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Fledgling
Fledgling begins at 0 blood potency.
| Potency range | At least 0 and below 20 potency. |
|---|---|
| Maximum blood | 100 blood. Reaching a higher capacity does not fill the extra space. |
| Blood from a completed sleeping feed | 20 blood at this rank’s starting potency. Every 10 potency adds 1 blood to a completed feed, up to 30 at potency 100. Restoration stops at your current blood maximum. |
| Sleeping target wake chance | No potency reduction before 20. Other feeding risks and concealment still apply. |
| Extra Bat Form upkeep | In solo play, adds 1 blood loss every 10 world turns while in Bat Form. The ordinary drain and any sunlight drain can also apply. |
| Sun burn multiplier | The potency sun-burn multiplier is unchanged. Exposure, shelter, weather and fire protection still affect the actual burn. |
| Clock in co-op | Scheduled vampire effects are checked when your own body receives its turn update. The idle-player pass skips vampires, so a partner’s turn does not replay these effects for you or make up a missed check. |
| Growth from time | In solo play, gain 1 potency every 500 world turns since this transformation, up to 100. |
| Growth from sleeping feeds | A completed sleeping feed grants 1 potency. It grants 6 instead when the settlement’s vampire awareness is Fortified or Purging. |
| Growth from hunter kills | Killing a Vampire Hunter through your ordinary attack damage grants 10 potency, up to 100. |
| Blood state | Potency and blood state are separate. Gorged still begins at 80 blood, Sated at 50 and Hungry at 20. |
| People and appearance | Charm on a guard needs at least 30 potency as well as Gorged blood and the usual target checks. |
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