EXPERIENCE COSTS
New Ability3
New Path7
New Discipline10
AttributeCRx4
AbilityCRx2
Clan DisciplineCRx5
Other DisciplineCRx7
Caitiff DisciplineCRx6
2ndary PathCRx4
VirtueCRx2
Via/PathCRx2
WillpwerCR
HUNTING
AreaDifficulty
slum4
low income5
downtown6
warehouse dist.6
suburb7
heavily patrolled8
herd adds one die per dot
FEATS OF STRENGTH
StrengthFeatsLift (lbs)
1crush beer can40
2break wood chair100
3break wood door250
4break 2x4 board400
5break metal fire door650
6throw motorcycle800
7flip small car900
8break 3' lead pipe1000
9punch thru cement wall1200
10rip open steel drum1500
11punch thru 1" sheet metal2000
12break metal lamp post3000
13throw a car4000
14throw a van5000
15throw a truck6000
COMBAT
Initiative: 1d10 +(dexterity + wits)
Unarmed: dex + brawl
Armed: dex + melee
ranged: dex + firearms
thrown: dex + athletics
Common Damage:
Bitestr+1
Clawstr+1
kickstr+1
punchstr
sapstr+1
clubstr+2
knifestr+1
swordstr+2
axestr+3
stakestr+1
TORPOR
Path RatingLength of Torpor
101 day
93 days
81 week
72 weeks
61 month
51 year
41 decade
35 decades
21 century
15 centuries
0millennium+
AGGRAVATED DAMAGE
soak only with Fortitude
Heal: 1 point/day with 5 blood points, more requires 5 blood points plus 1 willpower
DIABLERIE
all blood in victim must be drained, then extended strength roll, difficulty 9. Each success drains one health level. Aura marks remain in years equal to difference in generations.
FALLING
1 die damage per each 10 feet falling up to 10 dice
over 300 feet, terminal velocity, 10 dice damage
FIRE
soak difficultyheat of fire
3candle flame
5torch flame
7bunsen burner
8electrical fire
9chemical fire
10molten metal
damage/turnsize of fire
1torch, part of body
2bonfire, half of body
3inferno, entire body in flames
FRENZY
5 success on self-control (extended), can never roll more dice than current path OR blood pool
ProvocationDifficulty
smell of blood3
sight of blood4
being harassed4
life-threatening situation4
malicious taunts4
physical provocation6
taste of blood6
loved one in danger7
outright humiliation8
ROTSCHRECK
courage roll, botch = gain derangement
SituationDifficulty
light cigarette3
sight of torch5
bonfire6
obscured sunlight7
being burned7
direct sunlight8
trapped in burning bldg9
SUNLIGHT
inflicts automatic damage unless soaked
soak difficultylight intensity
3faint, twilight, heavy clouds
5fully prot with heavy clothes
7indirect, through window, etc
9outside on cloudy day, one ray of direct light, sun's reflection in mirror
10direct, unobscured sunlight
SUNLIGHT DAMAGE
health levels/turnexposure
1small, hand, part of face
2leg, arm, entire head
350% or more of body
PATHS
If awakened during day, can never roll more dice than current path rating
Virtue rolls: never more dice than current path
CHARACTER CREATION (Revised)
Attributes 7/5/3
Abilities13/9/5
Disciplines3
Backgrounds5
Virtues7
Path = 1st 2 virtues added
Willpower = 3 + courage
+ 15 freebie points
Freebie Costs/ Per dot
Attribute5
Ability2
Background1
Discipline7
Virtue2
Path1
Willpower1
CHARACTER CREATION (Dark Ages)
Same, except 4 dots for Disciplines