> I'm starting a new campaign and I thought about including the PO
> rules. Now, does the combination of blood abilities and S&P make
> characters too powerful?

I use S&P extensively, but I really don't like C&T with the exception of a
few parts (the dueling plot, if you understand it, is GREAT for Blood

S&P can create phenomenal game busting characters, and it creates allot
more work for the DM. To keep balance, the DM must also use this system
when creating major NPCs as well. (and if they make super combat
monsters... make super combat monster NPCs to kill them... life and
politics are hard )

A few suggestions:

* No racial options (except humans - 10 pts). Just use the races from the

* Allow class modifications, within reason. Apply all class restrictions,
don't allow them to be "bought off".

* Enforce what the book says. 18 is the limit unless you've got a stat
mod. It's there in black and white, its pretty simple, but I used to hear
lots of complaints like "but all the fighters now have 20 in muscle!"

* Enforce the max limit of 15 points for disadvantages. I had one player
try and pass off a guy with 45 (!) points of disadvantages. Also, USE the
disadvantages players choose AT EVERY POSSIBLE OPPORTUNITY. I had a rogue
choose Phobia: Water (severe) and think nothing of it. So I made it the
rainy season.

* Make a list of all your PCs Traits and Disadvantages and keep it handy.
Do it with Blood Powers too.

Tim Nutting