Votre rating de Blood Potency augmente le nombre de Vitae vous pouvez dépenser par tour.
Donc Blood Potency 2 = 11 blood, peut dépenser 2 par tour.
Blood Potency est aussi un trait de Resistance principal, entre en jeu lorsque des Disciplines s’opposent, et influence votre susceptibilité au soleil et à la Bête.
Blush of Life
Normally, a vampire looks the part of a corpse. He’s pale. He registers no pulse. He exists at slightly below room temperature. However, with a bit of Vitae, he can fake life temporarily.
By spending a point of Vitae, Kindred may invoke the blush of life for a scene. This makes them functionally human. They become warm to the touch, with a full, hearty pulse. They function sexually in the way a human can, becoming physically aroused, erect, and lubricated. They can keep food and drink down, ejecting it later in the night. They’ll pass a cursory medical inspection while the blush remains active, and blood will seep from their wounds, where otherwise it would not.
Kindred exist in the dark. Not only can they see better than humans in the dark, their other senses are sharper to facilitate their predatory needs.
- Kindred do not suffer normal vision penalties for being in the dark. In full darkness, they only suffer a –2 die penalty to rolls that require vision.
- Kindred immediately see blood, even if dried or hidden (in a carpet, for example), even very small quantities.
- A vampire can smell the presence of blood from about ten yards or meters per dot of Blood Potency without rolling. Multiply this range by her Auspex dots. If she’s tasted a particular human’s blood, she can add her Blood Potency to any rolls to track him by scent. Kindred blood does not offer this advantage.
- Vampire hearing becomes similarly enhanced. They can hear heartbeats at three yards or meters per dot of Blood Potency.
- In any and all cases to spot a hiden human or animal, add Blood Potency to the Wits + Composure (Perception) checks.
A Taste of Blood
Kindred discern subtle cues from blood they taste.
Dice Pool: Wits + Composure
Dramatic Failure: The Storyteller gives two true statements about the blood, and one very dangerous lie.
Failure: The blood offers no insight.
Success: You can discern basic details: blood type, clan, the presence of popular drugs, how long the blood has been out of the body, blood-borne diseases and poisons, if you’ve tasted that person’s blood before, and if the blood is human. It can also tell the number of steps removed a character is in blood sympathy to another character who’s blood you’ve tasted (see Blood Sympathy). Your character can detect if it is another type of creature if she’s tasted that type of creature’s blood before.
Exceptional Success: You can discern extensive details from the blood. These include whether the blood is from a ghoul and to what clan, infections, what the vessel ate recently, hormones in the bloodstream, diseases, some causes of death, and other fine details at Storyteller discretion.
Suggested Modifiers: Auspex active (2), currently hungry (+2), hour-old blood (-1), day-old blood (-3), week or more old (-5)
With Vitae, any Kindred can accomplish massive bursts of physical prowess. By spending a point of Vitae, he may add two dice to rolls involving his choice of Strength, Dexterity, or Stamina for the turn. This does not increase traits derived from these Attributes. However, it will increase relevant resistances. For example, a Strength increase will reduce an opponent’s rolls to grapple him. This increase cannot be combined with Willpower points in the same turn.
Exposure to sunlight
The older and more powerful the Kindred, the more vulnerable she becomes to the traditional bane of the vampires. The charts below offer the terms of such states. Humanity determines the amount of damage taken during exposure. Blood Potency determines how frequently the vampire sustains damage from exposure.
Humanity Dots (Damage amount)
- 7-10: 1L
- 6: 2L
- 5: 3L
- 4: 1A
- 3: 2A
- 2: 3A
- 1: 4A
- 0: 5A
Blood Potency Dots (damage frequency)
- 1-2 Ten minutes
- 3-4 One minute
- 4-5 One turn
- 6-7 2x / turn
- 8-9 3x / turn
- 10 5x / turn
Blood calls to blood. Relatives by blood share a certain amount of mystical sympathy; they can feel one another at their most important moments. They sometimes feel strong sensations and emotions from their relatives, including frenzies, the pain of violent torpor, and the shame of crushing defeat. This is rarely with clarity; it comes in the form of cryptic symbols, daymares, and hallucinations.
Once Removed: This step is for sires and their childer exclusively. Sires and childer enjoy a +3 on all sympathy-based rolls. This level of sympathy has no range limits; sires and childer feel each other world-around.
Twice Removed: This step is for siblings, grandchilder, and grandsires. Twice-removed Kindred receive a +2 die bonus on all sympathy-based rolls. Sympathy affects any relative on the same continent. Thrice Removed: This step is for cousins, a sire’s siblings, and great grandsires and great grandchilder.
Thrice-removed: Kindred receive a +1 die bonus on all sympathy-based rolls. Sympathy affects any relative in the same city.
Sympathy comes into effect automatically any time a vampire’s relative enters torpor or suffers Final Death. The feeling washes over the vampire and she senses her relative’s state in vague, often symbolic terms. As well, characters can initiate sympathy to communicate their states of being to their relatives once or twice removed.
Cost: 1 Willpower
Dice Pool: Wits + Blood Potency + Blood Sympathy relation
Dramatic Failure: Rolls to detect Sympathy cannot dramatically fail.
Failure: The sympathetic tie fails.
Success: The character connects with the relative. She gets a vague impression of the character’s mental state, and his general direction. If the relative enters torpor or Final Death, his relative knows one of those two things has happened (but not which).
Exceptional Success: The character connects clearly. She understands her relative’s mental state, his direction from her, and his rough distance from her. She knows if he’s reached torpor or Final Death. In addition, he send a message of a single, short sentence that she hears through the blood tie.
As well as feeling the sensations of their relatives, vampires are more capable of using their Disciplines on those with whom they share blood ties. If a vampire uses a Discipline on a relative, add the blood sympathy bonus to the roll. Rolls made to enact Crúac sorcery use double this modifier.