Exp Chart

Experience Costs
New Ability 3
New Path (Necromancy or Thaumaturgy) 7
New Discipline 10
Attribute current rating x 4
Ability current rating x 2
Clan Discipline current rating x 5*
Other Discipline current rating x 7*
Secondary Path (Necromancy or Thaumaturgy) current rating x 4
Virtue current rating x 2**
Humanity current rating x 2
Willpower current rating

*Caitiff have no clan-based Disciplines, just as they have no clan. For them, the cost of raising Disciplines is the current rating x 6 for all Disciplines. This is both a curse and a blessing of being Clanless.

**Increasing a Virtue through experience does not increase Traits based on the Virtue (Humanity, Willpower).

End of Each Chapter

At the end of each game session, or chapter, you should award the characters betwen one and five experience points. One point is awarded automatically, simply because the character experiences the chapter’s events. Despite ourselves, we tend to learn from the follies of others as well as we do from our own.

  • One Point — Automatic: Each player gets one point at the end of each chapter.
  • One Point — Learning Curve: Ask the player what his/her character learned in the course of the night’s events. If you agree with the answer, give the player one experience point.
  • One Point — Roleplaying: The player carried out the role of his/her character well, not only entertainingly but appropriately. The player performed as the character should in the circumstances. Truly inspired roleplaying might merit two experience points.
  • One Point — Heroism: On rare occasions even vampires can truly behave as heroes, risking all to let friends or even strangers escape from certain death. If a character acts heroically and manages to survive, he/she should be rewarded. Some players might try to take advantage of this idea. Don’t let them. Stupidity and suicidal behavor should not be mistaken for heroism.

The End of the Story

You might decide to give extra experience points at the end of a story, if the players have done their part and the characters have faced down substantial trials. Only a few points should be given this way, as they are effectively “bonus points” for a job well done.

  • One Point — Success: The characters achieved all or part of the goals they set out to accomplish. Even minor victories can be rewarded if they pushed the game forward.
  • One Point — Danger: The characters survived against harsh odds and grave dangers.
  • One Point — Wisdom: The player, and thus the character, came up with a brilliant plan or even a spontaneous stratedy that enabled the coterie to survive when it would likely have failed otherwise.

More points can be awarded if you decide they should be, or if you want the characters to advance more quickly than they currently are.

Exp Chart

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