These rules are by no means mandatory. They are simply for use if you choose to use the same rules set as Vampire Revised.



Unaccepted Traditions
Technocrats
Marauders
Nephandi


Attributes
7/5/3

Abilities
13/9/5

Spheres
6
one goes into the Tradition/Convention/Craft's specialty,
but can be placed freely if the character is a Hollow One or Orphan.



Arete
1 dot

Willpower
5 dots

Backgrounds
7 dots

Freebies
15



Sleepers!


If you want your character to be a Sleeper the Mortal character sheet MUST have that stated on there. I'm not allowing anymore mortals to suddenly become mages. Also, if you want your character to become a Mage, there MUST be a log/post of their awakening. I don't want to suddenly have character sheets that read the character is now a Mage.


Experience point chart is changed. It now reads

New Ability:
3

New Sphere:
10

Willpower:
new rating

Abilities:
New rating x 2

Attributes:
New rating x 4

Specialty Sphere:
New rating x 6

Other Sphere:
New rating x 7

Arete:
New rating x 7



- Mages can take bashing damage, lethal damage and aggravated damage. Mages get to roll stamina to soak bashing damage. They get no soak against lethal or aggravated damage, except by using magic. Magical healing of lethal damage can be coincidental, but magical healing of aggravated damage is always vulgar.

- Traditions stay the same. Ditto for the five Conventions.

- The character record of Abilities will now feature:

Talents - Alertness, Awareness (note that Awareness no longer allows seeing auras), Brawl, Dodge, Expression, Intuition, Intimidation, Leadership, Streetwise, Subterfuge

Skills - Crafts, Drive, Etiquette, Firearms, Meditation, Melee, Research, Stealth, Survival, Technology

Knowledges - Academics (includes elements of Culture now), Computer, Cosmology, Enigmas, Investigation, Law, Linguistics, Medicine, Occult, Science