Blood Economy
Blood pool by Generation, nightly waking cost, spending blood, feeding procedure, vessel yield, and Self-Control cap.
Blood Pool by Generation
| Generation | Max Trait | BP Max | BP / Turn |
|---|---|---|---|
| 3rd | 10 | 100 | 10 |
| 4th | 9 | 50 | 8 |
| 5th | 8 | 40 | 6 |
| 6th | 7 | 30 | 5 |
| 7th | 7 | 20 | 4 |
| 8th | 6 | 15 | 3 |
| 9th | 5 | 14 | 2 |
| 10th | 5 | 13 | 1 |
| 11th | 5 | 12 | 1 |
| 12th | 5 | 11 | 1 |
| 13th+ | 5 | 10 | 1 |
Max Trait applies to Attributes and Discipline ratings. BP/Turn governs healing, physical enhancement, and Discipline fuel per action.
Nightly Cost
Waking from day sleep costs 1 BP. Deducted at the start of each night. Days elapsed between scenes = BP deducted before play begins.
Spending Blood
All uses of blood draw from the BP/Turn allotment (max 1 for 10th gen):
- Heal: 1 BP = 1 Bashing or Lethal health level (requires rest, 1/turn max).
- Boost physical trait: 1 BP = +1 Str, Dex, or Sta for the scene. Can exceed Gen max by +1 freely; above that: boost lasts 3 turns only.
- Fuel Disciplines: varies by power (most cost 1 BP).
- Appear human: spend (8 − Humanity) BP for one scene. Free at Humanity 8+.
- Create/maintain a ghoul: 1 BP/month minimum.
Vessel Blood Pools
| Vessel | Approximate Blood Pool |
|---|---|
| Vampire | 10+ (varies by Generation) |
| Werewolf | 20 |
| Average human | 10 |
| Child | 5 |
| Cow | 5 |
| Dog | 2 |
| Cat | 1 |
| Bird | ½ |
| Bat or rat | ¼ |
Taking blood from vessels: A vampire draws up to 3 blood points per turn from a vessel. Taking 20% of a mortal’s blood (2 points) is relatively safe. 50% requires hospitalization. 100% kills them.
Animal blood: Animal blood satisfies the hunger mechanically but provides no emotional resonance.
Elder vitae: The blood of lower-Generation vampires may be worth 2+ blood points per actual point consumed — the concentration is significantly higher.
Feeding
Procedure
- Determine method — choose an appropriate dice pool based on the hunting approach (see Hunting & Feeding).
- Hunt roll — dice pool by method, difficulty by area.
| Area | Hunt Diff |
|---|---|
| Slum / Skid Row | 4 |
| Lower class residential | 5 |
| Downtown / commercial | 6 |
| Warehouse / industrial | 6 |
| Suburb / upscale | 7 |
- Yield:
| Feeding depth | BP gained | Risk |
|---|---|---|
| Safe draw (20%) | 2 BP | No harm to vessel |
| Hospital (50%) | 5 BP | Weakness, possible hospitalization |
| Draining (100%) | 10 BP | Vessel dies |
Average human = 10 BP total.
- The Kiss — mortal vessels experience ecstasy during feeding; they stop resisting. Lick wounds to seal them (no visible marks).
Ventrue Feeding Restriction
Each Ventrue may feed only from one specific narrow category of mortal, determined at character creation (permanent). Blood from any vessel outside this category provides zero nourishment and is immediately vomited. Vampiric blood is exempt.
Intoxication
Every 2 BP drawn from a drunk or drugged mortal = approximately 1 drink or dose effect on the vampire. This affects dice pools accordingly.
Self-Control Cap
SC is capped by current BP. If BP = 2, max SC dice on any Frenzy resistance roll = 2, regardless of permanent rating. This is one of the primary mechanical pressures created by blood loss.
Example: A vampire with Self-Control 4 but only 2 BP rolls only 2 dice for frenzy resistance.