Feeding Rules
Nightly Base Equation (round down)
Vitae = (Max Vitae ÷ 2) + Bonuses – Penalties
Apply Merit Bonuses: Feeding Grounds adds to nightly blood pool on a 1 for 1 basis (ex: BP 2 Vampire with an 11 Vitae Max with a Feeding Grounds of 3 begins each night with 8 Blood Points)
Apply Conditional Modifiers
Condition | Effect |
Fed in a recent logged scene | +1–3 Vitae |
Heat 3+ | –1 Vitae per Level of Heat |
Haven under siege/suspicion | –1 Vitae per Level of Heat |
Vitae Cap
You may not begin the night with more than your Max Vitae, but you may begin with less than half under poor circumstances. Bonuses and Penalties may not exceed 5 for nightly Vitae calculations.
Top-Off Feeding
1x per night, before major scenes or downtime segments, PCs may make a quick Feeding Roll per Vampire the Requiem p96 with the following additions:
Result |
| Heat Risk |
Dramatic Failure |
| +2-3 Heat |
Failure |
| +1-2 Heat |
Success |
| +0-1 Heat |
Exceptional Success |
| No Heat |
Heat is generated by individual Feeding method, that being subtle or unsubtle. Topping Off feeding is outside of standard routines and therefore risky.
Herd’s use is for Top-Off feeding rolls and operates as described in the Vampire: The Requiem 2nd Edition with the following addition: Herd usage does not incur Heat Gain.
Heat
What is Heat?
Heat represents how much attention a character has drawn from Division 18. It tracks visible activity, risks to the Masquerade, and paper trails… digital or otherwise. Heat is a Kindred specific mechanic, as Division 18 are not Witch Hunters and will offer free drug screenings for any reports of Faeries.
Every PC starts with 0 Heat. It can rise through actions, rumors, or associations, and can only be reduced by:
- Lay low actions (Kindred naturally lose 1 level per 2 weeks)
- Boons to the right Kindred
- Burning bridges, relocating, or calling in favors with appropriate Contacts or Allies
Heat Levels
Heat Level | Label | Division 18 Response |
0 | Cold | Off the radar. You’re a ghost. |
1 | Warm | Passive surveillance: flagged face, no action (yet). |
2 | Watched | Division 18 starts following digital and feeding activity. |
3 | Suspect | Light harassment: civilian interviews, “random” patrols. |
4 | Hot | Tracked. Surveillance van nearby. Contact risk escalating. |
5 | Burned | Identified as a hostile entity. Detain/neutralize orders issued. |
Gaining Heat
Heat is assigned at ST discretion based on player actions. Use it to reflect visible footprint, not morality.
Each offense below adds 1 Offense Point unless otherwise noted.
Every 5 Offense Points = 1 Heat Level.
Modifiers are cumulative (e.g., a messy kill with witnesses is 3 offenses).
The Examples below are not exhaustive and are merely meant to show the various reasons heat can be gained.
- Messy Kiss (corpse left behind) → 1 offense
- Feeding with obvious violence in public → 1 offense
- Witness sees fangs/feeding → 1 offense per witness
- Failing to dispose of the body properly → +1 offense
- Showing supernatural powers in front of witnesses → 1 offense per use
- Leaving evidence of supernatural activity (blood sigils, claw marks, burned floors, etc.) → 1 offense
- Breaking into police records/authority systems clumsily → 1 offense
- Frenzy in public → 2 offenses
- Torpor in public place → 2 offenses
- Killing a mortal in cold blood (unfed) → 1 offense
- Kindred-on-Kindred violence in public (fight seen/heard by mortals) → 2 offenses
- Explosion, fire, or armed gunfight with mortals present → 2 offenses
- Leaving mortal law enforcement casualties → +1 offense per officer
- Drawing media attention (news story, social media trending) → 1 offense
- Involving corrupt officials in sloppy ways (bribes traced back, intimidation recorded) → 1 offense
- High-profile disappearance (politician, celebrity, cop) → 3 offenses
- Using ghouls recklessly (ghoul caught on camera doing something inhuman) → 1 offense
Custom Merits
Heat Magnet (••• or ••••)
Prerequisite: No Anonymity
Effect: You draw attention—intentionally or not. Whether it's arrogance, style, or old vendettas, Division 18’s eye keeps sliding toward you instead of others nearby.
••• : Once per week, you may absorb up to 3 Heat offense boxes from another Kindred. You take them at a 1:2 ratio—for every 2 offenses you absorb, you tick 1 box toward your own Heat. (e.g., absorb 3 ticks → gain 1 tick yourself; the rest dissipates)
•••• : Once per day, you may redirect any number of Heat offense boxes from one Kindred to yourself at the same 1:2 rate. In addition, you automatically lose 1 offense box per week from your personal tracker as long as you're below Heat 4. At Heat 3+, gain +2 to Intimidation or Presence vs mortals due to your unshakable notoriety.
For obvious reasons, Heat Magnets cannot be Off The Grid
Off the Grid (•••)
Prerequisite: No Fame
Effect: You are adept at hiding your tracks. Your Haven isn’t registered, your feeding isn’t patterned, and your face never sticks in memory.
Once per night, when you would gain a Heat offense box, you may roll Wits + Subterfuge:
Success: The box does not accumulate.
Exceptional Success: Not only does the Kindred not accumulate Heat, they also shake some of the Heat they already had. Remove a tick of Heat.
Additionally, your Heat offenses decay faster: you lose 1 level every week without an incident instead of two weeks.