Differences on Splat House Rules (was House Rules)
**Mortal**
No changes
**Vampire**
* Vampires gain +1 Attribute dot in //both// of their Clan's favored Attribute. This free dot cannot push the Attribute higher than its Blood Potency maximum.
* 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.
* Vampires do not suffer wound penalties from Bashing damage.
* Other supernatural templates are subject to blood bonds and Vitae addiction, as well as the effects of the Kiss.
* **Gluttony**: AVampire bodies are extremely robust. Add the vampire can consume a number of Vitae from a living source (not another vampire) per turn equal to hi's Blood Potency rating with a violent bite or in a grapple. Other vampires can only be drained for one vitae per turnas extra health levels.
* **Healing**: Vampires mend 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 half their Blood Potency (round down) or Bashing wounds equal to 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: Rites of Damnation 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 for Defense.
* 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**Urshul**
* Traits: Strength +3, Dexterity +2, Stamina +3, Manipulation –1, Size +1, Species speed factor +3 (Health +4, Initiative +2, Speed +8).
* Urhan**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 (above) 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.