Vampire Guide to Feeding: Difference between revisions

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*drink an amount of blood, the Kiss makes the process enjoyable for the mortal and blurs their memory of the event
*drink an amount of blood, the Kiss makes the process enjoyable for the mortal and blurs their memory of the event
**Taking more ten percent of a source's pool is relatively safe
**Taking more ten percent of a source's pool is relatively safe
**Taking half the source's blood puts them in hospital
**Taking half of the source's blood puts them in hospital
**Taking all their blood kills them
**Taking all of their blood kills them
*The average person has 10 points of blood, mortals (and non vampire supernaturals) lose one point for every level of damage
*The average person has 10 points of blood, mortals (and non vampire supernaturals) lose one point for every level of damage
*Mortals regain one point of blood per day<ref>Werewolves heal faster, as might any supernatural with access to healing powers</ref>
*Mortals regain one point of blood per day<ref>Werewolves heal faster, as might any supernatural with access to healing powers</ref>

Revision as of 17:30, 12 August 2021

Vampires and feeding

Base rules

The base rules for vampire feeding start on pg 269 of the Masquerade Core book. And can be summarised thusly

  • determine appropriate pool for your feeding approach
  • drink an amount of blood, the Kiss makes the process enjoyable for the mortal and blurs their memory of the event
    • Taking more ten percent of a source's pool is relatively safe
    • Taking half of the source's blood puts them in hospital
    • Taking all of their blood kills them
  • The average person has 10 points of blood, mortals (and non vampire supernaturals) lose one point for every level of damage
  • Mortals regain one point of blood per day[1]

Blood targets

Target Type Blood amount Special rules
Vampire 10+ (per generation) Each point of blood drunk from an elder is worth two points of blood
Human 10 None
Werewolves 20 Each point of blood drunk is worth two points of blood, each point of vitae increases the difficulty to resist frenzy by 1 until that vitae is spent. You are short tempered and paranoid as long as it is unspent. Possiblity of derangement at ST discretion.[2]
Changeling, Kithain and Gallain 10 [3] Intense hallucinations[4], no fae sight. Requires Self Control vs (5 + Changeling's glamour/2 round up) to stop feeding. Changeling takes a Banality Trigger[5].
Changeling, Thallain 10+ [3] Nightmarish hallucinations, no fae sight. Requires frenzy check vs (5 + Changeling's glamour/2 round up)
Changeling, Dauntain 10+ [3] Crippling depression, no fae sight. Requires Self Control vs (5 + Changeling's banality/2) to keep feeding
Mage 10 Potentially provides a Sympathetic Connection as long as the Vitae is in the system. Ergo has implicit risk.
Child 5 Can provoke a humanity check
Cow 5 -
Dog 2 -
Cat 1 -
Plasma bag 1 -
Bird 0.5 -
Bat 0.5 -
  1. Werewolves heal faster, as might any supernatural with access to healing powers
  2. VtM pg 38
  3. 3.0 3.1 3.2 +1 for every permanent unbruised health level beyond the first. Health levels provided by Oakenshield do not count, at ST discretion those granted by Infusion may
  4. Changeling the Dreaming, pg 347
  5. Inferred: The Black Hand, 142 and CtD pg 268