vampire -- the blood economy
How you play
1. hunt bare hunt scents prey; hunt <prey> sips from guise or fangs-out
2. hunt <prey> montage sip -- repeat until prey KO (clinic by default)
3. bite combat siphon -- fangs snap out on the strike
4. attack lethal intentional kill-drain bonus after KO (leftover blood)
5. offer/accept willing player donor (premium)
6. buy / drink bottled blood at the Rat's Nest (safe in guise)
7. blood groceries stock a house fridge for ~48 game-hours (help blood groceries) -- good Vampires prefer this
8. bite a nest captive dinner-run at the lair -- fuel + train (bloodcircuit is retired)
You hunger for blood. Score shows Blood; needs shows the same Blood fill bar (full bar = full tank). Identity also lists Sire -- None until a nest turn or conversion stamps who made you. Food and water will not help -- drink a bag, hunt, or bite (help fuel). Blood burns faster than mortal appetite -- plan on about six meals a day (a Nest bag covers roughly four game-hours). Stay fed and you are fine; idle without snacks and the thirst catches up.
Top stats lean POW / FIN / PRE.
Town prey NPCs are always there to sip; willing players and rare blood types are the richer prizes. You unlock Blood Magic and share the supernatural fuel tank. Blood types are feed inputs, not separate Aspects.
Top stats lean POW / FIN / PRE.
Good to know
Constructed have no biology to drink. Rare blood needs bite or kill-drain, not quiet hunt. Hunt and bite shed your guise automatically when the fangs go in -- ambush from disguise is fine. Willing accept still needs you revealed. Bottled blood stays guise-safe (help drink | help scavenge).
Open sky by day stings like a brutal sunburn (SPN UV biology -- painful, not lethal); passive knitting slows outdoors until shade (help daylight). Vampires prefer the dark; you can still walk outside. Dead man's blood seizes you the same way it seizes any vampire -- inject, splash, a coated blade, a spiked drink, or DMB ammo -- until living blood, treat, or time (help dmb). New Vampires start in the Bone Nest with a short mentor lesson (help tutorial). New Reapers start at Reaper Dock with Ashpen's First Ferry lesson -- claim, ferry, and the Mantle veil (help tutorial).
Fear defaults to steely -- Tide and hostiles still press you, but slower than a skittish mortal; critical fear reads cornered, not terrified (help needs / help personality). Cast picks like coward still win when stamped.
Immersion: when Buffy wants a solo hunt, Angel gives her space and may hunt evil hostiles alone at night -- by day he prefers shade and does not prowl in open sun without the Ring of Amara (help daylight).
Soul (score): Pure (human-frequency), Corrupted (monster-frequency / Eve-lineage), or Absent (constructs, graced Host Angels, Gods, Reapers, Cosmic natives). Mortals and Path Ghosts default Pure; Vampire, Shifter, Djinn, Leviathan, Wendigo, Ghoul, and Arachne default Corrupted (Purgatory prey). Monster-frequency dead skip the Reaper queue -- the Waystation pulls them straight. Host Angels read Absent while Grace holds (help angel | help soul). Ensouled vampires (gypsy curse -- Buffy Angel import) read Pure. Reputation (good / neutral / evil) is separate -- Benny is good reputation with Corrupted soul and an honor_bound vow. Spells to give or steal soul frequency are not in yet.
You do not need the Town Gym. Living feeds (hunt / bite / kill-drain / willing accept) bank train-sized primary gains from the prey's Path (their top stats) -- blood type still sets fuel, a thin Growth trickle before softcap (full Growth faucet after -- help breaking), and diet power. Fledglings may bring a tourist home; bite them at the lair for the old circuit's fuel+train sip without knocking them out. Mortal gym train refuses you with a shrug -- bottled blood is fuel only. Hunt is a montage: each sip hardens you until knock-out; death and the richer kill-drain train package need an intentional lethal finish.
Bite knit: a landed combat bite that draws blood restores HP (richer types knit more). Any successful feed -- bag, hunt, bite, kill-drain, or willing accept -- also opens a short recently-fed regen window that works in guise; bagged blood knits slowest, champion and cosmic blood fastest. Check with 'blood'.
Blood sustains you: when your tank is comfortably full, exhaustion stays low without bed rest -- hunt and bite still tire you briefly, but feeding pulls weariness back down (help needs | help rest).
Blood diet (power): your trained stats are the grocery / bagged baseline (Angel is tuned to about 80% of Buffy there). What you last fed on raises effective primaries until your next feed -- bagged 1.0x, human 1.125x (~90% Buffy), angel/demon/slayer 1.25x (Buffy-parity), god/cosmic 1.375x (~110% Buffy). Check with 'blood'.
Blood buff (temp): a short combat window after many feeds -- separate from diet power and from recently-fed knit. A new feed replaces any old buff (no stacking). Type 'blood' to read stat bumps, outgoing damage mult, and rebound fuel.
Common prey (hunt): random primary bump (partial sips scale down); small hunger rebound when it fades
Willing player donor: +PRE
Supernatural blood: +10% outgoing damage; hunger spike
Mutant blood: adaptation quirk; backlash risk on unlucky feeds
Slayer / angel / demon / god / cosmic: big temp POW; frenzy risk on living feeds (not willing donors)
Bagged / O-Neg: fuel only -- no temp buff
Souled-good Vampires (Angel) refuse non-evil human living feeds and brood after evil-human blood anyway.
Bloodsense: with Blood Magic, 'bloodsense' / 'look <name>' tastes a body's blood type so you can pick the best meal (clarity rises with Mastery -- see 'help bloodsense').