Comparisons and Conversions

Conversions to Vampire

Virtues

Mage: the Ascension

Mages have a Courage equal to half their willpower (minimum of 2 since mages start with a 5 willpower).
Essence Dynamic Pattern Primordial Questing
Conscience 5 2 3 4
Self Control 2 5 3 4

Werewolf: the Apocalypse

Self-Control is base willpower (from tribe).
Courage is base Rage (from Auspice).
Breed Homid Metis Lupis
Conscious 5 3 1

Humanity

Mage: the Ascension

Mages effectively tread 'Paths' in the pursuit of their traditions. Base a Mage's humanity on his Conscience + Self Control and his behavior.

Werewolf: the Apocalypse

The humanity of the Garou is not threatened by their relationship to the beast (Rage) in the way that a vampire's is. For each point of Rage over five the werewolf looses one humanity. However, unless tainted by the Wyrm, a werewolf's equivalent humanity cannot fall below seven.
Auspice Ragabash Theurge Philodox Galliard Ahroun
Base Humanity 8 10 10 9 8

Blood Pool

Mage: the Ascension

A mage has ten blood points plus the total amount of quintessence he has stored. The quintessence stored in the mages avatar is available only when the mage is slain.

Werewolf: the Apocalypse

A healthy Garou provides ten blood points plus its current Gnosis. The werewolf still takes one health level per blood point drained. Werewolf blood makes a vampire more likely to frenzy.

The Kiss

Mage: the Ascension

Most mages can resist the Kiss.

Werewolf: the Apocalypse

The Kiss forces a berserk Rage roll.

The Embrace

Mage: the Ascension

Embraced mages become normal Vampires, but can learn Thaumaturgy up to their highest Sphere level at half cost.

Werewolf: the Apocalypse

Embraced Garou die. Abominations are a mystery.