Virtual Adept Symbol � 010:�LABEL"Crossovers - rather than list how each supernatural power interacts, this variant provides guidelines for 'translating' each supernatural type, so that any effect can use its native system."
� 020: REM "This file is dated, covering V:tM 2nd, W:tA 2nd, and M:tA 1st only.
� 100: DISPLAY�"

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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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��990: PRINT�"All writing in this site (excepting Trademarks of White Wolf Game Studios) is Copyrighted, 94, 97, 98 by Tony Vargas"
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