Spending Experience
When your character is active on LAIA you will be able to claim experience. This can be spent on increasing your stats, buying new disciplines, and so on.
However, any expenditure of xp needs to be justified. This means that you need to write your character actually learning their new skill, aquiring their new knowledge, or figuring out a new trick. This needs to happen before you spend the xp.
Here's a few examples of how you might go about it:
- An increase in appearance might be justified by seeking out and taking fashion advice from your fashion-concious friend and reading through some magazines on the topic.
- Learning athletics might be justified by starting to take nightly runs or actually sticking the entire 4 week summer body challenge for once.
- An increase in science might be justified by taking night classes at a college.
Note that certain increases have special rules. You may read the rules about advancing disciplines on our page on disciplines, and remember that any increase of virtues, humanity or willpower requires additional justification. It's harder to grow as a person or truly strengthen your resolve than it is to learn to drive shift.
When you've decided what you want to increase, justified it through roleplay, you may note down your xp expenditure on your sheet, and submit it in #character-updates with a sentence about what you've updated and how your character acquired this new skill. If you're unsure if you've properly justified your expenditure, ask an ST.
Vampires
Experience Costs
Trait | Cost |
---|---|
New Ability | 3 |
New Discipline | 10 |
New Thaumaturgy/Necromancy Path | 7* |
Attribute | Current rating x 4 |
Ability | Current rating x 2 |
Clan Discipline | Current rating x 5** |
Other Discipline | Current rating x 7** |
Thaumaturgy/Necromancy Path | Current level x 4* |
Virtue | Current rating x 2*** |
Humanity or Path of Enlightenment | Current rating x 2 |
Willpower | Current rating |
* Only clans that have Thaumaturgy or Necromancy as a clan discipline can learn their respective paths.
** Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.
*** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
Ghouls
Experience Costs
Trait | Cost |
---|---|
New Ability | 3 |
New Discipline | 20 |
New Thaumaturgy Path (Tremere Ghouls only) | 20 |
Thaumaturgy Path (Tremere Ghouls only) | Current level x 15 |
Attribute | Current rating x 5 |
Ability | Current rating x 2 |
Clan/Family Discipline | Current rating x 15* |
Other Discipline | Current rating x 25** |
Virtue | Current rating x 2*** |
Humanity or Path of Enlightenment | Current rating x 2 |
Willpower | Current rating |
* As a general rule, a ghoul attains a cost break to learn the Disciplines of their sponsor's Clan. A Revenant, on the other hand, earns a cost break on their family's Disciplines.
** It is much more difficult for independent Ghouls to learn Disciplines than any other Ghoul or Revenant, and this is reflected in the cost required.
*** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
Mortals
Experience Costs
Trait | Cost |
---|---|
New Ability | 3 |
Attribute | Current rating x 4 |
Ability | Current rating x 2 |
Virtue | Current rating x 2* |
Humanity | Current rating x 2 |
Willpower | Current rating |
* Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).