About Fredericksburg: Caine's Chosen

Fredericksburg Caine's Chosen is a member chronicle of the One World By Night (OWBN) network of LARPS.
We are a Sabbat genre larp, played in Herndon VA, but set in the cities of Fredericksburg, Richmond, and Charlottesville Virginia, and surrounding regions. We use White Wolf's MET Revised ruleset. Please see our House Rules and IC info pages.

What is OWbN?

One World by Night is a non-profit organization dedicated to creating links between White Wolf's Mind's Eye Theatre LARP games around the world.
By combining the various stories of member Chronicles, OWbN hopes to enhance the enjoyment of its members by expanding local plots to the world, truly creating a World of Darkness.
OWbN currently stretches to over 100 chronicles in the US, Canada, Brazil, New Zealand, and Isreal. To learn more about OWbN and find a game near you, visit our Introduction area.

Fredericksburg Caine’s Chosen House Rules

FCC Guiding Principles
Caine's Chosen is a Chronicle dedicated to telling stories set in the World of Darkness and about the Vampires who inhabit it. As Masquerade is a Storytelling game, we will focus on what is good for the story. In GNS theory parlance, we will favor the Narrative story over playing with permutations of Game rules or close Simulation of reality by rules. The rules are there to give a structure and framework to the story, and not to be exploited for the cleverest way to get the most out of them, or expanded to model reality more closely. The MET rules are not robust enough or detailed enough to support those other playstyles very well, which can lead to the Rules As Written being easy to take advantage of, break, or outright abuse. We ask that all players think first and foremost about what is good for the story and what is fun for other players, and to respect that all players come to game to have fun. We ask that everyone keep in mind while playing that there is no 'Winning' except in having a good time and in helping others to have a good time. That means sticking to the spirit of the rules, even if the letter is flawed, or broken. Even if you see some loophole in the rules that gives your character an advantage. "Keep it IC" is not just a good rule for maintaining immersion, it's a good rule of thumb for what is acceptable to exploit and what is not. Loopholes, creative interpretations of vague wording and the like should be used In Character only, on things that exist In Character, such as the orders of Elders, contents of IC documents, the Code of Milan, Nod fragments, Traditions, and Justicarial Edicts, not sought for in OOC rules and mechanics. MET just can't support that style of play, and it is not conducive to good storytelling, or to other players having a good time.

Unless otherwise noted in this document, we use the rules from MET Laws of the Night: Revised (LotN:R), MET Camarilla Guide, MET Sabbat Guide, and MET Storyteller’s Guide. Revised Clanbooks, other White Wolf source material, and MET Journals are accepted at Storyteller discretion.

General game rules

Characters - You may play only the character you sign in with in any given game session. You may sign in with only one character per game session. You may switch characters during the game only if the character you were playing is removed from play involuntarily. So GNC, death, cut silver cord, turned into a statue, shipped to Montreal, torpor without someone to wake you up in play, or other events which put you out of play may let you switch, but this is at ST discretion. A character storming off in a huff, chosing to stay home and play WoW, or otherwise bow out of play on their own just means you get to portray that. Under no circumstances will you be able to switch characters to escape IC consequences of your PCs actions.
A character must be in play at a game or in an approved online scene at least once in a 2 month period to earn any XP, except for extraordinary circumstances negotiated with the ST team (military deployment, long term family emergencies, long-term business travel, etc. Not just 'Don't feel like coming')

    Character Creation
  • Clan Caps – Some Clans may be capped, at ST discretion. Lasombra and Tzimisce together represent half the population of the Sabbat, so those clans will be encouraged. 10 extra starting experience points will be awarded to anyone who starts a character of one of these clans, regardless of how many are currently in play. Panders will receive 5 starting bunus xp. In addition to this, all starting characters will get 10, in addition to clan bonuses.
  • Influence – No character may start with more than three traits in any Influence.
    Experience Points
  • 2 XP for home game attendance
  • 1 XP for costume (home game only)
  • 1 XP for RP nod (2 nods for 1xp)
  • 1 XP for ST nod (home game only)
  • 1 XP for visiting another Mid Atlantic region game (Baltimore or closer)
  • 2-4 XP for long distance (physical, non-proxy) travel to another region game (Philly or further), depending on distance
  • Max out for the month for attending Event Games (Nonclave, Midwinter, Glitter and Gloom, Ecumenical Council, Palla Grande, etc)
  • 1 XP per month for downtime scenes at the end of the scene (not one per scene)
  • 1 additional XP for downtime scenes if they create plot or forward events for our game
  • Special cases negotiated with the ST team in private (this includes players who live hugely far away and travel to game, or other miscellaneous circumstances)
  • Additional XP for contributions to the game or org are at ST discretion (coord, sub coord, admin, council, ST, etc.)
  • You must physically attend a game at least once in a two month period to earn XP on any of your characters. The STs may award XP for visiting other games
  • Proxies are discouraged, but technically allowed for large-scale special events only. Such sheets will be grouped together and their actions will be narrated in an off-camera scene that impacts the plot.
  • Experience Expenditure Caps – Certain traits can only be purchased in limited quantities per game, or have other restrictions. Abilities- One dot in any given Ability per game session. Attributes - One Attribute in a given category per game session. (Physical, Social, Mental) You may buy traits in different categories at the same time Morality - One at a time. Each one requires many games of progress, so if you've bought up your Path too recently, you'll be told to wait and keep working at it. Willpower-One at a time unless you are buying back from Aegis expenditures Combo Disciplines-If you bought the prerequisite for a combo discipline this game, you must wait until next game to buy the combo. It's not reasonable to allow someone to learn a discipline and how to combine it with another discipline at the same time.

    Consequence Rules or 'Heat is On' rules - If your character has Been Naughty and the other PCs are up in arms about it to an unusual degree (Wild Hunted, Regent calls the entire Sabbat everywhere to kill the PC as quickly and violently as possible, etc) then a few additional restrictions come into play. You will be told when/if this comes up. This is intended to represent the fact that the game (if not the entire Sect or even the Org) at the very least) is focused on your PC and that PC will not be permitted to just sit around unplayed or to become based elsewhere or otherwise dodge consequences. This isn't in place to let individuals or groups roll other PCs, it's an ST designation that indicates a point when a PC is so central to the ongoing story that it would be a detriment to the game if their story were NOT played out until such time as the Heat is Off once more, either through a complete escape, exhonoration, or Final Death, etc. It takes more than just five or six people deciding to jump another PC to invoke this rule. (Those five or six must rely on Active Pursuit)
      Specifically, Consequence Rules (or The Heat is On) means the following:
    • You can't shelve right now
    • You can't transfer games right now
    • You must play through until the heat is off, one way or another.
    • You may permanently retire your PC to NPC status if you wish
    • The characters in question are the ones that must be selected for play at game.
    • It's Bad Form to just choose not to show up to game at all. We want you to be here.

    Active Pursuit If someone is after your PC and has an immediate method of finding and affecting your PC, then they may declare Active Pursuit
      Specifically, Active Pursuit means the following:
    • Someone is actively after you and is on your trail. You are in a scene, and time stop until the scene can be run to its conclusion
    • You may not shelve, transfer, or otherwise go inactive or take your character elsewhere until the scene is resolved
    • You may retire to NPC status permanently, (though doing so would be an extreme reaction) though this means the STs will likely rule that the pursuers catch your (now former) character and will run the scene without you.
    • Active Pursuit may not be declared without direct pursuit of the target (Summon does not count, but following someone in a car does, as does going after them in Astral Projection. Scrying or otherwise remotely observing them is not sufficient, however.)
    • You may not Fair Escape until the Active Pursuit is resolved.
    • Active Pursuit is assessed at the point where it is declared. If previous declarations of the target put them beyond reach, Active Pursuit may not be called.

    Game Site - Please clean up your trash, cigarette butts (including dumping the ash tray when you're done using it) and cans and bottles and such. It is much appreciated. You may bring your own food, chips, drinks etc, just take them with you when you go and throw out any resulting trash.

    System Rules Changes from the Book

      Turn order

    • All actions take place in trait order, regardless of type. A Physical action at 15 traits takes place before a Mental action at 9 traits. The ST will ask for declarations, then count down from a reasonable guess at the highest traits available until all actions are resolved, then start again at the next action.
    • Alacrity moves your Normal action up, permitting you to take any action you could take at Normals as a preempt. Note that certain powers, especially Thaumaturgy, require the whole turn. While this lets you activate them on Alacrity, it does not allow you to perform other actions on followups, as you are considered to be performing the action for the whole round, regardless of Celerity actions.
    • Black Met actions are always made with the Arms. Black Met arms are Arms of the Abyss in all respects except as outlined in the LotN:R writeup (using the vampire's traits, etc)
    • Ambidexterity actions always use a natural arm (not a Black Met arm) You may not perform move actions, soliloquys, etc with Ambidexterity.

    For complete details of the Combat round, see The Combat Round Detail page.

    Rules Clarifications and Interpetations

    • Ties – When resolving ties, and bid traits are equal, the tied challenge will always benefit whoever the Storyteller declares the defender of the challenge. In short: “Ties go to the Defender”.

    • Torpor – Torpor lasts for 6 weeks minus one week for every level of morality the character possesses. Waking a vampire from torpor early requires the blood of a vampire one generation or more lower than the person in torpor. Blood Rage (from any of the various Blood Magic varieties that get it) can be used to wake a vampire from Torpor, only if the Torpor is a result of damage.

    • Maximum Influence – Mental traits plus two times your social traits (plus dots in Retainers dedicated to managing Influence (max 5 dots of Retainers used this way). (M+2S+R) Retainers’ influences count towards this total, but each dot in Retainers devoted to managing resources raises your cap by one, to a maximum of five overall. (See Retainers creation rules for more information) An Eighth Gen with maxed traits may have 47 dots of influence under their sway, including retainers.

    • Willpower – Temporary willpower refreshes completely at the beginning of every game session.

    • Retainers – Retainers are NPCs whose sheets should be made in conjunction with a Storyteller. They must adhere to the following:
        Retainers Special Rules

        Retainer Creation

      • Ghouls adhere to Revenant Creation Rules per LotN: Sabbat Guide pg 168- 6/4/3, 5 Abilities, Backgrounds, Freebies, and Virtues. 1 Discipline dot, either Potence or a base 8 In-Clan of the Regnant. Max traits for a ghoul is 9, normal mortals is 8. It requires the use of one blood trait's worth of blood to create a Ghoul.
      • Points in the Retainers background may be put into a single retainer, producing a more powerful servant, or spread among multiple Retainers, each of which can be worth from 1 to 5 dots. For each additional level of Retainers devoted to one character beyond the first the retainer receives 10 experience points to be spent as the player sees fit EXCEPT on Influences (see below). Thus, a 5 point Retainer has 40 extra xp on him
      • The Age background is not permitted for a Retainer
      • Backgrounds, including Influences, do not stack between Vampires and their Retainers, or among Retainers belonging to the same PC. You use the highest value among them all as if it were the only value. If a Vampire has Resources 5 and his three Retainers have Resources 5 each, then the total is 5. If the Vampire has Contacts 2 and his Ghoul has Contacts 3, then the total is 3. If the ghoul dies, the total becomes the 2 that the Master had on his own sheet. If two Retainers have Finance 2, and the master has none, the total is 2. This means that a player cannot buy five one-dot retainers and skyrocket to 25 Resources or 25 Influences all at once.
      • Each dot of Influence on a Retainer's sheet counts against the cap, even if another Retainer or the Master has that same Influence. ex. If two Retainers both have Random Influence x3, then that is six points of Influence against the cap, but they cannot be stacked together to make a combined action. The only benefit to doing this is to make it harder for the Influence in an area to be attacked, as an opponent would have to target both retainers.
      • Retainers cannot have Retainers themselves. You may have as many Retainers as you can support, but at five or so we will start to give you the stinkeye. Remember that the Sabbat in general doesn't approve of mortal retainers, aside from Revenants, and they're grumpy about even them. A Sabbat member with too many mortal pets invites suspicion of Camarilla sympathies or Heresy, especially if those pets are a conduit to the mortal world, and not lab experiments, war ghouls, or the like.
      • All traits on a Retainers' sheet are subject to ST approval.

        Influence for Retainers

      • Influence for Retainers can only be bought with Background points at Retainer creation, not with Freebies, XP from Retainers dots, Flaws, or any other source. This means they can start with no more than 5 total, and no more than 3 in any one category.
      • Retainers may have no more than 3 Influence of a given type at creation. Influence 4 and 5 must be bought with the Master's XP. Lower levels may be bought for the Retainer with the Master's XP.
      • A PC's max Influence is 2 times Social Traits plus Mental Traits, plus dots of Retainers up to 5 (2S+M+R) same as always. So a max-traits 8th gen's influence cap is 47 if he has 5 or more dots in Retainers, no matter if those Influences are on his own sheet or those of his Retainers or a combination.
      • Influence on your Retainers counts against the Regnant's Influence cap. Additional Retainers dots beyond 5 cannot raise this cap further.
      • A Player may spend XP to raise a Retainer's Influence on a one-for-one basis beyond the initial allotment.
      • A Player may purchase a Retainer's Influence for himself on a 1 for 1 basis. This takes the Influence off the Retainer and gives it to the PC. In game this has no effect except to make it harder to eliminate that Influence by removing it from the Retainer's more vulnerable sheet.
      • Influences on a Retainer's sheet, whether bought with Retainer Background points or with the PC's XP, are vulnerable to the frailties of that Retainer. If it dies, loses its job, or otherwise becomes unable to perform its duties, the influence goes away whether the Master spent points on it or not. While it is faster to use a Retainer's influence to get to higher levels, it is less reliable and more vulnerable.
      • A player may represent his own Influence as managed by the Retainer, as an agent of the PC, and keep his Influence on his own sheet if preferred.

    • Spirit Retainers – For each level of Spirit Retainers background, the bound Spirit has 10 Power/Essence, to a maximum of 50 and may be selected from Laws of the Wild or other sourcebooks with ST approval. Stronger spirits may serve only vampires whose trait max is high enough to afford them as a Retainer. Each iteration of this background represents a different Spirit Retainer. The basic Koldunism ritual Service For Souls creates a spirit servant, but it is a tiny spirit and its cost is included in the ritual, and need not be represented by Spirit Retainer. Kolduns may select only Elemental spirits as Retainers unless they make extraordinary effort to enlist the services of another type of spirit, as the pact with Kupala covers only elementals. (Spirit retainers may not have Influences or contribute to your Influence cap)

    • Wraith Retainers – This special type of Retainers follows the same rules as its mundane counterpart, though the trait cap is 10 plus the Status of the Wraith in question. Also, each level of Status makes the Retainer worth an additional level of the Wraith Retainers background. The player is not required to raise the Wraith's status if he invests more points into the Wraith, but doing so raises the Wraith's trait cap in addition to granting it the 10xp from the point of Wraith Retainers. (See the standard Retainers background above) Thus, a 4 point Wraith Retainer may be no higher than Status 4 giving it a trait cap of 14 and 30 additional XP to spend on the Wraith. Each iteration of this background represents a different Retainer. (Wraith retainers may not have Influences or contribute to your Influence cap)

    • Virtues – Willpower may be spent to resist frenzy for fifteen minutes if the character follows a path that adheres to self–control. You cannot be lucky enough, or see the future to retest virtue challenges. The player is always considered the defender in any virtue challenges. The negative traits and permanent derangements for a failed Virtue challenge are only received when a player chooses to spend a temporary virtue trait for a retest, and still looses the overall challenge. Willpower may only be spent for a retest involving Conscience/Conviction if it is the trait in Jeopardy of being lost is the final one on the path, and failure means Wassail. This is also true when the character is switching paths.

    • Morality – Path five can not be purchased unless a storyteller comes to you and tells you that you should buy it, without any questioning by you. If you are playing your path so well, that the ST is annoyed that you aren’t path 5, then you can buy it.


    • Abyss Mysticism – Also known as 'Abyss Lore', 'Occult:Abyss' or 'Abyssal Occult' in other regions. These are the exact same thing. This ability is the retest on Abyss rituals. You may not have an Abyss ritual higher than your level in the Abyss Mysticism ability. Abyss Mysticism is added to your Obtenebration and Occult totals prior to dividing by two for purposes of determining the number of Arms of the Abyss a character may summon. A PC with Abyss Mysticism, Obtenebration, and Occult all at 5 could summon 7 Arms of the Abyss. Possessing this ability alone does not make one an Abyss Mystic. One must go through proper channels and learn at least one Abyss Mysticism Ritual. It is considered a lore ability and is treated per the Lore rules.

    • Awareness – This Ability retests with Awareness NOT Occult.

    • Crafts – Items may be crafted at varying levels of skill. Items at the highest Crafts rating (5+) may have bonuses or particular abilities inherent to them. The difficulty to successfully craft an item depends on the Crafts level attempted. Examples of crafted item special qualities include:
      • Puissance resistance - (Crafts 5 required) Normal use with Puissance will not break the weapon, though the item is still not unbreakable. Someone with Puissance can still break the item on purpose with some effort. Elder or higher level Potence or equivalent powers can still break the item.
      • Difficulty 3 traits for crafts level 1 and 2, difficulty 6 traits for crafts level 3 and 4, and difficulty 9 traits for crafts level 5. The appropriate Crafts ability can be used as an ability retest for this challenge. If the challenge is won, the item is created at the target crafts level; if the challenge is lost, the item is flawed and will be 2 crafts levels lower. A final chop at Difficulty 12 is necessary to give the item a special quality.
    • Armor - Max possible number of armor traits from armor is 5. Enhancements that take it above five are effectively wasted. Values for armor that comes in sets (ex, Riot Suit, Full Plate) include the entire set, and are counted as one for this purpose. (Riot Gear is 3, even if you have a 2 trait vest, two arm guards, two leg guards, and a helmet, etc. 'Riot Gear' can give you no more than 5 even with magical or other enhancements. Shields are counted as separate items, but still cannot take your armor rating over 5. (Health levels from Vicissitude, Huge Size, Visceratika, etc do not count toward armor caps. Vicissitide mods that duplicate armor, such as bone plating, interfere with the use of armor on the altered parts and do not stack. At storyteller discretion, certain Mixed Blessings may also interfere with the use of armor on the affected parts.) Full Armor that is not part of the body, but covers it entirely (Full plate, complete Riot Gear, etc) blocks the use of touch attack or carrier powers, unless that armor is reduced to 0 levels first. This includes powers such as Quell (when delivered with a touch), combat uses of Vicissitude, Scorpion's Touch, Burning Touch, etc. However, if the wearer of such armor has declared any part of their body uncovered, then touch/carrier attacks are assumed to target that part, and can be attempted normally. This means that your kevlar vest does not block Quell, even though it gives you armor levels. The armor must completely cover the body to work. Use of such armor does prevent them from using such powers themselves, however, unless they deliberately expose something to deliver the attack themselves. (Helmets don't prevent eye contact, even with visors up.) (And no, they can still leave openings for use of Feral Claws, body armory, etc, nitpickers.)

  • Lores – A teacher is always required. Characters are limited to no more than 3 levels in any lore considered to be out–of–genre for that character. For example, a Camarilla Ventrue would only be permitted to have level 4 or 5 in Cainite lore, Camarilla lore, and Ventrue lore, or in genre-neutral lores, but could have only 3 levels of Sabbat Lore at most. Lore approval is always up to Storyteller discretion. Lores may be taught up to one level below that of the teacher, thus someone with Random Lore 3 could only teach up to Random Lore 2. Lore 5 is a special case. It takes two teachers with 5 to teach lv 5 of a given Lore, since OWBN general consensus caps all lores at 5 as though that were somehow comprehensive knowledge (which it isn't), unlike all other abilities which go to 10.

  • Influences – We use the influence rules from Dark Epics except that influence cannot be destroyed off another character’s sheet; it can be damaged, however. Anytime that influence would normally be destroyed, it is suppressed for a month's time per level of the attack that hit it (above any defense applied). Max Influences are defined in the Maximum Influence section, but in short are 2x Social traits + Mental traits + up to 5 dots of Retainers.

  • Malkavian Time – We use the Malkavian Genre packet writeup for Malk Timein Fredericksburg: Caine’s Chosen. Please ask your ST or CM for this packet, since WW has lame rules about how we distribute this sort of material.

  • Tactics - Tactics can be used to predict ambushes, set ambushes, assess a scene for ST-given advice on possible effective tactics for combat, place remote activated or time activated weapons and traps, etc. It cannot be used to counter Brawl, Melee, Firearms, Dodge, etc, nor can those abilities be used to counter it. Tactics requires time and distance to use. At ST discretion, it may be used to negate Surprise (Win a static Mental challenge, difficulty of the attacker's mental traits), but only where a tactical assessment of the area would point out likely ambush locations. It will not work to counter surprise from Obfuscate in a place the PC has good reason to consider safe.


    • Aggravated Damage – Healing Aggravated damage requires a full day of rest and 3 blood traits. Willpower can be spent to heal additional aggravated wounds beyond the first. If you wish to heal more than one in a day, simply spend 3 blood traits, and a willpower trait for each additional health levels you wish to heal. This healing occurs during the day.

    • Blood Magic Semantics – Casting blood magic requires verbal semantics and hand gestures. Aptitude in your primary Way/Path/whatever can reduce the need for these semantics. When casting, if your rating in your primary Way is basic, then both verbal semantics and gestures must be used. If you possess the intermediate level your primary Way, you may choose to use only verbal semantics or hand gestures. If you possess the advanced level of your primary Way, no semantics are necessary at all.

    • Stacking Multiple Touch Powers – Many different powers require touch to activate. These powers fall into two categories: a)Carrier attacks are attack powers which require chops separate from the initial physical challenge to make contact, (ie. Quell the Beast & Psychic Assault) and b) Activated powers which require no separate chops, just a specific cost for activation. In Fredericksburg Caine’s Chosen only one Activated power can be stacked with an Attack power. Additionally, you may activate a Carrier attack only on your Normals (or Alacrity).

    • Massive Amounts of Damage – Damage from any one source is capped at 5 per source, barring extenuating circumstances. If you dive into a Nuclear Reactor or teleport to the sunny side of Mercury, expect to take hundreds of Agg all at once and over an extended period as well. Aegis may not be enough to save you from this sort of thing. Valeren 5: Vengeance of Samiel is an exception to this, as it is the specific function of the power to do more damage in one strike, and it prevents the use of other actions during the turn.

    Form Powers

    In Fredericksburg Caine’s Chosen, form powers are classified into three separate categories. They are Full, Add–On, and Escape form powers.
    Full Form Powers
    These powers turn your entire form into something else. These forms are not able to stack with one another. Taking on one of these forms will cancel any other “Full” form powers. For example: If a character is using Horrid Form and then they try to assume Shape of the Beast their forms will effectively “switch” from one to another. Both can not be assumed at once. Each form power below is classified as “Full Form Powers”, but they are not limited to those below. As always storyteller has discretion to add, change, or remove anything from this list even as a scene unfolds:
    1. Shape of the Beast
    2. Horrid Form
    3. Form of the Cobra
    Add–On Form Powers
    Powers that are applied in addition to any other form powers you may be in. They not only stack with one another, they stack with any one “Full” form power you may be in. This is due to the power affecting only one extremity, just one aspect of their form, or affecting only the surface of their current form. For example: A character in Shape of the Beast may also assume Black Metamorphosis and both of their forms trait bonuses would apply. Each form power below, are classified as “Add–On Form Powers”, but they are not limited to those below. As always storyteller has discretion to add, change, or remove anything from this list even as a scene unfolds:
    1. Feral Claws
    2. Skin of the Adder
    3. Eyes of the Beast
    4. Body Armory
    5. Black Metamorphosis
    6. Pater Schlachta
    7. Armor of Caine's Fury

    Escape Form Powers
    are powers that change your entire form, but do so drastically enough that no other form powers can be assumed at the same time. In addition to this, “Escape” forms also cancel any other form powers you may have assumed at the same time. For example: characters in Horrid Form that enter Blood form will loose any benefits and hindrances that Horrid Form applies to the character as soon as Blood Form is assumed. When this character decides to form up, she will have to activate Horrid Form again to gain the benefits, and thus lose those of Blood Form. Each form power below is classified as an “Escape Form Power”, but they are not limited to this list. As always, storyteller has discretion to add, change, or remove anything from this list even as a scene unfolds:
    1. Mist Form
    2. Blood Form
    3. Tenebrous Form
    4. Ashes to Ashes
    5. Zephyr Body
    6. Earth Meld

    Alternative Powers

    Some powers have published alternatives for various levels. There are a few such powers listed, primarily from Faith and Fire. We do not consider different rules for the same powers to be 'Alternative Powers' (Celerity, for example, is run from LOTNR and not from F&F) Below are the substitute powers set by default in Fredericksburg: Caine's Chosen:
    • Valeren 4: A Pillow Over Mortal's Face But Only If He Lets You has been replaced with Valeren 4: Armor of Caine's Fury.
    • Protean 4: Shape of the Beast We use the Clanbook Gangrel interpretation of Protean. Only Gangrel may choose their fight and flight forms. Others must use wolf and bat forms.

    Frenzy & Rotschreck

    While in frenzy your packmates are not completely safe from you. You may not be able to stop yourself from attacking them. The Vaulderie only prevents you from assaulting your pack mates if your Vinculum rating to that individual pack mate is 7 or higher. If you frenzy on someone with whom you have a Viniculum rating of 7 or higher you may choose to attack ANY other target available unless the person specifically draws your attention (i.e. taunting, repeatedly getting in your way ect.) At a rating of 10 you will never attack the person, frenzied or not unless under some supernatural influence, including but not limited to Dominate or some Elder Disciplines. Realize that you should have no fear of attacking your pack mates when there is other provocation around you. Even with no Viniculum rating, if you are being attacked by a Camarilla citizen and you loose yourself to the beast within, you will not turn to attack you pack mates just because they are there.

    A character on an Instinct path only needs to make an Instinct check once per frenzy. If the character enters a controlled frenzy, it will remain controlled until the frenzy ends. If the character enters an uncontrolled frenzy, then it will remain uncontrolled until the frenzy ends. A character in a controlled frenzy gains all the benefits and hindrances of an uncontrolled frenzy but may decide what they are attacking/destroying. They are simply guiding the monster inside them, not completely controlling it. The character needs to attack something, but her control allows her to decide what that may be. The character may communicate, but will be limited to short phrases such as “come here”, “stay away”, “be quiet”, and “you die NOW”. The frenzied character must activate any physical discipline they have access to, and use every one of their most effective tools to kill or destroy whatever they are attacking. If the storyteller believes that you are not completely giving your all to fight whatever it is you are, the storyteller may take your sheet and do it for you.


    A character in Rotschreck is reduced to a state of intense instinctive self–preservation. While in this state, discipline use has the same restrictions as in frenzy, but it should be noted that use of these powers are only for escape from the danger that drove you to Rotschreck. You may attack and destroy someone or something while you are in Rotschreck, but only if that person or obstacle is specifically trying to prevent you form escaping and your attack is only for the purpose of escape.



    • Quell the Beast – does not prevent the expenditure of permanent willpower traits. Also, a Vampire who is in Mist Form, Tenebrous Form, or possibly other incorporeal forms depending on a storyteller’s case by case discretion, cannot use Quell the Beast through touch since they lack the physicality needed to enact the power. They cannot be affected by it either unless the user can touch that form via other powers (IE someone who is in the form of a Wraith can be affected if the user has another power active that allows them to physically reach across the shroud and touch Wraiths.) Quell (and similar touch powers) cannot be used against a target wearing full armor that covers the entire body (Full plate, complete Riot Gear, etc) though if the wearer of such armor has declared any part of their body uncovered, then Quell is assumed to target that part, and it can be attempted normally. This means that your kevlar vest does not block Quell, even though it gives you armor levels. See the Werewolf section below for specifics on this power's interaction with Werewolves.


    • Heightened Senses – provides a bonus mental trait for each level of it your character has in the resolution of ties versus Obfuscate and Chimerstry. These other powers listed above also get bonus traits in challenges against Auspex for each level they posses in their perspective discipline.

    • Aura Perception – When perceiving the aura of an animal under the effects of Subsume the Spirit (Animalism), the aura will be that of the subsuming vampire. When perceiving the aura of someone under the effects of Possession (Dominate), the aura will be that of the vampire possessing. Aura Perception is strictly visual. Other senses cannot be used to detect auras.

    • Telepathy – Telepathy has three levels in Fredericksburg, communication level, surface thoughts, and deep thoughts. Line of sight is always necessary to establish and maintain telepathy. Communication–only level of Telepathy does not cost a trait, and since an attacker needs to chop to go deeper to surface thoughts anyway from communication, there is no reason not to relent to communication level only. If you choose to relent to communication level only you must make this well known to the player initiating the telepathy contact, each and every time he establishes this contact to prevent a problem.

    • Psychic Projection – Astral Projection costs 1 temporary Willpower to activate, and another temporary Willpower to manifest for 1 round. While astral, characters cannot spend blood. A character in Psychic Projection is affected by Spirit Wards. Remember, you are not alone in the astral realms. Many strange entities exist in that plane. You may be detected via lesser powers of Auspex, but anyone trying to detect your unmanifested presence will need to win a static chop to do so. If they win, they will get a 'yes/no' response about the presence of otherworldly entities. If you are also Obfuscated in Astral, anyone looking for you will need to break through your Obfuscate as well. The book does not state that concentration on the Silver Cord is necessary, so if the sun rises and you lose consciousness, you will automatically return to your body along the cord. If the cord is cut, you are cast adrift in the Astral plane and must try to find a way out.


    • Alacrity – Alacrity is your Normal action moved up a bit. Any action you may take on Normals you may take on Alacrity. Note that most Thaumaturgy and some other powers take the whole turn regardless of Celerity. These powers rely on a specific pacing, and cannot be 'hurried up' via Celerity.

    • Rapidity – You do not need to declare possession of “The Bomb”, but considering how fast you are moving at this point other people may presume that you have access to it. You may use The Bomb when you are the aggressor in thrown object challenges or firearms challenges, provided you are bidding a speed–related physical trait. You are fast enough to aim and throw/fire to use the Bomb. Damage and range are not affected.

    • Fleetness – You do not need to declare possession of “Ties”, but considering how fast you are moving at this point other people may presume that you have access to it. You win on Ties when you are the aggressor in thrown object challenges or firearms challenges, provided you are bidding a speed–related physical trait. You are fast enough to aim and throw/fire to win on ties. Damage and range are not affected.

      Be aware that Chimerstry is most effective when used subtly, as a means of trickery or deception. While blatant uses of Chimerstry will remain in effect so long as the user bests the subject in the Social challenge, a logical and realistic explanation for why the chimerical manifestation cannot be real (ST discretion) will allow the subject to function normally, even though they are still perceiving the chimerical effect. The explanation that “it obviously defies every law of physics which I believe in with a semi–religious fervor” may be acceptable; the explanation that “it's really, really weird” is not. If an illusion is “made” and no one sees its creation and then sees it later, they won’t get a chop unless they ask for one, so subtlety is our best friend with Chimerstry. If something is touched without substance then a new chop is allowed. Chimerstry provides a bonus trait for each level of it your character has in the resolution of ties versus Auspex.

    • Horrid Reality – Illusions created with this power are perceivable by all 5 senses, by all observers; however, the terrible effects of its power on one’s psyche are felt by its target alone. Since this power affects the minds of its target, and forces her to succumb to her own beliefs, if this target acts in a fashion she believes will release her from the illusion (storyteller’s discretion), then she may call for another Chimerstry challenge. The user of Horrid Reality is still considered the aggressor even in these future challenges. The illusion may not be used to hide things or take away from the scene, but may be used to change percieved conditions. For example, if successfully hitting a target in Astral with the Horrid Reality that their cord snaps, then they will react as though it were snapped, becoming lost for the duration of the Horrid Reality and only finding their cord again once it wears off, if nothing else finds them and severs their cord for real in the meantime.

      Dementation can be used through Telepathy.

    • Voice of Madness – This power forces anyone capable of hearing its user to enter a Self Control/Instinct challenge of frenzy. No willpower may be spent to ignore this challenge.

      Dominate can be used through Telepathy, but still requires eye contact.

    • Possession – STs must be notified if you are in Possession. You will be issued an item card with important details, such as where your body is, and how many physical traits the body you're possessing has. Your aura appears as that of the human being possessed. Any fetishes you wish to use while in possession must be on the possession suit, even if they affect your mental or social traits. Basically, a fetish or magical item must be in the location where it will be used. One that conceals your real body should remain on your real body, while one that boosts your traits would need to be on your possession suit.


    • Resistance – When this level of Fortitude is attained the simple test allowed by Resilience, to test down “Aggravated damage” to “Lethal damage”, becomes a simple that the player wins on ties. Normally a Stamina related trait must be expended to get this, but once Resistance is acquired this expenditure allows for automatic success instead of ties on the challenge.

    • Aegis – Aegis must be declared prior to making the simple tests for staking. Once the tests are begun, Aegis cannot prevent the staking from occurring. You either throw the chops or blow the Aegis, not both. When this level of Fortitude is attained, the simple test allowed by Resistance, to test down “Lethal damage” to nothing, becomes a simple that the player wins on ties. Normally a Stamina related trait must be expended to get this, but once Aegis is acquired this expenditure allows for automatic success instead of ties on the challenge.

      Koldunic Sorcery

    • Way of Wind –Traveling the Winds – This power takes effect at the end of the turn it is invoked on, after all Celerity and follow–up actions are completed (at the same time as Vanish from the Mind’s Eye occurs). Onlookers who have Heightened Senses – Sight up can track your blurred form as you fly away, but to everyone else, you simply flicker and vanish. You can carry large items or people with you, but Puissance is required to keep a grip on a person or large item you wish to carry, since you go from zero to 250 mph in an instant. People without Fortitude will take a lethal from the jolt. You cannot perform precision targeting while traveling the Winds, so you can’t use it to close with others in combat or to navigate through corridors of a building. It is intended to be a travel power. Fine control, and lightning reaction is impossible while using it.

    • Way of Spirit and Other Koldunic Powers – All requirements of the powers to be used must be met, even when projecting Koldunic Powers at range. If a target is on concrete, but the Koldun is standing on bare earth, they may still use Way of Earth to swallow them into the ground, the power just takes some of the concrete with it. If the target is on an upper floor that does not directly rest on the ground, the earth opens up as close as it can, takes a bite of the surface above it, and draws that down, possibly unnoticed by the target.

      Note that Vampires do not become Wraiths after death in Fredericksburg: Caine’s Chosen.

    • Bone Path – Soul Steal – A stolen soul can activate any disciplines that do not require blood, but can only affect beings on the same plane of existence as the stolen soul (Majesty does not work across the Shroud). Soul Steal can only be declared against targets in the same realm as the caster (i.e. no soul stealing from the Shadowlands or Astral Plane etc). Damage to the body does not cause the soul to return to the body. The body may still reflexively blow Aegis, however, at the player's discretion. Doing so does not restore the soul to the body. Astral Projection may be used to snap back into the body.

      (See Auspex for additional rules about Auspex vs. Obfuscate)

    • Mask of 1,000 Faces – an additional mental trait can be spent with this discipline in order to mask clothing as well. This cannot be used to add clothing or generate ‘illusory’ effects beyond the intent of the power. (storyteller’s discretion)

    • Cloak the Gathering – A vampire may only cloak others with one Obfuscate power at a time (i.e. mask or vanish, but not both), although multiple cloaks from different sources may affect one target.

    • Anyone may be Cloaked, willing or unwilling, but just as any other use of this power, anything that would violate Obfuscate still breaks it on that target. If an unwilling target is Vanished for example, that person can simply interact with his environment to end its use on himself.


    • Arms of the Abyss – The maximum number of Arms is your Obtenebration level plus your Occult level, divided by two, rounded down. The Abyss Mysticism ability can be added to your total prior to dividing. Clothing does not provide enough shadow to summon an Arm of the Abyss.

    • Black Metamorphosis – The social traits gained by this power only apply to targets that can see you in this form. If you use Mask of 1000 Faces to hide your Black Met, you don't get those bonuses as long as the mask is up (though if someone breaks it, bad luck for them). The physical appearance of this darkness–made–manifest is up to the discretion of the user, although it should be determined with the aid and approval of a Storyteller once the power is learned, and once this is done it should never change without a strong IC reason. Arms created with this power are considered to be your own arms in all respects, though they cannot be used to deliver Ambidexterity attacks (since they have their own action associated with them).


    • Might – You may NOT use Might when throwing an object, nor does it work on Firearms challenges (obviously, but worth mentioning for clarity)

    • Vigor – You do not need to declare possession of The Bomb before you use it. Potence often catches people by surprise. You may use The Bomb when you are throwing an object, provided you are bidding a strength–related physical trait. Damage and range are not affected.

    • Puissance – You do not need to declare possession of ties before you use it. Potence often catches people by surprise. When you are throwing a weapon with Potence you may use the Potent physical trait, and you gain the benefit of extra damage from Puissance, but you may NOT use Might or the Bomb, and you do not win on ties due to Puissance. Damage and Range are not affected. Puissance leaping will take you six steps (even straight up), and counts as a full action. Puissance leaping while in Shape of the Beast- Fight Form does double your jumping distance per 'double speed' granted by that power, if that option is selected (see Shape of the Beast).


    • Awe – in order to use Awe, the target must be aware of the user’s presence. It is a retest, not an attention-grabber.

    • Dread gaze – This power does not incite Roštschreck, and the subject need not leave the scene. However, he will attempt to remain as far away from the user as possible, and will be visibly frightened by her.

    • Summon – The range on Summon is global, but attempts to Summon anyone not signed in fails automatically. The subject must present themselves within 3 paces of the summoner.


    • Eyes of the Beast – This power is purely visual. If you have no eyes, it gives no benefit.

    • Shape of the Beast – Characters with Protean in–clan may choose their own two beast forms, one fight and one flight, upon learning this power. Other characters may only learn to shape change into a wolf and a bat. With Storyteller permission, a character may trade one or both for the fight or flight forms of his mentor. The rules for this power can be found page 69 of Clanbook: Gangrel (revised). To summarize: each form adds five bonus attribute traits, decided when the power is first learned. Fight form deals 3 aggravated damage, to be divided up between the creature's natural weapons (for example, wolves have a 2 damage bite attack and a 1 damage claw attack); in fight form, normal speed is doubled, or the form possesses some alternate means of movement (swimming, burrowing, flying, etc) at the normal movement speed. Flight form is limited to three physical traits (from the character's normal list), but gains the ability to fly at a normal movement rate, or gains increased normal movement and a two–trait advantage on attempts to evade capture or attacks.


    • Silence of Death – Use of this power does not negate the casting of blood magic.

    • Scorpion’s Touch and Baal’s Caress – The maximum number of coatings placed on a weapon at any given time is limited to the number of bonus traits the weapon provides; these coatings last until the next sunrise, or until used. These do not stack with other pre-existing enhancements, such as Wards, as those take up one of the 'slots' Scorpion's Touch (and similar touch powers) cannot be used against a target wearing full armor that covers the entire body (Full plate, complete Riot Gear, etc) though if the wearer of such armor has declared any part of their body uncovered, then Scorpion's Touch is assumed to target that part, and it can be attempted normally. This means that your kevlar vest does not block Scorpion's Touch, even though it gives you armor levels.


    • Paths – Some Paths may be restricted. See your relevant packet. You get one free ritual with each level of your primary path, one through five.

    • Path of Blood: Blood Rage – This power will wake (heal) a vampire from torpor, providing the torpor is due to wounds and the vampire has blood to heal with.

    • Spirit Manipulation: Entrap Ephemera -
        All bound fetish type items follow these rules, even infernal, hedge magic, or other types of magic items.
      • Spend a will and win one of two Simple tests to activate.
      • If you lose both Simple tests, the item fails to work and you throw a third Simple test.
      • If you lose this third Simple test, the item shatters, the spirit gets out, and will attack the weilder.
      • If the weilder Vanishes or otherwise is unavailable, it will attack the nearest target.
      • Activated items last for one scene or hour.
      • They function on you only if you have them with you. If you are in possession and want the benefit of the item, then the suit must have the item on it.
      • You can't be 'nice' about using this power. It's basically like taking magical bloody barbed chains, wrapping the spirit up in them really tight, and forcing the spirit into the item in question, locking it in place with the chains, and then yanking on the chains to force them to activate their powers. Even if you plied it with offerings and treated it respectfully going in, it's only going to feel betrayed the instant the power goes into effect. Werewolves, as spiritual entities, can bind spirits to objects in a kindly fashion, but Vampire powers are Not Nice.

    • Rituals – An item may have as many rituals cast upon it as it has base bonus traits. The object must be reasonably sturdy. Cotton fabric is not strong enough, but stiff armor-grade leather is.

    • Pavis of Foul Presence – this ritual functions against the first 4 levels of Presence only. Pavis of Foul Presence has a number of charges equal to the caster’s occult ability level. Reflected Summon means that the Summoner feels compelled to be where they are, as though they had summoned themselves. Awe retests are automatically cancelled.

    • Principal Focus of Vitae Infusion – A caster may only have a number of “blood beads” equal to their level of occult ability, multiplied by their level of their primary path. Blood stored this way does not expire. Lost or stolen beads count against this total, though the user may cast this ritual again to replace such beads, as the older ones will cease to function once new ones are made to take their place.

    • Stone of the True Form – This ritual creates a stone that can be used by the caster only. The caster can only have as many Stones of the True Form as he has levels in his Primary Path. If used against a Vozhd or other creature composed of multiple parts then the part of the creature hit with the stone reverts to its original form. For example, if a Stone of true form hits a Vozhd’s arm, then the arm will revert to the body parts it was made from, costing the Vozhd an arm and making an unpleasant mess. If it hits a Blood Brother in Coagulated Entity, then one of the Brothers at random is ejected from the entity and all benefits he had added to the entity are removed from those that remain.

    • Wards - Warded weapons do an additional lethal damage to any creature affected by the ward. The warding circles takes effect every turn the character spends within the boundaries of the ward or every turn spent in contact with a warded item.

      Vicissitude can be used per the "Schlachta Creation Rules" in the Sabbat Guide to make Schlachta modifications for yourself or others. Each modification is treated as a 2pt merit (and so costs 4pts each if taken after character creation) and you cannot take the same one more than once. Only modifications specifically listed in the book are permissible. Merits that duplicate other published Merits (Misplaced Heart, Gangrel Mixed Blessings, Nosferatu physical 'beneficial deformities' like Long Fingers, etc) cost double the published cost of those merits instead. Any negatives associated with the modification may be applied if you tie or fail your chops. You can remove the modification at any time, but you will not be refunded the xp spent on the modification, and you will have to purchase it again if you wish to restore a removed modification.

    • Fleshcraft – You may trade a health level for a physical trait but may do this only once. The physical trait gained by this power does not cost any points, and may go above the subject's generational maximum. This power may also grant the subject Gorgeous, or other appearance related traits that replace others they already had. (No net increase) This may not go above generational maximum. It may however allow the character to have a Gorgeous or other appearance related trait at six instead of the normal five. Fleshcraft (and similar touch powers) cannot be used against a target wearing full armor that covers the entire body (Full plate, complete Riot Gear, etc) though if the wearer of such armor has declared any part of their body uncovered, then an attack with Fleshcraft is assumed to target that part, and it can be attempted normally. This means that your kevlar vest does not block Fleshcraft outright (unless declared on an armored body part), even though it gives you armor levels.

    • Bonecraft – Used in combat, Bonecraft uses Brawl as a retest (it lacks any sort of finesse and is largely brute force) and may inflict an extra level of lethal damage per strike, as bones twist inward. Bonecraft (and similar touch powers) cannot be used against a target wearing full armor that covers the entire body (Full plate, complete Riot Gear, etc) though if the wearer of such armor has declared any part of their body uncovered, then an attack with Bonecraft is assumed to target that part, and it can be attempted normally. This means that your kevlar vest does not block Bonecraft outright, (unless declared on an armored body part) even though it gives you armor levels.

    • Horrid Form – While the most common shape created by the use of this power is the dreaded Zulo, the form taken is up to the design of the user (with Storyteller approval) and is chosen when the power is first purchased. Blood lineages often have similar Horrid Forms, although this is not necessary. If this power is learned out–of–clan, then the form will either be a normal Zulo or some approved variation of the mentor's Horrid Form. If you use Mask of 1000 faces while in Horrid Form, your masked form will still be 8 feet tall.

    Combo Disciplines

    • Armory of the Abyss - Cannot be removed with Stone of the True Form. This power wraps the body in shadow, it does not transform the body, and as such it cannot be affected by Stones of the True form or other effects that target form powers. Like any full-body armor, you must break through all the health levels of the armor in order to apply touch attacks to the user. If the user deliberately leaves a part of their body open, it is assumed that that part is targeted by the touch attack. They must have already declared "I leave my uncovered" for that to work.
    • Shadow Armory - Cannot be removed with Stone of the True Form. This power wraps the body in shadow, it does not transform the body, and as such it cannot be affected by Stones of the True form or other effects that target form powers.
    • Blood Tempering - Blood Tempering is a combo discipline for Assamites found in the Assamite packet. It is sourced from Libellus Sanguinus 3, pg 66 and requires Fortitude 2 and Quietus 4. It costs 8xp to learn.
      • For Weapons, it adds one to base damage (does not stack with damage bonus from Crafts, above) and makes an item resistant to breakage unless a power greater than the level of Fortitude possessed by the user of this power is applied. Thus, somoene with Fortitude 3 may make weapons that can only be broken by those with 4 or more levels of Potence or similar strength enhancing power. Those with Aegis may make Puissance resistant weapons. Those with Imperviousness may make Imprint resistant weapons (NPC only)
      • For Armor, it adds up to a max of 5 traits of armor per the writeup. The armor is restored completely after the scene or combat in which it is inflicted.

      Sabbat Ritae

      Ritae can have game affecting results. If the ritus is not role–played out, then the effects do not occur. You will NOT get the benefits of a Ritus just by saying “I do a Blood Feast” or “We Fire Dance.” You must actually portray your characters performing the Ritus to get the benefits of the Ritus. Also remember that these Ritae take time. You don’t just do a Blood Feast, for example, at the drop of a hat. Such things take time to prepare, keep hidden, and clean up. Auctoritas Ritae
      • Blood Feast – The Ritus effectively doubles your blood pool. It does NOT double your 'blood per round'
      • Fire Dance – Participants in the Fire Dance must win a Courage chop against 2 traits. The Fire Dancing ability negates the Courage test, and is the retest for leaping over the fire or any stunts that are attempted. The base difficulty of the Dance is 5 physical traits. Larger fires or complex stunts can increase this difficulty. A character who performs a particularly impressive stunt may gain one bonus Social traits Fired Up for the rest of the night, at the Storyteller’s discretion. This trait may exceed the character’s normal generation limits. Participants may add the officiating Priest’s Path Rating to their trait totals during the Dance for purposes of jumping over the fire, or for doing “stunts”.
      • Vaulderie – Fredericksburg Caine’s Chosen uses a variation of the table top system for Vaulderie. Whenever characters do the Vaulderie, they determine a random number 1–10 (with a d10 or the Requiem finger system, etc) If it is your first time doing to Ritae with someone, take the number you get and divide by two. This is your new Viniculum rating. (Thus, you will start with a Viniculum of 1 to 5) If you have done the ritual with the other Cainite before, then you compare the number garnered to your current vinculum rating to the person in question. If the number is greater, your vinculum goes up by one. If it is the same or less it stays the same. If the number is a one, and only if it is a one, then your vinculum goes down.
        • Thus: New Vinic = 1/2 * 1d10; otherwise, up by one if roll is higher, down if roll is 1.
      • War Party – The participants in the War Party gain bonus traits equal to the officiating Priest’s Path Rating on all actions against the target of the War Party. Aside from the Diablerie of the target, the winning pack gets the status trait Martial which lasts until the next Festivo or Palla Grande.
      Ignoblis Ritae
      • Stealth ritus – This ritual does allow the priest path rating to be added to challenges of stealth for the pack.

      Character Creation and Development

      Paths of Enlightenment

      All characters must start on the Path of Humanity unless they are playing a clan that requires a path. i.e. Bratovich Tzimisce. Salubri Antitribu may also start on a path as it is their clan advantage to start higher on their chosen “path”.

      Leaving Humanity for a Path or Changing Paths The character studies the new path for three months. Level 1 infractions of the new path during this time adds a month to the required time. At the end of the study period, the character deliberately fails a one-trait path check on their current path. They must then win a Conscience/Conviction test with the Storyteller against a difficulty of six minus the number of months the new path was studied and adhered to (extra months added on due to infraction do not count.)
      Success means that the character has held onto the scraps of his sanity and begins following the new path at one morality trait. Failure means that the character has suffered the Final Frenzy, and is removed from play. You may risk a permanent Concience/Conviction trait to gain a retest, per the LotN:R writeup on Conscience chops.


      • Blasé – this merit is discontinued and will not be permitted for purchase. For the purposes of those who already have the merit, it will function as follows: by LotN:R rules for iron will, replacing “Dominate” with “Presence,” and “mental” with “social.”
      • Luck – luck refreshes completely on the 1st of each month.
      • Efficient Digestion: Add ½ to the total gained from Herd or from Hunting, rounded down. Any Flaws that affect feeding take effect before Efficient Digestion.

    Werewolf Relations


      The difficulty of all static challenges, unless said otherwise is 7. All opportunities to spend traits for additional duration, greater effect, or gift activation cap at 3.
    • Adaptation: Things like poison gasses do not count as atmospheric conditions.
    • Attunement: The test is against the most prevalent type of spirit in the area.
    • Balor’s Gaze: The target suffers the effects of being wounded. Wounded targets suffer the effects of being incapacitated (they do not revert to breed however). Resist Pain does not counteract these effects.
    • Banish Totem: There is no maximum on the totem traits for this challenge.
    • Beastmind: The target will understand only the base drives, food, flight, fight etc
    • Blissful Ignorance: The difficulty of this gift is 7 if you disappear with no witnesses, or against mechanical observation. Against witnesses an opposed mental challenge must be made.
    • Blur of the Milky Eye: Blur automatically fails to any form of Heightened Senses. Attacking always drops blur.
    • Call the Hunt: The test is made against the spirit leading the hunt.
    • Calm: If reduced to zero rage a frenzying Garou will leave frenzy. Calm will not affect a non–frenzying creature without rage.
    • Clenched Jaw: You may add ½ of your current willpower total when resisting any attempt to break free.
    • Command Spirit: Additional commands issued in that time cost 1 willpower, but do not require another challenge.
    • Cutting Wind: When using the gift to shove an opponent a mental vs. physical challenge must be made.
    • Diagnostics: Test against the spirit. You may spend up to three additional traits.
    • Direct the Storm: The willpower test is against the frenzied Garou.
    • Dreamspeak: The challenge is against the target.
    • Elemental Gift: Test against the elemental spirit.
    • Exorcism: The challenge is against the traits of the person who bound the spirit.
    • Faerie Kin: The challenge is against the changeling being called upon.
    • Falling Touch: The target of falling touch loses his actions for the remainder of the round.
    • Gift of the Porcupine: The return damage from a hit does not include extra damage from things like razor claws or silver claws.
    • Gift of the Spriggan: A separate challenge must be made for every 100% increase.
    • Hand of the Earth Lords: The challenge is against 7 traits for an inanimate object, otherwise it is an opposed challenge.
    • Heart of Fury: This is an extended challenge
    • Master of Fire: This does not affect balefire (unless you also have resistant to wyrm emanations)
    • Mastery: You must spend traits separately for duration and number of commands.
    • Mental Speech: This gift can be broken into by those with telepathy (or similar powers). A mental challenge must be made by the eavesdropper.
    • Mindspeak: This gift can be broken into by those with telepathy (or similar powers). A mental challenge must be made by the eavesdropper.
    • Paralyzing Stare: This gift requires 1 action to prepare for use.
    • Quell the Beast: Does not force a werewolf into their Breed Form or prevent the expenditure of Rage. Otherwise, it does only what is says it does in LOTNR and no more.
    • Razor Claws: It takes 1 action to activate this gift.
    • Scent of Sight: This gift does not work against obfuscate.
    • Seizing the Edge: You may only switch traits between categories at the start of a turn.
    • Sense Wyrm: A vampire with 3 or less humanity (2 or less for Gangrel), or on any path, will be noticed by this gift
    • Shroud: The discipline Eyes of the Beast can see through this gift.
    • Snarl of the Predator: This gift requires 1 action to prepare for use.
    • Spirit of the Fray: Spending a gnosis trait allows you to preempt an action, rather than providing the additional 10 traits.
    • Spirit Speech: This gift translates speech; it is not a repeatable language.
    • Staredown: Awakened beings do not flee but are frozen in place like Garou.
    • Strength of the Dominator: The test is against the target.
    • Wrath of Gaia: The social challenge is against the spirit with the highest gnosis.

    Werewolf Clarifications

    Rage On – A Garou at incapacitated (or lower) may attempt to rage on as a free action. This costs 1 rage (and so cannot be done if gnosis was spent that round). A simple challenge is done to measure success. If successful, the Garou immediately heals to the second wounded level and gains a battle scar. They also enter frenzy at the start of the next round. This may be attempted once per night.
      Rank Benefits – To best make interaction between Vampires and Werewolves more close to the genre presented in the books.
    • Rank 1 (Cliath) – Unarmed strikes do lethal damage.
    • Rank 2 (Fostern) – Might retest
    • Rank 3 (Adren) –The Bomb
    • Rank 4 (Athro) – One extra Health Level (All forms, no requirements)
    • Rank 5 (Elder) – Wins all ties in Physical Challenges

    Disciplinary Policy

    It is important to remember that this is a game. If you find you are taking it too seriously, or are allowing it to interfere in your life to an unacceptable degree, for your own sake and the sake of the game, take a break. It is better to go away for a while and get past any problems than to bring them into game, or worse, to bring game problems into your life. Reality is more important. This is meant to be fun, not a source of stress. There are two levels of disciplinary action that any ST may take: Warnings and Strikes. A Warning is a verbal or written statement that describes what behavior a player has exhibited is unacceptable and why. A Strike is a written and documented action that is added to your player file and notified to you and the ST list. If you receive three game strikes, then you will be banned and asked not to return to game. Bans are notified to the OWBN and Council lists. The ST team may impose multiple strikes at a time. If a player’s actions are serious enough, that player may be recommended for an OWBN–wide strike. This is submitted by the council member and voted upon by Council. If a player receives three of these, then that player is banned from the entire organization and cannot play in any OWBN game until such time as Council removes the ban. Actions that will lead to disciplinary action...
    1. Possession, use, and distribution of illegal substances.
    2. Possession of weaponry or dangerous materials. Sword Canes ARE illegal, and carrying them is a violation of VA Statute 18.2–308. They look cool, but don’t bring them to game. Have the blade removed if you want that cool cane as a character prop.
    3. Theft or destruction of property.
    4. Causing physical harm to or endangering the safety of participants.
    5. Continued disruption of sponsored events by creating an environment that is not acceptable. (This includes, but is not limited to, inciting other players/spreading malicious gossip)
    6. Harassment whether by telephone, in person or electronic medium
    7. Bad sportsmanship.
    8. Disrespecting other players or storytelling staff.
    9. Misrepresentation to the storytelling staff including, but not limited to, character sheets, item cards, Experience, etc.
    10. Cheating/Metagaming.
    11. Characters that are audited and found to have significantly more experience points than they could have earned will be immediately removed from play and handled at the discretion of the Storytellers and may lead to further disciplinary action.
    12. Failure to comply with OWbN, its charter and bylaws, or any Fredericksburg Caine’s Chosen rules.
  • The Archdiocese of Central Virginia

    Black Cat (NPC)
    Archbishop of Central Virginia, Ductus of Black Cat's Pride
    Priscus Rick (NPC)
    Duality (NPC)
    Rebecca King
    Bishop of Central Virginia, Priest of Progress
    Damien White
    Toreador Antitribu
    Bishop of Central Virginia, Member of Progress
    St. Peter
    Malkavian Antitribu
    Black Hand, Ductus of Pale Horse
    Serpent of the Light
    Ductus of Progress
    Mr. Bitey (NPC)
    Coral Snake
    Retainer of Luca
    The Twilight
    Malkavian Antitribu
    Judge Inquisitor, Priest of Pale Horse
    Ruth Tep
    Tzimisce Koldun
    Member of Pale Horse
    Gangrel Antitribu
    Member of Pale Horse
    Mortimer (NPC)
    Scholar of Death
    Antonio Delatezzia
    Ductus of Vendetta
    Valkyrie (Mara Agonistes)
    Priest of Vendetta Templar to Inquisitor Benezri
    James Johnson
    Prospect of Purity Under Granite
    Nosferatu Antitribu
    Member of Plug Uglies
    Atticus Wolf
    Harbinger of Skulls
    Member of Progress
    Michael Delatezzia
    Member of Shadows Dreaming
    Papa Zo
    Member of Shadows Dreaming
    Dr Peter Tolson
    Priest of Unbroken Chain
    Gangrel Antitribu
    Member of Vendetta
    Val Grimaldi
    Priest of Oddity
    Ductus of The Brass Ring
    Beauregarde Patenaude
    Serpents of the Light
    Brujah Antitribu
    Templar to Archbishop Black Cat
    James Soros
    Malkavian Antitribu
    Ductus of Shattered Glass
    Madame Svengali
    Malkavian Antitribu
    Templar to Bishop Beauregard Patenaude, Priest of Shattered Glass
    John Blackstone
    Bishop of War, Central Virginia, Ductus, Purity Under Granite
    Mathew St Hubert
    Salubri Antitribu
    Priest of Purity Under Granite
    Brujah Antitribu
    Adrienne Bratovich
    Abbot of Purity Under Granite
    Nosferatu Antitribu
    Gangrel Antitribu
    Member of Purity Under Granite
    Hiram Bratovich
    Nosferatu Antitribu
    Malock (NPC)
    Abyss Mystic
    Robbie Smith
    The Brass Ring
    Celeste (NPC)
    Salubri Antitribu
    Order of St.Blaise
    Ductus of Femme Fatale
    Ravnos Antitribu
    Member of Femme Fatale
    Papa Bruce
    Serpent of the Light
    Jebediah Nightshade
    Serpent of the Light
    Samuel Gold
    Malkavian Antitribu
    Savita Amalendu
    Gangrel Antitribu

    Those Who Have Come Before

    Mr. Jones
    Malkavian Antitribu
    Around Somewhere...
    Bishop of Charlottesville, Ductus of The Better Deal Deceased, Executed for Infernalism at the Convention of Fire
    Vicki Bratovich
    Deceased, Slain by Infernalists in Hell
    City Gangrel
    Templar to Bishop Valkyrie of Richmond Deceased, Slain by Infernalists in the Sewers
    The Butler
    Malkavian Antitribu
    Bishop of Fredericksburg Deceased, Slain by Cassandra impersonating Luther in Monomacy
    Templar to Priscus Duality Deceased, Slain by Infernalists in Hell
    Ventrue Antitribu
    Former Bishop of Charlottesville - Moved to Reno
    Salubri Antitribu
    Abbot of The Better Deal - Around somewhere...
    Claire Morrison
    Baali - Found out by Bishops council and claimed by her Demonic master for revealing his name
    Benedicto Santiago
    Deceased, Slain by Nosferatu, his former clanmates
    Caitiff Antitribu
    Deceased, Slain for being too honest, because they never caught his lies
    Alice Governor
    Malkavian Antitribu
    Moved On

    Please contact our ST team for directions to the game site.

    Contact Fredericksburg: Caine's Chosen

    This is the staff of Fredericksburg, Caine's Chosen
    These are the IC and OOC player groups
    Mark Owens
    Head Storyteller
    gehennaheretic at yahoo dot com
    Cynthia Abernathy
    Assistant Storyteller
    fxburgsabbatsts at yahoo dot com
    Scott Holden
    Council Rep
    scott.holden at erickson dot com
    Mark Koenig
    2nd Assistant Storyteller
    Ikalta at gmail dot com
    Cynthia Abernathy
    ladycynamin at yahoo dot com

    Combat Round Detail

    1. Spend blood (can be done other times, but this is where celerity is activated), activate powers, make Vanish or other declarations
    2. Alacrity - Celerity pre-empt action, counts as your normal action, takes place in trait order. May be Physical, Social, or Mental action
    3. Normals - People not using Celerity act. Shroud drops, Arms appear and can act on Normals at their Trait level (3 for normal Arms)
    4. Swiftness - Celerity extra action, must be physical action
    5. Legerity - Celerity extra action, must be physical action
    6. Black Metamorphosis – must be an action using Black Met arms (can be for effect)
    7. Ambidexterity attacks, must be an attack or strike with natural arm (can be for effect)
    8. End of Round resolutions – Vanish, Form powers take effect, expiration of end of round powers

      The Action

      • Surprise: (LOTNR p200)
      • If you have surprise, you get to act and the opponent does not get to declare an action, only defend for the round.
      • Surprise is either obviously surprise, as in popping out of Obfuscate or striking from stealth from behind or while the victim is asleep or otherwise unaware of their surroundings.
      • Surprise in other situations is determined by saying in a normal voice 'Surprise 1, surprise 2, surprise 3' within conversational distance of the target. If you get through saying all things, you get surprise for the round.
      • Surprise does not work if the target is already in combat or has Eyes of Chaos active.
      • The aggressor can risk an additional physical trait to get a retest if he loses the surprise challenge.

      • Declare action – Must be either for effect or for damage, (some exceptions)
        • Bid traits as necessary.
        • “Potent“ is a trait given by Potence 4 which is never lost and can be used for strength related actions.
        • If “wounded,” bid an extra trait.

        • Call for Negative traits.
        • Each correctly declared negative requires the opponent to bid an extra trait in the challenge. If they lose, they lose all the bid traits.
        • If covering a negative trait bid, those can be lost. If you can't cover your negative traits, the opponent will be up that number of traits.
        • If you call a negative trait the opponent doesn't have, you lose an extra trait yourself.

      • Chop.
        • In case of ties:
        • Puissance ties work only on strength-related actions, not on defense
        • Fleetness ties work only on speed-related actions.
        • We do not require bomb declarations in Frednecksburg, though some games do, per the book.
        • Can use Potence 1: Prowess to refresh all Brawny, Ferocious, Stalwart, Tough, Wiry traits.
        • If no clear winner on ties, compare number of traits.
        • If ‘wounded,’ lose on ties.
        • ‘Bruised’ puts you down one trait on ties.
        • Add traits from weapons or powers as appropriate

        • Ability retest.
        • Opponent may cancel if they have the appropriate ability.
        • You get one ability retest per action
        • Willpower retest - only on defense to mind altering powers

        • Overbid
        • If you have more than double the traits of the opponent and lose, you may bid an extra trait to attempt to overbid and retest.
        • If you lose, you lose the extra trait.
        • If you guess wrong, you do not get the retest and you lose the trait you bid for the retest.

        • Powers retest
        • Awe for social challenges. Spend a social trait.
        • Shroud as appropriate
        • Might for physical challenges. Might is the last retest you get in a round, though it doesn't stop someone else from retesting.

        • Merit retest
        • Oracular or Luck. Luck is the only one that comes after Might (though Shroud requires a retest on a successful outcome, which is not the case until after Might resolves)

      • Resolution
      • If traits were bid, loser loses bid traits. Winner does not.
      • Action may either be for effect (grab, push, etc.) or damage, not both.
        • Determine damage dealt (if action was to deal damage)
        • Base unarmed damage is 1 bashing
        • Firearm damage depends on weapon
        • Melee damage depends on weapon
        • Potence 1 upgrades bashing damage to lethal
        • Potence 5 adds one additional damage

        • Determine damage taken as necessary
        • Armor soaks first damage according to its armor rating and is then useless
        • Fortitude 3 lowers 1 incoming aggravated damage to lethal with successful simple test. Must spend a stamina related trait to win on ties unless you have Fortitude 4.
        • Fortitude 4 lowers 1 incoming lethal to nothing with successful simple test. Must spend a stamina related trait to win on ties unless you have Fortitude 5.
        • Aegis can be blown at any time at the cost of three permanent physical traits or one permanent willpower trait. Aegis causes all damage done to you this round to be negated. It must be declared before the staking chop to prevent staking.