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Gifts of the Blood 

4 min read

The Blood provides supernatural abilities that are common to all vampires, such as the ability to feign life, give themselves temporary bursts of power, and mend damage to their bodies. The more potent the vampire, the greater the effects of these gifts. 

Blush of Life 

The body of a new vampire changes in the first few nights of their new unlives. Unless intentionally altered through concentration and Rousing the Blood, a vampire’s body is functionally dead. Vampires do not sweat, do not leave fingerprints, and do not physically tire. Vampires do not eat or drink, and their bodies are corpse-cold. Vampires do not need to breathe, but most still do so as a reflex. Vampires do not bleed unless they want to. Most vampires, depending on their Humanity, can make one Rouse check to gain the Blush of Life. This allows them to appear completely human for one hour. They can even pass cursory medical examinations. They can consume food and keep it down for one hour before having to vomit it up. Without the Blush of Life, a vampire vomits up anything she consumes that isn’t blood. 

Blood Surge Bonus 

A vampire can temporarily augment their Attributes by making one Rouse check to Blood Surge. A Blood Surge applies to only one challenge, and only if that challenge involves an Attribute score as part of its pool. The bonus to your pool given from a Blood Surge is determined by your Blood Potency. A vampire can Blood Surge as many times as she wishes per turn, but only once per contested challenge; you must declare you are using Blood Surge prior to throwing rock, paper, scissors. 

Damage Mended 

A vampire can mend Normal Damage by making a Rouse check. The amount of damage mended is dependent on her Blood Potency. A vampire may not mend Aggravated wounds except when she is Awakening. A vampire may Rouse to mend Normal Damage once per turn. A vampire begins each game with all her Normal Damage mended. 

Vampires mend one Aggravated Damage when Awakening per night. A character that has mended any amount of Aggravated Damage in the period between games starts the next game at one Hunger level higher than normal. Depending on the frequency of your game sessions this means a vampire may begin a game with Aggravated Damage. If a vampire has four Aggravated Damage at the end of a game session and the next game session is the following day, she begins that game with three Aggravated Damage and her Hunger is one level higher. If the next gamesession is the following week (seven days later), she may mend all of her Aggravated Damage and begin game one Hunger higher than she ended the last game. 

Discipline Defense Bonus 

At high levels of Blood Potency (4+), a vampire gains a supernatural defense against mental and social Discipline powers. When forming her defensive test pool against any mental or social Discipline power, she gains a +1 bonus when her Blood Potency is 4 and a +2 bonus when her Blood Potency is 5. 

Discipline Rousing Bonus 

Once a night, a vampire can ignore one failed Rouse check when not involved in a combat scene. This benefit allows her to avoid gaining a point of Hunger and can only be done when Rousing for certain levels of Discipline powers depending on the character’s Blood Potency. 

● A vampire of Blood Potency 1 or 2 can ignore one failed Rouse check per night when Rousing to employ level 1 Discipline powers. 

● A vampire of Blood Potency 3 or 4 can ignore one failed Rouse check per night when Rousing to employ level 2 or lower Discipline powers. 

● A vampire of Blood Potency 5 can ignore one failed Rouse check per night when Rousing to employ level 3 or lower Disciplines powers. 

A vampire may only ignore one failed Rouse check per night and only when not involved in a combat scene. For example, a Blood Potency 5 vampire cannot ignore a failed Rouse check on a level 3 Discipline power and then also ignore a failed Rouse check when using a level 2 Discipline power later in the game. 

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