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setting:vampire_house_rules

Vampire House Rules

Blood pools and feeding

The kindred need blood to survive. This is as true as it has always been. The Kindred of the Starke Council try not to harm humans in feeding, but the thirst is as endless as it ever has been.

Feeding and gaining blood

Vampires need to feed, it is what it is. Because of this each vampire needs to periodically find humans to feed on. As such we have instigated several mechanics to govern it. Starting with feeding tactics.

Vampires can gain blood in two ways, by feeding normally, and spending rss on at the Elysium.

Elysium is the “safe” spot in the Vampire world. Here the Camerilla, Anarch and Sabbat alike are said to have a truce and can walk in and out freely without fear of harm or being followed. Its is also a place where the Prince houses his blood wine for his Praxis. 2 rss spends for the month supply of Blood.

A careful kindred, can subsist nearly on the blood given by the prince alone. Though the prince often prohibits those out of his favor from partaking as punishment for misdeeds. Staying in the prince's favor is important, if you wish to gain the boons of his patronage.

Hunting Tactics

When a vampire needs to hunt, they have many ways of doing it. Each vampire has a hunting type listed on their sheet. The hunting tactics are as follows:

Sirens are those Cainites who prefer to seduce their targets, now, whether that means conversation, a kiss on the cheek, or during sex is up to you - seduction takes many forms, after all. Regardless of your approach, the roll for this variant of feeding is always Appearance + Subterfuge.

Scene Queens use their fame in certain subcultures to obtain their sustenance. The roll for this variant of feeding is always Charisma + Fame.

Sandmans are those Cainites who prefer the stealthy approach, insofar as they might be those who break and enter into a house and feed on the sleeping denizens within. Regardless of your approach, the roll for this variant of feeding is always Dexterity + Stealth.

Alleycats are straight forward with their feeding. They hunt down prey, overwhelm them physically and feed from them or use other basic ambush methods. Regardless of your approach, the roll for this variant of feeding is always Strength + Brawl.

Cleavers are those Cainites who, in violation of the Masquerade, live with and otherwise engage with a mortal family. For instance, a husband who is Embraced might return to their wife and children, and feed therefrom. Regardless of your approach, the roll for this variant of feeding is always Manipulation + Empathy.

Consensualists are those Cainites who like to obtain permission from their targets, though this does not necessarily mean that they ask direct permission. Your PC could operate a blood drive, or otherwise operate in the open as having some sort of fetish. Regardless of your approach, the roll for this variant of feeding is always Charisma + Empathy.

Farmers are those Cainites who feed exclusively on animals, for whatever personal reasons. Regardless of what variety of animal you feed from, this roll is always Strength + Animal Ken.

Extortionists demand blood either as result of blackmail or through other means of coercion. Regardless of your approach, the roll for this variant of feeding is always Manipulation + Intimidation.

Roadside Killers feed exclusively off tourists, truckers, and transients. Either picking up hitchhikers or pretending to be one your hunting grounds are the roads. Regardless of what variety of animal you feed from, this roll is always Charisma + Subterfuge.

For each success you gain in your feeding roll, you gain 1BP. And you can attempt up to 2 rolls per night, the first roll at difficulty 6, and the second at difficulty 8. As such is his HIGHLY recommended to only attempt the second roll if you ABSOLUTELY must. A botch results in you being seen, or in the prey fighting back, or some other problem, and must immediately be reported to the STs.

Feeding on Supernaturals

Given that Shadows over the South is a multi-splat campaign, Cainite PCs are far more likely to interact with, and therefore have the chance to feed from, a wider variety of supernatural creatures than they might otherwise be able to. As a result, please see the following rules regarding feeding from supernatural creatures.

However, note that the prince has outlawed feeding on other Council Supernatural's blood to maintain the peace.

Changelings:

For every point of blood drained from a Changeling, a Cainite PC suffers a +1 to the difficulty of all Perception and Intelligence-based checks. These penalties last for the rest of the day, or until those blood points are spent. The affects of feeding on the Fae is akin to a human using LSD or another form of hallucinagenic drug.

Demons:

Feeding from a demon is dangerous. Full stop. Aside from the fact that certain hardliners will accuse you of being an infernalist just for admitting that you do this, the effects the blood of the infernal have on vampires are among the most difficult of all supernaturals to predict, due to Torment and the way it reacts with the Beast Within. In short, the effects depend upon the Torment level of the demon, and the Humanity of the vampire. Note that a Path of Enlightenment counts as low humanity for the purposes of these rolls.
TORMENT 4-
If a humanity has high humanity (6 and above), the only thing that happens is that the blood gives the vampire a warm, calming feeling. Mechanically irrelevant, but purely for flavor. If a vampire has medium-to-low humanity (5), the vampire must roll Willpower, difficulty 6 for a demon with Torment 3 or 4, difficulty 8 if Torment 2 or less. If this roll fails, the vampire is overcome with feelings of guilt, and is forced to reflect upon her sins for the rest of the scene. If this roll botches, the vampire instead has visions of being trapped in the endless Abyss, and must make an immediate Rötschreck check.

TORMENT 5+
Regardless of the humanity of the vampire, the effects of high Torment immediately begin to weigh upon the vampire's psyche. For each blood point ingested by the vampire, the vampire must roll for degeneration as the Torment attempts to corrupt the vampire from within. There is only one exception: If the vampire is on the Path of Evil Revelations and was offered the blood willingly by the demon, each blood point of blood swallowed by the vampire may add one extra dice per blood point spent to the use of any Infernalism-based power such as Infernal Investments, Daimonion, or Dark Thaumaturgy, but only for that scene, and only for abilities that require the expenditure of blood points.

Imbued:

The divine nature of the Imbuing renders the blood of Imbued distinctly unpalatable to Cainites. Any Cainite that attempts to feed from an Imbued suffers unimaginable pain, as the vitae turns to caustic liquid in their mouths. Further more the Kiss to an imbued does not have the same effect as it does normally. While the physical paralysis of the bite is still present, they will not feel the pleasurable effects of it. It's just going to hurt….bad.

Magi:

With the exception of some Etherite and Technocrat Mages, all other Mages count as normal for the purposes of feeding, and therefore a Cainite PC will suffer no side effects. However, in the case of a radically enhanced Etherite or Technocrat (i.e. cybernetics, drastic physical changes, etc.), the blood gained therefrom will not be palatable to a Cainite PC, and will cause your PC to vomit it up immediately.

Shapechangers:

For every point of blood drained from a Shapechanger, a Cainite PC suffers a +1 to the difficulty of all Self-Control rolls for the rest of the day, or until those blood points are spent.

Reborn:

The Reborn, in their various forms, have a common element. Their bodies are supercharged with vitae. Feeding on the reborn is a deeply spiritual experience, and incredibly dangerous. Not only because of the risk of angering an immortal that can quite literally chase you until the end of time. But their blood is HIGHLY addictive, and has numerous dangerous effects.

For every health level drained from a reborn, the cainite gains 2 blood points. Additionally the Cainite gains one temporary point in humanity for each blood point taken, that remains until the BP that granted the humanity is used. When the kindred gains humanity in this way, they must roll willpower, diff 8. A failure causes them to become addicted to the sensation of having humanity, and they gain the Addiction flaw as determined by the ST.

Additionally, any vampire who is on a path, is doubly endangered by this effect. As the temporary humanity can come crashing down upon them suddenly. If your temp humanity dots outnumber your path dots, you are incapacitated by the weight of your sins, and become extremely vulnerable. Some kindred have been known to commit suicide and walk out into daylight, after feeding upon the reborn. You have been warned.

setting/vampire_house_rules.txt · Last modified: 2023/Jun/28 00:44 by shalassa