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9

As a rule of thumb, assume that there is one vampire for every 100,000 mortals. (...) The cities could certainly hold more Kindred, but there are legitimate fears of discovery. (...) Despite this, however, there are currently far too many Kindred for the mortal population to support; the ranks of the anarchs have swelled to unprecendented proportions. ...


7

Ghouls that are feeded for a long time, as well as those that are frequently overdosed suffer a lesser version of the clan weakness. Here comes what Ghouls: Fatal Addiction tells: A few clans' vitae possesses contagious properties. Ghouls imbibing/injecting five or more Blood Points from certain clans must make a Stamina roll (difficulty 5) or "inherit" ...


6

You are too optimistic compared to books. Vampire: The Masquerade always have been managing 1 vampire every 100k inhabitants, considered a safe number to keep the masquerade. Sabbat cities are usually overpopulated, having 1:50k ratio. In my experience, these numbers only work well for big cities. When dealing with european cities, for example, these number ...


5

Rituals cost no XP to learn. Ref page 212, middle of the right column, VTM 20AE corebook: Additional rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals up to the level equal to their overall rating in Thaumaturgy, though they must find someone to teach the rituals in question. ...


4

Your description of how dice pool splitting works isn't quite right; you don't have to halve the smallest die pool -- you can allot those dice over your actions as you see fit. From page 248: The player declares the total number of actions he wishes his character to attempt and determines which of those dice pools is the smallest. He may then ...


3

To be able to make a defensive manoeuvre (dodge, parry or block), the character needs to have at least one action left to perform it. You may announce a defensive action at any time before your character’s opponent makes an attack roll, as long as your character has an action left to perform. You can declare a defensive action on your character’s turn in ...


3

Like many things, it depends. Your calculations are quite reasonable and 372 should give your vampire enough, in fact it has a decent margin of error in it. It has a decent margin of error because a healthy person can give more than 1 BP in a night. I don't have the book handy, but I'm pretty sure they can give up to 3 BP before their life is endangered. ...


2

There is no experience cost. "You learn the ritual from someone who already knows it or a book/scroll. This can take anywhere from a few nights to months or even years." Source: VTM 20 ed book. Pg. 230 Top left hand corner start. Since no xp cost is mentioned, it is able to be assumed that the cost is inherent in the cost of your Thaumaturgy or ...


1

That way of splitting dice is how it was made on 2nd edition. On revised edition, the system was changed by one that don't let big pools being penalized for small ones. If they reverted to the original system, I think it was for simplicity, which means easier to understand and faster to apply. Please don't be offended if I say that your example is not very ...


1

I think that you are missing the fact that splitting dices does not mean that you have 1/2 the dice pool. You take the smallest pool of all actions and assign the number of dices you wish to each one. So, I will answer the same questions (based in part in Jadasc answers). I'm using an example in which you (the PC) have Dex 3, Brawl 3 and Atletism 2, and ...



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