Introduction
A character's blood pool measures how much vitae the vampire has in his system. The blood pool comprises a number of individual blood points. Each blood point corresponds roughly with one-tenth of the blood in an average adult mortal.

The maximum number of blood points a vampire may ingest is dictated by his generation, as is the number of blood points he may spend in a single turn. A vampire with zero blood points in his system is ravenously hungry and likely in the throes of frenzy.

Vampires must subtract one blood point from their blood pools every night, whether they rise for the evening or not, as the unnatural magics animating their dead bodies consume the vitae they have taken from their prey. Blood points may also be spent in a variety of ways, and may be replenished only by consuming -- you guessed it -- blood.

Blood pool also affects Self-Control (or Instinct rolls), which come into play when a character's frenzy becomes imminent. A player may never roll more dice for a Self-Control or Instinct roll than the character has blood pool. For example, if a character has only two blood points left, her player may roll only two dice for a Self-Control roll, even if the character's Self-Control score is 4. Voracious vampires just don't fight the Beast very well....


Spending Blood Pool
As previously mentioned, every vampire expends one blood point each night when she awakens, whether or not she actually goes out and about. Characters may also use blood points in a variety of other ways. A vampire may spend only a certain number of blood points per turn; this number depends on the vampire's generation. See the Generation Chart to determine this number.

* A vampire may spend one blood point to heal one normal (bashing or lethal) health level of damage. Characters must be resting and relatively inactive for this healing to take place, though this recover is rapid: One blood point per turn may be spent to heal one health level, though vampires of lower generations may heal as many health levels per turn as they can spend blood points. See the Generation Chart for details on this.

Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents Kindred from aging and dying naturally, so it inhibits the recuperative processes natural to a living body.

* A player may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, Stamina) by one dot for the duration of the scene. The player must announce, at the beginning of the turn, that he is doing this. A player may spend as many blood points on increasing Physical Attributes as the vampire may use in a turn (based upon generation), but may only freely increase these Traits up to one higher than their generation maximum (i.e., a 10th-generation vampire may increase Traits to a maximum of 6). With effort, a character may increase a Physical Attributes to above even this limit, but each dot above the limit lasts for only three turns after the character stops spending blood. This enables vampires to perform truly amazing physical feats, such as throwing cars, moving preternaturally quickly and withstanding blows that would fell trees.

Example: Jerome, an 11th-generation Brujah, has a Strength of 5. Knowing that he's about to get into a fight, he spends blood to increase his Strength. He spends one blood point to raise Strength to 6 (this enhanced Strength will last for the duration of the scene). Wanting to be even stronger, Jerome begins spending blood, at one blood point per turn, to increase his Strength to 9. Once he "levels out," Jerome may maintain his heightened Strength for three turns before dropping to 6 (though his Strength will remain at 6 for the duration of the scene).

Note: No character may increase Physical Attributes above 10.

* A vampire may give a number of blood points to another Kindred, thereby enabling the recipient to use the blood as if it were her own. This is often a grisly prospect, as the "donor" must open his own vein and physically deliver the blood to the needy Kindred. Of course, if the vampire is ever in a situation in which she needs blood, she's likely all out of it herself, and may frenzy and take too much from the donor. Blood gifts should be given with great care.

If a vampire (or mortal) partakes of another Kindred's blood three times, she becomes bound to that vampire through the mystical properties of Cainite vitae. This is known as the blood bond. For more on blood bonds, see States of Being.

* A vampire may gift a mortal or animal with a dose of his vitae, allowing the mortal in question to inject or ingest it. For so long as the mortal retains the Kindred vitae in her system, she is considered a ghoul.

* Though most vampires (with the exception of Nosferatu and similar bloodlines) appear much as they did in life, they still display certain corpselike features; for example, their skin is unnaturally cold and ashen, and they do not breathe. By spending a variable number of blood points, a vampire may will himself to appear more human for a scene: flushing his skin, drawing breath, even becoming capable of engaging in sexual intercourse (this last, while helpful in certain types of feeding, in no way means that the vampire may inseminate a mortal or become pregnant; a corpse is still a corpse, after all). Performing these actions for a scene requires an expenditure of blood points equal to 8 minus the Kindred's Humanity rating; thus Kindred with Humanity scores of 8 or higher may accomplish these feats automatically, while vampires with low Humanity find the process exceedingly arduous.

Originally only vampires on the Path of Humanity could accomplish the task of making themselves appear and feel human, however, the webmistress of this site has recently heard from numerous sources that any and all vampires can manage this feat... it merely costs Kindred who follow paths other than Humanity 8 blood points to appear human for a scene. Storytellers may use or disregard this information as they see fit, but it is useful and appropriate for several of the alternate Paths of Enlightenment.

* Blood may be spent to fuel certain vampiric Disciplines. Consult the Disciplines section to see which individual powers require blood expenditure.


Earning Blood Pool
Vampires replenish blood pool by taking it from others. "Others" need not be human, though a vampire who is took squeamish to take sustenance from the kine is often ridiculed by his peers -- the Kindred are predators, after all, no matter how unnatural.

Drinking blood is a risky proposition. As vampires gorge on the vitae of their victims, there is always the chance that they may take too much. Unhygienic vampires may communicate disease by exposing a vessel to bacteria and viruses carried in other blood that still stains their fangs. A vampire may take only 20 percent of a vessel's blood and leave it relatively safe. Taking half a vessel's blood necessitates hospitalization for that vessel. Obviously, taking all a vessel's blood will kill it.

A vampire may take up to three blood points from a given vessel in a turn. The shorter the turn, the more forcefully the Kindred steals the vitae. It is generally impossible to take more than three blood points from a vessel in three seconds (the shortest a turn gets), though some Nosferatu with hideous distended mouths are able to take more through sheer surface area bled. Most vampires drink their victim's blood slowly, so as to savor the luscious fluid and draw as much pleasure as possible out of the experience.

Once the Kindred breaks her vessel's skin with her fangs, that vessel no longer resists the vampire (if he did in the first place...). Indeed, the ecstasy caused by the vampire's bite is called the Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals. Exceptionally strong-willed mortals (9+ Willpower) may continue to resist, but even these vessels eventually succumb to the pleasure. Some Kindred and kine even develop lusts for the Kiss and actively seek out those who will drink their blood.

Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can. Any Kindred, regardless of Willpower, may make a Self-Control roll (difficulty 8) to avoid succumbing to the Kiss. This enables vampiric victims of diablerie to have a chance at fighting back.

Wounded characters typically have less blood than health characters. Assume that a normal-sized human has one fewer blood point in his system for each health level of damage he currently suffers. Mortals regain one blood point pet day (unless, of course, they are infused with vitae from some other source). Vampires do not lose blood points to wounds in this manner, though they often spend blood to heal wounds they have suffered.

The blood of nonhuman creatures -- livestock, wild animals and the like -- is not as nourishing as the blood of humankind. Though an animal may physically have a greater volume of blood than a man, vampires draw less sustenance from it. Hence, animals have fewer blood points, even if they have more blood.

Old blood is never as nourishing as fresh blood. In fact, many vampires refuse to drink old blood, whether it comes from human corpses, blood banks, or a vampire's private reserve. However, the blood of other vampires, particularly elders, is quite potent. When drinking from elder vampires, each blood point taken may be concentrated that it is actually worth two -- or more! -- normal blood points in use. Thus it is possible to obtain a vast amount of blood points by partaking of elder blood, though such prized vitae is rarely available to neonates or even ancillae. Essentially, elders have greater blood pools not because they are bodily larger than younger vampires, but because the blood they ingest is more concentrated in their ancient veins. Werewolf blood is rumored to be similarly potent.


BLOOD POOL CHART
VESSELBLOOD POOL


Vampire​



10-???​



Werewolf​



25​



Average Human​



10​



Child​



5​



Cow​



5​



Dog​



2​



Cat​



1​



Plasma Bag​



1​



Rat​



1/2​



Bird​



1/4​



GENERATION CHART
GENERATIONMAX. TRAIT RATINGBLOOD POOL MAX.BLOOD POINTS/TURN


3rd​



10​



???​



???​



4th​



9​



50​



10​



5th​



8​



40​



8​



6th​



7​



30​



6​



7th​



6​



20​



4​



8th​



5​



15​



3​



9th​



5​



14​



2​



10th​



5​



13​



1​



11th​



5​



12​



1​



12th​



5​



11​



1​



13th +​



5​



10​



1​

Max Trait Rating: This indicates the highest permanent Trait rating (excluding Humanity/Path scores and Willpower ratings), a vampire of the given generation can have. This is especially important with regard to Disciplines and Attributes.

Blood Pool Max: The maximum number of blood points a vampire may keep in her system. Remember that elder vampires concentrate their blood -- while the volume of blood in their bodies is no greater than any other vampire's, each pint of blood is worth more than one point.

Blood Points/Turn: This indicates how many blood points a vampire can spend in a single turn.
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