Advantages: 5pt Kult Ad = cost of 5 SP in Corps, 10 = 10 SP, 15 = 15 SP, 20 = 20 SP 5 pt Kult Ad = a level 1 Corps Ad, 10 = 2, 15 =3-4, 20 = 5
Disadvantages: Physical give +2 AP/SP per Kult level Psychological give + 2 AP/SP per Kult level 5 pt Kult Dis = a level 1 Corps Dis, 10 = 2 lvls, 15 = 3-4 lvls, 20 = 5 lvls
Dark Secret: worth +10 AP/SP
Mental Balance:maximum +/- 25 AP/SP Each 10 points (standard rounding) of MB = a +1 or -1 to a WIL roll
Statistic Conversion: Stats divide by 10 then multiply by 2 (ie. divide by 5)
AGL = AGL, STR = STR, CON = HLT, CHA = WIL, EGO =POW
Actions: 1-4 = 1, 5-7 = 2, 8-10 = 3, 11+ = 4 per round with no mod
Initiative Bonus divide by 3 (round .5+ up)
Damage Bonus divide by 3 (round .5+ up)
Armor use as is versus both types of damage
Each FW that can be taken is the ratio of damage to real damage taken. (i.e. 2 FW means that it takes 2 points of impairment to equal 1)
Skills: divide by 10 (round up)
Terror Throw Mods: divide by 2 (round up)
Dark Art skill divide by 10 (round .5+ up)
Lore Ratings divide by 5 (round .5+ up)
Spell levels divide by 10 (round .5+ up)
Powers as in Corps
Dark Art: Range = WIL x 5 in m diameter, Weight = WIL x 20 in kg, If used as an attack then WIL divided by 2 (round down) is the # of attacks per round
Lores: Skill # required divide by 5 (round .5+ up) as well as modifiers
END Losses = temporary impairment, Losses divide by 10 (round standard), if >10 then excess becomes real impairment
Psi Powers: Every use of a Psi power costs 1 POW point
Humans regenerate POW at the rate of 1 point per day
Greys regenerate POW at the rate of 1 point per hour
Other arcane or technological methods may be used to increase the regeneration rate and some critters may possess higher or lower rates