Blood Related - Vampire

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Blood Addiction

BLOOD. Fae blood, per the books, has been noted as addictive to Vampires (see Cross-Sphere Rules ). Blood bonds is a form of addiction and should follow the rules for BREAKING THE ADDICTION below.

FAE BLOOD. While under the addiction of Fae Blood AND under the enchantment of the blood, the vampire lowers all dice pools by two (Inability to concentrate due to effect of blood). During this time of addiction and enchantment, Oracular or Precognition abilities increase by 1 die.

BREAKING THE ADDICTION. Once a Vampire is addicted to a specific blood type, it requires a successful Willpower vs 8 to resist seeking out the blood type. Breaking the craving requires time (10 months - Willpower rating). Even after they have gone through the initial time of withdrawal, the Vampire will -always- require a Willpower vs 3 roll when offered the chance for their addictive blood type.

Blood Bond

BLOOD BOND OOC NOTE. If blood bonding another PC will cause a conflict of interest for any involved, whether known by players or not, staff will deny its effectiveness. These are rare, but necessary, cases.

BLOOD BOND. Creatures imbibing in a -taste- of Kindred Vitae begin the 3 step blood bond process, each step drawing the creature emotionally closer to the Kindred and easier to control. These blood bonded creatures are not considered ghouls. To break a blood bond, see Blood Addiction .


Vampires need blood to exist, it's as much a fact of their unliving existences as eating and breathing are to the living. As a result, most Vampires take to feeding on the mortals around them, gaining sustenance by draining small quantities of blood from the living. As such, Sheltering Sky has code to support the IC feeding by Vampire PCs on other PC subjects.

CODE INFORMATION. The basis of this code is simple; the Vampire player activates it with another PC target, who is offered a prompt, allowing them to accept or decline the request, and to input how much blood they are willing to supply. Note that this code is meant to be used along side of the appropriate Roleplay that actually illustrates the feeding attempt, and is not meant to replace it. Nor does the code indicate any particular means upon the Vampire's part to acquire a subject for his feeding. How the character in question lures or captures their prey should obviously be handled in RP, or, if necessary, with staff assistance. If the code is used inappropriately, the subject has the ability to decline the request, or contact staff if it is abused more seriously.

Once any request is accepted, the Vampire player will be able to take a number of points of their choosing (but not more than the victim agreed to initially), which will automatically be subtracted from the victim's sheet, and added to his own. This is the total extent of the code's functionality, and again, it is not meant to be used as a replacement for RP or staff presence as necessary. If you are unfamiliar with the Vampire game system, or are unsure of the appropriateness of any use of this code, players are also encouraged to contact staff immediately.

IC EFFECTS. The amount of blood taken causes progressive weakness. Up to 3 BP can be taken with very little effect, including pallor and mild lightheadedness. After this point, the weakness is noticable. Once 5 BP are taken, hospitalization is required. Note that low stamina or other situations, such as Anemia, may cause these effects to occur at different rates.


PC GHOULING OOC REQUIREMENTS. Prior to ghouling, the Wizard of both the vampire and the target PC must be contacted to okay the event. This is to ensure that Staff is aware of the event and to ensure that all OOC necessities are checked. Note the minimum amount of time a PC must be on-grid before IC ghouling is 3 months.

GHOULING IC REQUIREMENTS. Mortals, and some Supernaturals, injecting or ingesting one BP of Kindred Vitae become a ghoul to that Kindred (costing 1 BP total) and experience the first step of blood bonding. Subsequent BPs, up to three, strengthen the ghoul's attachment to their Domitor, per the steps of blood bonding (See Blood Bond above). Ghouls gain the powers and weaknesses associated with their position.

REPRODUCTION. Female ghouls cannot bear children. Male ghouls are fertile and capable of producing offspring via non-ghouled females.

BREAKING THE ADDICTION. Once a ghoul is fully blood bonded, breaking the craving requires time (10 months - Willpower rating) to drop a single step in the blood bond process. Even after they have gone through the initial time of withdrawal, or their Domitor is dead, they will -always- require a Willpower roll when offered the chance for vitae (diff 6 - # of months since final blood bond step broken; minimum diff 3). During the initial time, they must make a successful WP roll (typically vs 8, dependent on the Domitors treatment of the ghoul) to resist returning to their Domitor.

Vampire-Domitor Death

If a Vampire meets Final Death, any blood bonds are immediately broken. This does not mean the mortals suddenly knows they were swayed by the blood. It means, the love and loyalty to the memory of the vampire is still present, and a grieving process (which is dependent on the level of blood bonding) would occur. The object of the love or loyalty is not present to show the mortal that "hey, he's not that great after all!"

Specifically for ghouls: Upon Final Death of the Domitor, physical changes will fade per the formula used above to Beating The Addiction. This includes, but it not limited to disciplines and false youth for older ghouls. Many an older ghoul fear the day of their Domitor's death.

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