Spending Blood

Blood has many more uses to a Kindred besides just activating their Disciplines. Vampires need to use blood to will their bodies into functioning, and can also use it for healing and other advantages.

Awakening - 1 Blood Point every night
A vampire must expand one blood point ever night to rise. As their hearts no longer beat, blood does no course through their veins naturally, and must be forced into functionality.

Appearing Human - 1 Blood Point - Lasts 1 scene
Vampires are no longer human and as such do not behave like them anymore. For example vampires are paler and do not breathe or need to blink like humans do. Those vampires with lower humanity ratings appear even more monstrous to humans. By spending a blood point a character can mimic a human trait for 1 scene. For every specific trait such as flushing the skin, unconscious breathing, and so on, another point must be spent.

Blood Buff - 1 Point per usage - Lasts 1 scene
A player may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, Stamina) by one dot for the duration of the scene. The player must announce at the beginning of the turn that he is doing this. A player may spend as many blood points on increasing Physical Attributes as the vampire may use in a turn (based upon Generation), but may only freely increase these Traits up to 6. With effort, a character may increase a Physical Attribute to above this limit, but each dot above the limit lasts for only three turns after the character stops spending blood. This enables vampires to perform truly amazing physical feats, such as throwing cars, moving preternaturally quickly, and withstanding blows that would fell trees.

Blood Bond
If a vampire (or mortal) partakes of another Kindred's blood three times, she becomes bound to that vampire through the mystical properties of vitae. This is known as the blood bond. For more on Blood Bonds, go here.

Ghouling
A vampire may gift a mortal or animal with a dose of his vitae, allowing the mortal in question to inject or ingest it. For so long as the mortal retains the Kindred vitae in her system, she is considered a ghoul. For more on ghouls, go here.

Healing - 1 Point per usage
A vampire may spend one blood point to heal one normal (bashing or lethal) health level of damage. Characters must be resting and relatively inactive for this healing to take place, though this recovery is rapid: One blood point per turn may be spent to heal one health level, though vampires of lower Generations may heal as many health levels per turn as they can spend blood points. Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents the Kindred from aging and dying naturally, so it also inhibits the recuperative processes natural to a living body.