Torpor

Torpor is a death-like slumber vampires endure for various reasons. Torpor is a deeper form of stasis than day sleep, which is the state Kindred fall into while the sun is up. A Kindred may become torpid voluntarily or otherwise as explained below. The CHB mechanics for Torpor are drawn from M20 and VtR 2 with modifications for House Rules.

Day Sleep
Day sleep is essentially a kind of stasis. It is generally undisturbed by dreams unless the Kindred suffers a malady or supernatural effect. There are some Kindred who possess the abilities that may result in some level of consciousness while in day sleep. While in this state the Kindred's body is stiff and cold, but the skin does not become ashen and dusty as it does in torpor. When waking from it, Kindred do not suffer grogginess as humans would, but fledglings may act or feel as if they do because their mind expects it. Kindred find it difficult to resist it, although on some occasions they can and do. Additionally, the disturbance of one's haven, or especially, an attack on one's person, can result in a Kindred waking.

Resisting or Waking from Day Sleep

 * 1) To resist falling into day sleep, a character must roll Stamina + Humanity at difficulty 8.
 * 2) Each success up to 4 grants the character a turn of consciousness while the sun is up.
 * 3) 5 successes will allow the Kindred to remain awake for a full scene.
 * 4) If a Kindred wakes due to attack or outside intrusion into their haven, they need only one success to remain alert until the threat is handled.
 * 5) Remaining awake during the day for extended periods will result in the Exhausted condition.
 * 6) All rolls undertaken while awake during the day are rolled at a minimum 8 difficulty.
 * 7) If one's haven is disturbed, a passive difficulty 8 roll of Wits + Auspex (or other applicable ability) can be made.
 * 8) If a Kindred suffers damage, they will waken. However, if they are staked, they remain immobilized.
 * 9) Kindred bodies will naturally attempt to heal whatever damage they have sustained while in day sleep which can inadvertently lead to torpor for new or ignorant Kindred.

Time in Torpor
Torpor is a deeper form of stasis, more akin to a heavy slumber complete with dreams. It is not always pleasant. The events which lead to a Kindred's torpor can influence the Kindred's experience significantly. Involuntary torpor, particularly as a result of damage, is often rife with fearful or furious renderings of the scene which lead to the Kindred's torpor. Torpor resulting from the Languid condition or loss of loved ones is often sorrowful and filled with the memories played out as dreams. Voluntary torpor is much more tolerable and pleasant than involuntary torpor. When torpid, a Kindred's body becomes stiff and cold, the skin drying and tightening around their frame. The uppermost level of skin becomes gray and flakey like dust or ash.

Entering and Waking from Torpor

 * 1) Voluntary torpor is entered much like day sleep with the Kindred knowing that they do not intend to waken.
 * 2) Kindred remain in torpor for the time listed below unless otherwise woken.
 * 3) However, Kindred may naturally waken from voluntary torpor after having endured at least half of the base torpor duration.
 * 4) Kindred may be woken from torpor by being fed vitae.
 * 5) If the vitae is of a potency higher than the target, only one point is needed.
 * 6) If the vitae is of the same potency as the target, three points are required.
 * 7) Particularly old or powerful Kindred may require greater amounts of vitae and or additional ritual to waken.
 * 8) Torpid Kindred can still feel blood sympathy, and there are rumors of those who can commune with the sleeping dead.
 * 9) If a Kindred suffers full lethal damage they will fall into torpor for the designated period according to their humanity unless woken first by others. In this time their body will attempt to heal itself, but can only do so if the Kindred possesses enough blood in their system to accommodate it.
 * 10) If they reach the end of this period without being woken and do not have any blood to heal, they will wake with one additional lethal damage as their body begins to consume itself due to the lack of blood in an attempt to wake.
 * 11) If a Kindred suffers full damage and has no blood to heal or waken, they will remain in torpor indefinitely until they are fed or their body destroyed.

Torpor Duration
Sources: M20, VtR 2, and House Rules