Final Point Spread

This is an overall section on how to use this very broad sections of character creation.  Willpower, Humanity, Paths, Blood Pool, and Health are within.

NOTE: I do not believe in the rules used in 3rd Edition.  I do not like the storyline either, but I do not use ANYTHING 3rd Edition on this page.  So, if you need that information, I apologize, but I cannot help you.

If anyone sees anything that I have missed, or made a mistake on, please E-mail me immediately so that I can correct the mistakes immediately.  Thank you, and enjoy.

This is another long section, but it is the last tough part of the character creation.  After this, the rest is a cakewalk.  Just follow these sections by clicking on the intrapage links below. 

Willpower Humanity Paths Blood Pool Health

Have fun!

Willpower

Willpower measures how capable a character is at overcoming the urges and desires that may tempt him.  However, unlike other Traits, it is not something you roll (at least not often); Willpower is something you use up.  When you use a point of Willpower, you remove it from the character's Willpower Pool, not from the Willpower Rating.  The rating stays constant, while the Pool gets used up.

During character creation, Willpower is equal to your Courage rating (see the section labeled "Advantages," specifically the area of Virtues, to learn more about that).  You can increase this rating by spending Freebie Points, which is HIGHLY recommended.

Willpower from the Pool goes up and down a great deal during the story.  It decreases by one every time the player uses a Willpower point to do something extraordinary, such as to retain self-control or gain an automatic success.  Eventually, the character will have no Willpower left and will no longer be able to exert himself the way he once did.  The character is mentally exhausted and can't rouse himself enough to give a damn; he's expended all his Willpower.

Willpower Rating

Level of Willpower

Weak
Timid
Unassertive
Diffident
Certain
Confident
Strong
Controlled
Iron-willed
Unshakable

Using Willpower

Willpower is one of the most active Traits in Vampire: The Masquerade, simply because there are so many different ways to employ, regain and change it.  Willpower is such a focus of the game that you will be paying a lot of attention to it, so you had better understand the following rules.

  • A Willpower point can be used to give you one automatic success in an action.  Only one point of Willpower can be used in this way on a single turn, but it gives you a single guaranteed success.  In this fashion it is possible to succeed automatically in any simple action, simply by concentrating.  For extended rolls, the extra success can make the critical decision between success and failure.  There are some situations in which the Storyteller may not allow such a use of Willpower.  Only vampires may use Willpower in this way.

  • On some occasions, the Storyteller may tell you that your character does something because of instinct, primal urge or gut reaction.  You can use a point of Willpower to avoid this and do as you place.  However, the feeling might return and another Willpower point might be required.  Sometimes it will return more times than you have Willpower, while other times you may completely overcome the urge.

  • When one of your Derangements (should you have one) is about to cause you to take a course of action you do not prefer, a Willpower point can be used to control yourself.  However, each time you attempt to overcome the Derangement, another Willpower point must be spent.  Eventually, if enough Willpower points are spent, the Derangement is overcome permanently (at least for the time being).  This is the only way Derangements can be overcome, though this is not effective on a Malkavian's initial Derangement.

Willpower can only be permanently increased by the expenditure of experience points, but the Willpower Pool can go through enormous changes during a story.

Recovering Willpower

A character recovers his Willpower Pool whenever he is able to rest or gets a chance to restore his self-confidence.  It is up to the Storyteller to decide when and how a character recovers Willpower.

Listed below are the three different ways in which a character can regain Willpower.  This does not have anything to do with the Willpower rating, which can only increase with experience, but instead the Willpower Pool.

  • At the end of the story (not just the gaming session, but the entire storyline), characters retain all of their Willpower, up to the Willpower rating.

  • You achieve some special success during the story that the Storyteller judges would cause the character to recover his self-confidence (and thus all or some of his Willpower).  This is totally optional.

  • You fulfill some criterion of the character's chosen Archetype (specifically, the Nature of your character), thus regaining from one to three Willpower points, subject to Storyteller judgment.  This must be achieved through role-playing, and approved by the Storyteller.

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Humanity

Humanity is a measure of how much of your character's mortal nature remains despite the curse of vampirism.  Humanity influences how well your character is able to resist all his newly unearthed urges and instincts.  

During character creation, your Humanity is equal to the sum of your Conscience + Self Control rating (see the section labeled "Advantages," specifically the area of Virtues, to learn more about that).  This rating can be increased by spending Freebie Points.

The most important Trait your character can have, if they are Camarilla, is Humanity, for as it drops, so does the character's connection to his human nature.  For Sabbat, this is sometimes considered a hindrance, sometimes just a vague annoyance.  A character with no rating in Humanity must either choose a path that will control their actions in this manner (as many Sabbat do), or will become a totally in human monster and is no longer under the control of the player.

There are many reasons a Camarilla character would want to keep their Humanity.  For instance, you cannot roll more dice in any Empathy roll than you have as a Humanity rating.  The less Humanity you have, the deeper you sleep, and the more difficult it is for you to wake up in an emergency.  You also tend to go into a frenzy more often in a stressful situation, as you find it difficult to control your primal instincts when you are in danger.  The actions you take when in frenzy could lead to lose even more Humanity.  Also, anyone with less than a seven in Humanity can be sensed by a Werewolf as having an evil taint on them (and, considering most Werewolves will kill a vampire on site, and even three Kindred on one Werewolf can easily result in all three Kindred meeting the final death, it is best to try to pretend not to be one and hope they go away).

This Trait can be seen as what separates a vampire from a human.  Vampires with high Humanity are the most human, while those with low Humanity are the least (a desirable thing to Sabbat).  Of course, it's not always so clean and cut as that.  Many humans have low Humanity, such as sadistic killers and child molesters.  So it is possible for a vampire to be more human than some humans, in that respect.

Humanity Rating

Level of Humanity

Monstrous

Horrific
Bestial
Cold
Unfeeling
Distant
Removed
Normal
Caring
Compassionate
Humane

Effects of Humanity

  • To a large extent, Humanity determines how human vampires appear and how easily they can pass for human in the general populace.  The less Humanity a character possesses, the more bestial he appears.

  • Vampires tend to sleep very deeply, and, even if there is danger, can be difficult to wake up.  During the day, especially after being awakened, you cannot roll more dice on ANY roll for ANY reason than your character's rating in Humanity.

  • Humanity directly affects Virtue rolls when you attempt to resist going into Frenzy.  You cannot roll more dice than your character's Humanity.  Therefore, as you sink into the abyss of bestiality, you can not long resist the call of the Beast.  As Humanity is lost, the character inches slowly closer to the day when he loses all self-control.

  • The length of time spent in topor is also directly affected by the Humanity rating.  The lower the character's Humanity, the longer he remains in topor.

Regaining Humanity

Players can raise Humanity as well, but only after prolonged an consistent artistic or aesthetically-based behavior.  A player may spend experience points to raise Humanity only after his character has done a "good deed."  The Storyteller, as always, is the final adjudicator of when this occurs.

As the Storyteller, be very strict about how characters can regain Humanity.  Remember that over the course of the chronicle, the characters should slowly lose more and more Humanity.  Preserving the status quo should be difficult enough for a character, and actually gaining Humanity should be next to impossible.

You may wish to make Humanity gain a specific reward for a particularly vigorous story in which there was no real or practical reward offered or given.  Only the rescue of some unfortunate or the persistent search for some kernel of truth or goodness will be enough to gain new Humanity.  Even then the gain doesn't have to be certain; you could require a Virtue roll to gain the point.

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The Paths of Enlightenment

The battle with the Beast is a lost cause for many Kindred.  Over time, the Beast begins to exert a hold that the undead cannot hope to shake until, finally, the vampire becomes a vile creature of raw, evil passion.  Some vampires, however, avoid this fate.  Even as their Humanity slips away, they find something else to hold onto, something else that keeps the ravenous Beast in check.

The Sabbat has come to call these philosophies the Paths of Enlightenment, but they existed well before the birth of that Sect.  These strict codes define every aspect of their devotees' existences.  Kindred on the Paths become fanatics, and fanatics they must be lest the lose any measure of self-control and free will.  The Paths are rare outside the Sabbat, and finding someone to initiate one is extremely difficult.

A vampire can only follow one Path at a time, and must begin this journey before the Beast takes control.  The few vampires who develop this sort of self-discipline begin when they still have two or three points of Humanity.  They will generally have another vampire begin their instruction, and will develop one point in their chosen Path (at a cost of five experience points).  From then on, additional points cost the current level multiplied by 2.

While each Path may have similarities to other Paths, each is distinct.  The moral codes may contain some of the same values, but the importance is not on which moral traits are of value, but how much they are valued.  While these may seem like only minor differences, keep in mind that many major religions are only slightly different from one another in their moral teachings.  Each Path is based upon a distinct foundation, but they all represent methods by which a vampire can transcend mortal morality and spirituality.

Listed below are some of the basic Paths.  The first seven (though not all are listed yet, just two) are the Paths common to the Sabbat, while the others can be used by most others, unless limited otherwise.  Click on the individual paths to learn more about them.

Path of Caine
Path of Honorable Accord
Path of Conjuring
Path of Humanity
Path of Paradox
Path of Typhon

Path Rolls

The morals the followers of each Path hold are defined by each Path's Hierarchy of Sins.  Each of these sins has a relative importance level, and can be from minor sins to deadly sins.  The Path roll is basically the same as a Humanity roll.  Whenever the character does something he would consider morally wrong, he must make a Path roll based upon her score in the Path.  This should be handled in the same manner Humanity rolls are handled.  If a character ever loses all her points in the Path, the Beast takes over and the Storyteller runs the character.

Using Paths

Storytellers need to consider carefully the effect the Paths can have on their chronicles before allowing characters to develop them.  If players know they will never lose their characters to the Beast, a chronicle can rapidly lose one of its most interesting aspects.

On the other hand, adding the Paths gives a whole new dimension to the game, as players begin to explore some of the most extreme manifestations of the vampiric condition.  Storytellers should strictly monitor adherence to the Paths.  These are not easy avenues to follow and, if a character loses their way, Storytellers should be fully prepared to have them fall to the beast.

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Blood Pool

This is simply a measure of how much blood a vampire has in its system.  The Blood Pool can be empty, which simply means that the character has used up all available blood in his body system.  He will then lose a Health Level the next time the rules require him to lose a Blood Point (such as when a night passes).  In other words, when the Blood Pool is empty, the character may not use Blood Points (obviously).

Blood Pool is an important factor in all Self-Control rolls.  You may never roll more dice on any roll involving the Self-Control Trait than you currently have as a score in your Blood Pool.  Thus if you only have three Blood Points left, you can only roll three dice to avoid going into a frenzy, even if your Self-Control is four.  This reflects the negative effect hunger has on Self-Control.

Some Kindred of earlier generations will have Blood Pools larger than 10 Blood Points.  here is a chart of all the Blood Point Size for each Generation, as well as the number of Blood Points they can use per Turn:

Generation

Blood Pool Size

Blood Points Usable Per Turn
Third

Unknown

Unknown
Fourth 50 10
Fifth 40 8
Sixth 30 6
Seventh 20 5
Eighth 15 3
Ninth 14 2
Tenth 13 1
Eleventh 12 1
Twelfth 11 1
Thirteenth thru Fifteenth 10 1

Using Blood Pool

Every night of existence uses up one Blood Point (scratch it off after a day of sleep).  However, characters can decide to use Blood Points for other purposes.  THe number of Blood Points a character can use per turn is determined by his Generation, though the effect is cumulative over a number of turns (see the above chart).  

  • One Blood Point can be spent to restore one Health Level, but only if the character is at rest and is not active.  It takes one turn to heal one Health Level.
  • One Blood Point can add one point to a specific Physical Attribute (see "Attributes").  The player must announce the expenditure of a Blood Point, and for the remainder of the scene, she gains one extra die.  Only one Blood Point can be used per turn, but the effects accumulate over a number of turns as more Blood Points are used.  After three turns and three Blood Points, a character could have +2 to Strength and +1 to Dexterity.  Of course, Kindred of lower generations can often spend more blood in a turn.
  • A vampire can give a portion of her Blood Pool to another, thus enabling him to restore Health Levels or take special actions.  This necessitates the slashing open of an artery and letting the other character drink from it.  Some characters may frenzy and attempt to drink more than they should, so this action can be somewhat dangerous.  Additionally, if this is the third time someone has drunk a certain Kindred's blood, the recipient will become Blood Bound to the donor unless he is already currently Blood Bound to another vampire.

When a character drinks the blood of an animal or human, he gains nourishment... the blood essential for a vampire to live.  This is described in the game as Blood Points.  If a character has 10 Blood Points, more depending on Generation, he is full and cannot benefit from drinking more.  If a vampire drinks all of a person's blood, that person will die.  If more than half is drunk, the person will need to be hospitalized and will perhaps die (mortals drop one Health level for every Blood Point lost).  If characters do not want to risk losing Humanity, they'd better learn to control themselves.

Gaining Blood Pool

When a vampire drinks the blood of a human or an animal, she is able to add blood to her Blood Pool.  Up to three Blood Points can be drained in one turn.  The shorter the turn, the less leisurely the character is taking the sustenance.  Many Kindred drink very slowly so as to eke more pleasure out of the experience.  It is impossible to take more than three Blood Points in three seconds (the shortest an action turn gets).

Once a human is bitten, he no longer resists the attack of the vampire and indeed becomes a fill partner in the ecstasy.  Thus, the vampire need not fear the victim once the teeth have sunk in.  In the cases of exceptionally strong-willed individuals (9+ Willpower), resistance may continue, but eventually even they are drawn into the seduction of the Kiss.  Some mortals, given the opportunity, learn to enjoy the Kiss and may develop a lust for it.

If a vampire drinks more than half of a victim's Blood Pool, that person's life is in serious danger, and some sort of treatment is usually necessary to ensure the victim's survival.  If more than three-fourths of a victim's blood is taken, immediate hospitalization is required or the vessel will surely die.

A wounded character usually has less blood than normal.  Assume that a normal-sized human has one fewer Blood Points for every level of wounds.  Vampires do not lose blood to wounds in this way.  Assume humans regain one Blood Point a day if they do not have a full supply of blood.  While some animals may have much more blood than a human by volume, it is far less nourishing and therefore is worth less in Blood Points.

Old blood is never as potent as fresh blood, unless it is extraordinarily potent, e.g. the blood of an elder, in which case it will maintain its vitality for some time.

If a vampire drinks the blood of an Ancient, each point taken may be worth two Blood Points or more.  Therefore, it is possible to gain a tremendous amount of Blood Points by feeding from such a creature.  Elders are able to concentrate the blood they drink, thereby increasing their effective Blood Pools.  Each "point" of their Blood Pools is therefore worth 1/10 of their total Blood Pools.

Essentially, elders have much larger Blood Pools than other vampires, although they are not physically larger.  They are able to contain the blood only because they are able to concentrate it.  Thus, if another vampire drank that blood, he would receive a highly concentrated dose (which often has special properties as well).  The blood of a Werewolf is also more concentrated, equaling THREE blood points to one.

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Health

This is a measure of how hale and hearty a character is.  There are various levels of injury, and each applies a different penalty to the person so injured.  A character who is Hurt, -1, would have one less die to roll on all his rolls, while a character who is Crippled, -5, would have five less dice to roll.  If that leaves the player with no dice to roll, then the character cannot take that action.

The chart below lists all of the Health Levels.

Level

Penalty

Description

Bruised   Character is only bruised and has no action penalties.
Hurt -1 Character is only mildly hurt; movement isn't hindered.
Injured -1 Minor injuries; little hindrance to movement.
Wounded -2 Character cannot run, but can still walk.
Mauled -2 Character is badly injured and can only hobble about.
Crippled -5 Character is severely injured and can only crawl.
Incapacitated   Character is completely incapable of movement.

A vampire who is Incapacitated can take no action whatsoever.  He is immobilized and the only action he can perform is to heal himself using Blood Points or swallow blood that is offered to him.  A mortal who reaches this state is very close to death; if he loses one more Health Level, he dies.  If a vampire sustains an aggravated wound at the Incapacitated level, he dies the Final Death as well.

 

Willpower Humanity Paths Blood Pool Health

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