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 | - |
- ↑ Werewolves heal faster, as might any supernatural with access to healing powers
- ↑ VtM pg 38
- ↑ 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
- ↑ Changeling the Dreaming, pg 347
- ↑ Inferred: The Black Hand, 142 and CtD pg 268