Generation and Blood Potency
In Vampire: The Masquerade, a Lick's Blood pool and Stat maximums are set by the number of points she spends on the "Generation" background. Originally, the only way for a Vampire to bring himself closer to Cain was via acts of Diablerie, the forbidden Ameranth.
I am replacing this system with a Hybrid system that combines the best parts of Vampire: the Masquerade and Vampire: the Requiem.
A Kindred's Blood pool and Stat Maximums are determined by a new stat: Blood Potency, which begins at 1 for each new character and can be increased at character creation by 1 point for each dot of the Generation Background that they purchase. Blood Potency can thereafter be raised via Experience points at a rate of 5 x New rating.
Effects of Blood Potency
XP cost = 5 x New Rating
Extended Rules
A vampire's Blood Potency is assumed to increase by one every 50 years or so, greater in times of turmoil. In torpor, however, it decreases by one every 25 years. As a Vampire Ages, blood requirements grow ever more refined and hard to fulfill. Eventually, a vampire's blood becomes so potent that he is unable to find regular prey and falls into Torpor. While in Torpor, a thinning of the blood occurs, and the Kindred experiences fevered dreams and a general distortion of the mind. When Blood Potency decreases (through torpor, for example), any traits that exceed the character's new capacity disappear. If Blood Potency increases again during the chronicle so that a character could once again gain access to them, the player must spend experience points a second time to "re-learn" what was lost.
In Vampire: The Masquerade, a Lick's Blood pool and Stat maximums are set by the number of points she spends on the "Generation" background. Originally, the only way for a Vampire to bring himself closer to Cain was via acts of Diablerie, the forbidden Ameranth.
I am replacing this system with a Hybrid system that combines the best parts of Vampire: the Masquerade and Vampire: the Requiem.
A Kindred's Blood pool and Stat Maximums are determined by a new stat: Blood Potency, which begins at 1 for each new character and can be increased at character creation by 1 point for each dot of the Generation Background that they purchase. Blood Potency can thereafter be raised via Experience points at a rate of 5 x New rating.
Effects of Blood Potency
Blood Potency | Max Trait Rating | Blood Pool Max/Blood per Turn | Feeding Limitations |
10 | 9 | 50/10 | Vampires |
9 | 8 | 40/8 | Vampires |
8 | 7 | 30/6 | Live Humans |
7 | 6 | 20/4 | Humans |
6 | 5 | 15/3 | Humans |
5 | 5 | 14/3 | Humans |
4 | 5 | 13/2 | Live Animals |
3 | 5 | 12/2 | Animals |
2 | 5 | 11/1 | Animals+ |
1 | 5 | 10/1 | Animals+ |
Extended Rules
A vampire's Blood Potency is assumed to increase by one every 50 years or so, greater in times of turmoil. In torpor, however, it decreases by one every 25 years. As a Vampire Ages, blood requirements grow ever more refined and hard to fulfill. Eventually, a vampire's blood becomes so potent that he is unable to find regular prey and falls into Torpor. While in Torpor, a thinning of the blood occurs, and the Kindred experiences fevered dreams and a general distortion of the mind. When Blood Potency decreases (through torpor, for example), any traits that exceed the character's new capacity disappear. If Blood Potency increases again during the chronicle so that a character could once again gain access to them, the player must spend experience points a second time to "re-learn" what was lost.
Last edited by James on Mon Jun 30, 2014 10:15 pm; edited 3 times in total