Blood
Blood is everything: Life. Food. Power. Ask five Kindred where they acquire their blood, you’ll get twenty answers.
Players will begin each game with 4 Vitae. Merits and Feeding Actions from the last downtime will add to this number. Any Vitae costs (such as Ghouls) will subtract from it.
Universal Kindred Merits that provide Vitae are Herd and Feeding Ground. There are other, Covenant-specific Merits that grant the benefits of Herd in addition to their other mechanics.
Feeding
Most vampires learn numerous feeding practices throughout their Requiem, developing their own methods and tricks. With different skill sets, social circles, and Disciplines at their disposal, their best meal ticket can change night to night.
Broadly speaking these strategies will fall into two methods; aggressive (The Assault) or subtle (The Kiss). Each has its advantages and disadvantages. Normally, a vampire’s fangs retract, looking barely sharper than normal canines. At will, a vampire can unsheathe them to bite, and to feed. When feeding violently, the bitten Mortal gains the Scarred Condition. When feeding non-violently, the vampire’s fangs cause an enticing, invigorating sensation that distracts the victim, to draw attention away from the reality of the feeding. Some Kindred use this method as part of a seduction. A mortal bitten subtly gains the Swooning Condition. A Vampire may lick the wound after they have finished feeding subtly, leaving no trace of anything amiss. In either case feeding from a mortal leaves them with an unclear memory of what happened.
In reference to the effects of a bite, the word “mortal” applies to humans, ghouls, warlocks, and other things that are mostly human. Vampires, werewolves, fairies, and other things far removed from humanity are not normally subject to the Assault and the Kiss. The bite is pleasurable or unsettling; just not mechanically so. If the vampire knows she’s feeding from something not human, and knows that it is otherwise immune to the benefits of her bite, she may spend a point of Willpower to give them the Scarred or Swooning Conditions as normal. A Kindred bitten by another Kindred are aware of this effect, and instinctively see its use on them as abhorrent and degrading – it treats them how they treat their prey.
Feeding Rolls
If you take a Feeding Action as part of your Downtime please add the mechanics you wish to use as part of it. The pools you use can be made up of three parts; an attribute, a skill and a Discipline. Sometimes more than one Discipline may apply. If so please note it in your Downtime and that will be taken into account.
For subtle feedings, examples could be a Ventrue who feeds through the use of their Dominate Discipline, or a Daeva could use their Majesty as part of seducing their prey to feed from them.
Their pools would be:
Ventrue: Intelligence + Expression + Dominate
Daeva: Presence + Persuasion + Majesty
On the other hand, if a Kindred is feeding aggressively a Mehket could hide in the shadows before dragging their prey in with them, or a Nosferatu could simply overpower their target.
Their pools would be:
Mehket: Strength + Brawl + Obfuscate
Nosferatu: Strength + Brawl + Vigour
These pools will be rolled as part of your Downtime. A Feeding Action will always grant you at least 1 Blood. If you succeed in a Feeding Action and have more successes than Blood you can hold, this will qualify you for the “Drinking Beyond Your Fill” Blood Beat.
In addition, players should include which Map Square they wish to feed in as part of their Feeding Action. This may be where your Feeding Ground is located, or it could be taking advantage of highly populated areas or ‘Racks’. Each Map Square will have a feeding value attached to it, the more built up an area is the more Kindred it can support and easier the hunting will be. Players should note that if too many Kindred attempt to feed in the same location there may be consequences.
Willpower
Kindred are fundamentally unnatural and as such they do not regain Willpower for each night’s rest as Mortals and other living Supernaturals do. As such, all Kindred will start each game with a -2 from their total Willpower. In addition maintaining a ghoul only costs 1 Willpower a year. If you start play with a ghoul, the willpower cost will be taken in December 2018
This seems like a fair way of dealing with the Willpower element of Kindred, and we’re hoping as STs this will encourage our players to engage with their Mask/Dirge/Touchstone and the theme of the game somewhat – that you there’s a Monster inside you, something fundamentally inhuman that you need to hold back with every resource you can bring to bear.
However, every Kindred has three anchors that ground them in the reality of the mundane world: Masks, Dirges, and Touchstones. In addition to helping define their existence, anchors serve as a source of Willpower. Kindred do not cling to the mortal concepts of Virtue and Vice, as their very existence is mortal sin.
Each anchor has two conditions that give Willpower recovery. The easier recovers a single Willpower point. The harsher refreshes all Willpower. A character may only refresh all Willpower using an anchor once per anchor, per chapter.
Mask
The Mask is the bearing Kindred present to the world. It’s the façade, the pretty lie. It’s the excuse for why he can’t stay for breakfast in the morning. It’s the reason she gives the cab driver for dropping her off near an abandoned warehouse at odd hours of the night. It’s his excuse for barely touching his dinner. The First Tradition reads: “Do not reveal your nature to those not of the Blood. Doing so forfeits your claim to the Blood.” Kindred take this concept seriously, and extend it beyond the purview of their unnatural existences. Revealing oneself is a form of vulnerability. Vulnerability is a quick route to Final Death. Any time a vampire overcomes a small hurdle in defense of her Mask, she gains a point of Willpower. When committing atrocious or existentially risky acts in defense of her Mask, she regains all her spent Willpower points.
Dirge
The Dirge is the truth behind the lies. It’s the vampire’s secret self; it’s who he is when the lights are off and nobody is present to witness his dirtiest moments. It’s his dark indulgence. It’s the self-loathing she will never admit. It’s his desire for an end. It’s her need for companionship. A Dirge gives the Kindred a sense of identity. After all, her very existence is a lie. In the Danse Macabre, truth is rarely more than a pipe dream. For most vampires, honesty only exists within oneself. Defending that internal honesty helps her to maintain perspective. Any time a vampire withdraws from his outside life in defense of his truer self, he gains a point of Willpower. When committing terrible, damning acts in defense of his personal identity, he regains all his spent Willpower points.
Touchstone
A Touchstone is part of the mortal world, usually a living, breathing person. Rarely, it can be a place or thing. The Touchstone tests a vampire’s Requiem; and by her very existence, she asks challenging questions of the Kindred. She tests his values, his priorities, and his true nature. She touches his Requiem in a fundamentally positive way, even though her association might cause complications and tribulations for the vampire. Fundamentally a Touchstone is someone who reminds a Kindred that once, they were alive.