These rules cover Sanguiri Attribute caps, blood requirements and turning, together with the effects of ultraviolet exposure on Sanguiri and human–Sanguir hybrids.

Attribute caps

The following caps apply to male and female Sanguiri, whether turned or trueborn. They are maximum ratings, not starting values or automatic Attribute increases.

STR

AGI

END

CHA

INT

WIL

9

9

9

11

6

6

Maximum Stamina is 15, calculated from the END cap of 9 and WIL cap of 6. A character's Total Stamina is their own END + WIL.

Blood requirements

Ordinary human food and drink provide most of a Sanguir’s nourishment. A Sanguir also requires approximately one litre of fresh human blood every 72 hours. Blood requirements increase with exertion, particularly during healing.

Only fully fresh, biologically intact human blood satisfies a Sanguir’s blood requirement. Once drawn, blood remains suitable for no more than four hours at room temperature. Blood that has ever been refrigerated or frozen is unsuitable, even after warming or thawing. Spoilage, cooking or chemical treatment that compromises its biological integrity also makes it unsuitable. Unsuitable blood provides no effective blood nourishment and does not reduce Thirst.

Freshly drawn blood may be consumed from a container. Direct feeding from a person is optional; the same freshness requirements apply to separately collected blood.

Blood as the sole diet

A Sanguir can meet their entire nutritional requirement with human blood. Doing so requires completely draining one adult every day, or dividing that day’s intake among four or five adults to avoid injuring individual donors. Sustained consumption at this level can rapidly exhaust the local supply and requires careful donor rotation and recovery intervals.

Thirst

A Thirst Test is a Stamina (Endurance + Willpower) Test to resist compulsively feeding on the nearest available source of fresh human blood. Difficulty is fixed at 1: one natural 6 passes. Subtract applicable dice penalties before rolling. Thirst has four levels:

Thirst

Time without blood

Thirst Test dice penalty

Proximity trigger

Sated

Less than 24 hours

0

—

Peckish

24 to less than 48 hours

−1 die

Physical contact with a potential fresh human blood source

Ravenous

48 to less than 72 hours

−2 dice

A potential fresh human blood source in the same room

Bloodthirsty

72 hours or more

−3 dice

A potential fresh human blood source within sight, smell or hearing

The time ranges describe progression from Sated without additional increases from healing. Each full 24 hours without blood raises Thirst by one level. Healing an Injury also raises Thirst by one level. Bloodthirsty is the maximum level, with a maximum Thirst penalty of −3 dice. Apply only the current Thirst tier.

Feeding

Consuming approximately 250–350 mL of fresh human blood reduces Thirst by one step, to a minimum of Sated. Reducing Thirst from Bloodthirsty to Sated requires approximately 750–1,050 mL in total.

Test triggers

Make a Thirst Test whenever:

  • An event would increase Thirst, including each full 24 hours without blood and each healed Injury. This applies even when the Sanguir is already Bloodthirsty.

  • At Peckish or higher, the Sanguir sees or smells fresh blood.

  • At Peckish or higher, the Sanguir encounters a potential source of fresh human blood within the proximity threshold for their current Thirst level.

The sight or smell of fresh blood triggers a Test at Peckish or higher regardless of the proximity thresholds in the table. Subtract the dice penalty for the current Thirst level after resolving any increase, together with the blood-deprivation penalty and any other applicable modifiers. Combine all permitted bonuses and penalties before checking the final pool. If the required Test has zero or fewer dice, it automatically fails; no dice are rolled and no Mishap occurs. Apply the core rulebook’s predeclared Advancement exception when applicable.

Control and compulsive feeding

Success: the player maintains control of the character.

Failure: the character must feed on the nearest available source of fresh human blood. Repeat the Thirst Test once per round until the character feeds or succeeds and regains control.

Blood deprivation

For every full 72 hours without blood, a Sanguir suffers a cumulative −1 die penalty to all Tests. The penalty begins at −1 die upon reaching 72 hours, increases to −2 dice at 144 hours and −3 dice at 216 hours, and removes one additional die for every further 72 hours.

This penalty also applies to Thirst Tests, in addition to the current Thirst tier. At 72 hours without blood, a Bloodthirsty Sanguir therefore loses 4 dice from Thirst Tests: 3 from Thirst and 1 from blood deprivation. Other applicable modifiers still apply, and Difficulty remains 1.

Turning

The Sanguir drains the human recipient of nearly all their blood, cuts their own tongue with a fang, and forces their blood into the bite wound with pressure from the mouth and tongue. The blood enters the recipient’s bloodstream directly and begins the transformation.

Resolve turning with one roll using the recipient’s Endurance + the turning Sanguir’s Endurance. These represent the recipient’s vitality and the strength of the Sanguir’s blood. Apply applicable dice-pool modifiers; one natural 6 is sufficient. Success means the recipient survives and becomes a Sanguir. Failure means the recipient dies.

Ultraviolet exposure

Exposure

Sanguiri

Hybrids

Indirect or filtered ultraviolet light

−1 die on all Tests

No penalty

Direct, bright ultraviolet light

−2 dice on all Tests

−1 die on all Tests

No ultraviolet exposure

+2 dice on all Tests

+1 die on all Tests

Apply only the exposure level that reaches the individual; the exposure levels are alternatives. The UV penalty is cumulative with other applicable penalties. The bonus for an absence of ultraviolet light applies at night and in locations that exclude ultraviolet light during the day. These modifiers apply to Tests, including Contests, under the core rules; they do not modify fixed random rolls such as Hit Location or Injury rolls, or passive Armor Rolls.

Natural and artificial ultraviolet sources follow the same rules. Shade, coverings and filters affect the result according to how much exposure they reduce or exclude. Sunlight causes no direct damage to either Sanguiri or hybrids.