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- /Blood Potency 6
Vampire: The Masquerade 5th Edition blood potency level
Blood Potency 6
Key facts
- Level
- 6
- Blood Surge Bonus
- More than the +4 dice available at Blood Potency 5
- Mend Amount
- Several Superficial damage closed with a single Rouse Check
- Power Bonus
- More added dice to Discipline rolls than any elder can manage
- Feeding Penalty
- As Blood Potency 5: Hunger below 2 means draining and killing a human
- Bane Severity
- Worse than an elder's, so the clan curse shapes every scene
Overview
Blood Potency 6 is the first step past what a chronicle normally puts in a player's hands. A vampire here is a methuselah: awake for a thousand years or more, or a younger Kindred who took that age from someone else's throat through diablerie. Methuselahs are not local powers, they are regional ones. Princes are told when such a creature enters the city, and the smart ones arrange to be elsewhere. At this level the Beast and the person are hard to tell apart, and centuries of habit matter more than anything that happened last week.
Tips and playstyle
Who Has This: Methuselahs, ancient sect founders, diablerists who climbed too fast Advantages: Overwhelming Disciplines, near-unstoppable healing, authority nobody argues with twice Disadvantages: Feeding is a logistical operation, torpor pulls harder, and the Beckoning calls you toward the Gehenna War
Frequently asked questions
Can a player character reach Blood Potency 6?
Rarely, and usually through diablerie or a chronicle that runs for centuries of in-game time. Most tables cap characters at 5.
Why do methuselahs sleep so much?
Feeding at this level is difficult and the world moves too fast to stay interested in. Torpor solves both problems for a century at a time.