All Things Blood (and Willpower)

Thicker than water and bad milkshakes.

Blood Pool

A Characterís blood pool is the measure of how much Vitae they have in their system. The blood pool comprises a number of Individual blood points. Each point Corresponds roughly to one-tenth of the blood in an average adult mortal in conversion.
How much blood you can contain and how much blood you can spend in a turn is dependent on one's generation. A vampire with zero blood points in their system is extremely hungry and likely in the throes of frenzy more often than not.
Every night, whether the Vampire rouses or not, one blood point is subtracted from their blood pool, as their body feeds on the magical essence of the blood they have consumed. This translates in game as every IRL Day since they last fed, the player should deduct one blood point per day, excluding form things like paused scenes. (Remember you are only required to roll to feed once per week and can always roll in #Caci-Story-planning to feed again to regain your blood points.)
As your generation decreases, your blood becomes more potent, if given to a mortal one blood point will always be treated as one tenth of a total humanís blood capacity within their veins, but that does not mean elders with blood pools of thirty or more are bloated on blood when full, it is simply more condensed.

Spending Blood

Here are a number of ways that a Character can spend blood outside of awakening each night. These are things, outside of a few exceptions, that every kindred can do.

A Vampire at rest may spend one blood point to heal one level of Bashing or Lethal damage. Vampires of lower generation may spend as much blood per turn as their Generation allows to heal even more quickly. As part of their curse this is the only way a Kindred can naturally heal.
When in combat Healing is considered an Automatic Feat, thus takes no roll, but does take a turn of combat to do. You may attempt to heal in combat without it taking your turn, but must roll successfully on a (Stamina + Survival roll Difficult 8). This roll is considered reflexive so you do not need to split your action to do so. Failing on this roll means the vampire loses all expended blood points and does not heal. A botch on this roll makes you lose an additional point of blood and you hurt yourself.

Blood Buff
Max blood buff will function as described on page 138 and 139 of the Revised core book. You can also look on the House Rules page for details.

Sharing Blood
A Vampire may give a number of blood points to another Kindred, Animal, or mortal, thereby enabling the recipient to use the blood as if it were their own.
In cases of Kindred, if the recipient is already low on blood this may result in frenzy and them taking too much and should be done in caution. In cases of Mortals and animals. In this case so long as the mortal retains the Kindred vitae in their system they are considered a ghoul. In both cases if they partake of a Kindredís blood three times, on seperate nights They become blood bound to the donor.

Blush of Life
Vampires have corpse-like features, cold to touch, ashen skin, not breathing. All of this can be offsetting to people. The lower humanity you have the more striking this is. If you wish to fake these things, looking lifelike, breathing automatically, or warm yourself up you must expend a blood point. Only Vampires on the Path of Humanity may use Blush of Life.

Gaining Blood
Vampires must be careful while feeding. They can only take 20% of a vesselís blood before it begins to become dangerous for them. Taking half will hospitalize them. This means if you take just two points from a human nothing bad will happen. Any more and you risk harming them, and five they will need medical attention. Wounded characters have less nourishing blood, a mortal who is wounded has one less Blood Point in their system for each Health Level missing.
Old blood not only tastes foul but is also less nutritious. Many Kindred refuse to drink old blood whether it comes from a Human corpse, blood banks, or a vampireís private reserve. Old blood is only Half as potent as fresh. So for every two liters drunk, a kindred only regains One blood point.
You at most can take three blood points from someone a turn. Though some merits may increase the amount you get, and potence can increase this amount by one per level if you do not care about hurting the victim. If a kindred uses even a single dot of potence to drain blood from a mortal, they die.

Vessel Blood pool
Vampire 10-???
Werewolf 25
Average Human 10
Child 5
Very Larg Animal (Moose, Bear) 7
Large Animal (Cow, Horse) 5
Dog 2
Cat 1
Blood bag 1
Rat 0.5
Bat/Bird 0.25

Generation Max Trait Rating Max Blood Pool Blood Per Turn
Third 10 ??? ???
Fourth 9 50 10
Fifth 8 40 8
Sixth 7 30 6
Seventh 6 20 4
Eighth 5 15 3
Ninth 5 14 2
Tenth 5 13 1
Eleventh 5 12 1
Twelfth 5 11 1
Thirteenth 5 10 1
Fourtheenth+ * * 1

*Kindred 14th Generation and higher either are or have a chance to be Thinbloods, and thus different rules apply to their Max Trait Rating, Blood Pool, and Blood Per Turn.

Keeping Healthy

Most Kindred have Seven health levels in total, each one applies a Different effect to your character, which shall be listed in the table below. Some abilities or merits allow for additional Bruised health levels, it is up to the player to keep track of these and their overall health at all times.
Health Level Dice Pool Penalty Movement Penalty
Bruised No Penalty No Penalty
Hurt -1 No Penalty
Injured -1 Half run speed
Wounded -2 Cannot Run. Moving and attacking is considered dice split with additional penalties from injury.
Mauled -2 Can only move 3 yards per turn. Can no longer move & attack.
Crippled -5 Can only move 1 yards per turn. Can no longer move & attack.
Incapacitated ALL No action but heal. If out of blood you enter Torpor.

Depending on Damage, if you are past Incapacitated, you are automatically in Torpor or may suffer Final Death.

Exceptions - Dice pool penalties from health level loss apply only to actions. They do not apply to reflexive dice pools such as soak dice, Virtue checks, or Willpower rolls. The health level penalties do apply to damage rolls for Strength-based attacks, but not for mechanical weapons like firearms.

Power of Will

The will of a person can be quite strong and never underestimated, this is doubly so with a Vampire. Because there are many ways to use Willpower it is important to know how it works.
A player may spend one Willpower point to gain an automatic success on a single action. Only one point of Willpower may be used in a single turn in this manner, but the success is guaranteed and may not be canceled, even by botches. By using willpower this way it is possible to succeed at a given action simply by concentrating. You must say you are spending Willpower before you roll.
A player may spend a Willpower point to prevent a derangement from manifesting, with the Storytellerís permission. Eventually, if enough willpower points are spent (as determined by a ST), the derangement may be overcome and eliminated, as enough denial of the derangement remedies the aberration. This of course may not be used to overcome the Malkabianís initial derangement, though Willpower may be spent to deny it for a short period of time.
A player may spend a Willpower point, wound penalties can be ignored for on turn. However, an incapacitated or torpid character may not spend Willpower in this manner.
When in the throws of frenzy you may spend a Willpower point. This enables the vampire to control themselves to make one action for one turn.

-Thank you to Ene for taking the time to put this information together!