Max Traits
SotH uses a staggered Trait Cap. Upon character creation the assignment of Primary, Secondary and Tertiary Traits determines this. Primary gains a +1 to the normal Trait Cap, Secondary is not modified and Tertiary gains a -1 to the normal Trait Cap. So a Mage with Arete 2 will have a Primary Cap of 13, a Secondary Cap of 12 and a Tertiary Cap of 11.
Bidding Limits
At SotH characters cannot generally bid more than twice their trait cap in a test through bonuses. So a Arete 3 Mage with a Physical Primary cannot bid more than 28 in a Physical Shallenge or an Elder Werewolf with Social Tertiary cannot bid more than 34 in a Social Challenge. Anything that Naturally would allow that limit to be surpassed (eg a Totem that gives a Bonus Mental Trait) adds to the Trait Cap for purposes of calculating this, but so do things that would naturally detract from that limit (eg Wound Penalties).
Spending Traits
Unless otherwise directly stated anything that calls for spending additional traits is capped at 5 spent per use. This limit is increase to a Mage’s Arete when they exceed Arete 5 and increased by one for every Generation below 8 that a Vampire is.
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A character's permanent rating in an ability is added to all Challenges involving that Ability.
All Static difficulties are raised by two.
Example: Bi!!, the Virtual Adept, is attempting to get into the library system so they don't ding him for the books that he's kept out past their due date. He has 11 Mental Traits and 4 Traits of the Computer Ability. When he Challenges and ties, he bids 15 Traits.
Specific Abilities
Linguistics: Languages are not learned linearly, but at an accelerating rate.
O - One additional language
OO - Two additional languages
OOO - Four additional languages
OOOO - Eight additional languages
OOOOO - Sixteen additional languages
*Note* these are not cumulative, so Lingustics x5 DOES NOT get you 31 languages (1+2+4+8+16)
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Healing Times | *Bashing | Lethal/Aggravated |
Undamaged | NA | NA |
Healthy x1 | 1 Day | 2 Days |
Healthy x2 | 3 Days | 1 Week |
Bruised x1 | 1 Week | 2 Weeks |
Bruised x2 | 1 Month | 2 Months |
Bruised x3 | 2 Months | 4 Months |
Wounded x1 | 3 Months | 5 Months |
Wounded x2 | 3 Months | 6 Months |
Incapacitated | 6 Months | 1 Year |
***Mortally Wounded | NA | **Requires Medical Attention |
(Times listed are those to move up to the next higher level of damage.)
*When a character becomes Incapacitated by Bashing Damage the damage track goes back to the earliest level of existing Bashing Damage and turns it into lethal and each Lethal/Aggravated wound taken pushes the Bashing up a track and applies to the lowest injury level.
**A Medicine roll against 20 minus any remaining temporary Stamina Traits is required (with proper material) to move a Mortally Wounded character up to the Incapacitated Level. While Mortally Wounded the character loses a temporary Stamina Trait each round, then a temporary Physical trait each round until they are gone. Once all temporary traits are gone they lose a permanent Physical Trait (again starting with Stamina) every Minute. Once all Physical Traits are gone they will start losing Mental Traits at the same rate. Once these are gone or if the character takes damage beyond this (after the damage stop) the character is dead. First Aid (which does not require proper Medical equipment can be made against the same difficulty to increase temporary loss to1 per Minute and Permanent Loss to 1 per hour.
*** All damage taken from a single blow stops at Mortally Wounded, additional damage after this point will kill the character.
Medical Treatment
At any injury below Mortally Wounded a Medicine or First Aid test can be made at a difficulty of 7 + the current number of wound levels to lower the healing time by 1 wound level lower (with a minimum of 1 Day). As the current Wound Level heals additional tests can be made for each successive Level with the same effect.
Drowning/Suffocating
Stamina Traits | Holding Breath |
1 | 30 Seconds |
2 | One Minute |
4 | Two Minutes |
6 | Four Minutes |
8 | Eight Minutes |
10 | 15 Minutes |
12 | 20 Minutes |
14 | 30 Minutes |
After the above time elapses the character will lose 1 Physical Trait and take a level of Unsoakable Bashing each Round until death.
Falling
Distance | Injury |
5 ft | 1 Bashing |
10 ft | 2 Bashing |
20 ft | 2 Bashing and 1 Lethal |
30 ft | 3 Bashing and 1 Lethal |
40 ft | 3 Bashing and 2 Lethal |
50 ft | 4 Bashing and 2 Lethal |
60 ft | 4 Bashing and 3 Lethal |
70 ft | 5 Bashing and 3 Lethal |
80 ft | 5 Bashing and 4 Lethal |
An Athletics, Acrobatics or other appropriate ability at a difficulty of 5 plus the grade of the fall to reduce the damage grade by one 9if you have an appropriate specialty like Tumbling it can be lowered by 2)
Amount | Awarded for |
2 | Attendance (Show up for at least half a game) |
1 | Good Roleplay (Stay relatively in character) |
1 | Costuming (Anything from quirky cloths to props that make your character stand out) |
2 | Downtime Roleplay (Be active on the Boards or through e-mail) |
1 | Player Nods |
1 | ST Nods |
1 | Leadership (Assist with major setups, brought food for everyone, etc) |
1 | First Game |
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Mage Spheres: Tradition Sphere Level x1 Months or Other Sphere Level x2 Months
Sorceror Paths: 2x the Path level in Weeks (If the Sorceror has a Mentor that can teach this Path level it is 1x the Path level in Weeks to learn)*
Rotes: Total levels of Spheres in the Rote x1 Weeks (x2 to create a completely new Rote)*
Sorcery Spells and Rituals: 1 Week per Spell or Ritual*
Abilities: No limits for levels 1-3 (though ability to learn it will be considered). 1 Month for the 4th Level and 2 Months for the 5th.*
* These items are all learned continuously and not concurrently. Please note that times for creation of any Wonders (Charms, Talens, Fetishes, Artifacts, etc) are also continuous with these times.
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This covers the creation of anything that utilizes the Crafting Skill.
Any Crafter has the ability to create something up to their rating in the Crafts Ability, and sometimes even a point higher. For each level of Craft the item has it gains one relevant Appearance Trait, increases the overall value of the item and gives one point to allocate to the following:
Level | Modification |
1 | Additional Appearance Trait |
1 | Increase the value further with precious metals, gems or other materials |
1 | Add an appropriate positive Trait like Armor Piercing or Staking |
1 | Harden the item to make it more resilient to damage |
2 | Remove a Negative Trait normally associated with the item |
Variable | Add a Special ability, anything mundane such as a secret compartment/retractable blade or special throwing balance (cost based on ST discretion) |
For every level of Crafting the work takes an increment of time starting with a Day for one, then a Week for two, a Month for three, 3 Months for four, and an additional 3 Months for every point beyond that. A test must be made at each increment (usually causing the first two tests to be thrown at the next game) with a Difficulty of 7 +2 for each increment of Craft being tested after the first. The Crafter can stop at any level of success, but upon failure must make 2 simple tests. Failure of both tests means the project is entirely ruined and must be started over, failure of one will set back the Crafting by one increment and full success will hold it where it was. In the last two cases the Crafter can pick up on the work from that Craft level, taking the time again before making another test.
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