Blood Economy

Blood pool by Generation, nightly waking cost, spending blood, feeding procedure, vessel yield, and Self-Control cap.

Blood Pool by Generation

GenerationMax TraitBP MaxBP / Turn
3rd1010010
4th9508
5th8406
6th7305
7th7204
8th6153
9th5142
10th5131
11th5121
12th5111
13th+5101

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

VesselApproximate Blood Pool
Vampire10+ (varies by Generation)
Werewolf20
Average human10
Child5
Cow5
Dog2
Cat1
Bird½
Bat or rat¼

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

  1. Determine method — choose an appropriate dice pool based on the hunting approach (see Hunting & Feeding).
  2. Hunt roll — dice pool by method, difficulty by area.
AreaHunt Diff
Slum / Skid Row4
Lower class residential5
Downtown / commercial6
Warehouse / industrial6
Suburb / upscale7
  1. Yield:
Feeding depthBP gainedRisk
Safe draw (20%)2 BPNo harm to vessel
Hospital (50%)5 BPWeakness, possible hospitalization
Draining (100%)10 BPVessel dies

Average human = 10 BP total.

  1. 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.