Healing in Vampirism for Amoral Sociopaths | World Anvil
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Healing

Vampire - The Requiem
Mortals heal wounds through time, rest and medical treatment. The undead heal supernaturally, using their stolen blood to repair their bodies. Ordinary medical treatment offers them no benefits whatsoever.
Kindred heal bashing damage quite easily. In one turn, a Kindred character can expend one Vitae to heal two Health points lost to bashing damage. Kindred who are able to spend more than one Vitae per turn may heal two points of bashing damage per Vitae spent per turn, up to their limit. For example, a character with Blood Potency 4 can spend two Vitae per turn (see p. 99), so he could spend two Vitae and heal up to four points of bashing damage in one turn.
Lethal damage heals less easily, since it requires building new tissue to replace and rejoin parts of the character’s body. In one turn, a vampire can expend one Vitae to heal one Health point lost to lethal damage. As with bashing damage, vampires who are able to spend more than one Vitae per turn may heal one point of lethal damage per Vitae spent per turn, up to their limit. Both bashing and lethal damage could even be healed at the same time if you can spend all the Vitae required to do so.
A character can perform other actions while healing bashing or lethal damage, as this recovery is a reflexive action. An undead character can therefore take as much damage in a fight as a mortal does and heal the damage back while the fight continues. Of course, a Kindred carries a limited supply of blood, but she can replenish herself from a defeated foe. (Although bloodless corpses or the addictive taste of a fellow Kindred’s Vitae pose their own problems.)
Aggravated damage presents much greater difficulties. Each Health point lost to aggravated damage costs five Vitae to heal, and the process takes two nights per Health point. Those five Vitae must be spent over the course of the two nights it takes for the character to heal the wound, though they need not be spent together. For example, a player might spend three Vitae after the character rises on the first night, and two Vitae after she rises on the second night to heal the wound.
Note that characters can never heal more Health points than their Health trait. For example, a character with 8 Health who has suffered five points of damage (of whatever type) can not heal six points of damage and raise her Health to 9.
When vampires heal themselves, the rightmost wound of the kind recovered is erased from your character sheet. So, if two bashing wounds are healed, the rightmost ones on your character’s Health chart are erased. If a lethal wound is healed, the right most one is erased. The same applies for an aggravated wound. In the case of lethal and aggravated wounds, however, if any other wounds remain to the right of the healed one on your character’s Health chart, those injuries shift left one square. No blanks are left in your character’s chart.

Simplified:

Spending blood to heal damage is a reflexive action.
Bashing: Once per turn, 2 Bashing Damage healed per 1 Vitae spent.
Lethal: Once per turn, 1 Lethal Damage healed per 1 Vitae spent.
Aggravated: Can heal 1 Aggravated damage every 2 days, costs 5 Vitae.

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