--Blood

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Each night when you awaken you are down 1 Blood trait. 

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A typical adult has 9 blood traits, 4 of which can be consumed without serious damage.

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You may use your blood, also called Vitae, for a number of purposes, but remember, if you run out you risk a blood frenzy (where you crazily consume anything you can get).

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Feeding from drunks gives a buzz to the kindred drinker, as does feeding from a drug user.

- Drinking from another kindred can be dangerous as three tastes on tree different occasions will create a Blood Bond (an emotional addiction like love only far more twisted).
   

--Using Blood

Spend 1 point of Blood to do any of the following (these do not count as actions during combat, and can be done instantaneously).  You are limited though by your generation as to how much blood you may spend each round.
- Heal a level of normal damage.
- Give yourself and extra Physical trait, which lasts until the end of the scene/combat.
- Many discipline effects cost 1 Blood to invoke.
   

Spending 2 points of Blood can:

- Make your skin blush, heart beat, and allow you to pass for a normal human for up to an hour.
- Create a Ghoul or Sire a Childe.
   

Spending 3 points of Blood can:

- Heal one Aggravated wound. This also takes one day of rest for each wound healed.
   

--Using Willpower

Spend a point of Willpower to produce any of the below effects.  Once spent, Willpower can only return through playing up your Virtue and Vice (at the Storyteller’s discretion based on your actions in game and downtime note).  Willpower returns at a Maximum of one trait per evening.
- Return any and all lost or expended Physical, Social or Mental traits.
- Avoid a Frenzy due to rage, blood or fire.
- Ignore all Wound penalties for a scene/combat.
- Suppress a derangement (temporarily for Malkavians)
- Immediately win any Mental or Social Challenge, before or after the challenge has been played. Your opponent may counter by spending a Willpower to negate yours. You may spend a second to reassert the win, but so may they to counter yours.
   

--Humanity

We assume each night that the sun goes down at exactly 18:00.  This is a relative scale, descending through virtuous to aberrant then diabolic.

10

You awaken at 17:30, and are known for virtue.  You will not break the laws (mortal or kindred), even if doing so could help you.  Pious Nuns, honourable police officers, vegans, and true humanitarians have Humanity 10.

9

You awaken at 17:45 and are quite humane in character.  You’re an upstanding, ethical, law-abiding person, essentially adhering to a strict moral code.  An it harm none type thing.  Good teachers, kind Samaritans, caring doctors have Humanity 9.

8

You awaken at 18:00 and are better than average in following an honourable lifestyle.  Respectable bankers, dutiful clerks, and committed counselors have Humanity 8.   

7

You awaken at 18:10 and live a decent lifestyle, avoiding crime but not really caring too much about the law.  Hard-working students, Easter and Xmas Christians, and the average good person in the street has a Humanity of 7.

6

You awaken at 18:20 and have a slight edge about you.  Petty laws such as prohibiting drug-use and theft mean little to you, but you’re no monster.  Football hooligans, stressed-out day-care workers, and one night stands have Humanity 6.

5

You awaken at 18:30 and cause children some discomfort just by your presence.  You don’t really follow society’s laws but try not to break them either (for fear of punishment).  You don’t care about religious salvation or humane philosophy and feel most others are too uptight.  Petty criminals, cranky spinsters, and mean street-kids have humanity 5.

4

You awaken at 18:40 and have an aura of menace about you, causing children to fear you even if you’re being nice.  You enjoy letting go, and if that means a few people end up dead, so be it.  You laugh at human and religious laws, but still obey most of the Traditions of the Camarilla for fear of destruction if you don’t.  Mafioso goons, gang-members, and creepy morticians have Humanity 4.

3

You awaken at 18:50 and cause children to cry and act out if in your presence. You care nothing about human codes and murder is more about how than why not? High class criminals, pimps, and weapons’ dealers have Humanity 3.

2

You awaken at 19:00 and cause small children to flee if present.  You enjoy animal-testing, violence, and mayhem.  Mad-doctors, dog-fight promoters and necrophilics have Humanity 2.

1

You awaken at 19:10 and are monstrous in personality, causing innocence to scream and escape if confronted by you.  You have no qualms starting global wars, enslaving people, cannibalism, or kiddie-porn.  You are a menace to your society.  Serial killers, terrorists and some American presidents have Humanity 1. 

0

You have lost yourself to the Beast.  Surrender your character and create a new one.

   
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