Spending Blood

As blood, Kindred Vitae, is the resource powering all supernatural abilities Kindred have, it has to be tracked and the ways in which can be spent explained. Each of the below items explains an opportunity or necessity for spending vitae.

General

 * Waking = 1 Vitae per night unless affected by a condition which increases the amount.
 * Per Turn = As determined by Blood Potency.
 * Boosting Attributes = See below.
 * Healing = As Determined by the Health & Damage rules.
 * Kindred Abilities = Amount determined by the rules of the power activated.
 * Out of Blood = Kindred can damage their body, accepting lethal damage for each point of blood they would otherwise spend, if they are desperate. This damage cannot be soaked and cannot be healed except by an outside source until the Kindred has fed. Therefore this action is considered reckless and can easily torpor a Kindred.

Boosting Attributes
Kindred can boost any physical attribute by spending blood. This practice is typically called pumping. A character does so by spending a point of vitae per desired dot increase in the desired attribute, but they can only spend as many points of vitae per round as dictated by their BP. Kindred can spend to boost their static attribute rating to a maximum of one higher than their trait maximum for a scene. Any further increase beyond that lasts only 3 combat turns before the character returns to the maximum static score for the scene unless the character again spends blood to overclock themselves.


 * For Example, if Bob's trait maximum is 5, then he can boost his strength up to a static 6 for the duration of the scene. Bob can increase his strength beyond 6 by spending more blood, but after 3 combat rounds his score will reduce back to 6.

Source: Masquerade unless otherwise noted on linked pages.