I don't want to use all of the skills Dark Ages had since this is not really a Dark ages game. For those who don't know, Giovanni Chronicles contains several time skips, so much of the game would be played in times when the dark ages skill set is not applicable. However after thinking about it, A few other skills do need to be changed for this first part.
Firearms becomes archery and Technology becomes Hearth Wisdom.
Hearth Wisdom description
This is the lore of the people, as opposed to the academy. It's unsystematic, but in its haphazard way, it covers the body of knowledge accumlated by peasants, traders and other people who do not benefit from servants or live in isolation. It includes mundane matters such as which plants and animals are safe to eat in the area, which herbs are good for cooking and for medicinal purposes, signs of impending bad (or good) weather, rules of thumb for resolving domestic disputes and the folk wisdom regarding the dangers (supernatural or otherwise) of the night. Despite its diversity of topics, Hearth Wisdom is not a catch-all Ability with fields of expertise.
* Dabbler: You know all the common fireside tales of your home and you can recall them at need.
** Student: You know the obscure and traditional lore of your region, and very little--even if it's strange and dangerous--takes you by surprise within the fields you know.
*** Learned: You quickly acquire the lore of any area you pass through, and others know that when the unseen world makes itself visible, you're the one who most likely knows what to do about it.
****Scholar: You are famous for your knowledge of mysterious affairs, and some fear you because of the potential for pacts with dark forces that your explorations afford.
***** Master: Your supreme insights into strange matters make you the target of pleas from individuals both high and low who suffer mysterious depredations.
I'll edit these into the first post so look there as you're designing your character. Everything else we should be able to cover with V20's skill set.
Backgrounds are allowed at the normal amount. Your character gets 7th generation for free, as it were. :) No more points can be put into generation, but you still have five other backgrounds you can freely buy.
Disciplines... Well, each characters starts with 4. I'd not prohibit an out of clan discipline (Provided it's not one of the clan specific ones) But three dots should be in the character's "natural" disciplines. And there should be some roleplay as to why your character has this connection with this rare discipline that most of your clan lacks.
Language is merits. So you have to spend at least 1 point in it to be able to read and write your language. Every point after that gives you one extra language for free.
Merits and Flaws.I'm pretty sure I'll allow most mundane ones, including from Dark age Vampire and the clan books. Supernatural ones are a little bit trickier but would be on a case by case basis.