Blood Economy
Blood pool by Generation, nightly waking cost, spending blood, feeding procedure, vessel yield, and Self-Control cap.
Blood Pool by Generation
Blood pool maximum and spending rate are set by Generation. See Generation for the full chart. Quick reference: 10th Generation = BP Max 13, 1 BP/turn. Lower Generation = larger pool and higher spend rate.
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
See Hunting & Feeding for the complete procedure: hunting methods, area difficulty table, feeding depth and yield, and the Kiss. Quick summary: average human = 10 BP; safe draw (20%) = 2 BP; lethal drain = 10 BP and kills the vessel.
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.