rotschreck, is something that shames Camarilla Kindred (in some cases you may even be stripped of Status depending upon your actions). It is when the beast takes over and the true Vampire shows through.


Never forget the bloodthirsty beast that is lurking and waiting for a chance to take over. The battle against Humanity (for those on the path of Humanity at any rate) is the key balance for your character. Every action you take, every move you make should be made on the heels of fear of the beast taking over.


It is our fervent hope that players spend some time thinking on how they wish to play out the battle of each individual struggle to cling onto their Humanity. This concept is one of the main cores to the Vampire system as a whole. The fall from grace is never pretty, but the player who dramatises this journey with panache, style and originality will always be high in the minds of the ST when it comes to XP awards for exceptional play.



To buy backgrounds with freebie points at the end of character creation costs 2 points for each dot.



Allies do not equate Influence. Allies are run of the mill mortals with one specialised ability. The more Ally points temporarily expended, the more points of said ability. Allies need not be defined, they are a nebulous group. Example: A character could temporarily expend three points of Allies to have someone with Drive 3 follow someone else. The following set of Player Actions they could temporarily expend those same three points of Allies to have someone with Crafts 3 paint them a portrait.



Contacts may be used for informational purposes only. Contacts may not conceal their actions. Influence is required for that.



Each level of Fame allows for a corresponding level of Influence to be used either to affect things outside the Domain or from outside the regular Domain limits. When trying to affect other OWbN chronicles this may change in relation to their House Rules.



Generation slots awarded by the ST Team must still be purchased with XP/Background points. Please see the character creation section for more.



Each point of Herd may be used once every two weeks. Each point used will give the character one blood trait. Players will be given Herd chits and must turn them in to a Storyteller when using Herd.



Please see the influence and character creation sections.



Mentor levels and abilities are defined in LotN:R. Mentors must be defined. Characters may have more than one Mentor but never more than five points worth.



Players will be issued Resource chits at the first game of each calendar month.



Each point of Retainer must be defined. A character may have more than one Retainer but never more than five points worth. Please see the Retainer section for specific rules.




Influence will be on a point system:

·        10 points for Level one

·        30 points for Level two

·        60 points for Level three

·        100 points for Level four

·        150 points for Level five


Influence Actions

Grow: For each level of Influence devoted to a grow action you will get a corresponding number of tests. Each success grows 2 points. A short description is required. Grow actions that are successful past Level 5 do not go towards Level 6 but instead act as a buffer against future Destroy actions.


Destroy: Each level of Influence devoted to a Destroy action will provide a corresponding number of tests. Each success will destroy 2 points of the target's Influence. A good description of how this is done is essential.


Protect: If someone is attempting to destroy your Influence you may use a Protect Action. Each level of Influence will give a respective number of tests. Each success will negate on successful destroy action.


Investigate: Use this action when trying to uncover anything about another Influence (i.e. Who has Police?). Each level of Influence used this way will allow for a corresponding number of tests.  Each success will reveal more of what the character is looking for.


Obscure: Use this action when trying to hide what your Influence is up to. Each level gives a number of tests. Each success negates a successful investigate action.


Notes: Tests are done at the time player actions are done.  Influence may still be purchased with XP.

When Influence is purchased with XP any successful Grow actions will be applied to the next level of Influence. Example: Theresa the Toreador has 3 levels of High Society Influence and has 3 successful Grow actions towards level 4. She decides to purchase Level 4 with XP and now has 3 successful Grow actions towards Level 5.


Where “level” of Influence is stated it is meant to represent each and every level of Influence a character may possess individually. Example: Theresa the Toreador has 4 levels of High Society Influence and wishes for it to grow. She sets all of her levels to a Grow action and will receive 4 tests. [One for each level] Alternatively, she could have split their actions up, using two levels to Grow [and receiving two tests] and using two actions to Investigate [and receiving two tests].


Influence levels may make 2 different actions/players actions: i.e. Investigate/Obscure; Protect/Grow

Influence is still capable of doing any of the things that are normally allowed in LotN:R (i.e. smuggle with Underworld as one of the two actions. They can be combined with the special actions as well: i.e. Smuggle/Obscure; Police - Raid/Destroy etc.)


List of Influences

Note: Influence does not need to be diversified unless there is a subheading.

·        Bureaucracy: City/Provincial or Federal

·        Church

·        Finance

·        Health

·        High Society

·        Industry

·        Legal: Civil/Criminal or Corporate

·        Media

·        Occult

·        Police: Local or RCMP

·        Political: City/Provincial or Federal

·        Street

·        Transportation

·        Underworld

·        University

Abilities, Merits and Flaws

No ability may exceed level 5 for any character 8th generation or above. In general, actions that are mentioned specifically or implicitly under an ability's description can not be attempted without that ability unless the character spends a Willpower point. In any case a person with the appropriate ability will succeed much more quickly and easily than one without. Abilities allow you to retest only once per game time. You can use up all of your retest in one round if you wish (We wouldn't recommend it!).

Abilities listed in other books can be taken with ST approval. For the XP cost of Abilities see the Game Mechanics section.



Awareness can be burned to cancel a "Surprise" retest.



Cancels a darkness retest, this also uses up that point of ability, so you may only cancel darkness for every point of Blind Fighting that you have.



Tailing anyone in any sort of vehicle is virtually impossible without this ability. Furthermore, attempting to attack someone with a car under almost all circumstances will not succeed without Drive (people are naturally more agile by far than cars and if given any warning will be able to avoid most drivers).



Each level of gambling expended allows a character to replace one card in their hand with the top card from the deck. A Storyteller, as the situation warrants, will define other uses.



Any abilities not listed in the book will likely fall under this heading. Please check with the ST before using it.




Each level of linguistics allows for a corresponding number of languages to be learned by the character. [i.e. One language for Linguistics 1. Two additional languages for Linguistics 2, etc.]



The following types of Lore are available subject to ST approval: Kindred, Garou, Faerie, Camarilla, Discipline, Sabbat, Anarch, Sewer, Clan, Hunter, Mage and Wraith.



A character with Meditation may make a challenge at the beginning of their home game's session to regain a Willpower. The test must be won outright. This may be retested once for every level of Meditation possessed by the character although a maximum of one Willpower may be regained in this fashion.




When creating a piece of artwork, the artist should conduct simple tests to determine the beauty and success in creation of the piece. Each performance trait will give the artist a simple challenge. For example, if a Toreador with Performance 5 created a painting, then 5 simple tests would determine the success of the work. Three wins and a tie would give the artwork a performance rating of 4.


Sewer Lore

Each level of Sewer Lore grants safety from becoming lost on a corresponding level of sewer. [i.e. Sewer Lore 3 grants safety on Levels 1-3] If you are on a level of sewer without the requisite level of sewer lore you must test on the following chart. [All tests are static mental challenges. A character may use Sewer Lore to retest.]


First level: 5 Traits

Second Level: 7 Traits

Third Lore: 8 Traits

Fourth Level: 10 traits

Fifth Level: 12 Traits


Heightened Senses/Eyes of the Beast reduce this difficulty by one trait each.

Flashlights/lowlight goggles, etc. reduce this difficulty by one trait.



Successful use of this ability is normally necessary to find even one Blood Trait per day in a completely wilderness setting (it allows you to capture a small animal to feed from). It also allows a vampire the ability to spend blood during combat to heal non-aggravated. Survival is also the retest used when bidding Stamina related traits. (Robust/Resilient/Rugged/Enduring/Tireless) If you run out of Survival, you may no longer heal while in Combat.


Merits and Flaws

All are subject to ST approval. Lunacy, Eidetic Memory and Common Sense are banned.

Acute Sense: Will not provide bonus traits within a combat setting.


Enchanting Voice: Works on all voice related challenges. [Dominate, Dementation, Presence, etc.] Now costs 4xp.


Natural Linguist: Doubles regular language amounts.


Iron Will: Provides three retests/night vs. Dominate or mind altering Thaumaturgy.


Prey Exclusion: May not be children.


Territorial: Must be defined as a location.


Natural Leader: Must be taken at character creation. Now costs 2xp.


Prestigious Sire: Must be registered with the OWbN Historian's office.


Lucky: One retest/night. May not be cancelled.


Learning Times

In Clan Disciplines take 2 weeks to learn. Out of Clan Disciplines require 3 weeks to learn. Out of Clan Unique [aside from Blood Magic] Disciplines require 4 weeks to learn. Combo Disciplines require 4 - 12 weeks to learn. [Storyteller discretion]



Feral Whispers: Requires that the character catch the animal's gaze. May not be used as a language between characters.



When a character with Auspex attempts to penetrate Obfuscate they may gain an advantage dependant on the relative levels of Disciplines the two characters have. For each level of disparity between the two a bonus trait is granted to the character with the highest level of Discipline. A maximum of 4 bonus traits may be gained in this fashion. Example: Theresa the Toreador has Telepathy [level 4] and is attempting to spot Norman the Nosferatu sneaking about. Norman has Unseen Presence [level 2]. Due to Theresa having two levels of Auspex higher than Norman's Obfuscate, she will gain two bonus traits when determining ties.

Heightened Senses: All uses of Heightened Senses require a static mental challenge vs. 6 traits except where directly opposed by another character.  [i.e. Listening at a door is a static, piercing obfuscate is opposed]

Aura Perception: May not be used to determine whether someone is lying.



Celerity may be combined with Blood Magic for movement purposes only.

Alacrity: Characters without Alacrity must bid one extra trait when opposing an Alacrity challenge.

Fleetness: You may win on ties with firearms.



Conditioning: May be used to implant three long term Mesmerism commands. Conditioning has no suicide clause.



Resistance: A character with Resistance may attempt to prevent being staked by soaking the lethal damage dealt by the stake itself. All soaking test must be performed before the two simple challenges for a successful staking are done.

Aegis: A character with Aegis can prevent being staked by declaring the use of Aegis before the simple challenges for a successful staking are done.



The caster, except movement, may take no other actions. The caster may defend at no penalty. Blood Magic effects take place after normal actions but before Swiftness.

Everyone begins on the Sepulchre Path

Soul Stealing: A character who has had their soul stolen may return to their body at the end of the current round with the expenditure of a Willpower.




When a character with Auspex attempts to penetrate Obfuscate they may gain an advantage dependant on the relative levels of Disciplines the two characters have. For each level of disparity between the two a bonus trait is granted to the character with the highest level of Discipline. A maximum of 4 bonus traits may be gained in this fashion. Example: Theresa has Aura Perception [level 2] and is attempting to spot Norman sneaking about. Norman has Vanish from the Mind's Eye [level 4]. Due to Norman having two levels of Obfuscate higher than Theresa's Auspex, he will gain two bonus traits when determining ties.


Mask of a Thousand Faces: May change the appearance of clothing. [Storyteller discretion] Characters must expend a mental trait to cover up scents.

Cloak the Gathering: Mental traits expended to use Cloak are expended before any challenges for Cloak are resolved. Cloak may be used on an unwilling or unaware target by succeeding in a static mental challenge vs. the target's traits.



Shroud of Night: All powers requiring line of sight are impossible for all but the one who used Shroud.

Arms of the Abyss: A character may only create up to one third of their social traits in arms per round. Each use requires the expenditure of a blood trait. [i.e. It takes three rounds and three blood for a character to have a number of Arms equal to their social traits.]



Characters may not move more than three steps by "Potence Leaping"

Might: This is the final retest only for the character that called it. Opposing characters may attempt further applicable retests.

Puissance: The extra level of damage inflicted is lethal in nature. Any weapon [unless specifically designed] will break if used with Puissance. Stakes used with Puissance inflict two lethal but can not successfully stake a character as they shatter on impact.



Only Dread Gaze requires the user's face to be visible. Only Summon and Awe [as a retest] may be used when not in the target's presence. [i.e. No Entrancement over the phone]

Majesty: Extends throughout a regular sized room. [Storyteller discretion] Area effect attacks that include a character with Majesty in their field of effect [Firestorm, spray firing, molotov cocktails] may only be performed if the aggressor has broken through the character's Majesty.



Silence of Death: Causes all using Blood Magic within its effect to bid an additional trait.

Scorpion's Touch: Expending blood for Scorpion's Touch must be declared at the beginning of the round before any physical challenge is resolved. A character may coat a weapon with up to three traits of Scorpion's Touch blood. The coatings will lose any potency with the dawn. May be combined with Baal's Caress.

Baal's Caress: A character may coat a weapon with up to three traits of Baal's Caress blood. The coatings will lose any potency with the dawn. The aggravated damage granted by Baal's Caress supercedes the weapon's original damage [i.e. a sword will do 1 aggravated wound as opposed to 2 lethal] although other modifiers [Wards, Puissance, etc.] still apply.

Taste of Death: All spitting attacks have a maximum range of 9 steps. A character may retest this attack with the Athletics ability.


Eyes of the Serpent: A character using Eyes may use other Disciplines excepting those that require breaking their gaze [i.e. Dread Gaze] or an intense study [i.e. Auspex/Dominate].

Tongue of the Asp: Range is one arm length. Tongue of the Asp does not negate Obtenebration modifiers in any way.

Skin of the Adder: The additional wound level inflicted is lethal in nature.

Form of the Cobra: Snake form is twice as long as the character is tall. Venom causes a static physical challenge for mortals or Ghouls vs. 6 traits. Failed challenges result in paralysis that lasts a scene or an hour, whichever ends first. Willpower can negate this effect for one round.

Heart of Darkness: Lost traits may be replaced with appropriate traits purchased with xp.



The caster, except movement, may take no other actions. The caster may defend at no penalty. Blood Magic effects take place after normal actions but before Swiftness.


Path of Blood

Taste of Blood: Takes one full trait of blood. Diablerie may be detected within the usual three month time limit.

Blood Rage: May force Kindred to heal out of Torpor.


Movement of the Mind

Control: Controlled Kindred may attempt to physically break free during the normal actions of every second round. The controlled Kindred must expend a Willpower and initiate a physical challenge vs. the caster's mental traits.



All rituals require the expenditure of a blood trait. Almost all rituals lose their potency with the dawn.


Pavis of the Foul Presence

Will only reflect single target uses of Presence where the caster is the target. [i.e. Will reflect Dread Gaze but not Majesty, will reflect Paralyzing Glance but not Love]



Vicissitude is a communicable disease.

Horrid Form: The additional level of damage inflicted is lethal in nature. Will cause Kindred who have never seen a Horrid Form before to test for Rotschreck vs. 3 traits.


Combo Disciplines

All combo disciplines require a teacher. A character may only ever have one combo discipline. Combo disciplines found in Clan Books are exclusive to that Clan.








Appendix I: Retainers

Ghouled Retainers are to be written out on chits just like items.


While this system may seem overly simplified, keep in mind that the purpose of the system is to streamline NPCs. It is not meant for fully developed player characters. As such, they can have no xp spent on them. Moreover the NPCs will not be as powerful as player Ghouls. Every attempt to maintain this sort of balance has been made.

There are separate rules for Animal Ghouls and they are not taken into account in these rules.


Name: All Retainers should have a name.

Archetype: A one word description of their personality. Kind of a Nature/Demeanor combined.

Traits: 6/4/3 to start.9 maximum in any category.

Abilities: Ghouls start with 7 abilities. None may be over 2 points without being a greater retainer.

Merit: Ghouls may have one Merit approved by the ST team.

Flaw: A Ghoul will be given a Flaw or Negative Traits [chosen by the ST team] with equal point value to any Merit taken.

Backgrounds: A Ghoul starts with five backgrounds. [This excludes Influence] None may be higher than three points.

Disciplines: A Ghoul begins with the first basic of any of the physical Disciplines. [Celerity, Fortitude and Potence] Ghouls may never have more than basic Disciplines without having a 7th generation or better Regnant. Ghouls may never have Advanced Disciplines or Blood Magic.

Morality: Ghouls have morality determined in the regular manner for vampire characters. They gain no points for lowering their Humanity at creation.

Blood: Ghouls have a pool f ten blood, only six [6] of which are useable.

Willpower: Ghouls start with one willpower and have a maximum of four.

Influence: Ghouls start with one level of Influence. Ghouls may not grow their Influence.


Greater Retainers


Rather than having five lesser retainers, a player may decide to have one or more greater retainers. Please note that a player may have more than one retainer but never more than five points of retainer. For each additional point spent on a retainer [maximum of four points] the retainer gets the following;


+2 Traits [Must be spent in different categories]

+1 Specialty [or a specialization]

+1 Background [excluding Influence]

+1 Willpower [+1 Discipline when Willpower is full]

+1 Discipline

+1 level of Influence


Please note, that greater retainers with the “Learn Other Disciplines” merit may choose any Discipline that is considered In Clan for their Regnant. [Excluding Blood Magic] All others must pick from the physical disciplines. [Celerity, Fortitude or Potence]




Appendix II: Wraith Retainers

Wraith Retainers are to be written out on 3x5 cards like items, and like items must be checked when arriving at a chronicle. Moreover, if (like Champaign-Urbana) there is an ongoing Wraith chronicle, the Wraith chronicle should be informed about said retainers.


The assumption here is that players are not all that familiar with Wraith: the Oblivion, nor need they be. These rules are an extremely abbreviated version of Oblivion, and are intended for Giovanni retainers and those with the flaw Haunted. Alternately, they could be used as an introduction to the world of Oblivion.


While this system may seem overly simplified, keep in mind that the purpose of the system is to streamline NPCs; it is not meant for fully developed player characters. As such they can not have Xp spent on them. Moreover, the NPCs will not be as powerful as player wraiths in the same way that ghoul retainers are not as powerful as player ghouls. Every attempt to maintain this sort of balance has been maintained.


Player characters may not be wraith retainers but may play allies of wraiths. As such they would be made as normal wraiths according to the wraith LARP rules.


In addition, Risen may not be taken as a wraith retainer.


Name - All Giovanni retainers should have a name.

Archetype - Sort of a nature and demeanor combined in one, this would be a one word description of personality.

Concept - Why is the wraith serving the Giovanni? This is very important. Is she a haunter who also wants to destroy the shroud? Have the Giovanni imprisoned her? Did she make a pact with them for power? Or is she a malevolent spectre that finds the ways of a vampire evil enough to comply with?

Attributes - 6/4/3, like ghouls. These do not have to be specified, save simply by number.

Abilities - Giovanni retainers get 5 abilities. Normally, these are Italian, a retest for all three starting arcanoi, and one specialty.

Passion - The player should pick one driving passion that drives the wraith, such as serve the family (loyalty) or destroy the world (megalomania). Once per night the Giovanni may have her NPC make an extended simple challenge to regain pathos if appropriate.

Fetter - Most likely the Giovanni have at least one fetter of the wraith in question. Which one would that be?

Backgrounds - The wraith may choose one of the following backgrounds to help flesh out the character. For greater retainers, multiples can be taken of individual backgrounds or can be spread out among any combination of the player's choice.

Age - died up to one hundred years ago. Additional dots add another one hundred years of wraith experience.

Eidolon - Allows one retest to avoid thorns per night.

Memoriam - May begin with an additional point of pathos each night.

Relic - The wraith possesses one relic (probably a weapon) which may be used in the shadowlands.

Status - The wraith possesses a level of status, most likely in one of the guilds (esp. the Haunters).

Arcanoi - The wraith must choose three basic arcanoi from the list. One of these three must be pandemonium, one must be a common arcanos, and the other must be an uncommon arcanos. The arcanoi of Lifeweb, Fatalism, Puppetry, Flux, Intimation, and Mnemosynis are entirely forbidden to Giovanni retainers. (Three are lost arts, and the other three are unbalancing and difficult to apply to NPC retainers).

Thorns - The Giovanni must pick a thorn with which the shadow tortures the wraith. Storytellers may (once per night) make a simple challenge to activate the thorn at any time. Only Eidolon may be used to retest this challenge.

Pathos, Corpus, and Willpower - The NPC begins play with 3 points of pathos, 7 corpus, and 2 willpower. While this is certainly less than starting level PC wraiths, keep in mind that these are NPC retainers that are to be balanced with the rest of game. Certainly no other clan has the option of having up to five NPCs floating around them at any given time.




Normally most challenges for Giovanni retainers are simple challenges. This risks no trait. If the challenge wins or ties, it is effective. If the challenge is extended simple, then if the challenge is won the wraith counts a success and challenges again, counting each win and continuing. Any time the wraith loses, the challenge is over. If the wraith ties, the challenge is considered successful, but the challenge ends there.




Rather than have five lesser retainers, a player might prefer to have one or more greater retainers. For each additional point spent on a retainer (maximum of four additional points), the wraith gains the following:


+1 attribute

+1 ability

+1 background

+1 willpower

+1 basic arcanoi


Note that two additional basic arcanoi may be "cashed in" for an intermediate arcanoi. This does not apply to the initial three arcanoi allowed. Two additional arcanoi may also be "cashed in" for an advanced arcanoi. Obviously a wraith may not have an intermediate arcanos without first knowing the basic. Thus only a level 3 or higher wraith may have an intermediate arcanos, and only a level five retainer may have an advanced art.










The 6th maelstrom effects Giovanni retainers just as much as it does other wraiths. If the maelstrom is level zero or one, there is no effect. At level two and above, the player must make a simple challenge for each wraith retainer. The result of this simple test can be seen in the table below. This is basically just a simple challenge as no traits are risked or compared but a tie has very different effects from a win. Wraith retainers are not allowed within a level five maelstrom, as the damage they would suffer for even a few seconds outside would shred them utterly.

Maelstrom Level





No Effect

No Effect

No Effect


No Effect

No Effect

Down One Corpus


No Effect

Down One Corpus

Down Three Corpus


Down One Corpus

Down Three Corpus






If the retainer suffers a harrowing they lose the retainer for a week. It takes a day for the wraith to go through the harrowing and then a week to slumber and restore the lost corpus. When a wraith suffers a harrowing they are returned from the Labyrinth with only one health level.































Appendix III: Animal Retainers

Blood Pool

·        Small Animals: 2-3 traits (1 useable).  Examples would be rabbits, birds, small dogs, cats,

·        Medium Animals: 4-7 traits (2 useable).  Examples would be dogs, wolves, eagles, etc.

·        Large Animals: 8-10 traits (4 useable).  Examples would be bears, horses, cows, bulls, etc.


Physical Traits

·        Small Animals: 3; max of 5.

·        Medium Animals: 5; max of 7

·        Large Animals: 7; max of 12


Mental Traits

·        4 traits.



            Instincts represents the animal’s natural tendency to rebel against orders given to it.  A wild animal has an Instinct rating of 8, while domestic animals have an Instinct rating of 5.  This number represents the difficulty for uses of Animalism, Animal Ken, and other mind affecting abilities and powers on animals.



            Starting 1.  Maximum 2.



            Start with one dot in Potence.  An animal ghoul can learn the disciplines of Fortitude and Celerity.  The limits for Discipline levels are as follows:

·        14th Gen. Regnant: One basic Discipline and they cannot spend blood.

·        13th-12th Gen. Regnant: 3 basic Disciplines.

·        11th-10th Gen. Regnant: 4 basic Disciplines.

·        9th Gen. Regnant: 5 basic Disciplines.

·        8th Gen. Regnant: 6 basic Disciplines.



            An animal ghoul can have a maximum of 3 traits in any ability.  The animal gets 3 points at creation.  You can choose from the following list.


Animal Ken













Freebie Points: 3


Notes: Animals may have special abilities at ST discretion.