This is intended to allow older vampire characters to coexist with younger ones in the same PC group: age provides definite improved character stats, but youth includes some significant bonuses regarding quick advancement and activity within the setting.

For five-dot traits, First dot costs half, fourth dot costs double, fifth dot costs triple (for base points and freebies). Out-of-clan disciplines cost one extra point per dot.

If generation allows these to go over 5, each dot costs new level (times base freebie cost with freebies).

Willpower, Humanity (and any other 10-dot traits) costs 2 freebies up to 5, 3 freebies up to 8, and 4 freebies up to 10.

Age Attributes Skills Disc. Bg. Morality WP Hum. Free
1 9/6/3 10/7/4 2 4 10 3 7 20
2 10/6/3 11/8/5 3 6 10 3 7 30
3 10/7/3 12/9/6 5 8 9 4 7 40
4 10/7/4 13/10/7 7 10 9 4 6 50
5 11/7/4 14/11/8 9 12 8 5 6 70
6 11/8/4 15/12/9 11 14 8 5 6 90
7 11/8/5 16/13/10 13 16 7 6 5 120
8 12/8/5 17/14/11 15 18 7 6 5 150
9 12/9/5 18/15/12 17 20 6 7 5 200
10 12/9/6 19/16/13 19 22 6 7 4 250

Age

  1. Newly Embraced (0-4 years)
  2. A few years undead (5-10 years)
  3. Nearly a generation gone (11-22 years)
  4. Early 20th Century birth (23-46 years)
  5. All contemporaries are dead (47-94 years)
  6. They call me Ancilla now (95-190 years)
  7. Few active are older than I (191-382 years)
  8. Am I an elder already? (383-766 years)
  9. Torpor is an old friend (767-1534 years)
  10. I am a whisper of the past (1535-3070 years)

Benefits and Consequences of Age:

  • All chargen points are increased with Age
  • Roll exp as dice vs. diff equal to Age to keep
  • Roll for downtime actions is diff equal to Age
  • Characters must take one dangerous secret or similar flaw per level of age
  • Characters may have to roll against Age to avoid Torpor in sessile situations

Downtime Actions

Roll 1d per week of downtime vs. Age, each becomes a point that can be placed in various categories; points stack until expended or attacked by a rival

  • Culture: Spend to add dice to social dice among supernatural, persuasion against mortals
  • Exploration: Spend to add dice when superior knowledge of territory would be helpful
  • Planning: Spend to add dice when the situation could have been prepared for in advance
  • Power: Spend to declare local control/influence (1-10 scale for minor to major manipulations)
  • Reputation: Spend for bonus social dice among mortals, intimidation against supernatural
  • Secrets: Spend to add dice when having an ear to the ground might help against a supernatural target
  • Security: Spend to add dice to defensive rolls in locations that could be considered secure
  • Study: Spend to add dice to extended action supernatural effects or knowledge rolls
  • Sustenance: Spend to automatically recover blood points when off screen (One point per BP)
  • Wealth: Spend to declare access to specialized equipment or convert to raw cash: roll 1d10 per point spent, total results, sum x 100 is dollar value
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