Manitoba House Rules
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...
Challenges
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
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.
Combat
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.
Influence
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.
Abilities
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.
Disciplines
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]
Rituals
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.
Backgrounds
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
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.
Influence
Please
see the influence and character creation sections.
Mentor
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.
Retainer
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
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
Awareness
can be burned to cancel a "Surprise" retest.
Blind-Fighting
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.
Drive
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).
Gambling
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.
Hobby/Professional/Expert
Any
abilities not listed in the book will likely fall under this heading. Please
check with the ST before using it.
Linguistics
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.]
Lore
The
following types of Lore are available subject to ST approval: Kindred, Garou,
Faerie, Camarilla, Discipline, Sabbat, Anarch, Sewer, Clan, Hunter, Mage and
Wraith.
Meditation
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.
Performance
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.
Survival
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.
Disciplines
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]
Animalism
Feral
Whispers: Requires
that the character catch the animal's gaze. May not be used as a language
between characters.
Auspex
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
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.
Dominate
Conditioning:
May be used to
implant three long term Mesmerism commands. Conditioning has no suicide
clause.
Fortitude
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.
Necromancy
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.
Obfuscate
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.
Obtenebration
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.]
Potence
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.
Presence
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.
Quietus
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.
Serpentis
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.
Thaumaturgy
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.
Rituals
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
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.
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.
CHALLENGES
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.
GREATER RETAINERS
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.
MAELSTROM EFFECTS
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 |
Win |
Tie |
Loss |
1 |
No
Effect |
No
Effect |
No
Effect |
2 |
No
Effect |
No
Effect |
Down
One Corpus |
3 |
No
Effect |
Down
One Corpus |
Down
Three Corpus |
4 |
Down
One Corpus |
Down
Three Corpus |
Harrowing |
5 |
Harrowing |
Harrowing |
Harrowing |
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.
·
Small
Animals: 3; max of 5.
·
Medium
Animals: 5; max of 7
·
Large
Animals: 7; max of 12
·
4
traits.
Instincts
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 |
Brawl |
Dodge |
Survival |
Sniping |
Empathy |
Athletics |
Awareness |
Intimidation |
Stealth |
Hunting |
|
Freebie
Points: 3
Notes:
Animals
may have special abilities at ST discretion.