Spending XP

After each court, you will be given XP. You can expect to receive between 4 and 8 XP each month on average depending on how active a participant you are in the game – both downtimes and behaviour during time-in will taken into consideration. (If you think your character has been busy an influential at a particular time in, but may not have been noticed by the refs, do please feel free to tell us everything you accomplished – we won’t promise it will make a difference, but it can’t hurt).

You can spend XP to improve your character’s existing abilities, or to learn entirely new ones.

The costs for this are as follows

  • Attribute – 4 times the new level.
  • Ability (Talent/Skill/Knowledge) – 2 times the new level.
  • New Ability – 3 XP.
  • Virtue – 2 times the new level.
  • Humanity/Path Rating – 2 times the new level.
  • Willpower – the new level.
  • Clan Influences – 2 times the new level.
  • Other Influence – 3 times the new level.
  • New Influence – 3 XP
  • Clan Discipline – 5 times the new level.
  • Other Discipline – 7 times the new level.
  • New Discipline – 10 XP
  • Thaumaturic or Necromatic Path – 4 times the new level.
  • Thaumaturic or Necromatic Ritual – 2 times the ritual’s level.
  • New Path – 7 XP.

So, for example, to raise an Attribute from 3 to 4 costs 16 XP.

Improving Influences

Even if your character is not particularly interested in their clan’s traditional areas of influence, it is still easier for them to raise them with XP than the out-of-clan areas that they may be more interested in – your character already has Clan mates who they can ask for introductions and advice about how to go about increasing one’s sphere of influence in those areas. For details about which influences considered Clan influences, please consult the Influences Page

Learning Disciplines

A member of a given clan will always find that certain abilities come more naturally to them than others. Clan Disciplines are therefore cheaper, and do not generally require specific training to improve – solo practice is generally enough to improve Clan Disciplines. This is also true of the physical disciplines of Celerity, Potence and Fortitude – even if your character cannot buy them at Clan Discipline costs, they do not require a tutor. Any other Disciple requires a weeks training per level of discipline you are attempting to acquire from someone who already possesses the requisite level of the discipline in question – so half the time you spend learning the discipline is spent with a tutor, the other half in practice and solo study.

In the event that your character commits Diablerie on a member of another Clan, the refs will assign you one extra Clan Discipline than can be bought more cheaply and without training, chosen at random from those possessed by the deceased character.

Thaumatury, Necromancy and magical paths

Characters who possess these disciplines have one primary path which is bought at the costs for a discipline. In the case of the Tremere, this is the Path of Blood, in the case of other clans, the player may pick a primary path. A character may not possess a rating in another path or learn a ritual whose level that is higher than the level of their primary path. If the Primary path is bought at the costs for an in-Clan Discpline, it does not require training. Otherwise, all paths and rituals require specific training.


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