Sang Nordique House Rules
Updated November 29, 2011
Revised by Nako, Jon, Chris
Forward/Preamble/The Most Important Thing to Remember!
Welcome to the house rules used by the OWbN chronicle Sang Nordique. The following rules are in addition to the rules contained within Laws of the Night: Revised, unless they specifically contradict said book. Of course, all players will need to keep in mind that the end result of any ruling is up to the Story Tellers. Sometimes, it fits a particular narrative or situation to do something differently from what’s in the provided rules. That being said, here’s what you came for!
Table of Contents
Performance, Crafts, Expression. 10
Physical, Mental and Social Traits. 13
Secondary Blood Magic Paths. 14
Buying off negative traits and flaws. 14
Physical, Mental, and Social Traits. 14
Vanish from the Mind’s Eye. 16
Path of Transmutation: Gaol 18
Learning Voudoun Necromancy and Ahku. 18
Using the MMN during combat 26
Players creating new characters should keep the following in mind:
1. Characters of 12th Generation are granted 5 extra XP provided that does not go over the limit of 30 build points.
2. Characters of 13th [or worse] Generation are granted 10 extra XP provided that does not go over the limit of 30 build points. Note: the game does not allow 15th generation.
3. In Clan Discipline costs are 3Xp/ Basic, 6XP/Intermediate and 9Xp/Advanced) and are the same at character creation as they are in play. Out of Clan costs are the same at character creation as elsewhere. [6XP/Basic, 9XP/Intermediate]
4. Characters may not start with more than the first Intermediate level of any Discipline.
5. 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 (a total of 3 Status on a starter character).
6. Characters must define how many [if any] Childer, Ghouls or Brood mates they may have in different locales at creation. This helps your STs understand the scope of your character.
7. Characters may not begin with more negative traits in any category than they have positive traits. [Exceptions to Nosferatu and Samedi with Social Traits.]
8. Characters may not start with more than 3 points in more than one ability. They may start with a specialization though.
9. Characters may not start with more than 5 points in total Influence and may not have any one Influence above level 2 at creation.
10. Characters are limited to a maximum of two derangements at creation, although you only get 2xp for the first derangement. [Allowing Malkavians and Assamite Viziers to have three. Malkavians and Assamite Viziers get the 2xp for one additional derangement]
11. All new characters are granted an additional 3 XP too place into lore. Usually these will be Clan, Camarilla and Kindred lore. Though can be others at ST discretion. This 3 additional XP for Lore cannot go over the 30 XP limit.
Only traits from Laws of the Night: Revised will be used.
Ghouls may have a maximum of 9 traits.
Human mortals may have a max of 8 traits. Your average every day mortal has between 3-6 traits physically, mentally or socially. An 8 trait mortal physically is an athlete while a mortal with 8 traits mentally is damn close to Einstein.
No ability may exceed level 5 for any character 8th generation or above. In general, actions that are mentioned specifically or implicitly under the ability’s description cannot 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 per dot. 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. By expending an Awareness trait and making a mental challenge vs. the ST and you will be notified if something strange and supernatural is going on that others might not be aware of. This will NOT obliterate any chances at surprise… but will allow you to have some forewarning. This kind of expenditure will last for a scene. Awareness also allows you to know when reality is about to take a sharp left turn. This is a mental challenge taken with the STs. Work with your STs.
Burning a dot of Blind-Fighting will cancel a Darkness retest on a one to one ratio
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).
Crossbows use this Ability for retest. You may also use mental traits when using a crossbow.
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.]
No Linguistics: 1 language
Linguistics x1: 2 languages total
Linguistics x2: 4 languages total
Linguistics x3: 7 languages total
Linguistics x4: 11 languages total
Linguistics x5: 16 languages total
NOTE: Natural Linguist Merit doubles the total, so those with Linguistics x5 would have a total of 32 slots available. You may not buy more languages after this.
The following types of Lore are available subject to ST approval: Kindred, Lupine, Faerie, Camarilla, Sabbat, Anarch, Sewer, Clan (specific), Hunter, Mage, Wraith, Demon, Noddist, Warren, Kuei-Jin, Spirit. Others may be available with ST permission. Please note, using insider lore for a group you are not a part of can be dangerous/fatal (though the process of just getting such a lore can be fatal all by itself)
**NOTE: If you do not have the applicable Lore, you cannot speak of said Lore. Watch what you say as compared to what you hear.**
A character with Meditation may make a challenge at the beginning of their home game’s session to regain 1 Willpower trait. The test must be won outright. This may be retested once for every level of Meditation possessed by the character although a maximum of 1 Willpower trait may be regained in this fashion bringing a total of 2 willpower traits possible per game session.
Two Gun/Weapon/Fist Mojo
Are specializations. A character cannot have a Mojo and a specialization for a single ability. To lessen the trait penalties for using a melee and ranges weapon in both hands, a character needs both Two Gun and Two Weapon Mojo
Performance, Crafts, Expression
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.
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 Level: 12 Traits
Fourth Level: 15 traits
Fifth Level: 17 Traits
Heightened Senses/Eyes of the Beast reduce this difficulty by one trait each. Flashlights/ lowlight goggles, etc. reduce this difficulty by one trait.
Failing the test means the character is lost for 6 hours minus their Sewer lore
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 an 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.
A Nosferatu with Warren Lore counts as having one level higher of Sewer Lore.
To buy backgrounds with freebie points at the end of character creation costs 2 points for each dot. All backgrounds found in clan-books and other sources are subject to ST approval. Any Background levels such as Influence, Contacts, Allies, Herd or Mentor that is used at game cannot be accessed during Player Actions. EG: If you use an influence action at game to get info, you only have one influence action for said influence during Player Actions. Using 2 of 3 dots of allies would leave only 1 dot of Allies for Player Actions, and so forth.
Allies do not equate Influence. Allies are run of the mill mortals with one 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
Influence and Contacts may not be stacked into a single action. Contacts may be used for informational purposes only. Contacts may not conceal their actions.
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. Remember Fame is a 2 edged sword, the more you have the more you can do, as well as the more you have the harder to remain hidden becomes.
Generation slots awarded by the ST team must still be purchased with XP/Background points.
Each point of Herd may be used once every two weeks. Each point used will give the character one blood trait.
Please see the influence and character creation sections.
A Mentors name, generation, clan, and your relationship with it must be defined upon purchase. Characters may have more than one Mentor but never more than five points worth.
Business backgrounds cots 2 XP per dot.
A character may have any number of businesses, but not more than one business per influence.
A business must be tied to one of the player’s existing influences. The business will provide the owning player both a primary and secondary benefit.
These benefits come from the following list: Allies, Contacts, Fame, Herd, and Resources. The primary and secondary benefits may be different, but need not be. A character may also use the purpose of the Business itself as a Benefit. This is the ONLY way you may take things from your business. This benefit may only be a primary benefit.
The primary benefit is equal to the total dots of said business the player holds. The secondary benefit is equal to the total dots of said business, minus 2.
Business Level 1 – Primary 1, Secondary 0
Business Level 2 – Primary 2, Secondary 0
Business Level 3 – Primary 3, Secondary 1
Business Level 4 – Primary 4, Secondary 2
Business Level 5 – Primary 5, Secondary 3
The dots granted via benefits do not stack with any backgrounds personally held by the character. For example, a character with 3 dots of contacts, and a 2 dot business with contacts as the primary. The character would then have one group of contacts up to three, and one group of contact up to 2, not one group of contacts up to five.
The level of a characters business is related directly to the influence it is tied to, and may never go above the level of said influence. Of course, the business may be of a lower level than its parent influence, such as if the owning character hasn’t bought more dots in it yet. Should a character's influence level drop, such as due to an attack, the characters business level will drop as well should both be at the same level. A player’s justification for buying a level of business is having the related influence already at the same level or higher.
Example Business: Dance Revolution - Nightclub Level 4. Attached to Underworld Influence. Primary Benefit is Resources x4. Secondary Benefit is Herd x2.
Amounts are added to downtime actions every 2 weeks.
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.
NOTE: Any Background such as Influence, Contacts, Allies, Herd or Mentor that is used AT GAME cannot be accessed during Player Actions.
Each point of Animal Retainer must be defined. A character may have more than one Animal Retainer but never more than five points worth. Animal Retainers is not a separate background from Retainers. Please see the Retainer section for specific rules.
All are subject to ST approval. Please note that you must role play both your merits and flaws or they shall simply go away. Merits can be taken away and XP given back and STs can force you to buy off flaws. Heed the ST’s words when they say ’you can buy it off now’. Bonus traits provided by multiple merits do not stack.
Cannot be used in combat for extra traits.
Does not give you a pulse.
This merit costs 5 points. Choose the discipline granted upon purchase, and it must be from the cardinal 8. This discipline cannot be taught to others, and is bought with Out of Clan XP cost
This is a 2 point merit available only to Ghouls. This Merit lets the ghoul learn any and/or all of the disciplines that are in-clan for their Regnant (except for disciplines gained via the Fourth In-Clan Merit)
During sign in, characters with the Luck Merit test. If they win, they get 2 Luck tokens. If they tie or lose, they get 1 Luck token. Luck tokens can be handed to a Storyteller or Narrator to retest any challenge. Luck can also be used to retest any challenge in the character’s vicinity. This retest can be used after the Might retest.
Please note if you don’t act like one, the STs will take the merit away and give you back the XP of when the merit was bought.
Oracular Ability
This rare insight gives you the powers of a seer. STs will mess with you, giving you visions at random time. It is up to you to decipher them on your own. And of course, it also gives you a retest as per the book.
Is very rare and needs OWbN approval and certainly cannot be taken at creation.
May be “awarded” by the ST team dependent on character background and Clan. Don’t worry, you’ll still get Free Traits from it, provided you haven’t already taken 7 free traits of flaws.
For caste advantages and disadvantages, see Clanbook: Assamite 3rd Ed(revised)
Remember that even the calmest of Brujah has a temper and should be role-played.
A Caitiff’s in-clan disciplines are chosen from the cardinal 8. Caitiff have no clan advantages. No Caitiff character may start with a generation lower than 10.
Toreador are immune to their clan disadvantage when in frenzy.
Experience points will be awarded for each of the following criteria:
Turning up for a game = 1
Staying in Character, Playing in costume = 1
Handing in a Haven description = 1 or 2
Detailed character backgrounds = 1 or more
Player of the game = 1
Storyteller Nod (one per Storyteller and Assistant) = 1
Handing in Player Actions on time = 1
Playing in a gaming session in costume and maintaining your character for the entire game will normally net you 2XP. However, do realize that the Storytellers are always on the lookout 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 8XP.
Physical, Mental and Social Traits
Each trait costs 1XP to buy up. You may only buy one type of trait once per month.
Influence: See influence system for purchasing ’grow points’.
The first 2 levels of any ability cost 1XP. Levels 3 and 4 cost 2XP. Fifth level costs 3XP. These costs are taken into consideration even at character creation.
Specializations cost 1XP for non-combat oriented and 2XP for combat oriented. Specializations can only be taken in any ability once said ability has reached 3
In-Clan Basic: 3XP. In-Clan Intermediate: 6XP. In-Clan Advanced: 9XP. Out of Clan basic: 6XP. Out of Clan Intermediate: 9XP
Cost Out of Clan XP costs from Laws of the Night: Revised
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.
Merits may be bought after character creation at double their cost.
Cost 3XP after character creation and requires a minimum of 3 months’ time adhering to your virtues (making sure you do not ’sin’).
Cost 3XP and require you show you have overcome an obstacle.
Note: We do not allow Advanced out of clan to be used in the Sang Nordique game; however it can be purchased for travel.
Physical, Mental, and Social Traits
Players may only buy one trait per category per month. Negative Physical, Mental, and Social Traits: same time frame as positive traits. This does not count against your trait purchase per month cap.
Dots one and two take two weeks. Dots three and four take four weeks. The fifth dot takes 6 weeks. Specializations take three sets of player actions to learn for non-combat related. Combat relates specializations take six sets of player actions. Using Willpower to simulate an ability will help alleviate some of the training time.
In-Clan – basic levels take two weeks, intermediate take four, advanced take six. Out of Clan – basic levels take four weeks, intermediate take six.
Combo Disciplines may be learned from other PCs. To learn a combo discipline from an NPC, that NCP must be a 5 dot Mentor, but doing so burns all 5 dots.
Merits take one month of training per XP spent of the merit to learn.
3 months of adhering to the virtues of the path rating higher than yours
Virtue Traits
Justified through role-playing (you must overcome an obstacle) and training. This will generally take a number of months equal to the level you are purchasing. EG: Courage 3 takes 3 months of working at it.
Using willpower defensively in game is justification alongside training. Using Willpower to refresh traits will also count.
You need to invest (i.e. burn) the amount the next level would give you when burnt to justify purchase. This is actually invested, not just have in your account.
Training means actually pushing at your boundaries. Unless specified, training takes place in Player Actions. Going down to the all night gym to box would be training for brawl. Building bigger and bigger fires would be training for courage. Any actual working on your character development. Remember though, that the more dots of something you have, the more rigorous and in-depth the training should be. For instance, going out and getting into bar fights will not justify high levels of brawl.
If in the event that you’re 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 30XP (ST Approval required, don’t just assume you get 30XP).
XP carry-over 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 (whom you have just made) or they are lost. You may not save them up for Vincent Ventrue (whom is already in play).
Learning a clan specific discipline requires the student to drink at least 1 blood trait from the instructor.
What you get for free: Alive or Dead. You may not use Aura Percept to ask if the target is lying.
During combat, the length of the Dominate phrase is limited to the usual number of words per action
With the successful use of Conditioning, the dominator can plant 3 long term (read as 2 weeks) mesmerisms in the subject’s subconscious.
When a character with Auspex attempts to penetrate Obfuscate they gain a bonus trait for each level of Auspex they possess. On the other side, the character with Obfuscate gets a bonus trait per level of Obfuscate they possess. These traits are used only when comparing ties.
NOTE: Obfuscate is an ’offensive discipline’ and thus willpower cannot be used as a retest except to simulate the stealth ability.
May change the appearance of clothing with the expenditure of a mental trait. Storyteller discretion on the degree of change. Example: rags cannot turn into a suit, but a blue sweater might be able to change to green in colour to the onlookers. Remember…this is a trick of the mind and not an illusion.
If you are using Mask of a Thousand Faces, you may choose what Humanity or Path level you appear at. The default is Humanity 4.
Vanish allows you to remain hidden while interacting with your environment to a certain extent. EG: Ripples caused while wading through water will be dismissed by onlookers, but splashing around will force a test to remain hidden as per Laws of the Night: Revised
Note: You may only declare Vanish from the Mind’s Eye to targets that can currently see you.
Cloak may be used on an unwilling target by succeeding in a static mental challenge vs. the target’s mental traits.
Can only be used against a subject you are actually near and have line of sight to. Over the phone or video-chat doesn’t work.
When summoning, declare the trait bid, and any retests you’re willing to use. Assume they have been used. If the person being summoned approaches you, they will hand you a chit showing you what was actually used up in the challenge. The summoner's intention behind the summoning must be reflected by the initial trait bid. Bidding an intimidating when summoning someone to a boot party is acceptable, while bidding a friendly is most definitely not. The exact intent will not be conveyed through the summoning, but the general idea is. In the above example, the person being summoned won't know he's headed into a boot party, but he will know the summoner intends to harm him.
ANY offensive action breaks the effects of Majesty. Granted, the term “offensive action” can be an ambiguous term, and normally depends on the intent behind the action, so the final call on what qualifies as an offensive action is, as usual, up to the ST’s. Entrancement and Awe may be used as normal without breaking Majesty.
The globe of darkness created by this power can be moved 2 paces at a time in normal rounds. The globe cannot be moved with Celerity. The forced retest imparted by the globe is termed a Darkness retest. You may only have one Shroud of Night active at any given time.
The tentacles spawned by this power have all your powers of fortitude, unless you specifically mention you are giving them your Potence or no disciplines at all. The number of Tentacles a character may create is limited to double their dots of the Occult Ability. You must be in the same room as any tentacles created.
The Clumsy negative trait imparted by being hit by a kindred in this form does not stack. You only gain clumsy 1 not matter how many times you are hit.
The use of Fortitude is not mandatory. A character may choose to not use Fortitude. This does mean that a character can be dominated into not using Fortitude, but the moment the character enters their wounded health levels, not using Fortitude becomes suicidal. Not using Fortitude against being staked is ALWAYS suicidal.
To reduce damage the character can now simply "bid" a stamina related trait too win on ties for the reduction challenge. No longer does the character expend the trait. Retest with Survival if and only if a trait is bid. A character with Resilience will not be staked if they succeed in the challenge to soak all the staking damage
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 player must declare the use of "Aegis" before the staking simples are thrown. (If soaking with Resistance fails)
The extra level of damage inflicted is lethal in nature. Any standard weapon [unless specifically designed] will break if used with Puissance. Stakes used with Puissance inflict two lethal but cannot successfully stake a character as they shatter on impact.
A hit with puissance can inflict damage and distance, or just damage.
For levels where weapons can be coated, only three blood traits max can be used to coat. All blood used for Quietus loses its potency with dawn. All spitting attacks have a range of 9 steps
Causes all using Blood Magic within its effect to bid an additional trait.
If you are a Gangrel with this power, use the rules from “Shape of the Beast Revisited” from Clanbook: Gangrel. If you are not a Gangrel, us the rules from Laws of the Night: Revised.
Note: The from traits granted by this power cannot be used for Aegis, and are used only when comparing traits on a tie.
A character in Mist Form may move 2 paces per combat round
Range is one arm length.
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.
All Blood Magic paths considered primary for a character come with a free ritual per level learned. This includes Necromancy, Akhu, Dun-An-Ky, Wanga, etc.
Against unwilling targets, there is a mental vs. physical challenge required to enact the power. Retest is occult for the character using Gaol. Retest is an appropriate ability for the trait bid.
Learning Voudoun Necromancy and Ahku
When either you open the gates to the lands of the dead (Ahku) or open yourself to Baron Samedi, a few changes happen.
1) You lose an advanced discipline (Chosen by the player, is kept on sheet for travel)
2) You are then able to learn your PRIMARY path up to the Advanced Level. These take the costs listed previously, (4/7/10) and the requisite learning times (2/3/4 sets of PAs)
3) You may learn any of your secondary paths up to Intermediate 2 afterwards. If you wish, you may purchase the advanced level for travel only. Followers of the Baron must make this decision before they learn their next path, the Baron teaches you one path at a time, and doesn't go back.
4) Samedi are an exception to the rule, being favoured of Baron Samedi's children, Voudoun Necromancy is considered to be an 'In-Clan' discipline for purposes of Advanced Disciplines.
All combo disciplines require a teacher. Combo disciplines found in Clan Books are exclusive to that Clan. You are limited to a number of Combo Disciplines equal to the number of dots of Generation they have, to a minimum of one.
This ritual will reflect the Presence powers of Awe, Dread Gaze, Entrancement, and Summoning. Pavis of Foul Presence may only affect one use of Presence before having to be re-cast. You may only have one Pavis active at any given time
Mortals, Ghouls and Kindred of the 13th/14th/15th generation have 10 traits of blood. Each normal trait of blood is approximately 1 pint in size. Vampires (Kindred) of more potent generation can hold more blood than their lessers with in their body. Blood traits in Vampires ’closer to Caine’ concentrate into smaller sizes to be stored within their body. This is how an 8th generation vampire can store up to 15 blood traits within their system.
It should be noted that unless a vampire in question has the Medicine ability and the proper facilities, blood cannot be drawn and saved for future use or nourishment. Also note that after a time, blood loses its supernatural nourishment qualities.
Each point hunted normally takes 15 minutes in a feeding scene. (ST discretion)
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 in combat rounds requires an entire round. Celerity will not increase the rate of ingestion. Note that if a Vampire is attacking, the first action must be to bite and ’latch on’. Drink takes place the next round. While Drinking, you may not take any other action, though you may defend as normal.
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. This includes Assamite disciplines as well. You can only expend the amount of blood rates as capped by your Generation.
One point of blood may be expended to look more humane. It can create artificial, human like traits (Warm skin, breathing, 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 cannot be spent for a pulse. Vampire hearts never beat.
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... Conscious Vampires can immediately detect the taste of blood in their mouth unless disguised by other means.
You are friendlier toward the Regnant, they are your friend. There is no real game mechanic behind this, though it should be role-played.
Your Regnant is your closest friend, you think of them on a semi consistent basis. Too act indirectly against them, 1 mental trait must be spent. To act directly against them (i.e.: combat), one must spend a willpower per night.
Your Regnant is the centre of your universe; they never leave your thoughts, dreams, nightmares, etc. Too act directly against them, 1 Willpower/round, or 1 scene (out of combat)
Only so much blood can be gathered per vessel. The best vessel (’taste-wise’) to drink from is of course, humans. But even humans only give so much. Remember, for every trait of blood you take from a mortal, they suffer a health level of damage.
Here are the general effects you have on mortals when you drink blood.
Mortal is fine and happy, maybe a little groggy, maybe a little light headed afterwards as if they had too much to drink. They live most definitely to see another day.
Mortal suffers the same effect as it they had given too much blood. They need to lie down and recuperate; maybe take the day off from work. Unless they are suffering from blood loss already, or are a young child, they should be just fine.
Hospitalization is needed as they begin to enter shock and *could* die if advanced medical attention is not administered (a field doctor with a dot of Medicine *could* stabilize them for a time, but they seriously need blood transfusion at this point). Imagine you had just cut an artery and lost several pints of blood.
Anything more than 3 traits taken from a mortal results in the moral dying. Their heart stops pumping and their body dies from blood loss (shock).
Drinking Animal Blood
Animal Blood is YUCKY! It tastes vile and gross and leaves a bad ’after taste’ and makes you want the real thing. For many, the eating of animals is a survival mechanism. It is humiliating amongst many Clans to have to degrade one’s self to that level. Think of human blood as a fine wine, while animal blood (although nourishing) is much like grog.
Like humans, animal’s blood traits are directly tied to their health levels:
Rabbits, birds, small dogs (Poodle), cat, possum, weasels. Animals smaller than these cannot survive any amount of blood loss
Medium size dogs (hounds, mutts, labs), large dogs (Danes, Sheppard), pigs, sheep, goats, wolves, mountain lions
Bears, horses, tigers, cows, bulls, bison, elephants, hippos, get the idea?
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 and all forms of Auspex (see Laws).
Willpower may never be called as a retest in a physical challenge, unless used to simulate abilities.
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 or with the use of Meditation. If you want a ruling, speak to a Storyteller.
When the challenge is started both parties must bid a trait that fits the situation, if either side does not bid a trait, or cannot bid a trait, they relent to the challenge. Certain challenges can be relented, while others cannot. See your ST.
You 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 can only block Ability retest, Merits can only block Merit retests, and Disciplines can only block Discipline retest, unless specifically mentioned within the Ability/Merit/Discipline description.
Abilities are burned when you block a retest bid or bid with ability traits to get a retest. If Might has been called upon, the ’Mighty’ individual cannot burn an Ability afterwards to either retest or block 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.
Combat
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 Laws of the Night: Revised, Clan Books, or OWbN Genre Packets.
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 some other method of noticing activity such as Eyes of Chaos
Surprise lasts for one action, it’s a surprise action. Then the normal rounds begin. Gaining surprise allows a character to call for a surprise retest on any failed challenge. This may be counteracted by the defender expends an Awareness ability.
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.
Ranged weapons use the Rate of Fire rule from Dark Epics. You may not use the bomb or win-on-tie powers of Celerity of Potence.
You may not use the bomb or win-on-tie powers of Celerity or Potence. In order to stake a Vampire with a bow, crossbow, or a thrown stake, the character attempting to stake another, they must possess the specialization “staking” in the relevant ability.
Vampires that have been staked are physically immobile. They may not use any disciplines. They are aware of the activity around them.
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/Willpower
2. Declare Normal Mental/Social/Physical action intent
3. Alacrity (Social/Mental Challenges must be performed here, provided the user has activated Celerity.)
4. Effects from Alacrity
5. Social/Mental Challenges (Including Vanish and Blood Magic challenges. These will not interrupt normal physical actions)
6. Normal Physical Action (all effects of step 4 and 5 take place here, save for Blood Magic)
7. Blood Magic Effects
8. Swiftness
9. Legerity
10. Ambidexterity
11. Form powers (Feral Claws, Skin of the Adder, using the additional Black Metamorphosis tentacle attack, etc.)
Note: If the Effects from Alacrity would prevent a character from carrying out their declared Normal Mental/Social/Physical action, than that character is S.O.L.
You average Human Mortal has 5 health levels that are directly connected to their blood. For each blood traits drained from a Mortal, said mortal takes a lethal. Mortal Animals may have more or less than 4 Health Levels dependent upon their size.
You average Ghouled Human Servant has 5 Health Levels. This can be advanced to 6 Health levels if the Ghoul was to learn the second Basic of Fortitude. The order is Healthy, Bruised, Wounded, Wounded, and Incapacitated.
See Laws of the Night.
As per their particular book and type.
For healing one level of Aggravated damage you may spend 3 blood with one full day and night of rest. To heal more than one level of Aggravated damage a night, every additional level of Aggravated damage costs a willpower and three blood. Please note that healing multiple levels of Aggravated damage a week may hamper any training/learning times.
A character placed into Torpor by violence will be out of action for 6 - Humanity in game sessions. Thus someone with 3 Humanity/Path will miss 3 games, while someone with 1 Humanity will miss 5 games.
Influence works off of two systems: Buying points (up to level 3) and the point system.
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
210 points for Level six (available only to Ventrue with the Paragon Merit)
PCs without Paragon may not exceed 200 points in any influence. Characters with Paragon may not exceed 270 points in their paragon related influence.
You supplying/doing something for your influence that they have use for. You get 2 grow points per level of influence. This takes 1 action, but a second grow will not get you any points. EG: Street 2: I grow my street by keeping an eye out for cops during muggings, drug deals, burglaries, etc. I grow 4 points.
You getting your influence to do something for another influence. This takes both influence actions. It "grows" the targeted influence by 2 points per boosting influence level EG: I boost my street by using my underworld 3 to supply them with some heavier weaponry then they can normally get their hands on. My street goes up by 6 points.
I either provide my influence with something or have my influence act in such a way to protect itself, or “go to ground”. This reduces an incoming attack/propaganda action by 2 points per protecting influence. Like with boosting, an influence can protect another influence
EG: Tommy Tremere believes Vinny Ventrue is going to attack his Occult influence. He protects his Occult 2 with his Underworld 3 by providing some of the more Occult members with weaponry, and advises his Occult friends to stay indoors because there are folks gunning for them. This reduces any incoming attack/propaganda by 10 points.
I use my influence to hamper another influence in some way. This doesn't have to be physical violence, but something that would damage another person’s sway within the influence. This removes 2 points per attacking influence level from the targeted influence EG: I use my Industry 5 to attack Brian Brujah's university influence by setting up some renovations that go wrong. These renovations are targeted to hurt some of Brian's contacts (not the background: contacts). Brian Brujah’s influence takes a 10 point hit. OR, for a propaganda version: I use my high society 3 to spread rumours that Gregory Gangrel's contacts within the Church are all pedophiles and Gregory has been providing them with young boys. Gregory Gangrel’s' church takes a 6 point hit.
You use your influence to find information. Obviously, this information must be relevant to your influence. I.e.: no using health to find financial records. The information you find depends on the levels of influence used. You may also use this action to find out the other names within said influence. This will get you all names of equal or lesser levels. Subsequent uses will start getting you higher level names. You may only investigate for names once per influence per Player Action. EG: I use my Health 3 to find out who else has health influence. I get all level 1, 2, and 3 names. The next use will get me level 4, and the next will get me level 5. Other examples of information you have access to is in the Laws of the Night: Revised core book.
This action will get you physical items. What items you get depend on the levels of influence used. Examples of what you can get is in the Laws of the Night: Revised core book. EG: I use my Underworld 3 to obtain an SMG.
Obscure
This action effectively hides your influence’s actions and your involvement. Each level of influence obscuring will essentially raise your influence level in terms of how long it takes to find your name alias with an investigate action, as described in the example below. It will also hide what your influence is doing. Please keep in mind that obscuring is not foolproof. A good (or really long term) investigation can still find your influence’s actions. This bit basically comes down to the creativity of the obscuring and investigating parties.
EG: Sammy Setite is obscuring with his High Society 4, and Nancy Nosferatu is investigating with her High Society 3, and on her second action doing so. Normally, this would uncover Sammy Setite’s alias (What Setite really uses their real name with influence?). However, because Sammy Setite’s High Society is 1 level higher than Nancy Nosferatu’s, he counts as High Society 5 for investigation purposes.
There are other actions listed within the various influence level descriptions in Laws of the Night: Revised. These of course are still available to those players with the necessary influence needed to perform them. They may be combined with the actions listed above (EG: smuggle/obscure, Raid/Destroy)
When you spend XP you are buying points see below:
1 XP = 10 points
2 XP = 20 points
3 XP = 30 points
Max that can be bought up to at one time:
Level 1 or 19 points
Level 2 or 39 points
Level 3 or 69 points
Only one level can be bought at a time. I.e. you cannot spend 3 XP at once to buy 30 points to go from Level 0 influence to Level 2.
Examples:
I grew 3 points of Street
I spend 1 XP to buy 10 points giving me 13 points of Street giving me Level 1
...OR...
I have Level 2 Street with 51 points.
I can ONLY spend 1 XP to buy 10 points giving me 63 points giving me Level 3
Yes, there is a cap for buying and that is Level 3 or 69 points (to allow for previous grow points).
Yes, you will need to give justification for buying Influence, saying I spend 2 XP to buy twenty points without any explanation WILL fail.
Unless approved by the ST, all started characters must begin with humanity. There are (technically) 6 levels, ranging from 0 to 5. Here is a description of them (note all morality and virtue traits cost 3xp and a valid reason to purchase):
You pass as a normal human at all times. Other than a lack of a heartbeat and that fact you do not have to breathe, you can pass yourself off as one of the ’Kine’ with great ease. You rarely think of bad thoughts and while the beast is inside you, it is well caged and sedated. You are pretty much a mortal without a pulse. You also wake up immediately when the sun goes down. If you fall into torpor, you can reawaken within a week.
Humanity 4
You can, with a little effort, pass yourself off as human. Humans react normally to you and you have little problems interacting with them as long as you act like one of them in return. The beast is no longer sedated and walks about its cage to look for an exist. You awaken 15 minutes after the sun goes down. If you fall into torpor you can awaken within 2 weeks.
You barely pass off as human. With proper lighting and concentration and awareness on how you act, you can pass off as a mortal. You are pale and the beast is apparent to most animals around you who shy away from you. You are getting closer to the downward spiral and the beast tugs at you at times. You awaken 30 minutes after the sun goes down. If you fall into torpor you can reawaken within 3 weeks.
You are not human; you are something else. With proper lighting and great effort you *might* pass as a mortal, but you movements, paled skin, and the beast within you is more apparent to most on lookers. Children do not like you, animals pee themselves, and those that are faint of heart leaves you presence whenever you approach. The beast bucks against its cage and crawls closer to the surface and frightens those not used to you. You awaken 45 minutes after the sun goes down. If you fall into torpor you can reawaken within a month.
You are anything but human. You skin is ghastly pale, you pallor is near white, you movements are either too jerky, or quick, or all to fluid and alien. Children run from you, dogs bark at your presence, people cross the street as you approach. The beast is so close to the surface it may frighten other ’humane’ vampires. At this point, the only way to get your way with mortals is thru intimidation tactics by using the very beast that others seek to hide. Violence and death is second nature to you. You awaken 1 hour after the sun goes down. If you fall into torpor you can reawaken a month and a week later.
If you have not wassailed at this point, then you had fallen onto a ’Path’. You are in no way, shape or form a human. There is no way for you to be able to pass yourself off as one. No longer can you ’blush up’ by using blood, and even with the ’Blush of Health’ merit, you are still alien and strange. Children cry and scream in your presence, the elderly faint, dogs bark and attack in ’fight or flight’ responses, people may run from you as your beast is so powerful. Your movements are alien, the way you talk is strange, and the only way to get what you want with mortals is thru intimidation. Unless you hide yourself somehow, you are a walking breach of the Masquerade. Killing is easy. Mass murder is even easier. Torture is second nature. Unnatural thoughts fill your mind at all time and the beast rides your skin like a roaster coaster. Even if you have ’self control’, your beast is now your constant companion. You awaken 1 hour and 15 minutes after the sun goes down. If you fall into torpor you can reawaken 2 months later…if not longer.
Mechanically, Frenzying works as per Laws of the Night: Revised. Note, a frenzying kindred is up a number of bonus traits versus Dominate equal to 10 minus their humanity.
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 dramatizes 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.
When sending across the Malkavian Madness Network, the sending player will write down the message on a card and hand it to an ST (yes, this will slow things down a touch, but it will really help the ST team for when/if the receiving party fails their chop). Any character receiving the message (this is ALL Malkavians within the city, the MMN is not a selective messaging system) throws a chop with an ST, retesting with Malkavian Time. The list of results is below
Win: The Malkavian receives the message as the sender intended
Tie: a number of words are replaced with a random word, relating to how many dots of Malk Time the sender has. If the sender has 1 dot of Malk Time, every word is replaced with a random word. Every second word is replaced if the sender has 2 dots, every third word if the sender has 3 dots, and so on…
Loss: a number of words are replaced with a random word as per the tie result, and then all words are randomized.
Using the MMN is a highly concentrated action. It takes all your concentration for that turn to be able to send a message. You must declare during mental/socials that you are sending a message out to the MMN during the Mental Actions (see House Rules for details in actions) and expend 3 mental traits, at which time you can do nothing else but try to defend yourself. The message goes off at the end of the round. You are able to send up to 5 words if successful.
Malkavians are also able to send images over the MMN. As an image can be far more abstract than words, there are no hard and fast rules as to how it can get distorted. Like everything else, it’s up to the ST’s discretion in the end
What is Astral Space? Good question… Here is an even more vague answer: ’It is not here and not there, but somewhere in between’ the spiritual world and the physical world.
Now let me clarify… This is the plane of pure thought, emotions and dreams. Everything that is normal of the Physical world also is on the astral plane, including buildings and people, but for those that travel this realm, there is strangeness to it, as things are often black and white and grey. For those players that understand Garou Genre, the Astral Realm is the Gauntlet. By focusing Aura Perception, you can see colours and the emotions of the world that is normally bleak and grey. But note a few things when travelling about an alien plane without your body.
1. Normally those of the physical world cannot see you, but sometimes, they can detect you depending on abilities and circumstances.
2. Things lurk out there in the Astral Plane that doesn’t want you there, including other astral beings. Be careful and watch your cord!
3. Your normal physical abilities do not exist in the astral realm, you’re now a product of your own consciousness.
The Sewers
Here is a general OOC overview:
(the top two levels): are general larger sewers. You can hunch over and walk. You can’t walk upright save main access tunnels. Most of these sewers are 5 feet high, but can range up to 6 feet near main access point or as low as 4 and a half in other areas to even a crawl in the smallest crevices. These two levels are where rats and other ’animals’ come to feed or travel. These are also the two levels where you will find most city workers.
Is very cramped, almost is pipe like and crawl spaces. These levels are in loose rock, loose dirt, gravel and sandstone; making tunnelling outside the piping difficult if not impossible in several areas. Most of this area is where you will find smarter and more ’alpha’ rats as it is warmer here than topside in the winter. This is also the area where some ’breeding’ happens.
Level 3 is most of Gimli’s ’original’ sewers. In order to erect or construct in these areas will require some major labour and a lot of patience and sometimes even massive influence.
Is broken sewers, bits of this… bits of that... sunken sink holes... thousands of dead ends and places to accidentally get trapped. Many of these places are where you will find the ’old dead’ workers who went missing long ago, their bodies stripped and eaten by rats. These areas make great hidey-holes, but are dangerous places if something decided to breed in them.
Are caverns, some man made...others natural forming...others...’not so much’... They are scary places and should be role-played that way even by the most courageous of Nosferatu. At level 5 you are now at least a hundred feet below the surface or are in an area that has limited access points and might only be sought by going thru level 4. You are now in limestone I believe (tough stuff...hard rock, it can be very unstable).
If there is a 6th Level or beyond… it has not been found yet; nor does ’it’ want to be found.
Level 4 and 5 are sparse and strange. Most Nosferatu are told not to go there alone. Level 4s and 5 can be found near the Forks, Downtown, Little Tokyo, Near Portage and Main, the Exchange and Market areas, around the Docks and East K... We’ll be more specific and possibly expand that as time goes on, as I am sure there are a few more places.
Ghouled Retainers are to be written out on chits just like items. For every Ghouled Retainer taken, the character comes too game down 1 blood trait/month.
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 only your character 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/Demeanour 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. If Retainers are chosen, the retainers are ’warm bodies’ and that is pretty much it. Retainers after that cannot take retainers.
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 of ten blood, only six [6] of which are useable.
Willpower: Ghouls start with one willpower and have a maximum of four.
Influence: Ghouls/retainers do not have influence. They take care of yours. For every point of retainer a vampire has on their sheet, this number adds to the total traits of a vampire to determine the max amount of influence a vampire can hold. See Laws of the Night.
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
*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] *
**Please also note, that once you have all 5 dots of Retainers, you may spend your own XP to upgrade them further**
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 or need they are. 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 cannot 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 demeanour 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 hunter 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.
Please refer to the OWBN Wraith Rules (http://wraith.owbn.org/index.htm) for more information on Wraith Retainers.
For every 2 Animal Retainers taken, the character will be down 1 blood trait per month. All Animal ghouls require XP to be put into them to upgrade.
Animal: rabbits, birds, small dogs, cats
Blood: 2 - 3 (1 useable)
Physical: 3 traits to start; max of 5
Mental: 4 traits
Willpower: 1 (max of 2)
Animal: dogs, wolves, eagles
Blood: 4-7 traits (2 useable)
Physical: 5 traits to start; max of 7
Mental: 4 traits
Willpower: 1 (max of 2)
Animal: bears, horses, cows, bulls
Blood: 8-10 traits (4 useable)
Physical: 7 traits to start; max of 12
Mental: 4 traits
Willpower: 1 (Max of 2)
Instincts represents the animal’s natural tendency to rebel against orders given to it. Instinct is ingrained into it and cannot be changed under normal circumstances. An untamed rabid wolf may have a rating of 10, while a wild animal (like a bear or tiger) has an Instinct rating of 8, while domestic animals (like cats or dogs) 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. Speak to your ST about the rating of your animal ghoul and remember, even trained monkeys will fling their own poo once and a while.
Start with one dot in Potence. An animal ghoul can learn the disciplines of Potence, Fortitude and Celerity. The limits for Discipline levels are as follows:
14th Gen Regnant; 1 basic Discipline, cannot spend blood
13th Gen Regent; 3 basic Disciplines
12th Gen Regent: 3 basic Disciplines
11th Gen Regent: 4 basic Disciplines
10th Gen Regent: 4 basic Disciplines
9th Gen Regent: 5 basic Disciplines
8th Gen Regent: 6 basic Disciplines
An animal ghoul can have a maximum of 3 traits in any ability (no specializations). The animal gets 3 points at creation. You can choose from the following list: Animal Ken (used to cull or lead other animals), Brawl (used for biting and crawling), Dodge, Survival, Sniping (used for spotting vampires), Empathy (used for feeling the emotions of their masters), Athletics (use for jumping or climbing), Awareness (to negate surprise), Intimidation, Stealth, and Hunting (for their own food).
Freebie Points: 3 points.
Notes: Animals may have special abilities at ST discretion.
For every extra dot of retainers put into an animal retainer, they gain the following
2 attributes
1 ability
1 willpower (if the animal retainer is already max willpower, they gain either another attribute or ability)
1 basic discipline
-1 instinct
Out-Of-Nos Rule
Any Out of Character talk overheard by an In-Character Nosforatu in the designated In-Character area may be treated as if they overheard it In-Character, so long as they run it by the Storyteller first. The exception to this is any talk between a character and a Story teller or a Narrator running a scene.