Blood Potency (page 99)
Blood Potency |
Attribute/Skill/Discipline Maximum |
Max Vitae/ Max Vitae per Turn |
Feed From… |
1 |
5 |
10/1 |
Animals + |
2 |
5 |
11/1 |
Animals + |
3 |
5 |
12/1 |
Humans |
4 |
5 |
13/2 |
Humans |
5 |
5 |
14/2 |
Humans |
6 |
6 |
15/3 |
Humans |
7 |
7 |
20/5 |
Vampires |
8 |
8 |
30/7 |
Vampires |
9 |
9 |
50/10 |
Vampires |
10 |
10 |
100/15 |
Vampires |
Humanity—Vampire Morality (page 182)
Humanity | Threshold Sin | Dice Rolled |
10 |
Selfish thoughts | 5 dice |
9 |
Minor selfish act (withholding charity) | 5 dice |
8 |
Injury to another (accidental or otherwise) | 4 dice |
7 |
Petty theft (shoplifting) | 4 dice |
6 |
Grand theft (burglary) | 3 dice |
5 |
Intentional, mass property damage (arson) | 3 dice |
4 |
Impassioned crime (manslaughter) | 3 dice |
3 |
Planned crime (murder) | 2 dice |
2 |
Casual/callous crime (serial murder) | 2 dice |
1 |
Utter perversion, heinous act (mass murder) | 2 dice |
When dealing with mortals, Kindred may use no more dice in Empathy, Persuasion, or Socialize rolls than the vampire has in Humanity. This does not apply to Discipline use. Derangements are found on page 188. |
Using Vitae (page 156) |
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Spend 1 Vitae to wake up at nightfall
Healing Wounds:
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Feeding (page 164) |
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Vitae Amounts:
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A vampire can drink 1 Vitae per turn.
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Vinculum (page 160) |
Blood Ties (page 162) |
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1st drink: creates mild interest; no particular hold.
A person can only be under one full Vinculum at a time. All partial ones are negated.
Break Vinculum by:
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Vampires within 2 “steps” of each other in lineage gain +2 bonus when using some Disciplines on one another (stated in Discipline write-ups). Upon tasting another Kindred’s Vitae, roll Intelligence + Occult (Heightened Senses gives +2 bonus).
If a Kindred feels a strong emotion or sensation (limit 50 miles), a close “relative” may roll Wits + Occult to gain insight (Heightened Senses gives +2 dice).
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Frenzy (page 178) |
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During Frenzy:
During Frenzy, spend 1 Willpower point to control one action for 1 turn. |
Resisting Frenzy:
Ride the Wave (page 181)—controlled Frenzy:
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Anger Frenzy:
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Hunger Frenzy (Wassail):
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Fear Frenzy (Rotschreck):
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Traditions of the Masquerade (page 74, 169) |
Other Useful Listings |
The First Tradition: Do not reveal your true nature to those not of the blood. Doing so forfeits you your claim to the Blood. The Second Tradition: Sire another at the peril of both yourself and your progeny. If you create a childe, the weight is your own to bear. The Third Tradition: You are forbidden from devouring the heartsblood of another of your kind. If you violate this commandment, the Beast calls to your own Blood. |
Torpor (page 175)
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Damage (page 170) |
Bashing Damage (fists, clubs, falls):
Lethal Damage (knives, axes, chainsaws):
Aggravated Damage (Protean claws, magically enhanced weapons):
Some snake venoms destroy blood cells and body tissues. These inflict damage and destroy Vitae. Acid acts on vampires as they do on mortals. Drugs affect Kindred just as they do mortals. A Kindred can either feed on an intoxicated mortal, or spend a Vitae to absorb the drug directly. Electricity:
Reversion and Scarring:
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Glossary of Terms
Bloodline—a subsection of a Clan which is marked by slightly altered blood, and often unusual powers.
Diablerie—drinking another vampire’s blood to the point where you suck up their soul. Disciplines—The main ones are Animalism, Auspex, Celerity, Dominate, Majesty, Nightmare, Obfuscate, Protean, Resilience, Vigor. Elysium—places in a city designated as neutral territory among vampires. Fog of Eternity—the memory lapse or muddling suffered by vampires in Torpor. Requiem—an individual’s existence. Humans go about their lives, vampires go about their Requiem. Vinculum—Blood bond |