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Lirbo
Lirbo
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Join date : 2023-03-29
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[GUIDE] Hunting and Feeding Empty [GUIDE] Hunting and Feeding

Sun Jul 30, 2023 3:49 am
Hunting and Feeding

[GUIDE] Hunting and Feeding YotYFlw

Feeding stands as a crucial element in the nightly routine of every vampire, often securing its place at the forefront of their checklist. However, it's essential to recognize that this task can present challenges and risks, depending on the circumstances. Considering that many in our community emerged from chronicles when accessing blood was more readily available, this guide becomes necessary, as it ensures that everyone shares a common understanding of feeding mechanics.




The Three-Stage Hunt
In order for a vampire to feed during the night, they must undergo the three-stage hunt, a process that allows them to obtain nourishment from their victims. The first stage involves locating a suitable target for feeding, employing their perception to spot vulnerable individuals. The second stage comprises engaging and positioning the chosen victim for feeding, using tactics like stealth and persuasion. Finally, the third and final stage involves the critical moment when the vampire feeds on their selected prey, drawing the life-giving essence they need to sustain themselves. For more information please refer to Vampire: the Masquerade (page 360).

Stage 1: The Contact
During this initial stage, our vampire characters actively seek out a suitable target for feeding. It might involve scanning a dance floor for a lonely date, exploring an alleyway to find a homeless person, or even venturing into sewers in search of a stray animal. The method we use for hunting determines the relevant attribute for the roll, typically relying on our Perception to spot a vulnerable target. The difficulty level can vary, usually falling between 4 to 8 (see charts below). If we fail at this stage, it means there's no appropriate target available in the current scene. Perhaps there's nobody around, or all potential victims are too well-protected or conspicuous for us to feed upon easily. A botch at this stage might indicate unusual circumstances, like heightened security or an unexpected event, preventing us from feeding successfully in that specific area for the rest of the night.

Stage 2: The Hunt
Once we've located a suitable target, it's time to engage them and position them for feeding. Depending on the setting, we may use our Subterfuge to flatter and seduce the victim in a nightclub, Stealth to follow a homeless person into a secluded alley, or Animal Ken to approach a rat undetected in the sewers. This stage carries higher stakes than the contact phase, but the risks are not at their peak yet. If we fail during the hunt, it means something prevents the victim from being fed upon easily. For example, the clubgoer may refuse to leave their friends, the homeless person might attract unwanted attention from a police officer, or the rat may scuttle just out of reach. A botch at this stage results in the victim avoiding our approach, and we'll need to search for a new target.

Stage 3: The Defeat
The third and final stage is when we finally feed on our chosen victim. This is the riskiest part of the Three-Stage Hunt. If we succeed, we enjoy a satisfying blood meal, taking as much as we desire. However, if we catch our prey but currently have fewer blood points in our body than [7 minus Self-Control or Instincts], we are considered to be hungry, and a frenzy check  is necessary — rolling either Self-Control to see if we frenzies or Instincts to see if we can control our frenzy while feeding. Failure to control the frenzy may lead to unintended complications, such as the victim managing to escape our grasp. A botch at this stage introduces a significant complication, such as the clubgoer screaming and attracting attention, a police officer witnessing the assault and calling for backup, or the rat transforming into a dangerous were-creature.
To enhance the gaming experience during this immersive scene, some Storytellers may involve other players in the roles of the victim and related characters, similar to a flashback. They'll act based on our rolls, adding emotional depth and excitement to the encounter.




The Kiss
Once the Kindred breaks her vessel’s skin with her fangs, that vessel no longer resists the vampire (if he did in the first place). Indeed, the ecstasy caused by the vampire’s bite is called the Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals. Exceptionally strong-willed mortals (9+ Willpower) may continue to resist, but even these vessels eventually succumb to the pleasure. Some Kindred and kine even develop lusts for the Kiss and actively seek out those who will drink their blood. Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can. Any Kindred, regardless of Willpower, may make a Self-Control/Instincts roll at (difficulty 8) to avoid succumbing to the Kiss. This enables vampiric victims of diablerie to have a chance at fighting back.




Modifiers
Features Modifiers:
Heightened Senses (Auspex ●): -1 difficulty on Stage 1.
Fame (Background): -1 difficulty per dot on Stage 2 if the victim knows you.
Domain (Background): -1 difficulty per dot on Stage 1.
Herd (Background): +1 die per dot on all Stages if hunting one of your vessels.
Invading a Domain: +1 difficulty per dot of Security invested into the domain on Stage 1.
Humanity below 5 / Path of Enlightenment: +1 difficulty on Stage 2.

Stage 1 Difficulty Chart:
[GUIDE] Hunting and Feeding WC6ZZrB




Blood Pool Chart
Wounded characters typically have less blood than healthy characters. Assume that a normal-sized human has one fewer blood point in his system for each health level of damage he currently suffers. Mortals regain one blood point per day (unless, of course, they are infused with vitae from some other source). Vampires do not lose blood points to wounds in this manner, though they often spend blood to heal wounds they have suffered.
[GUIDE] Hunting and Feeding WLkxWGt




Overindulgence & Degeneration
Feeding on blood is a matter that requires careful consideration for vampires. When they consume the vitae of their victims, there is always a risk of overindulgence. To ensure the victim's relative safety, it is advisable for a vampire to take only 20 percent of their blood (approximately 2 blood points for an average human). If a vampire takes half of a person's blood, it becomes necessary for the victim to seek hospitalization (which can lead to risking your Humanity). Regrettably, consuming all of a person's blood will inevitably lead to their demise. Thus, vampires must exercise caution and prudence during feeding if they wish to avoid harming the victim.

Human Blood Chart:
10 Blood Points: Healthy.
9 Blood Points: Safe.
8 Blood Points: Mostly safe.
7 Blood Points: Mild dizziness, mild fatigue, mild headaches, slight shortness of breath, pale skin.
6 Blood Points: Severe fatigue, dizziness and lightheadness, paleness, increased shortness of breath, cold hands and feet, headaches, rapid heartbeat.
5 Blood Points: Extreme weakness and fatigue, ashen skin, rapid and weak pulse, rapid breathing, confusion and loss of consciousness, cold and clammy skin, dilated pupils, drop in blood pressure. Requires immediate hospitalization or the victim will die from blood loss.
4 Blood Points and below: Death.

Degeneration Chart:
Humanity 10: Animal blood only.
Humanity 9: Animal blood only.
Humanity 8: 2 Blood Points
Humanity 7: 3 Blood Points
Humanity 6: 4 Blood Points
Humanity 5: 5 Blood Points
Humanity 4: 5 Blood Points
Humanity 3: 5 Blood Points
Humanity 2 and 1: N/A




Additional Information
- A vampire may take up to three blood points from a given vessel in a turn. The shorter the turn, the more forcefully the Kindred steals the vitae. It is generally impossible to take more than three blood points from a vessel in three seconds (the shortest a turn gets), though some Nosferatu with hideously distended mouths are able to take more through sheer surface area bleed. Most vampires drink their victim’s blood slowly, so as to savor the luscious fluid and draw as much pleasure as possible out of the experience

- Blood consumption from elder vampires (7th Generation and below) yields double nourishment per Blood Point, while from Methuselahs (5th Generation and below), it yields triple nourishment.

- Blood consumption from Werewolves or other Fera yields double the nourishment per Blood Point (For more information please check the Werewolf Blood Guide).




Fun Facts
- The blood of animals is not as nourishing as the blood of humans. Though an animal may physically have a greater volume of blood than a man, vampires draw less sustenance from it. Hence, animals have fewer blood points, even if they have more blood.

- Old blood is never as nourishing as fresh blood. In fact, many vampires refuse to drink old blood, whether it comes from human corpses, blood banks, or a vampire's private reserve.

- Elders have greater blood pools not because they are bodily larger than younger vampires, but because the blood they ingest is more concentrated in their ancient veins. Werewolf blood is similarly potent." />
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