Player's Handbook · Chapter 17

Dyscrasia

A dyscrasia is a concentrated, unusual quality in blood. It forms when a mortal's emotional state, repeated behavior, and Resonance sharpen into something potent enough to affect the vampire who feeds from them. A dyscrasia is not a permanent bonus; it is a dangerous opportunity with a short shelf life.

Creating a dyscrasia

A dyscrasia can be discovered through a meaningful feeding, a deliberate hunt for a particular emotional state, or a successful reading with Auspex or another appropriate power. The Storyteller names the vessel's dominant emotion and the behavior that gives it shape: a painter consumed by envy, a witness sustained by righteous fear, or a mourner who refuses to let go.

Record five details:

  1. Name: a memorable phrase such as The Last True Critic.
  2. Resonance: Choleric, Melancholic, Phlegmatic, or Sanguine.
  3. Emotion: the specific feeling that makes this blood unusual.
  4. Effect: one narrow mechanical or fictional benefit.
  5. Shelf life: when the effect fades or what must happen to use it.

A character may maintain one active dyscrasia at a time. Feeding from another dyscratic vessel replaces the current one unless the Storyteller rules that the character can safely preserve both.

Using a dyscrasia

A dyscrasia grants one of the following benefits, chosen when it is created:

  • Add one die to a single relevant pool, then mark the dyscrasia as spent.
  • Reduce the difficulty of one relevant roll by 1, to a minimum of 1, then mark it spent.
  • Treat one relevant Discipline activation as free of its Rouse check, then mark it spent.
  • Ask one focused question about the emotion or behavior embodied by the blood; the Storyteller answers honestly but not exhaustively.
  • Create one brief narrative permission that fits the emotion, such as being recognized as an authority, noticed by the desperate, or able to endure a specific social pressure.

The benefit must clearly relate to the dyscrasia's emotion and Resonance. A dyscrasia of jealous ambition may empower Presence or social rivalry; it should not improve an unrelated firearms attack.

Cost and danger

Using a dyscrasia is a supernatural act. If the benefit is mechanical, make a Rouse check after it resolves unless the recorded effect says otherwise. The dyscrasia may be spent even if the roll fails. A messy critical or bestial failure while using it makes the embodied emotion visible in the vampire's behavior and creates a complication tied to the vessel.

A vampire may also consume the dyscrasia for a dramatic effect: ignore one point of superficial damage, immediately lower Hunger by 1, or force a decisive emotional reaction from a willing or vulnerable target. The Storyteller may allow this only when the fiction strongly supports it; the dyscrasia is always destroyed afterward and the character takes a serious consequence such as a Humanity test, an uncontrolled feeding impulse, or an unwanted emotional imprint.

Expiration

A dyscrasia normally lasts until it is spent, until the next dawn after the feeding, or until the character feeds again. The Storyteller may shorten its shelf life when the vessel's defining emotion is resolved, contradicted, or revealed to be false. A dyscrasia should create a reason to act now, not become a permanent passive modifier.

Example

Celeste feeds from a critic who has spent years praising artists she secretly wants to destroy. The blood is The Last True Critic, Sanguine Resonance sharpened by envy and artistic ambition. Once before the next dawn, Celeste may add one die to a Presence or Performance pool when asserting aesthetic authority or exposing another person's creative insecurity. After using the benefit, she makes a Rouse check and the dyscrasia is spent.

Manual updated Aug 18, 2026.