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)

Spend 1 Vitae to wake up at nightfall
Spend 1 Vitae to activate “Blush of life” (imitate breath, etc.) for 1 scene (reflexive)
Spend 1 Vitae to consume food for 1 scene (reflexive)
Spend 1 Vitae to add 2 dice to a Physical dice pool (Strength, Stamina, or Dexterity) for 1 turn (reflexive)

Healing  Wounds:
Spend 1 Vitae to heal 2 bashing levels (reflexive)
Spend 1 Vitae to heal 1 lethal level (reflexive)
Spend five Vitae to heal 1 aggravated level (two nights)

Feeding (page 164)

Vitae Amounts:
Humans:  Vitae = unmodified Health dots (average 7).
Animals:  only ½ the Vitae per blood point taken. 
Stored blood: 1/8 the Vitae of a human’s blood.
Werewolves: 2.5 times the Vitae of a human; -2 penalty on rolls to resist Frenzy for 2 nights per Health point (not Vitae) consumed.
Mages:  rumored to inflict hallucinations or derangements.

A vampire can drink 1 Vitae per turn.
Each point of blood taken inflicts 1 lethal damage (does not apply to vampires).
A vampire’s bite inflicts ecstasy on the target (vampires are immune).
Resisting the bite—victim rolls Resolve + Composure; 3 successes required.
Bite inflicts Strength + Brawl – victim’s Strength damage; can be used after a grapple is initiated.
A vampire can lick a bite wound he inflicted in order to close it without a trace.

Vinculum (page 160)

Blood Ties (page 162)

1st drink: creates mild interest; no particular hold.
2nd Drink: donor becomes an important figure in drinker’s life.  Possible Resolve + Composure roll if victim attempts to harm the donor.  Donor gains +1 bonus to Social rolls directed at drinker.
3rd Drink: Drinker makes Stamina + Resolve roll, adjusted by difference between their Blood Potency (if any).  With success, third drink doesn’t “take.”  If successful, regnant gains +2 dice to all Social rolls directed at thrall.  Thrall rolls Resolve + Composure at -3 penalty any time behavior might result in harm to regnant.

A person can only be under one full Vinculum at a time.  All partial ones are negated.
Can only be bound to a single vampire.

Break Vinculum by:
Regnant’s Final Death.
Going for a year without tasting regnant’s blood (lasts longer with vampires).
Regnant’s mistreatment of thrall can weaken it.

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). 
1 success—recognize blood from the same Clan, from the same lineage, or mortal relations.
2 successes—recognize the Clan (if character has tasted Vitae from it), or if the subject is within 2 generations in the same lineage.

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). 
Success—the character has a feeling of what happened and a general idea of distance and direction. 
Exceptional success—the character is in the other Kindred’s shoes for a moment.
Spend a Willpower point to try the effect without some trigger (the roll gains no Willpower bonus), or to try to make a relative know what the character feels.  The character has no idea whether this attempt succeeds.

Frenzy (page 178)

During Frenzy:
Ignore wound penalties.
Rolls to influence their mind take -2 penalty.
Rolls to shake mental influence take +2 bonus.
Cannot perform any act that requires much thought.
Gain one extra die for all Physical Attribute rolls.

During Frenzy, spend 1 Willpower point to control one action for 1 turn.

Resisting Frenzy:
Resolve + Composure.  Resist for 1 turn/success.  The number of successes needed to completely throw off Frenzy depend on situation (page 179)

Ride the Wave (page 181)—controlled Frenzy:
Resolve + Composure; 1 Willpower point.
At least 5 successes needed.
If successful, end Frenzy at time of your choosing.

Anger Frenzy:
Harassed on street—2 successes
Insulted in public—3 successes
Shot by mugger—5 successes
Betrayed by lover—7 successes
Loved one slain—10 successes

Hunger Frenzy (Wassail):
See blood when hungry—2 successes
Taste blood when hungry—3 successes
Taste blood when starving—5 successes

Fear Frenzy (Rotschreck):
Lighting cigarette—1 success
See torch—2 successes
Bonfire—4 successes
Burning building—5 successes
Obscured sun—7 successes
Direct sun—10 successes

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)
Diablerie (page 158)
Fog of Eternity (page 39)
Ghouls (page 166)
Golconda (page 192)
Disciplines (page 114)
Bloodline Disciplines (page 249)
Cruac (page 142)
Theban Sorcery (page 145)

Damage (page 170)

Bashing Damage (fists, clubs, falls):
A vampire takes Bashing damage rather than Lethal damage from gunshots.
A vampire does not fall unconscious from Bashing damage.  He does suffer wound penalties.

Lethal Damage (knives, axes, chainsaws):
A vampire does not take Lethal damage from gunshots (ST may allow exceptions like point-blank range).
When a vampire’s Health boxes are all marked Lethal, then the vampire goes into Torpor.

Aggravated Damage (Protean claws, magically enhanced weapons):
Sunlight and fire deal Aggravated damage to Kindred.  They also inflict automatic damage (see page 172).
Resilience allows some amount of sunlight and fire damage to be downgraded to Lethal.
When a vampires Health boxes are all marked Aggravated, the vampire suffers Final Death.

Chemicals, Drugs, and Poisons:
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:  
If a Kindred suffers a sufficient shock to wound, roll Stamina + Resilience.  With success, the vampire takes no damage unless the electricity is supernatural in origin.  With failure, take Bashing damage.  Kindred still suffer the muscle lock associated with electrocution (WoD page 178).

Reversion and Scarring:
During daily sleep, vampires normally revert to the same state in which they were Embraced.
A vampire who wishes to preserve a change in her appearance may spend a Willpower point to do so.  Severe modifications (such as permanently removing a limb) may cost a Willpower dot.

Glossary of Terms

Bloodline—a subsection of a Clan which is marked by slightly altered blood, and often unusual powers.
Clan—five basic groupings of vampires, categorized by essential similarities in the blood.  They are:

  • Ventrue—“Lords.”  Dark aristocrats, power-brokers extraordinaire.
  • Daeva—“Succubi.”  Beautiful and sensual, fascinated by life.
  • Nosferatu—“Haunts.”  Hideous, frightening creatures of the night.
  • Gangrel—“Savages.”  Creatures of the hunt, in tune with their Beast.
  • Mekhet—“Shadows.”  Vampires who revel in secrets, mystery, and darkness.
Covenant—social and political organization to which a number of vampires hold membership:
  • Invictus—“First Estate.” Power-brokers, manipulators, self-styled “rulers” of the Kindred
  • Lancea Sanctum—“Second Estate.” A warped version of the Catholic Church for the damned.
  • Circle of the Crone—Acolytes.”  Ancient society of undead pagan blood-witches.
  • Carthians—new-wave vampire politicos.
  • Ordo Dracul—“Dragons.”  Pseudo-scientific faction founded by Dracula.
  • Unaligned—“Unbound.”  Vampires who don’t belong to a Covenant.
Danse Macabre—Kindred society.
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