XP

Your character sheet has an XP tab where all earnings and spends will be tracked. Use this to track your bonus xp spent at character creation also

 

Earning XP

Once a month STs will award monthly XP to each character who has been IC at least once in the previous month. Typically this will be done within the first week of the month. If your character has not received their monthly xp and you believe they earned it, reach out to an ST to see if it has been handed out yet. If it's easier to remember, you can submit your own gains during the month after you have rp'd at least one night, but it won't be approved by an ST or be available to spend until the start of the next month.

Monthly XP (Standard Active Character)  6 XP 

Monthly XP (Power Character) 3 XP

ST Awards for good roleplaying 1-2 XP

 From time to time, Player XP might be offered for assisting with the website. Things such as planning an IC event and writing up the description ahead of time or writing a summary of recent plot/events. Such XP awards must be distributed to a character that player owns within a month of being awarded or may be forfeit.

 

Spending XP

All changes to your sheet whether the result of roleplay or xp adjustments need to be listed here for tracking purposes. Once XP spends are approved the ST will make the adjustments to your sheet. For this reason, it's important to include the new level and any choices required. If the purchase is not reflected on your sheet just ask an ST to take a look and they will get it fixed up. 

 

Learning Disciplines

[ HOUSE RULE ]Discipline Ranks vs Powers:
Each dot (rank) you buy of a Discipline, you get a free power of equal or lesser value. There may be times you want to increase your Discipline rank but you don't want a power at that level, but a lower level power is more enticing. This means you may learn more than 5 Powers of a Discipline, however your Discipline ranks (the number of dots and dice you can add to your dice pool) caps out at 5.
ie: You may also buy a power individually at the cost of the power's level assuming you have enough ranks in that Discipline to have it unlocked. This is useful if you want both level 1 powers, the level 2 power, and one or more of level 3 powers. 

 

In-Clan: These Disciplines come naturally to you. You only need to feed from someone with the associated fleeting resonance (or greater) to justify buying another discipline rank or power. It will be assumed your character is actively searching for the correct resonance and learning the discipline when they find someone appropriate. Dice rolls and roleplaying it out is not required to purchase at the standard XP cost unless attempting to purchase the power in an active scene.

Out-of-Clan: To unlock your first dot of an Out-of-Clan Discipline you require 1 Rouse Check worth of vitae from someone who has the Discipline unlocked, as well as instruction from a vampire who has the Power you are trying to use. (This does not necessarily need to be the same kindred.) Further progression of Out-of-Clan Disciplines only require a fleeting resonance (or greater) and the appropriate expenditure of XP.

 Special Powers*: Certain powers are treated as clan secrets and are rarely shared with outsiders. Any power listed on the character sheet which are marked with an asterisk (*) can only be learned by drinking 1 Rouse Check worth of vitae of someone who has that specific power you wish to learn AND their instruction. Exceptions to this rule are if the power is specific to your clan, such as Protean and Gangrel or Tzimisce. 

*** Lasombra may learn the Oblivion powers of Hecata (and vice versa) at the XP cost of an In-Clan discipline, however each power is treated as a Special Power as they are clan-specific. Standard Lasombra powers are published in V5 Chicago by Night where Hecata powers are published in Cult of the Blood Gods. 

Ghouls: Ghouls can only learn disciplines that have been unlocked by their domitor (or the vampiric vitae they have sampled). They sample of vitae must have been consumed within the last 24 hours. Ghouls may never learn rituals or ceremonies. 

 

Magic

Blood Sorcery: Unlike the other Disciplines, unlocking your first Blood Sorcery power requires instruction from a mentor regardless if Blood Sorcery is in-clan for you. If it is Out-of-Clan, you will also need to drink 1 rouse check worth vitae from a vampire who has unlocked Blood Sorcery already. 

Further progression in Blood Sorcery is best done through a teacher who has the power unlocked, however this is not always possible with the recent fall of the Vienna and the Beckoning calling Elders out east. Without such guidance, learning new powers or gaining additional Ranks not only requires the appropriate fleeting blood resonance, but also requires research and experimentation (see below). For this reason, learning from an instructor will never reduce the XP cost but instead removes the need to spend the time on research.

Rituals:  Upon learning your first dot of Blood Sorcery, you also gain one Level 1 Ritual for free as part of your instruction unlocking the Discipline. You may learn rituals of equal or lesser level as you have Blood Sorcery ranks (dots). Additional rituals are purchased through XP and also require a teacher or research as with Blood Sorcery powers.

Oblivion Ceremonies: Hecata are masters of Necromancy and have developed very specific Ceremonies. Each ceremony has a prerequisite Oblivion power which must be satisfied before learning. In all other ways they are treated as Rituals but for Oblivion instead of Blood Sorcery.

Blood Alchemy: Specific to Duskborn and a rare talent, they generally have no teachers and figure this stuff out on their own. You must have the Duskborn Merit to learn any Blood Alchemy. This may be purchased after creation but will require personal plot and directed effort. Each Duskborn Alchemist has their own methods and formulas that work for them. As such, you are unlikely to find a teacher who can help you to unlock the secrets but you might find inspiration in what is possible. Learning new alchemy recipes or new Blood Alchemy ranks requires experimentation and research (see below).

 

Research

Research applies to learning a new ritual or ceremony without having a mentor. Duskborn will also use this system for learning new alchemy formuals. In the case of Tremere who were embraced before the fall of Vienna, they may need to relearn some Blood Sorcery powers or rituals they once had but no longer work with old methods. The mechanics are the same but number of successes and modifiers will be as follows.

All research will be an extended roll, with each roll representing a week's worth of effort. Use a Downtime report to initiate the research attempt and an ST will contact you about the details. All rolls must be made with an ST actively present. It is player choice to roll until all successes have been met giving you a final date for having successfully unlocked the power/ritual/etc or you may roll as many weeks as you like. You may not change research projects until you have completed the number of weeks currently rolled. Progress will be marked on your character sheet.

 

 Research Type  Successes Needed
 Ritual/Ceremony  # / level
 Power  # / level
 Alchemy Formula  # / level
 Modifiers
 Previously Known  Difficulty -1
 Requires V5 Conversion *  Difficulty +1
 Custom *  Difficulty +3

 

Advantages

Backgrounds: Changes to your backgrounds should come through roleplay. It is best to add this to your downtime reports so STs know you are interested in this direction of character growth and will determine what private scenes if any, are required.

Merits: Adding merits to a character sheet after creation is rare, however if it serves the story or fits with rp that has happened they can certainly be added. Some merits aren't required to be added to the sheet such as earning a mentor through rp relations with another pc, as any interactions with your mentor will happen through actual roleplay. Speak to an ST or add it to your downtimes if you think roleplay has warranted such a change. * There may be additional costs, such as added flaws relevant to how you gained the merit.

Buying off Flaws: Flaws are there for a reason, but sometimes through rp your character is working hard to overcome them. It is best to initiate such through a Downtime report so the STs are aware of your goals. Be sure to include how they want to go about overcoming their challenges permanently and additional roleplay is likely to be required. At the conclusion of the personal story you will have the option to expend XP to buy off the flaw. If you chose not to, the flaw might be transferred or converted to something else. ie: You managed to kill your sworn enemy. Choosing not to buy off the flaw may result in a new enemy seeking revenge for killing the old enemy. The details won't be revealed until you learn of them in character.

 

Morality

(details)

 

Blood Potency

(details)