Blood, Vitae, and Wounds

Vitae – the “blood” in a vampire’s system – is incredibly powerful, and only becomes more so as a vampire ages (and gains Blood Potency). It is required to activate many vampiric Disciplines, and has a number of independent uses all vampires are capable of drawing on.

Vampires may spend an amount of Vitae per turn based on their Blood Potency – generally half of their rating, rounded down (meaning that a Vampire must attain a Blood Potency of 4 before they may spend more than 1 Vitae per turn). A vampire’s maximum Vitae is also based on Blood Potency – unless one reaches Elder status, the formula is 9 + Blood Potency.

As detailed elsewhere, Vitae can be spent to hold food or drink down for a scene. In addition, a vampire can spend a point of Vitae to falsely activate the appearance of life – a heartbeat, radiating appropriate body heat, etc. This state is often called the blush of life, as it brings a somewhat more life-like appearance to an otherwise cold and pale vampire’s skin.

On a more direct level, blood can also be used to enhance a vampire’s physical prowess, adding 2 dice for a single turn to any physical attribute (Strength, Dexterity, or Stamina) per point spent (this does not affect derived statistics, i.e. boosting Stamina doesn’t give you two additional Health boxes).

A vampire with 4 or less blood in their system is considered hungry, becomes at risk of hunger frenzy, and takes -1 on all anger or hunger frenzy checks. A vampire with 0 or 1 blood in their system is considered starving, and instead takes a -2 on all anger or hunger frenzy checks.

Finally, blood may be spent to heal wounds, as detailed below.

Injury and Healing
Vampires are subject to the same three categories of damage as mortals – Bashing, Lethal, and Aggravated, and (for the most part) take the same type of damage from a situation as a mortal would.
Bashing damage is dealt by crushing force – a punch, a club, or a fall.
Lethal is dealt by sharp edges or greater force – a knife, an animal’s claws, or a massive impact (as an exception – vampires take Bashing damage from firearms, not Lethal).
Aggravated is dealt by supernatural forces – a vampire’s weakness to fire, a werewolf’s vulnerability to silver, or a few potent supernatural attacks all cause “Agg”.

As with damage types, vampires are subject to wound penalties at the same rate as mortals: -1 to all non-Resistance pools when reduced to two empty health boxes, -2 at one empty health box, and -3 when all health boxes are filled.

Unlike mortals, a vampire whose last health box is filled with bashing does not have to roll Stamina to remain conscious – they remain up and reasonably effective until their final health box is filled with Lethal or Agg. A vampire whose last wound is marked with Lethal falls into Torpor, while one whose last wound is marked with Aggravated damage meets Final Death.

If a vampire whose health boxes are all filled with (at least) Bashing damage takes additional Bashing, they “wrap” one level of existing Bashing to Lethal for each level of Bashing taken. Once all of their health boxes are filled with Lethal (or worse), more Bashing damage does not continue to wrap them to Agg (barring extreme force or unusual circumstances). However, a Vampire who has filled all of their health boxes with Lethal or Aggravated damage who takes additional Lethal does wrap a level of Lethal to Agg for each point taken – hacking away at a Torpored vampire will eventually kill them.

Vitae may be spent to heal wounds – Bashing at two levels of damage per point of Vitae spent, Lethal at one level per Vitae, and Aggravated at one level per 5 blood and 1 willpower. Healing is a reflexive action, though few vampires have the Blood Potency to heal Agg rapidly enough to be relevant in combat.


A vampire whose last health box is filled with Lethal, or one who takes a sturdy piece of wood through the heart, enters a state known as Torpor. This state is similar to a mortal in a coma – they are completely insensate and unconscious, but may have dreams they remember afterwards.

Vampires in Torpor due to a stake remain in Torpor until it is removed, and will always awaken when it is.

Without outside assistance, a vampire’s time in Torpor from injury is determined by their Humanity and Blood Potency – higher Humanity or lower Blood Potency mean a shorter Torpor, lower Humanity or higher Blood Potency mean a longer Torpor. Every 25 years spent in Torpor reduces a vampire’s Blood Potency by 1 (to a minimum of 1).

A vampire can be helped out of an injury Torpor by any outside power that heals at least one point of their damage, or by being fed Vitae from a vampire 2 or more points of Blood Potency higher than the vampire in Torpor. Vampires cannot spend blood to heal to end their own Torpid state.

Blood, Vitae, and Wounds

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