Alright, the following is drawn from my observations; I just thought it might be interesting to share:
1 xp - Speciality Tier: Things that cost this much are minor, and really only exist to round your character off. A +1 to one particular use of a Skill, recovering a lost Willpower dot, a minor trick.
2 xp - Skill Tier: Things that cost this much are neat tricks or expand your character's capabilities in a narrow manner. A +1 to any roll in a particular situation, an "unimpressive" Supernatural trick, a new mundane capability.
3 xp - Integrity Tier: Things that cost this much are the solid core of your character's ability; here's where a bunch of neat things get stuck. A +2 to any roll in a particular situation, an impressive mundane feat, a dependable Supernatural power, improving your mental stability (Integrity equivalent).
4 xp - Attribute Tier: Things that cost this much are character defining; they are widely applicable and say things about your character. Adding an Attribute to any roll in a particular situation, an awe-inspiring mundane feat, a broad and potent Supernatural power.
5 xp - Power Stat Tier: Things that cost this much are fundamental to your character; they open up doors for you, and are tempting for anyone who meets the prerequisites (and who has the xp to spare). Adding an Attribute to several rolls, unlocking a set of thematically-linked powers, improving your Power Stat.
The Thematic Discount: Under the above rubric, certain merits or powers are cheaper than they should be. I call this the Thematic Discount; if it's thematically appropriate to the line in question, give a 1 xp discount. Examples include in-Clan Disciplines, Tribe/Auspice Gift Facets, and the Striking Looks merit.
Beware False Equivalency: An astute reader might notice the vague language I used in the above scale; this is intentional. Depending on the type of character in question, what constitutes an unimpressive Supernatural trick changes. For a good example, knowing whether or not a Ghost is in the same room as you is worth 2 xp to a Mortal; conversely, a Vampire with Theban Sorcery can learn how to conjure a whip made out of blood for the same cost.
1 xp - Speciality Tier: Things that cost this much are minor, and really only exist to round your character off. A +1 to one particular use of a Skill, recovering a lost Willpower dot, a minor trick.
2 xp - Skill Tier: Things that cost this much are neat tricks or expand your character's capabilities in a narrow manner. A +1 to any roll in a particular situation, an "unimpressive" Supernatural trick, a new mundane capability.
3 xp - Integrity Tier: Things that cost this much are the solid core of your character's ability; here's where a bunch of neat things get stuck. A +2 to any roll in a particular situation, an impressive mundane feat, a dependable Supernatural power, improving your mental stability (Integrity equivalent).
4 xp - Attribute Tier: Things that cost this much are character defining; they are widely applicable and say things about your character. Adding an Attribute to any roll in a particular situation, an awe-inspiring mundane feat, a broad and potent Supernatural power.
5 xp - Power Stat Tier: Things that cost this much are fundamental to your character; they open up doors for you, and are tempting for anyone who meets the prerequisites (and who has the xp to spare). Adding an Attribute to several rolls, unlocking a set of thematically-linked powers, improving your Power Stat.
The Thematic Discount: Under the above rubric, certain merits or powers are cheaper than they should be. I call this the Thematic Discount; if it's thematically appropriate to the line in question, give a 1 xp discount. Examples include in-Clan Disciplines, Tribe/Auspice Gift Facets, and the Striking Looks merit.
Beware False Equivalency: An astute reader might notice the vague language I used in the above scale; this is intentional. Depending on the type of character in question, what constitutes an unimpressive Supernatural trick changes. For a good example, knowing whether or not a Ghost is in the same room as you is worth 2 xp to a Mortal; conversely, a Vampire with Theban Sorcery can learn how to conjure a whip made out of blood for the same cost.
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