Generation Shiz

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Generation Attribute/Skill Blood Pool Max Blood Max Blood

maximum Points/turn Discipline Potency limit


rating
3 ??????????? ??????????? ??????????? 10 10
4 10 100 10 9 9
5 10 50 8 8 8
6 9 35 6 7 7
7 8 20 4 6 6
8 7 15 3 5 5
9 6 14 2 5 4
10 5 13 1 5 3
11 5 12 1 5 2
12 5 11 1 5 1
13 5 10 1 5 1
14 5 10(/8)* 1 4/3** 0
15 5 10(8/6)* 1 3/2** 0
16 5 10(6/4)* 1 2/1** 0/-***
17 5**** 10(4)* 1 0** -***

Instead of being able to raise their physical attributes for a scene, the vampire instead gains
the “Empower Blood” ability. A player may spend a number of blood points equal to their maximum
blood per turn* to empower their blood. For the entire scene, the vampire gains the benefits of their
blood potency.
“Empower Blood” increases the physical attributes of the vampire. Once they use this ability, they
delegate a number of points which increases attributes by 1 which cannot be changed unless the duration
has finished or the vampire uses Empower Blood again, replacing the old attribute delegation. A vampire
can use “Empower Blood” to increase their Physical attributes up to (Base Attribute + 2). For example, if
James’ Strength is 4, he can increase this Physical attribute up to 6. If they have an excess of Attribute
points due to having high base physical attributes, they are lost. A vampire can go past this limit but the
duration of the ability only lasts for 5 turns. This bonus can never allow a vampire to go past an Attribute
Rating of 10 except for Antediluvians.
*-for vampires without maxed out blood potency the cost is equal to that for the vampires who can
maximally reach such potency

Blood potency Blood point cost


9 10
8 8
7 6
6 4
5 3
4 2
0-3 1

Blood Potency 0
 One Attribute point
 Once for the duration, you can heal two bashing damage or one lethal damage without spending
blood.
Blood Potency 1
 Two Attribute points
 Once for the duration, you can heal three bashing damage or two lethal damage without spending
blood.
 Once for the duration, you can reroll a level 1 discipline if you fail.
Blood Potency 2
 Two Attribute points
 Once for the duration, you can heal three bashing damage or two lethal damage without spending
blood.
 Once for the duration, you can reroll a level 1 discipline if you fail
Blood Potency 3
 Three Attribute points
 Gain a one-die bonus when using Disciplines
 Once for the duration, you can heal three bashing damage or two lethal damage without spending
blood.
 Once for the duration, you can reroll a level 2 or lower discipline if you fail
Blood Potency 4
 Three Attribute points
 Gain a one-die bonus when using Disciplines
 Once for the duration, you can heal three bashing damage or two lethal damage without spending
blood.
 Once for the duration, you can reroll a level 2 or lower discipline if you fail
Blood Potency 5
 Four Attribute points
 Gain a two-die bonus when using Disciplines
 Once for the duration, you can heal four bashing damage, three lethal damage, or one aggravated
damage without spending blood.
 Once for the duration, you can reroll a level 3 or lower discipline if you fail
Blood Potency 6
 Five Attribute points
 Gain a three-die bonus when using Disciplines
 Once for the duration, you can heal five bashing damage, four lethal damage, or two aggravated
damage without spending blood.
 Once for the duration, you can reroll a level 4 or lower discipline if you fail
Blood Potency 7
 Six Attribute points
 Gain a three-die bonus when using Disciplines
 Once for the duration, you can heal six bashing damage, five lethal damage, or three aggravated
damage without spending blood.
 Once for the duration, you can reroll a level 5 or lower discipline if you fail
Blood Potency 8
 Seven Attribute points
 Gain a four-die bonus when using Disciplines
 Once for the duration, you can heal all bashing damage, six lethal damage, or four aggravated
damage without spending blood.
 Once for the duration, you can reroll a level 6 or lower discipline if you fail
Blood Potency 9
 Eight Attribute points
 Gain a four-die bonus when using Disciplines
 Once for the duration, you can heal all bashing damage & lethal damage, or four aggravated
damage without spending blood.
 Once for the duration, you can reroll a level 7 or lower discipline if you fail
Blood Potency 10
 Storyteller’s Decision
Optional Generation Health Bonus:
Elder
 Rising Blood God: Closest to the methuselahs, elders are far tougher than their younger kin. The
Elder has two health levels of Bruised, Hurt, and Injured.
Methuselah
 Bloated with the Blood of Nations: Methuselahs have twice as many Health Levels as normal
creatures. Treat this ancient entity as having two of every health level (two hurt, two injured, etc.),
except for Incapacitated (only one) and Bruised (the Methuselah has three of Bruised).
Antediluvian
 Blight of Reality: Antediluvians have as many levels as the storyteller sees fit, shut the fuck up.

Blood Potency normally starts at 1, and can be increased at the cost of current level x6.
For levels 4-8 of Blood Potency, Attribute limit rises along with it.
Blood Potency Current Attribute limit
4 6
5 7
6 8
7 9
8 10

Thin-Bloods
For each generation below 13, the blood thins, though it does not always happen at the same rate.
therefore, vampires of 14th, 16th and 15th generations may suffer from their blood being thinner than
their generation-mates. This is represented for example by the difference in level of disciplines the
vampires across a single generation can learn(**). Thin-bloods can temporarily increase one
discipline by one point, even above the limit every time they feed. Those of 17 th generation can pick a
random discipline each time. Thin-bloods without blood potency(***) can only increase by one
attribute point without the healing benefits.

Ghouls blood potency chart

Domitor Generation Maximum blood potency


Thinbloods* -(***)
14th*-10th 0
th th
9 ,8 1
7th 2
th
6 3
5th 4
th
4 5
3rd 7
Ghouls have the attribute limit set by blood potency

Dhampirs
Dhampirs possess the attribute limit one lower than their parent, whenever that exceeds 5.
Dhampir’s blood pool usually increases only with age, however for those of truly potent vitae that
may not be exactly the case.
Dhampir chart
Parent’s Effective Attribute/skill Blood Pool Max blood Max Max
generation generation maximum points/turn discipline blood
rating potency
3rd 4th 10 15+antiquity*3 10 7 8
4th 5th 9 15+antiquity*2 8 6 7
th th
5 6 9 12+antiquity*2 6 5 6
th th
6 7 8 12+antiquity 4 4 5
7th 8th 7 11+antiquity 3 3 4
8th 9th 6 10+antiquity 2 2 3
th th
9 10 5 10+antiquity 1 2 2
th th
10 11 5 10+antiquity 1 1 1
11th 12th 5 10+antiquity 1 1 1
12th 13th 5 10+antiquity 1 1 0
th th th th
13 -17 14 -18 5 10+antiquity 1 1 0

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