Home of the Grapevine LARP Administration Utility

Working with Characters

Maintaining character information is one of the most detail-oriented tasks that face a Storyteller, but Grapevine eases the task by organizing all the data within a few mouse-clicks’ reach.

Character List Window

This window, reached via “Character Sheets…” from the Characters menu, is your starting point for entering and maintaining character information.

The list of characters begins each line with an icon representing the character’s race, followed by its name, its main racial group (clan, tribe, tradition, kith, etc.), its subgroup (sect, auspice, seeming, etc.), its NPC status (an X appears if it’s an NPC), and its play status (active, inactive, dead, etc.). Clicking on any entry displays at the right its racial icon, name, player, experience points (unspent and earned), and the last date upon which it was modified.

This list can be refined and sorted, described below.

Showing a Character Sheet

To view any character sheet, select the character’s name and click the “Show Character” button. Double-clicking the also does the trick.

Adding a New Character

To add a new character to your game, click the “Add New Character” button. A small window appears prompting you for the name of the character. Below the name appear a variety of buttons corresponding to the supernatural races of the World of Darkness. Click the button appropriate to the character after entering his or her name. The choices include:

  • Vampire. The Kindred are described in MET books such as Laws of the Night,Laws of ElysiumFaith and FireThe Camarilla GuideThe Sabbat Guide, and The Vampire Storytellers Guide.
  • Werewolf. The Garou are described in Laws of the Wild and Laws of the Wyld West.
  • Mage. Willworkers are described in Laws of Ascension and the Laws of Ascension Companion.
  • Wraith. The Restless are described in Oblivion. This category encompasses Wraiths, Spectres and Risen.
  • Changeling. The Fae are described in The Shining Host and The Shining Host Players Guide.
  • Hunter. The Imbued are described in Laws of the Reckoning.
  • Mortal. Ordinary and extraordinary humans are the focus of Laws of the Hunt and Laws of the Hunt Players Guide. This character type is also a good choice for Ghouls from Libre des Ghoules, Kinfolk, Kinain, and other mortal allies to supernatural races.
  • Fera. The Fera are described in Laws of the Wyld WestChanging Breeds: Book 1Changing Breeds: Book 2, and Changing Breeds: Book 3.
  • Kuei-Jin. The Cathayans are described in Laws of the East.
  • Mummy. The Eternal appear in Laws of the Resurrection. Older versions appear in the Laws of the Hunt Players Guide.
  • Demon. The Fallen are not currently described in any MET book — but their translation into the system is all but inevitable. Storytellers can adapt them for their own use from the tabletop book Demon: the Fallen.
  • Various. This special character category is a catch-all for anything that doesn’t fit in with the above. Animal companions, spirits, chimera, whatever — many Storytellers find it especially useful when fleshing out the game’s cast of NPCs.

Below the buttons appears a checkbox that, if selected, will generate random Traits for the new character. This is particularly helpful for creating NPCs. You can specify how many starting Physical, Social, Mental, Ability and  Background Traits are given, how many points of Negative Traits are allowed and how many Free Traits are available. These Traits may not really make sense together: Grapevine doesn’t know that a Repugnant character isn’t likely to be Gorgeous, for example. You’ll still have to edit away such inconsistencies.

After you click one of the above buttons, the character’s name will appear in the list. Click “Show Character” to bring up the empty character sheet.

Deleting a Character

To delete a character, select its name and click the “Delete Character” button. You’ll be prompted to confirm that you really want to delete the character. Once the character is gone, there is no getting that information back.

Copying a Character to a new Race

Select a character and click this button when another mortal is Embraced, or when that ill-treated mage dies and becomes a wraith. This creates a basic copy of the character as another character type so that you don’t have to re-enter all the data. Keep in mind, however, that some data will be lost:  Grapevine just has no way to transform a werewolf elder into an ancestor-spirit without losing detail.

Grapevine will prompt you for a new name; the old character won’t be deleted. When you have edited the new character to your satisfaction, you can delete the old character and give the new one its original name.

Sorting the List of Characters

To sort the displayed list of characters, click on the column header of the characteristic by which you want to sort. Click “Group” to sort alphabetically by group, “NPC” to segregate PCs from NPCs, and so on. Clicking the “Race, Name” column once will sort the characters by name: if they are already sorted by name, clicking it a second time will sort them by race.

To change whether the characters are listing in ascending or descending alphabetical order, use the up and down buttons to the lower-right of the list.

By default, all characters are listed in the Characters window. The dropdown list beneath the list of characters lets you choose subsets to display: instead of “All Characters,” for example, you can choose to show only “Active Characters” or maybe only “Vampires.”  The subsets you can choose from may be edited in the Character Search window.

The option buttons to the left of the dropdown list control whether the window displays all characters that match or don’t match the chosen search.

Character Sheet Basics

Grapevine has many different character sheet windows, each of which can hold multiple pages of information. Rather than go over each field of each window, this is an overview of the common features you’ll find.

  • Character Name. This appears at the top of every character sheet window. Click the “Name” button beside it to rename the character.
  • Category Tabs. Below the character name are a number of tabs, under which items on the character sheet are grouped onto pages; click on a tab to switch to its page.
  • Menu List. When you click on any field in Grapevine, this list on the left will fill with data you may choose to add to the character. Clicking on any item in the menu displays it in full beneath the list. Double-clicking on any item serves the same purpose as the “Add” button.
  • Add. Click this button to add the selected item from the menu to the character sheet. If the selected item is a Trait of any type, the number of the corresponding Trait on the character sheet will increase by one. If the selected item is actually a submenu, the menu window will fill with new data and you’ll have to choose another item. If the selected item is “(top)”, you will be taken to the top level of the menu.
  • Remove. This button removes the Trait you have currently selected on the character sheet, or clears the field you last clicked.
  • Add Note to Entry. This button adds a note in parentheses to the item you selected on the character sheet. You can use this to annotate a character’s PerformanceAbility to Performance (Singing), for example, or add a line of detail to a Merit or Flaw. If you want to erase a note from the selected data, click Cancel.
  • Custom Entry. This button displays a window that allows you to add data of your own creation. In the first field you type the data you want to add:  perhaps a custom title like Eldest Homid or a custom Negative Social Trait like Harmless. If you’re adding a Trait, you can adjust the number you want to add in the next field. The last field allows you to provide a note. A box at right displays the data as it will appear when you add it. Click “OK” when you’re done.

The arrangement of information on the character sheets is different for every supernatural race, but here are the basic tools you’ll work with:

  • Fields. A field is a single item of data with no associated number;  Clan, Nature, Demeanor, and Player are examples of fields. Click on a field and the menu will fill with possible values.
  • Custom Fields. Custom fields list nothing in the menu window; their values are user-defined. Type your own information into any custom field, such as Name, Character ID, or a mortal’s Title.
  • Number Fields. Number fields have a single number you can change with arrows at its right. Generation and Spirit Notoriety are examples of number fields.
  • Temper Fields. Temper fields are like number fields, only they display a number of dots as well. Tempers, which include such values as Willpower, Blood, Rage, and Glamour, have both permanent and temporary ratings. By default the arrows at right edit the permanent rating, but by clicking the field directly you toggle on and off a display of the temporary rating. While the temporary value is visible, the arrows edit the temporary rating. If either the permanent or temporary rating becomes greater than 10, the display of dots becomes abbreviated: each large dot that appears equals five small dots.
  • Check Box. This simply signifies what a character is or is not — like an NPC.
  • Trait List. This is what you’ll use for Physical Traits, Abilities, Backgrounds, etc. Items in a Trait List are displayed according to the format Name xN (Note),  whereN is the number of Traits. When you click a Trait List, the menu window fills with potential values and two small buttons marked “+” and “–” appear above the list. Selecting a Trait and clicking those buttons increases or decreases the number of the Trait.
  • Trait Maximums. Physical, Social and Mental Traits may have Trait Maximums associated with them: these maximums are displayed beneath the corresponding lists, and are editable with small buttons marked “+” and “–” that appear beside them. Changing one changes the others as well, unless you have selected the option “Edit Physical, Social and Mental Trait Maximums separately” in your Game Settings.
  • Variable-Cost List. This is the kind of list used for Merits and Flaws. Items are displayed according to the format Name (N” if there is no note or Name (NNote) if there is a note, where N is the cost of the item. Clicking a variable-cost list populates the menu window and displays the “+” and “–” buttons. Selecting an item and clicking those buttons increases or decreases the cost.
  • Simple List. This list is used for Disciplines, Gifts, Edges and the like. No cost or number is associated with the items. Clicking this list populates the menu window but does not display the “+” and “–” buttons.
  • Long Text Field. A long text field is where you can type multiple lines of information. Equipment and Notes fields are of this type.

The following fields are some you’ll find on every character sheet:

  • Name. A field for the character’s name.
  • Player. A field for the player’s name. The menu for this field comes from the player information you’ve entered.
  • Character ID. A custom field for any kind of character ID you’d like to use.
  • Status. By default, this is set to Active; it reflects the current status of the character in the game. Keeping this field accurate will help Grapevine automate many tasks for you. Other statuses include Absent (if the character will be missing for just a session or two), Inactive (if the character is out of the game, temporarily or indefinitely), and Dead (if the character was killed).
  • Experience Unspent/Earned. Clicking this field takes you directly to the Experience tab of the character, where the character’s experience history may be edited.
  • NPC. A check box signifying whether this character is or is not an NPC.
  • Notes. Every game has different needs. If the character sheet has no other place to record some important information, record it here.

Another tool available on character sheets is the Trait List popup menu. Right-click on any Trait List to summon this miscellany of functions that advanced users may find useful. The choices that can appear on the menu include:

  • Add random entries. Select this function and specify a number to add a random set of menu selections to the list.
  • Randomize these entries. Upon selecting this function, you will be prompted for the number of Traits you would like the list to hold. No new Traits will be added to the list, but the number associated with each entry will be randomized so that the total adds up to the target you specify. If your number is less than the Traits in the list, some will be randomly removed.
  • Change display. Traits in a list can be displayed in a number of ways — choose this function to experiment with a new display style for the list.
  • Turn alphabetization on/off. This function toggles whether the list is kept in alphabetical order, or in an order you specify. New entries are added to non-alphabetized lists in the order suggested by the Grapevine Menus.
  • Make entries divisible/indivisible. Most Traits are divisible: Stealth x5, for example, can be divided into Stealth x2 and Stealth x3 and the meaning doesn’t change. But some Traits are not divisible: Enemy (5) has a different meaning from the pair of Enemy (2) and Enemy (3). This function toggles the divisibility of the entries in a list.
  • Remove all. Completely empty the Trait List.

Experience Histories

Every character sheet also has a tab labeled “XP.” Clicking this tab displays the character’s current and unspent experience totals above a history of all its earnings and expenditures.

Note: The Experience tab is functionally identical to the Player Points tab in a Player Information window, only with a few more character-specific fields and menu options.

The following fields appear on the tab:

  • Experience Unspent. The experience the player has yet to spend on the character. If the “Enforce Experience Histories” option in your Game Settings is checked, the field is locked and can only be changed by editing the history. If the history is not being enforced, the field is freely editable.
  • Experience Earned. The total experience the character has earned. It is locked or editable in the same manner of the Experience Unspent field.
  • Point Counting Aid. This button opens a window that helps you total up the pointson a character.
  • Assigned Narrator. The Narrator assigned to this character, crucial for large games. The menu for this field is assembled from the player information you’ve supplied; namely, everyone who doesn’t hold the position of Player.
  • Starting Date. The date of the first game in which the character appeared. By default this will be set to the date on which you created this character sheet.
  • Last Modified. The last date upon which the character was edited.

Below these fields is a detailed history of the character’s experience earnings and expenditures. Clicking the history loads special entries into the menu window and changes the function of some buttons beneath it:

  • Add New Entry. This, the first menu option, creates a new history entry for your records. A window appears in which you may specify the date of the entry, the type of change (earn, spend, lose, un-spend, etc.), the amount of change and the reason for the change.
  • Recent Purchases. This second menu option creates a new history entry in which Grapevine takes a wild guess at the total experience cost of the recent changes you’ve made to the character sheet. Review the cost and the reason closely: Grapevine assumes that all Traits cost experience and that all decreases in Traits are refunded. You may have to correct Grapevine’s guess before committing the entry to the history.
  • Other Standard Experience Awards. The rest of the entries in the menu window are the standard experience awards for your game. These may be edited in the Experience Points window.
  • Add and Remove. These buttons serve familiar functions, adding and removing the history entries you select. Adding an entry always loads a dialog box to confirm the details, while removing an entry always prompts you for confirmation.
  • Edit Entry. Select a history entry and click this button to change its details.
  • Clear History. Click this button to erase the entire experience history. You will be prompted for confirmation.

Counting Points on a Character

On the Experience tab of each character sheet is a small button labeled “Point Counting Aid.”  Click it to open a window designed to help with this task.

The point counting window opens with a list on the left of all the numbers on the sheet.  It guesses the number of points spent on Physical Traits, Abilities, Disciplines and so on, subtracts the points earned from Negative Traits and Flaws, and presents the estimated balance on the lower left. This number is probably way off.

The estimate is inaccurate because Grapevine can’t tell when Traits are gained through Advantages or Disadvantages, or when Disciplines cost extra for out-of-clan, or for levels of Lore that are granted for free in play. The next step, therefore, is to proceed down the list, correcting the numbers Grapevine has estimated. Click on an entry at left to see its Traits listed on the right. Below that listing is the number of points spent or earned: adjust the number until it is correct.

Do this with each item on the character sheet, and if your bookkeeping has been good, the total you arrive at should equal the total number of XP spent on the character. The scales balance, confirming your work.

Your balanced estimates cannot be saved — you’ll have to do the work again if you have reason to count the points on the character again.

Maintaining Experience Points

The “Experience Points…” option under the Characters menu displays a window upon which to award and expend character experience points, en masse or individually. Three tabs at the top of the window offer Group Maintenance, Attendance View and Standard Award tools for working with this data.

Note: The Experience Points window and the Player Points window are functionally identical.

Group Maintenance

Visiting the Group tab makes it possible to updates many characters’ experience at once. On the left side of the window is a list of all the characters in your game. Clicking the name of an unselected character will select it, and vice versa. Select the names of all the characters whose experience you want to adjust.

Shortcuts for character selection appear below the list:

  • Select from Search / Select not from Search. These option buttons, and the dropdown list of searches to their right, allow you to select all characters in the game that match or do not match a saved search. Simply select a combination of search and condition, and the corresponding characters will be selected.
  • Select All. Selects all characters in the game.
  • Select None. Deselects all characters in the game.

After you’ve selected characters, the right part of the window is where you will specify the type of change to make. Use the following tools:

  • Standard Experience Award. Choose one of your game’s standard experience awards from the list, and the rest of the information is filled out automatically. Standard experience awards can be edited on the Standard Awards tab.
  • Custom Change to Experience. Specify the type and amount of change to the selected characters’ experience points here. The amount may include decimal portion. The types of change you can make are these:
    • Earn. Add the amount to both the unspent and earned totals.
    • Spend. Subtract the amount from the unspent total.
    • Lose. Deduct the amount from both the unspent and earned totals.
    • Unspend. Add the amount to the unspent total without affecting the earned total.
    • Set Unspent To. Set the unspent total to the given amount.
    • Set Earned To. Set the earned total to the given amount.
  • Comment. Make no change to the experience totals, but add a date-stamped comment to the history.
  • Date. The date of the new experience history entry.
  • Reason. A short description of the reason for the change.
  • Record this Change in the Histories. If you have not selected the Enforce Experience Histories option in your Game Settings, you may deselect this option to simply apply the experience change without making an entry in the experience histories.

All said and done, click the “Change Experience” button in the lower right. Grapevine will ask if you are certain you want to make the given changes to the selected characters’ experience. Click “Yes” to apply the changes.

Attendance View

The Attendance view tab is a second style of group experience point management. With its list of characters, you control who earns standard experience awards on a given date. Despite the name of the tab, you can do this for any standard experience award, not just for attendance.

On the left is a listing of the characters in the game. The first column lists a checkbox beside each character name. If the character has earned the experience award shown on the right, for the date shown on the right, the checkbox is marked. The second column shows the amount of the award, and the third column shows the total amount of experience earned in the month.

Checking the box beside a name will add the selected experience award to the character’s experience history, on the selected date. Un-checking a box will delete the corresponding entry.

The first dropdown list on the right selects the date to examine. You may enter a date in the box by hand if you want to examine the awards given on a non-game date.

The second dropdown list on the right selects the type of standard award to manage. Edit this list and its awards on the Standard Awards tab.

The two option buttons and the third dropdown box beneath them control which characters are displayed in the list. Clicking any column header will sort the list by that column, and clicking twice will reverse the sorting.

In the lower right is a “Show Character History” button. Clicking it will load the character sheet of the currently selected character, and take you directly to its Experience tab.

Standard Awards

The Standard Awards tab is where you create and edit the experience point awards you most commonly use in your game. These awards can be assigned to recipients from the other tabs in the Experience Points window, or added from the menu in any character sheet’s individual experience history (on the Experience tab of the character sheet window).

A list of the names and amounts of the awards appears on the left of the Standard Awards tab. Beneath it is an “Add” button, which creates an award after prompting you for its name, and a “Delete” button, which deletes the award selected from the list.

When you select an award from the list, its information is displayed on the right: its name, its type of amount of change, and a default description of the reason for that change. Edit this information to alter the selected experience award.

Permanent and Temporary Ratings

The “Perm/Temp Ratings…” command in the Characters menu opens a window where you can manage the permanent and temporary ratings for values that measure them: Willpower, Honor/Glory/Wisdom, Glamour and Banality are common examples. These values are called Temper Traits, or Tempers for short.

The main list in this window displays character names, followed by the permanent and temporary ratings of the Temper being edited, a display of dots, and the difference between the permanent and temporary ratings. You may sort the list by any of these criteria by clicking the corresponding column header. You may also filter characters from the list by using the Search box and options below the list.

First select the Temper you are going to edit from the dropdown list in the upper right. Only characters that have this Temper appear in the main list; if you choose to manage Blood, for example, you won’t see any werewolves listed at left. Various-type characters will never appear in the list: Grapevine manages their Tempers without permanent and temporary ratings.

By default, all the characters listed are checkmarked. Click the mark or double-click the character name to toggle the checkmark off any character you do not want to edit. Grapevine applies the changes you make only to checkmarked characters.

The second dropdown list on the left describes the change you want to make to the temporary rating of the characters’ Tempers. You can increase or decrease the rating, set the rating to a given value, or “fill” the Tempers so that their temporary Traits equal their permanent Traits.

Enter the amount of the change you want to make into the next text box. Two options below this box provide extra control. Selecting “Randomly” changes the number from a single value to an editable range of values, one of which will be randomly chosen to adjust each Temper. Selecting “Go no higher than the permanent rating” ensures that no temporary value will be increased or set higher than its permanent value. In no case will any temporary rating be decreased below zero.

Once you have finished defining the change you want to make, one click of the button labeled “Apply the Change” will adjust all the checkmarked characters listed at left.

Whenever you select a character from the list, Grapevine displays its permanent and temporary Temper ratings in the lower right of the window. Tweak these values yourself to manage the character individually. Clicking the “Show Character” button displays the corresponding character sheet.

Vampire Boons and Status

The “Vampire Boons & Status” command from the Characters menu displays a window specially tailored for the needs of a typical game of Vampire.

Many controls in this window are similar to those of the character sheets.


Click the “Boons” tab to display a list of all the outstanding boons in your game. Click a column header to sort the boons by that value.

Click the “Add New Boon” button to add a new boon to the game, or select a boon from the list and click “Delete Boon” to remove it.

Once you select a boon from the list, you may edit its information in fields below the list:

  • Type. The type of the boon, such as TrivialMinorMajorBlood or Life. Click the field to display choices in the menu list.
  • Due From. The character who owes the boon. Click to edit.
  • Owed To. The character to whom the boon is owed. Click to edit.
  • Date. The date of the boon. Enter a date yourself.
  • Description. A description of the boon you provide.


Click the “Status” tab to display a list of the vampires in your game, including the number of Status Traits they hold, their titles, their clans and their sects. This list may be modified using the Search box and options above it. Click any column header to sort the list by the corresponding value.

Selecting any vampire displays its name, title and Status Traits below the list. You may modify its title and Status Traits just as you would on its character sheet. Clicking the “Show Character” button will display that sheet.

Searching for Characters

The “Search for Characters…” command in the Characters menu displays a window you can use to find characters meeting complex search criteria. You could search for all characters with a Generation lower than ten, Media Influence of at least three, or theNightmares Flaw, for example.

At the top of the window is a dropdown list of saved searches. Select one to perform that search automatically. These can also be used from the Characters or the Statistics windows to examine the lists of characters that they match.

Creating a Search

First, use the “Any” or “All” option buttons to select whether you want to find characters that match any of the criteria you specify, or all the criteria to specify. Matching all defines a narrower search than matching any.

Next, use the “Add Term” button to add a new search term. It should appear with a number 1 in front of it. If you previously selected a saved search from the dropdown list, this term may already be there. If there are more terms following it, click the “Remove Term” button until you’ve reduced the terms to just one.

Now use the first drop-down list of the term to select some character aspect, such as Generation or Influence. Use the next drop-down list to choose the type of match you want to make. Check the NOT checkbox beneath it if you want to match characters that don’tfit the criterion you specify.

If the character aspect you chose is a single-item text field like Clan or Nature, the types of match include:

  • Contains. Matches if the aspect contains your search text.
  • Equals. Matches if the aspect is exactly equal to your search text.

If the aspect you chose is a single-item numerical field like Generation or Rage, the types of match include the following, which all correspond to basic mathematical comparisons:

  • Is Less Than. (x < y)
  • Is No More Than. (x <= y)
  • Equals. (x = y)
  • Is At Least. (x >= y)
  • Is Greater Than. (x > y)

If the aspect you chose is any kind of list, such as a list of Physical Traits or Merits, the types of match are:

  • Total Less Than. Matches if the total is less than the given number.
  • Total No More Than. Matches if the total is less than or equal to the given number.
  • Total. Matches if the total number of items in the list match the number you specify.
  • Total At Least. Matches if the total is equal to or greater than the given number.
  • Total More Than. Matches if the total is greater than the given number.
  • Contain. Matches if one Trait in the list partially matches the text you specify.
  • Contain the Note. Matches if the note of one Trait in the list partially matches the text you specify.
  • Contain Less Than. Matches if the list contains less than the given number of the given Trait (but contains at least one).
  • Contain No More Than. Matches if the list contains no more than the given number of the given Trait (but contains at least one).
  • Contain Exactly. Matches if the list contains exactly the given number of the given Trait.
  • Contain At Least. Matches if the list contains at least the given number of the given Trait.
  • Contain More Than. Matches if the list contains more than the given number of the given Trait

The last field is where you type the text or the number you’re searching with. Sometimes there will be two fields, the first for text and the second for a number.

Once you’ve entered all the search criteria, you can click the “Add Term” button to add more criteria. If you want to remove criteria, click the “Remove Term” button.

Last, use the “Sort by” dropdown list, and the associated “Ascend” or “Descend” option, to choose how your list will be sorted. Usually you will sort by name or by the values that match your search terms; but sometimes you may want to see list of all characters sorted by their total Physical Traits, for example.

When you’re ready to search, click “Perform Search.”  If any characters match your criteria, the list at the top of the screen fills with their names. Select any name and click the “Show Character” button to load the character sheet.

If no characters matched your criteria, “0 Results” appears beneath the empty list.

If a character does not even qualify for a search, the search will not match it. A search for “Glamour is Less Than 4,” for example, will never match a vampire. Vampires don’t have the Glamour value and don’t even qualify.

Saving Searches

Click “Save Search” if you’d like to save a search and make it available to the dropdown lists in such places as the Characters window and Statistics window. Grapevine will prompt you for a name under which to save the search. If you enter one that is already in use, you’ll be prompted to confirm that you want to overwrite the existing search.

Deleting Searches

After selecting one of the saved searches from the dropdown list, click “Delete Search” to remove it.

Most Recent Search

In any other area of Grapevine that allows you to select or view characters by a saved search, a search called “Most Recent Search” will appear after you have used the Search for Characters window. Selecting it will return the same results as the last search you performed in this window.


This window offers statistics about the characters in your game — levels of Influence, populations of clans, etc. Choose one of three types of graph type:

  • Distribution. This type of statistic plots the different values for a chosen characteristic against the number of characters that have that value. In other words, use populations to tell you how many characters of each clan are in your game, what the distribution of total Social Traits is, or how many characters have degrees ofPure Breed.
  • Maxima. This type of statistic is appropriate for use with Traits or numeric data — it reports your game’s highest levels in the area selected. Use maximums to monitor the highest levels of Influence or Backgrounds presently in your game. If three people in your game have Street x1, two people have Street x2, and one person has Street x3, this statistic will report 3 as the maximum for Street.
  • Sums. This type of statistic reports the sum total of all such Traits in the game. It provides another perspective with which to examine at Influences and similar characteristics. If three people in your game have Street x1, two people have Street x2, and one person has Street x3, this statistic will report 10 as the sum for Street.

Use the “Whom to Graph” dropdown list to choose the set of characters you want to examine, and use the “Data to Graph” dropdown list to choose the particular character data you want to graph.

If you are graphing a Distribution and you select a list of Traits such as Influences or Physical Traits or Merits, several additional options appear. The top option button graphs the distribution of total Traits in the list, while the bottom button and the text box beside it allow you to graph the distribution of one specific Trait.

If you are graphing a Distribution, a checkbox also appears that allows you to exclude all entries of zero Traits or empty fields (“none”) from the statistics.

The graph below displays the statistics in the manner of a bar chart. Click any bar to open a list of all the characters that were found to contribute to that statistic. In graphs of distinct distributions, maxima and sums, each character name in the list will be preceded by the number of matching Traits it has.

Defining the Game World: Items

The World menu offers tools with which you can describe key locations and items in your game world.


Choose “Items…” to describe the equipment that fills the characters’ pockets (and jackets and trench coats). You will see a window with a list on the left naming all the items in your game. Click the name of any item to select it and display how many are in play. Three buttons are beside the item list:

  • Show Item. Displays the Item Card window where you can describe the item.
  • Add Item. After prompting you for a name, Grapevine adds a new item to the list and selects it.
  • Delete Item. Deletes the selected item from the game.

Selecting and item and clicking “Show Item” will display a window similar to a Character Sheet Window. You’ll find the following fields:

  • Name. The name of the item.
  • Basics Tab
    • Type. Its type, such as Equipment or Treasure. The arrows beside this field adjust the point rating of the item.
    • Subtype. What subtype of the item is, such as Ranged Weapon or Armor.
    • Bonus. The type of bonus it grants. The arrows beside the field adjust the number of Bonus Traits.
    • Level This can describe the level of equipment or just the number of Background points used to purchase it.
    • Damage/Armor. For weapons, the health levels in damage it will do and what type of damage it is (BashingLethal, or Aggravated). For armor, how many health levels it has.
    • Concealability. How easily the item can be hidden on one’s person.
    • Tempers. Some items have ratings in Gnosis, Quintessence, Glamour, etc.
    • Negative Traits. A list of the item’s Negative Traits.
    • Abilities. A list of the item’s special abilities.
  • Details Tab
    • Appearance. What the item looks like.
    • Powers. Describe here the magical or non-standard powers of the item.
    • Notes. Any extra information.
    • Availability. What levels of Influence it takes to get the equipment.
  • In Play Tab
    • Units in Play. This cross-references the characters that list this item as equipment — and how many times each. Select a character name and click the “Show Character” button to load its character sheet.
    • Last Modified. The date upon which this item was last edited.