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Blood. Beast. Man. (henceforth referred to as BBM) is a Vampire heartbreaker.

It serves as both
a love letter to Vampire RPGs of the past two decades and an honest attempt to create a more
mechanically simple and thematically focused take on the genre.
Taking a lesson from Qwixalted, BBM is a Rules Medium-Light take on Vampire RPGS. It
straps the familiar names and concepts from Vampire RPGs to a system that plays fast and loose;
removing unbalanced design thats been stapled to fluff on the altar of player and narrative
control.
Additionally, BBM is setup to tell most permutations of the Vampire RPG legacy. Globetrotting,
scheming, and pending Armageddon are valid story options, as are local tales of pain and
redemption. On top of that, it should function with any type of Undead, whether they be Eastern
Souls returned from hell, beings blessed with the ennui of eternity, or dualistic rulers of the
jungle primeval.
Quick Character Creation / Experience
Who are you? Select a name and a concept for the character.
How are you cursed? Select a Clan and note accompanying Curse and Blood Qualities.
Distribute 3 points between Blood Qualities (they can be rated 0).
What lies within you? Define the character's darkest urge their Beast Quality.
What defines you? The core personality trait of the character this is the Man Quality.
Distribute 10 points amongst Beast and Man Qualities
What are you good at? Distribute 15 points among the 6 Attributes (max 5)
What do you excel at? Select 4 Abilities and mark them as Specialties (1 must be
associated with your primary Blood Quality).
What's your niche? Distribute 5 points amongst Backgrounds (the 3rd points costs 2
points).
How far have you fallen? Cross out up to 3 dots of Human Quality. Gain 2 XP per dot
lost.
What's missing? Spend starting XP (see below).
Whats left? Note Blood Points (10 + 1/Generation). Note PDV (Body + Speed +
Specialties)/2 and SDV (Charm + Guile + Specialties)/2
Starting Experience
Fresh Neonate 10 XP
Young Turks 35 XP
Established Ancilla 75 XP
Movers and Shakers 125 XP
Elders Linchpins 200+ XP
Experience Costs
Native Blood Quality New Rating x2 XP
New Blood Quality New Rating x3 XP
Human Quality New Rating x3 XP
Attribute New Rating x2 XP
Background New Rating x2 XP (8 XP for the 3rd dot)

Blood Qualities
Blood Qualities define the nature of the vampiric blood within a characters veins, with the
Primary Blood Quality being the most powerful influence on their undead state. The Primary
Blood Quality is an inherited trait from a Clan or Bloodline. The Primary Blood Quality serves
not only to define the basis of a vampires power but also their Curse. Each Clan and Bloodline
have their own personal Curse, all of which grow as the vampires blood become more potent.
Potency of the Blood
The number of Blood points that a vampire may access and spend in a single turn is related to the
potency of their blood, i.e. Generation. The effects of this potency are as follows:
Potency/ Generation Blood Points and Max Blood/Turn
Qualities
0/13th
10/1
1/12th
11/1
2/11th
12/1
3/10th
13/2
4/9th
14/2
5/8th
15/3
6/7th
20/5
7/6th
30/7
8/5th
50/10
9/4th
100/15

Max Attributes and Blood


5
5
5
5
5
5
6
7
8
9

Using Blood Points


A single Blood point is spent every evening upon rising.
Blood points are spent to activate Disciplines, Heal physical damage, and to create
Ghouls or Embrace.
Blood points are regained by feeding.
Beast Quality
The Beast Quality represents the ravenous urge that nags at claws at all vampires. This quality is
often expressed as a superlative version of the most selfish feelings that the character felt in their
living days. The Beast Quality should convey the selfish or negative aspects of a vampires
personality, such as Overprotective, Dominating, or Brutal.
Rolling the Beast Quality
The Beast Quality is rolled when attempting to Ride the Wave of a Frenzy.
Using Beast Points
A Beast point can be spent at convert dice showing 9s into two successes and 10s into
three successes or increase a DV by Beast/2.
A Beast point can be spent to ignore Wound Penalties for the scene.
Beast points are used to facilitate the healing of damage from fire and sunlight.

A Beast point is regained whenever the vampire takes an action that enforces their Beast
Quality.

Human Quality
The Human Quality is the expression of the remaining ember of a vampires mortal self. Even a
ruthless politician has a kernel of good in him the love for his children, a desire to protect his
county. Players create their Human Quality, they should relate to a goal or a positive aspect of
their personality, such as Driven, Kind, or Impassioned.
Rolling the Human Quality
The Human Quality is rolled when attempting to avoid Degeneration or hold back a
Frenzy.
Using Human Traits
Mankind is clever and dedicated. One Human point can be spent to add 1 automatic
success to an action or remove a success from another action.
At the cost of a Human point, a vampire can appear human to all but supernatural senses
for the scene.
Human points are spent to heal Nerve damage.
A Human point is regained whenever the vampire takes an action that enforces their
Human Quality.
Qualities & Stunts
BBM rewards players for adding to the theme and drama of the gaming session. If a player
provides a description or says a line that pushes up the fun or drama of the game, they are
awarded an extra die to an action or point to their DV. If this action resonates with their Beast or
Human Quality they also regain a point of that Quality.
Attributes & Abilities
Attributes measure the unrefined capability of a character. Whenever a roll is made, roll the
applicable Attribute and add one die if the necessary Ability has been marked as a specialty.
Body
Combat
Might
Resistance
Survival
Speed
Athletics
Firearms
Larceny
Stealth
Sense
Awareness
Drive
Empathy
Investigation

Mind

Self

Academics
Crafts
Occult
Strategy
Composure
Intimidation
Expression
Presence

Guile

Persuasion
Streetwise
Socialize
Subterfuge

Backgrounds
Backgrounds measure social connections and resources available to a character. Whenever
pertinent, a Background rating can be used to justify and action or can be added to a dice roll.
Allies - Loyal retainers, peers, and useful NPCs
Contacts - Sources that can be tapped for information
Domain - Sanctioned feeding grounds and/or a fortified Haven
Fame - Name and/or face recognition among the Kine
Herd - Regular and reliable sources of sustenance
Influence - Pull among a segment of mortal society
Mentor - An actively involved tutor or Sire
Resources - Cash money and creature comforts
Status - Prestige or notoriety with a Sect or Clan
Clans
Clans are the lineages and legacies of vampiric genealogy. Each Clan has three Blood Qualities
and an associated Weakness.
Assimites
Blood Qualities
Sanguineous - Quietus
Agile - Celerity
Covert - Obfuscate
o Mystic - Dur-An-Ki (Blood Magic)
Weakness: -2 dice to resist blood addiction and cannot spend Human point to resist
Brujah
Blood Qualities
Impassioned - Presence
Tough - Potence
Energetic - Celerity

Weakness: -1 die to resist anger frenzy and cannot spend Human point to resist
Cappadocian
Blood Qualities
Morbid - Necromancy (Blood Magic)
Learned - Auspex
Calcified - Fortitude
Weakness: Unable to use Blush of Life and -1 die on social interactions with mortals
Giovani
Blood Qualities
Defiling - Necromancy (Blood Magic)
Bullying - Dominate
Severe - Potence
Weakness: Unable to create the Kiss
Gangrel
Blood Qualities
Primal - Protean
Hardy - Fortitude
Savage - Animalism
Weakness: 10s only count as a single success on Mental actions
Lasombra
Blood Qualities
Abyssal - Obtenebration
Devious - Dominate
Brutal - Potence
Weakness: Cast reflection or shadow and +1 damage from sunlight
Malkavian
Blood Qualities
Lunatic - Dementation
Insightful - Auspex
Enigmatic - Obfuscate
Weakness: Fleeting insanity, roll Human -1 per lucid night to avoid "lunatic frenzy"
Nosferatu
Blood Qualities
Terrifying - Nightmare
Stealthy - Obfuscate
Overpowering - Potence
Weakness: 10s only count as a single success on Social actions
Ravnos

Blood Qualities
Illusive - Chimestry
Superior - Animalism
Enduring Fortitude
o Gifted - Auspex
Weakness: Must roll Frenzy to avoid indulging in a chosen vice
Salubri
Blood Qualities
Esoteric - Valeran
Knowing - Auspex
Unrelenting - Fortitude
Weakness: No nourishment from blood taken from unwillingly or without force
Setites
Blood Qualities
Concealed - Obfuscate
Serpentine - Serpentis
Beguiling - Presence
o Heretical - Akhu (Blood Magic)
Weakness: -1 die on all actions in bright light and +1 damage from sunlight
Toreador
Blood Qualities
Emotional - Auspex
Graceful - Celerity
Desirable - Presence
Weakness: -2 SDV when versus enrapturing experiences
Tremere
Blood Qualities
Ordered - Thaumaturgy (Blood Magic)
Wise - Auspex
Controlling - Dominate
Weakness: +1 Step to all Blood Bonds
Tzimisce
Blood Qualities
Inhuman - Vicissitude (Blood Magic)
Dominant - Animalism
Shrewd - Auspex
o Primordial - Koldunic Sorcery (Blood Magic)
Weakness: -1 die on all actions for each night spent without native soil
Ventrue

Blood Qualities
Regal - Presence
Commanding - Dominate
Unyielding - Fortitude
Weakness: No nourishment from those not of preferred stock
Blood Qualities and Disciplines
Disciplines are the result of a characters experience and identity being focused through the
mystic power of the blood. Every Blood Quality is tied to two Abilities, which it enhances (these
can be altered to fit a particular character's style and motif).
Animalism - Presence & Survival
Auspex - Awareness & Empathy
Celerity - Athletics & * Initiative (+1 to Initiative roll per Discipline)
Chimerstry - Performance & Persuasion
Dementation - Empathy & Persuasion
Dominate - Persuasion & Subterfuge
Fortitude - Resistance & * Health (+1 to Health level per Discipline)
Majesty - Presence & Performance
Nightmare - Intimidation & Composure
Obfuscate - Stealth & Larceny
Obtenebration - Stealth & Combat
Potence - Combat & Might
Protean - Survival & Resistance
Quietus - Combat & Resistance
Serpentis - Survival & Subterfuge
Valeren - Composure & Empathy
Blood Magic - * Crafts & Occult
Discipline Effects
For every level a character has in a Blood Quality they may select a Discipline. A Discipline
adds to and modifies the use of one or both of the Abilities associated with the Blood Quality.
When a Blood Quality is activated a character may select from any of their available Disciplines
to create and effect. Disciplines may be selected in any order.
* Note: In all instances X is equal to the rating of the Blood Quality being used.
Pace - Extends, delay, speed, or slow the effect of the characters action by a factor of (X) in
chronological or by (X) turns in dramatic time. When combined with other Disciplines, Paced
allows for the creation of persistent Discipline effects.
Resistance: Slow the effects of tear gas
Larceny: Crack a safe in less time
Academics: Speed read a dictionary
Strategy: Create bureaucratic red tape
Performance: Sway a crowd with a sentence
Persuasion: Get them to bed with a single glance
Prowess - Add (X) to an Ability for the purposes of a single roll of defensive action.

Reach - Extend the effective range of the an action by (X) range increments or inflict/reduce
knockback of up to (X) range increments.
Might: Throw a knife across a football field
Athletics: Run a city block in a a minute
Drive: See danger coming a mile away
Investigation: Track a criminal's movements after they've fled the scene
Intimidation: Make someone run far, far away
Streetwise: Know the location of the closest Rack
Scope - Increase the number of actions taken during a turn by (X) or increase the total number of
targets affected by a non-physical action by (X). Multiple attacks cannot be made against a single
target during the same turn.
Combat: Roundhouse kick a clutch of mooks
Firearms: Pepper a clutch of mooks with bullets
Empathy: Get a feel for the emotional vibe of a room of people
Strategy: Understand an entire organization at a glance
Presence: Inspire a cadre of allies to action
Socialize: Know the comings and goings of all guests at a party
Supernatural - Reduce a difficulty by (X), remove (X) dice from another's Ability, or create a
non-mechanical Narrative effect.
Survival: Speak to an animal
Stealth: Vanish from sight
Awareness: Read a subject's aura
Occult: Interact with spirits
Composure: Withstand a psychic assault
Subterfuge: Command a mere mortal
Activating Disciplines
Activating a Blood Quality is based on the number of Disicplines to be used in the effect:
1 Discipline Effect - 0 Blood points
2 Discipline Effects - 1 Blood Point
3 Discipline Effects - 2 Blood Points
4 Discipline Effects - 2 Blood Points
5 Discipline Effects - 3 Blood Points
A character cannot spend any more Blood points per turn than allowed by their Generation. If a
Discipline effects cost exceeds this amount, the Effect takes multiple turns to activate.
Blood Magic
The sorcery steeped in the blood of vampirism follows its own rules. Blood Magic does not
acquire Disciplines for Blood Magic. Instead, Blood Magic allows the caster to access all
Disciplines, albeit in limited ways.

For each level of Blood Magic a vampire may spend on the Blood points to create an effect as
per the chart below, allocating points to Power (dice rolled), Range, Duration, and Magnitude.
Cost Power
Range
Magnitude
Duration
0 Bp 0 dice
Self
Self
Turn/Seconds
1 Bp 2 dice
Close
1/Close
Scene/Minutes
2 Bp 4 dice
Mid
2/Room
Scenes/Hours
3 Bp 6 dice
Long
3/Building
Night/Days
4 Bp 8 dice
Distant
4/Block
Session/Weeks
5 Bp 10 dice
Far
5/Arena
Sessions/Months
A characters only limitation is their rank in Blood Magic and the blood they have available.
Level 1 Blood Magic - 2 Blood points
Level 2 Blood Magic - 4 Blood points
Level 3 Blood Magic - 6 Blood points
Level 4 Blood Magic - 8 Blood points
Level 5 Blood Magic - 10 Blood points
After spending the cost for the effect, roll Occult or Craft to create the effect.
Despite its flexibility, Blood Magic is demanding. All effects are limited by Paradigm (the
magical belief system that directs the magic) and by Casting and Components (the time and
pieces necessary to craft an effect). However, each by extending the Casting of a spell beyond a
scene or adding rare or dangerous Components, a spell may have its cost lowered by up to 5
Blood points.
Counter-Magic
Blood Magicians are able to counter the spells of others. To attempt counter magic the Blood
Magician must spend the same number of Blood points as the original caster and exceed the
casters successes on an Occult roll.
Extending Disciplines - Devotions
Vampires are initially limited to the Blood Qualities that they inherit from the Embrace, with
time however, new effects can be developed by tempering their Blood with their Human or Beast
Qualities.
To create a Devotion, first select a Blood Quality. Then select an Ability that is not associated
with that Blood Quality but does resonate with either the characters Beast or Human Quality.
Finally spend XP equal to raising a Blood Quality. The Devotion gains all of the Disciplines of
its related Blood Quality, but has a level (X) of its own.
Note: This may be done once for each Blood Quality, once for each the Beast and Human
Qualities.
Taking Action
If a character is taking action and something is on the line, its time to pick up the dice
(otherwise, just narrate though things) as with all great vampire games youll want a handful of
d10 for such situations. Roll dice equal to the appropriate Quality or Attribute, adding

dice/subtracting dice from the pool as necessary. All dice showing 6-9 count as a single success.
Dice showing 10 10s count as 2 successes. If a dice pool would be reduced to 0 or below, instead
roll 1d10 if the result is a 10 the result is 1 success.
In most situations, it takes only a single success to accomplish a task. Successes in excess of 5
indicate extraordinary success. If a task requires extra effort or is more painstaking a difficulty
can be applied, removing generally 1-3 dice from a roll.
Combat
There are two forms of combat in BBM, Physical and Social. Both are handled similarly, with
one key difference intended results. Physical combat has only one purpose, to inflict physical
damage to an opponent. Social combat, on the other hand, focuses gaining narrative control of a
scene or bearing of another.
Both forms of combat follow the step outlined below:
Initiative Roll a single die and add the result to the characters Awareness (Physical) or
Empathy (Social). Action is taken starting from the character that rolled the most number
of successes and proceeds downward.
Attack Roll dice equal to the Ability being used to attack (including Specialty) plus any
bonuses minus the defenders Defense Value
Resolve Damage is dealt to Health or Nerve equal to the number of successes rolled.
Combat Maneuvers
Grappling / Entangling
Clutch a victim by the throat or baffle them with fast talk both place them at your mercy. Roll
as per a strike but deal no damage. Instead, on all subsequent turns you may Squeeze or Feed
from the Target. The victim of a Grapple may use their action initiate a contest roll to break free,
rolling [Athletics, Brawl, or Might] versus their opponents [Brawl, or Might], while those
Entangled may roll [Intimidation, Presence, or Persuasion] versus their opponents [Intimidation
or Persuasion].
To Squeeze, roll your Attack (Body or Self + Specialty)/2 and deal successes as damage. To
Feed, no roll is required, no damage is dealt. Instead 1 Blood Trait or Nerve is stolen from the
opponent (which in the case of Blood can be fatal to mortals). In either case, as long as the
Grapple/Entangle is maintained, both parties defend with only their (Body or Self + Specialty)/2.
The Kiss
If a vampire Feeds physically from a non-vampire, the victim is overcome with pleasure and
looses the will to resist. A victim may roll Human at a -5 dice. A Failure on this roll adds an
additional difficultly to further attempts to resist (maximum -7).
Surprise
Opponents may be ambushed, led into a trap, or in some other way caught off guard. To conceal
known to conceal an attack the attacker must conceal their intentions until they strike a
contested roll is made pitting the attackers [Stealth or Subterfuge] versus the surprised partys
[Awareness or Empathy]. If the attacker succeeds, the automatically have the highest initiative

for the scene. Additionally, for the purposes of the initial surprise attack, for each threshold
successes subtract 1 from the defenders DV.
Weapons
Knife +1 damage -1 PDV
Club +1 damage
Sword +2 damage -1 PDV
Small Arm +1 damage
Large Side Arm +1 damage -1 PDV
Shotgun +2 damage -1 PDV
Riffle +2 damage
Armor
Kevlar +1 PDV
Riot Gear +2 PDV
Health and Damage
Vampires are physically resilient creatures. Damage dealt from most blunt objects, mundane
knives, and small arms fire are halved (round up). Other forms of harm do full damage.
Banes
Three physical banes afflict the bodies of the undead fire, sun, and a stake through the heart.
Fire and Sunlight are treated damage the vampire in the same way a heavy weapons blast would
- seriously. These banes do full damage to the vampire and must be healed
are usually encountered as environmental Hazards rather than attacks. Roll (Body/2) rather than
(Body) to resist the effects of such damage.
A Stake through the heart places a vampire into a near-torporous state in which they are aware of
their surroundings but unable to act. Normally, staking is done when a vampire rests roll Melee
or Might at +1 difficulty. In combat the same roll is made, but at a +5 difficultly.
States of Being
Morality
Morality is the measure of a vampire (and a mortal's) moral compass; their ability to not only
know right from wrong, but to understand the difference between the two. Morality is measure
on a scale of 1-10, if a Vampire commits an act that is lower than their Human rating, they must
roll Human or face Degeneration.
Morality
10 Selfish thoughts (e.g., hurting someones feelings)
9 Minor selfish acts (e.g., cheating on taxes)
8 Injury to another, accidental or otherwise (e.g., physical conflict)
7 Petty theft (e.g., shoplifting)
6 Grand theft (e.g., burglary)
5 Intentional mass-property damage (e.g., arson)
4 Impassioned crime (e.g., manslaughter)
3 Planned crime (e.g., murder)

2 Casual/callous crime (e.g., torture, serial murder)


1 Utter perversion, heinous acts (e.g., combined rape, torture and murder; mass murder)

Alternate Morality
Some vampires, in order to create a bulwark against an ever growing Beast, adopt alternate and
alien codes of Morality. Such vampires replace the Human Quality with an Ego Quality. Ego is
used identically to Human except it is considered to be 3 lower (minimum 1) for all instances
except Degeneration rolls - such is the price of abandoning the Man to keep the Beast at bay.
Ego Qualities may be similar to Beast Qualities, but tempered by philosophy.
Degeneration
When a vampire makes a Degeneration roll, count the number of steps between the vampire's
Human Quality and the level of the offense and subtract an equal number of dice from the roll. If
a roll would be reduced to 0 the character does not have a chance to roll a single die and hope for
a 10, the roll is automatically lost.
On a successful roll no Human is lost in fact the act of understanding the mistake and feeling
guilt may be a reason for the vampire to raise their Human Quality. On a loss a point of Human
Quality is lost. Additionally the maximum Human Quality is lowered by 1. As a pyrrhic victory
the vampire regains all Beast points and has a reason to potentially raise their Beast Quality.
Frenzy
Vampires are prone to bouts of extreme bestial emotion. When confronted by something that
rattles the Beasts cage, such as humiliation, potential death, or blood, roll Human minus the
number of Beast points spent this scene to resist the urge to frenzy. Each success is a number of
turns that the vampire is able to maintain control. This roll may occur multiple times, giving the
character a chance to steel themselves against the Beast, escape the offending stimuli, or fail and
give in to the Beast.
Should a vampire fail this roll, they may roll their Beast Quality (with the same modifier as the
Human roll) in order to ride the wave and direct the frenzy to a desired target.
While in Frenzy, the vampire adds their Beast/2 to SDV and ignores Wound Penalties at no cost.
Sparking a Frenzy
There are three things that rouse the Beast, hunger, anger, and fear. When confronted by one of
these sources the player must roll to resist Frenzy. Some situations may call for an imposed
difficulty modifier of 1-5.
Hunger The Beast is ravenous. When while feeding or hungry, the Beast can manifest.
The vampire must take care to feed slowly, to avoid frenzying.
Anger When antagonized the Beast lashes out. Constant frustration, the site of a dead
loved one, and the like provoke anger in the vampire and can be a source of frenzy.
Fear When confronted by its own mortality, the Beast flees. When coming face to face
with the Banes of vampiric existence the vampire must control their urges to run in terror.
Hunger and Frenzy

If a vampire has four or less Blood points remaining is considered Hungry and must roll to resist
gorging themselves at the site of blood or when feeding. Hungry vampires loose 1 die from the
rolls to resist. If a vampire has 0-1 Blood points remaining they are considered to be Starving.
Starving vampire lose 2 dice from their rolls to resist Frenzy.
Blood Addiction and Bond
Nothing in the world is as sweet and narcotic as vampiric blood a single taste runs the risk of
addiction. After tasting any vampire's blood roll Human whenever the chance to drink again
(from any source arises). Increase the difficulty of such rolls by 1 for every taste beyond the first
if the difficultly ever exceeds a character's Human Quality they are addicted. If a character
successfully resists the addiction, lower further difficulties to resist by 1.
Not only does a vampire's blood run the risk of addiction, it also grants a level of control to the
person the character drank from, known as the Domitor. Each Blood point imbibed creates a step
of Blood Bond in the drinker (Thrall).
Step 1 After the first drink, the Thrall is predisposed to liking the Domitor. There is no
mechanical effect
Step 2 The Thrall now views the Domitor as an important figure in their life and must
roll Human to actively harm them. Additionally, the Domitor gains +1 dice in all social
attacks against the Thrall.
Step 3 The thrall comes to view the Domitor as the most important thing in their life.
The Thrall must roll Human to attempt to even indirectly harm the Domitor, and must
Human at a +3 difficulty to attempt to directly harm them. The Domitor gains +3 dice in
all social attacks against thrall.
The Illusion of Life
Blood is responsible for keeping the corpse body of a vampire animated. Upon rising each night,
the vampire must spend a single Blood point. Additionally, the vampire can take this further,
simulating the blush, breath, and other aspects of the living. At the cost of 1 Blood point, a
vampire can appear human to all but supernatural senses for the scene.
Ghouling and the Embrace
A vampire may feed blood to the living and impart a degree of the Blood to the recipient.
Feeding a Blood point to a being mortal creates a ghoul. At the cost of 1 Blood point the vampire
imparts the first level of one of their Blood Qualities to the Ghoul. The ghoul then gains access
to the first Discipline effect associated with that Quality along with a fitting Specialty. The
Ghoul has a number of blood traits equal to those they've drank from a vampire.
A freshly dead mortal, one that is on death's door creates a vampire. The newly Embraced
mortal gains all the benefits and drawbacks of the Blood.
Diablerie
Gain Generation and eat another beings very soul. After draining a vampire of all of their blood
(normally via Grappling and Feeding), the attacker must then drain away the last of the victim's
soul. Roll Body at +1 difficulty. Neither Beast nor Human points may be used in this roll. The

roll may be made (Beast Quality Rating) times, with successes carrying over to the next. After
(5+Generation) successes are accumulated the task is complete.
If not enough successes are accumulated the attacker is left exhausted as the victims soul slips
away. If successful, the attacker immediately gains one point of Generation and a point to be
spent on a Blood Quality (existing or new) and automatically loses a Degeneration roll, losing
one point of Human Quality and lowering the traits maximum by one.
Health and Healing
A vampires body can be healed through the power of the Blood. A Blood point can be spent to
heal 1 level of physical damage. 3 Blood Points and 1 Beast Point can be spent to heal 1 level of
damage caused by fire or sunlight. Nerve, on the other hand, is regained by drawing on the
strength of the self. 1 Human point can be spent to heal 1 level of social damage.
Along the way, as a character accumulates damage they suffer Penalties (noted by number next
to the boxes on their Nerve and Health levels) these penalties are subtracted from the
characters dice pool. If a character would be subject to both Health and Nerve Penalties, apply
on the larger Penalty of the two. These Penalties may be ignored for a scene by spending 1 Beast
point.
Hazards/Poison
Hazards, such as fire, falling bricks, and the like are environmental effects that are potentially
damaging to a character. Hazards have a rating for damage and frequency as long as a
character is exposed to the Hazard, roll an appropriate Ability and subtract the successes from
the damage of the Hazard.
Poisons function in a mechanically identical manner.

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