Rousing the Blood
Every time a vampire rises each sunset, calls upon vampiric powers, or stirs their Blood some other way, they risk rousing their Hunger. When a vampire surges Blood into their Attributes, takes on the Blush of
Life, or mends their damaged body (pp. 218-219), the rules call for a Rouse Check. Activating most Discipline powers also comes with the price of at least one Rouse Check (see Disciplines, pp. 243-287).
To make a Rouse Check, the player rolls a single die. As always, a result of 6 or higher succeeds. On a success, the vampire’s Hunger remains unchanged. On a failure, the vampire gains 1 more point of Hunger, and thus gains one more Hunger die.
Any Hunger gained is added after the desired effect resolves, so it is perfectly fine to make the Rouse Check at the same time or even after any other dice test involved, as long as the Rouse die is clearly distinguishable and won’t be mistaken for part of the pool.