================================================================= Equivalencies Though White Wolf games all use the same basic system, there are some important differences - especially in character abilities - that are difficult to reconcile. The following guidelines are meant to help maintain game balance and playability while retaining each character type's basic uniqueness. ============================================================= Werewolf to Vampire Vampire has several systems that are not present in Werewolf: Virtues, Humanity, Blood Pools, True Faith, Disciplines, the Kiss and the Embrace. Virtues: Conscious Homid: 5 Metis: 3 Lupus: 1 Self-Control is base willpower (from tribe). Courage is base Rage (from Auspice). Humanity: The humanity of the garou is not threatened by their relationship to the beast (Rage) in the way that a vampire's is. Auspice Base Humanity Ragabash 8 Theurge 10 Philodox 10 Galliard 9 Ahroun 8 For each point of Rage over five the werewolf looses one humanity. However, unless tainted by the wyrm, a werewolf's equivalent humanity cannot fall below seven. Werewolf behavior may seem inconsistent with this at times (Red Talons for instance) however, this can be thought of in terms of a Garou 'Path' like those in the Vampire Player's Guide. Blood Pool: Obviously, werewolves do not use blood points. However, vampires can gain additional 'nourishment' from lupines. A healthy garou provides ten blood points plus its current Gnosis. The werewolf still takes one health level per blood point drained. True Faith: Garou may have True Faith (in Gaia) but rarely use it to repel vampires, whom they would rather fight. The Kiss: The Kiss forces a berserk Rage roll. The Embrace: Embraced Garou die. Abominations are a mystery. ============================================================= Mage to Vampire: Like werewolves, Magi lack scores in Virtues, Humanity, Blood Pools, Disciplines, the Kiss and the Embrace. Virtues: Essence Conscience Self Control Dynamic 5 2 Pattern 2 5 Primordial 3 3 Questing 4 4 Mages have a Courage equal to half their willpower (minimum of 2 since mages start with a 5 willpower). These scores are base guidelines and should be modified based on the personality of the individual mage. Humanity: Mages effectively tread 'Paths' in the pursuit of their traditions. Base a Mage's humanity on his Conscience + Selff Control and his behavior. However, as a mage becomes progressively more enlightened he begins to transcend concepts of good and evil. He may add to, or even subtract from, his equivalent humanity for whatever purpose. The mage rolls his Arete (difficulty 6) with each success augmenting or reducing his humanity by 1 as appropriate. This is not an action, in fact the mage may not be consciously aware of it. Blood Pool: Mages can be a rich source of Vitae. A mage has ten blood points plus the total amount of quintessence he has stored. The quintessence stored in the mages avatar is available only when the mage is slain. True Faith: Mages can use their Coincidental magick (typically Mind) in a manner similar to True Faith to repel a vampire. Mages can buy the True Faith Merit, if it is apropriate to the character. Disciplines: Mages can imitate the effects of many vampiric disciplines with their magick In addition, the Mage background, Arcane, functions against Auspex as Obfuscate of the same level. The Kiss: Most mages can resist the Kiss. The Embrace: Embraced mages become normal Vampires, but can learn Thaumaturgy up to thier highest Sphere level at half cost. ============================================================= Vampire to Werewolf: There are several systems unique to werewolf including: Rank, Renown, Rage, and Gnosis. Also important is the ability of many Garou to detect taints of the Wyrm, and the Delirium. Rank & Renown: Vampires have no renown in the eyes of the Garou. If an equivalent Rank is needed use the vampires standing in Kindred society: Rank Anarch 0 Neonate 1 Ancillae 2 Elder 3 Prince 4 Justicar 5 Methusala 6 Rage: A vampire has a Rage equal to ten minus her Self-Control. This Rage may not be spent in the manner of a Garou, it is used primarily in deternining difficulties and/or resisting various Gifts and spirit Charms. Gnosis: A vampire's equivalent Gnosis is based on her generation. Equivalent current Gnosis cannot be higher than the vampires current Blood Pool. Generation Gnosis 4 9 5 8 6 7 7 6 8 5 9 4 10 3 11 2 12-13 1 14 0 Wyrm Taint: All vampires are tainted by the Wyrm to some extent. Those with a humanity below seven appear to the Sense Wyrm gift as creatures of the Wyrm, just like Banes, Fomori, and Black Spiral Dancers. Those with more humanity still appear tainted but only to the degree that normal humans sometimes become Delirium: Vampires and thier Ghouls are immune to the Delirium. ============================================================= Mage to Werewolf: There are several systems unique to werewolf including: Rank, Renown, Rage, and Gnosis. Also important is the ability of many garou to detect taints of the Wyrm. Rank: If a rough equivalent of Rank is needed, use the highest sphere the character knows or her Destiny rating. It may also be possible for a mage to earn Rank of sorts adventuring among Garou. Renown: Mages will not have any Renown unless they have gained some working with werewolves. If they do, they should have more Wisdom and Honor then Glory. Rage: Mages do not have anything resembling Rage. However, when Rage is called for as a defense (for instance as the difficulty number of an opponents attack) the Mage may substitute her Arete. Otherwise Rage is zero. Gnosis: A Mage's equivalent Gnosis is her Arete plus her Avatar rating, to a maximum of 10. Current Gnosis can be no higher than the amount of Quintessence the mage has currently stored. Wyrm Taint: Mages do not usually appear wyrm tainted unless they become so in fighting Neqhandi or accumulate large amounts of Paradox. Nephandus mages show up as creatures of the wyrm. Mages carrying more than two paradox may appear tainted (even though Paradox has nothing to do with the Wyrm), those with 9 or more could be mistaken for creatures of the wyrm. Delirium: Mages are immune to the Delirium. Acolytes and Consors who no longer count as witnesses to Vulgar Magick resist the Delirium as if they had a Willpower of 10. ============================================================= Vampire to Mage The Mage rules include several important systems not in the other games: Arete, Quintessence, Paradox, Avatar, and Arcane. Arete: A vampire's Arete is equal to the level of the highest Discipline she knows. Quintessence: A vampire's Blood contains Tass, useable quintessence. One point of Tass, can be extracted from each Blood Point of potent blood. This quintessence can also be 'stolen' from a vampire using Prime, each point of Quintessence stolen reduces the vampire's blood pool by one. If a vamipre is slain, one point of Tass can be extracted from it 'heart's blood' per point of Avatar it possessed (based on Generation, see below). Thus mages are sometimes acused of Diablery. Paradox: Vampires do not accumulate Paradox. Vampiric powers cannot be used as 'Coincidental' effects. Vampires and thier Ghouls do not count as Witnesses to Vulgar Magick. Avatar: If it becomes important to determine the size of a vampire's Avatar use the following: Generation Avatar 15 0 (effectively unawakened) 14-13 0 12 1 11 2 10 3 9 4 8 5 7-3 6+ Arcane: Vampires with the Obfuscate Discipline gain the benefits of Arcane of the same level. ============================================================= Werewolf to Mage The Mage rules include several important systems not in the other games: Arete, Quintessence, Paradox, Avatar, and Arcane. Arete & Avatar: The werewolf has an avatar equal to her beginning Gnosis. And an Arete equal to one plus any additional Gnosis. Neither score comes into play often. Quintessence: Werewolves store quintessence as current Gnosis. Whatever Gnosis the werewolf did not use up before death can be recovered as Tass (usually it's tail). Quintessence can also be 'stolen' from a werewolf using Prime, reducing current Gnosis down to the limit of the garou's Avatar (see above). Garou often live in Nodes called Caerns (rated in levels from 1-5). A well-tended Caern will have 10 Tass per level and replaces 1 Tass per level each month, unless it ceases to be properly cared for. If more than that amount of Tass is taken, the Caern can be damaged, losing 1 level per 10 Tass plundered unless an equal amount of Gnosis/Qunitessence is sacrificed to it within the month. Mages can recharge their avatars at a Caern, but any direct siphoning of Quintessence from the node (via Prime magick) will damage the Caern, causing it to lose one level per 10 Quintessence (or fraction thereof). Paradox: Werewolves do not accumulate Paradox. Werewolf Gifts, Shapechanging powers, and Spirit Charms cannot be used as 'Coincidences' to cover otherwise Vulgar effects. Garou and thier Kinfolk do not count as Witnesses to Vulgar Magick. Arcane: Werewolves do not posses Arcane, nor are there any gifts that closely parallel it. ============================================================= Disciplines, Gifts, and Spheres. Disciplines: Abjure: This vampiric discipline is not exceptionally popular among the kindred - in part because many Cainites prefer to learn disciplines with more direct effects, in part because elders are often loathe to give their Childer the tools to resist their own powers. It is a Clan Discipline of both the Tremere and the Children of Osiris. Resistance * The vampire adds his level in Abjure to his effective Generation to help him resist Disciplines like Dominate. He can also use Abjure like Obfuscate to resist Auspex, though the two do not combine. This does not increase Generation for any other purposes than defense. Banishing Sign of Thoth * * This is the same as the second level of the Bardo Discipline. Note that it only protects against powers that directly affect the user, those that use an intermediary effect (like the Hornet Claws Gift or a Mage's lightning bolt) are unaffected. Still the Courage of the Spirit * * * This power protects the user from the Gifts of the Lupines. The Cainite rolls Manipulation + Intimidation (difficulty: level of gift + 3). Each success reduces the success rolled on any one Gift currently being activated. The Gift is dispelled if its success are reduced to zero. Thaumaturgic Ward * * * * By calling on the potency of his own blood, the vampire can create a shield against hostile magic. She can erect a shield for one turn that protects only herself, spending up to the maximum number of blood points that she could normally spend in one turn. Alternately, she can protect an area sufficient to hold one person per blood point spent. The area remains protected for one night. In either case, the Thaumaturgic Ward reduces the success of any magical attack thrown against it by one for each blood point used in its creation. Blood points are used up in this way, so even a very powerful ward can be eventually battered down. Dispel * * * * * This final level of Abjure allows the vampire to 'kill' magical effects even when they only affect the caster or are already in place. The user rolls Wits + Occult, then spends up to one blood point per success. One blood point must be spent for each success in the effect for the Dispel to be successful. Blood points can be expended over several turns. -------------------------------------------------------------- Gifts: Hide the Soul: Ragabash, Level 2 The Ragabash builds a spiritual 'blind' for himself so that hostile magic cannot find - and thus cannot affect - him. Roll is Wits + Enigmas. Difficulty is the level of the Gift (or Discipline, Sphere, or Arcanos) + three. Each success reduces the hostile magic's number of successes by one. If not stopped completely, the offending magic is still resisted normally, though at the reduced level. This Gift is effective against all gifts that directly affect its user. It is also effective against the vampiric disciplines of Auspex, Dominate, and Presence and against Mages using only the spheres of Correspondence, Mind, Prime, Spirit, and Time, as long as they directly affect the user. Because of how Wraiths percieve the living, this Gift is effective against all Arcanos that must be specifically targeted. The user must spend one point of Gnosis for each scene he wishes the protection of the Gift. Shared with: Bone Gnawers, Level 4 Stargazers, Level 3 Uktena, Level 2 Metis, Level 4 Rend Magic: Ahroun, Level 4 This gift will destroy any magical effect the Ahroun notices whether it is being cast or already in place. The Spirit-Warrior makes a clawing motion in the general direction of the effect and rolls his Rage. Each success reduces the number of successes in the effect by one. Whether he wishes it or not, the Ahroun must then spend one rage point per success left in the effect to completely destroy it (even if it has been reduced below the minimum number of successes needed to function properly). The Ahroun may make a Rage roll to recover spent points but a minimum of 1 pt is always used up. The Gift can be used against any gift or spirit charm that the Ahroun can detect being used, either because the effect is innately obvious or because of special sensory abilities (like Sense Magic). It is effective against the Vampiric Disciplines of Animalism, Domination, Presence, and Protean; the Mage spheres of Life, Matter, Forces, Prime, and Spirit; and the Wraith Arcanos of Ebody, Inhabit, Moleate, Outrage, Pandemonium, and Puppetry. Shared With: Lupus, Level 5 Red Talons, Level 5 Wendigo, Level 4 Shadow Lords, Level 4 Rite of Unweaving: Level 2 The Uktena use this rite to remove ongoing magical effects. The rite can include a number of participants (who need only Rituals 1), but its success is dependent upon the skill of the leader. The leader of the rite rolls Intelligence + Rituals if attempting to dispel Garou magic or spirit charms or Intelligence + Occult if trying to negate the effects of vampiric Disciplines or Mage spells. The number of success must equal or exceed those obtained when the effect was created or the rite has no effect. If the roll succeeds the leader must decide whether or not the rite was successful enough to complete. He then spends one point of gnosis per success (or per success on the magic being dispelled if he thinks he knows that amount) and the magic is removed. If the number of successes was insufficient the Gnosis is wasted. Other Garou participating in the rite can contribute Gnosis though at least one point must come from the leader. -------------------------------------------------------------- Countermagick: Mages can employ countermagick to stop the magickal attacks of Vampires and Werewolves, and Ghosts. To counter Garou Gifts or Spirit Charms the mage must have the sphere of Spirit plus any other Spheres appropriate to the particular Gift or Charm. The ability of Garou to shift forms cannot be Countermagicked, however, conjunctional Life 4 and Spirit 3 could be used to hold a Garou temporarily in a particular form. To counter most Vampiric Disciplines, the mage need only have those Spheres involved in the particular use of the Discipline being countered. Thus Dominate can be countermagicked by a mage with the sphere of Mind. Those disciplines that use Blood Points must be countered with Prime as well. Wraith Arcanos can be countered if the Mage has Entropy plus any other spheres appropriate to the particular Arcanos (or Thorn) being used. In most cases, when the Wraith must reach across the Shroud to attack the mage, Spirit will also be necisary. When facing non-sphere magic, the Mage must have all of the necisary Spheres to perform Countermagick. Countermagick using a single Sphere and Anti-Magick (both detailed in the Book of Shadows) cannot be used. Sphere Effects: Werewolves are affected much the same as normal humans (or wolves). One exception is the use of Life 4 to transform Garou. A Garou can make an extended Stamina + Primal Urge roll, difficulty equal to the difficulty of the spell used to transform him (typically 7) to return to one of his forms, regardless of what he has been changed into. The conjunctional use of Matter and Life to change a Garou to non-living matter circumvents this advantage. Vampires are completely unaffected by direct Life magick. However they can be affected by direct use of Matter. Matter 3 or higher can be used to damage Vampires and this damage is aggravated if the effect is Vulgar and Prime of at least 2 is employed. The amount of damage done is standard. Matter 4 can be used to transform Vampires only if cast conjunctionally with Prime 3. Entropy 3 can also do direct, aggravated damage to Vampires - 3 Health Levels per success. Finally, Prime 4 or higher can be used to damage or alter a Vampires pattern. As with Matter, the amount of damage is standard, and is aggravated only if Vulgar. Finally, it is possible to steal quintessence from a Vampire using Prime 3 or greater. Each success reduces the Vampire's Blood Pool by one and gives the mage a corresponding point of Quintessence. Wraiths are unaffected by direct Pattern Magick. Indirect Pattern Magick can still work if the Wraith is manifested in the real world or if the mage is confronting it in the Umbra. Wraiths can be affected by Spirit magic in the same way the living are affected by Life. Likewise, Relics can be affected by Spirit in the manner of the Matter sphere. The mage must have some understanding of Entropy in order to do so, however, as stuff of the Shadowlands in permeated by it. =================================================================
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