Experience Spending
Information on earning experience can be found here.
Experience spending may be done at any time. Before submitting a sheet, make sure that your character qualifies for the increases you'd like to spend experience on. If you have any questions, feel free to ask them in your ticket.
Increasing Disciplines (and, therefore, choosing new Powers) requires your character to have fed on the corresponding Resonance during their last feeding. These requirements are further detailed below.
Increasing Humanity requires a lot of selfless sacrifice, either for the benefit of others or in favor of your character's convictions.
Rituals, ceremonies, and formulae take the square of their rating in weeks to learn. Their requirements are further detailed below.
Advantages will require justification, usually in the form of a project roll.
Please post links for all justifications when you submit your spending lists! Staff needs information to determine whether your character qualifies for certain purchases, so make sure you have everything in order before you submit.
Attributes and Skills
Attributes and Skills increase slowly. You may buy the first and second dot of any Attribute or Skill at once. After your character has gained their second dot, you may only increase that Attribute or Skill once per Chronicle.
Disciplines
Increasing your character's Discipline level requires them to have fed on the associated Resonance at their last feeding. Things like the Bloodhound merit (Core p.182) can help when searching for Resonance. Resonances are lost when a character feeds again or reaches Hunger 5.
If you wish to learn an out-of-clan Discipline, your character must first taste the Blood of another Kindred that possesses that Discipline (whether in- or out-of-clan). This taste must come directly from the vein, resulting in a Blood Bond.
Animal
Animalism, Protean
Choleric
Celerity, Potence
Empty
Oblivion
Melancholy
Fortitude, Obfuscate
Phlegmatic
Auspex, Dominate
Sanguine
Blood Sorcery, Presence
1
Fleeting
2
Fleeting
3
Intense
4
Intense
5
Acute
Rituals, Ceremonies, and Formulae
Experience is to be spent after research is completed, but before the ability is used. The table below shows the necessary study time for each level. Players are not required to have research scenes and they do not affect study time.
Level 1
1 in-character week
Level 2
4 in-character weeks
Level 3
9 in-character weeks
Level 4
16 in-character weeks
Level 5
25 in-character weeks
Players can purchase as many rituals as their character has time to study based on the chart above (ie: one level 4, one level 2, and one level 1 would take 21 in-character weeks). Time spent during time skip counts toward the required learning time. You must make a note when your character begins research on a new ritual, ceremony, or formula. If you do not declare when the research began, you cannot go back and claim lost time; you must start from the current date. To learn any ritual or ceremony, your character must have a mawla or other teaching material that can enable them. If a player character is teaching another player character, they are only able to assist with rituals that they know.
Humanity Increases
Players do not have to spend experience to raise their character's Humanity up to the either the level that they entered play with or the highest level of Humanity that they have purchased. If the character's Humanity falls and a player would like to raise it again, they only need to play out the sacrifices that the character would make to return there. Humanity increases require a decent amount of effort and are subjective based on the character’s current Humanity level and Convictions. Characters will often need to put themselves at risk to defend others or their Convictions or do charitable deeds that negatively impact them (dedicating large amounts of time to something that won't benefit them, dipping heavily into backgrounds, etc).
In addition to requiring justification, raising Humanity above the character's starting amount costs 5 experience points per level, in line with the suggestion in the Core book.
Blood Potency Increases
Increasing Blood Potency may be justified in a few different circumstances, per the Core book.
Vampires gain 1 level of Blood Potency for every century that they are active (stretches of torpor do not count)
Those who weather intense experiences in-character may have their Blood thickened by the severity of the events, at staff and storyteller discretion.
Should a character be drink extremely potent vitae (potent enough that most player characters wouldn't have it), their Blood Potency may increase.
A successful diablerie attempt may result in an increase, following the rules laid out in the diablerie section of the Core book (pp. 234-245). In addition, multiple, successful diableries on those of higher Generation than your character may qualify them for a Blood Potency increase.
Blood Potency may be increased outside of time skip, should the character in question qualify for it.
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