Mortal
No changes
Vampire
- Vampires gain +1 Attribute dot in both of their Clan's favored Attribute.
- Daeva: +1 Dexterity and Manipulation.
- Gangrel: +1 Composure and Stamina.
- Mekhet: +1 Intelligence and Wits.
- Nosferatu: +1 Composure and Strength.
- Ventrue: +1 Presence and Resolve.
- Each dot of Blood Potency adds +1 Health.
- Vampires do not suffer wound penalties from Bashing damage.
- Other supernatural templates are subject to blood bonds and the vinculum, as well as the effects of the Kiss.
- Gluttony: A vampire can consume a number of Vitae from a living source (not another vampire) per turn equal to his Blood Potency rating with a violent bite or in a grapple. Other vampires can only be drained for one vitae per turn.
- Healing: Vampires regenerate 1 Bashing damage per turn with no expenditure of Vitae needed. Otherwise, vampires heal quicker by spending vitae. A vampire can heal a number of Lethal wounds per vitae spent equal to their Blood Potency or Bashing wounds equal to twice their Blood Potency per vitae spent. Aggravated injuries cost 5 vitae each to heal and a full days rest; Aggravated wounds can only be healed while the vampire is asleep during the day.
- Paradise City uses the Blood Sorcery book for Theban Sorcery and Cruac.
Werewolf
- Werewolves use the following form modifiers. Unless noted otherwise, use the same modifiers as the core;
- Hishu
- Perception: +2 die to Perception rolls using wolf senses.
- Dalu
- Traits: Strength +2, Stamina +2, Manipulation –1, Size +1 (Health +3, Speed +2).
- Gauru
- Defense: Apply Defense to Firearms attacks. Use the higher of Dexterity or Wits + Athletics.
- Traits: Strength +4, Dexterity +1, Stamina +3, Size +2 (Health +5, Initiative +1, Speed +5). Gauru automatically fail any Social roll not based on Intimidation, and any Mental roll that isn’t Perception- or Resistance-based.
- Urshul
- Traits: Strength +3, Dexterity +2, Stamina +3, Manipulation –1, Size +1, Species speed factor +3 (Health +4, Initiative +2, Speed +8).
- Urhan
- • Traits: Strength +1, Dexterity +2, Stamina +2, Manipulation –1, Size –1, Species speed factor +3 (Health +1, Initiative +2, Speed +6).
- Regeneration
- Bashing Damage: Uratha heal one point of Bashing damage per turn per dot of Primal Urge.
- Lethal Damage: Uratha heal one point of Lethal damage every minute. By spending a point of Essence as a reflexive action, she may regenerate Lethal damage instead of Bashing damage for the turn.
- Aggravated Damage: Aggravated damage regenerates much slower. Uratha heal one point of Aggravated damage every day. Only silver and supernatural powers (including Gifts, mage spells, and vampiric Disciplines) can cause Aggravated damage to Uratha directly. Any source of harm that would cause Aggravated damage to a human, including massive bodily devastation, only causes lethal damage to Uratha. As such, most unwitting attackers must do enough Lethal damage to cause it to “roll over” into Aggravated damage before it poses a real problem for werewolves.
Mage
Watch this space.