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When the first dot in Thin-Blood Alchemy is gained, the Alchemist chooses their method. This is the way they perform their distillation. Learning a different method means starting from scratch, essentially counting it as a separate Discipline. In this case, formulae for one method do not apply to other methods known, and the same formula must be learnt separately for each method. As a rule, Thin-Blood Alchemy formulae either resemble short-term powers inherent in the blood of, or one-shot elixirs bled out by, the alchemist or their mortal athanor.
When the first dot in Thin-Blood Alchemy is gained, the Alchemist chooses their method. This is the way they perform their distillation. Learning a different method means starting from scratch, essentially counting it as a separate Discipline. In this case, formulae for one method do not apply to other methods known, and the same formula must be learnt separately for each method. As a rule, Thin-Blood Alchemy formulae either resemble short-term powers inherent in the blood of, or one-shot elixirs bled out by, the alchemist or their mortal athanor.


'''ANTHANOR CORPORIS'''
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The Alchemist uses their own body as the athanor, or alchemical furnace. This might be a bio-feedback routine, the result of an initial elixir consumed at initiation, or simply intuitive understanding of how resonances interact. Ingredients usually consist of different types of resonance mixes, requiring the Alchemist to sample the blood of multiple victims to get just the right blend.<br><br>The Alchemist drinks the different types of resonant blood required and the process is performed within their veins with a distillation roll of Stamina + Alchemy, together with a Rouse Check.<br><br>Only one power can be active at a time, and a new power must be distilled before it can be activated. This usually takes at least three turns of concentration, during which the Alchemist can do nothing else.
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'''CALCINATIO'''
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The Alchemist uses the body of a human as the athanor, adjusting their biophysical state by means of emotional pressure and spoken incantations. (Some practitioners of Calcinatio use drugs on their subjects instead.) The Alchemist then feeds their Blood to the chosen human, paying the distillation cost, and makes the distillation roll with Manipulation + Alchemy.<br><br>The human’s entire body distills the formula. The Alchemist then drinks their blood to use the power (required Hunger slaked equals power level minus 1).<br><br>The Alchemist can only distill one power per victim, though the victim retains the formula within them as long as they’re kept in the same emotional state; each power takes as long to activate as it takes to drain that quantity of blood (p. 212).
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'''FIXATIO'''
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Lacking the physical or social predilections of the other methods, the Alchemist uses a conventional athanor such as a kiln, a metalworking furnace, a meth cooker, a repurposed propane tank, or the like. This method most resembles “classical” alchemy: the Alchemist pours their Blood as well as inert, usually rare, ingredients into the athanor, pays the distillation cost, and distills them inside it with an Intelligence + Alchemy roll.<br><br>The resulting formulae are fixed, meaning that the Alchemist can carry them around on their person and imbibe them to activate their power. (Roll the distillation roll upon consumption, not upon production.) However, without a laboratory, they cannot make any more – at most, they might be able to “one-pot” a weak (Level 3 or less) formula using a pressure-cooker or other field expedient. Using such unsuitable equipment reduces the distillation dice pool by 2 dice.<br><br>The Alchemist can carry a number of fixed formulae (of any level) equal to their Wits or Dexterity – keeping the vials safe, stable, hidden, and leakproof is not a trivial task. (The Storyteller can decide if each vial takes up the space of a syringe, a can of Red Bull, or a thermos.) The Alchemist can store a number of fixed formulae (of any level) equal to twice the sum of Alchemy plus their dots in Haven: a refrigerator is almost a necessity. Fixed does not necessarily mean shelf stable, after all.<br><br>The Alchemist can activate one power per turn.
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Athanor Corporis alchemists who brew oneshot elixirs inside their body can tap themselves for another dose once per night without making another Distillation roll, as long as they keep the mix of the source blood the same: no feeding on different Resonances, and don’t let yourself get to Hunger 5. Tapping Calcinatio athanors for elixirs does 1 Aggravated Health damage per Formula level per dose, but also doesn’t require another Distillation roll unless the athanor’s mental balance or food intake changes significantly.
Athanor Corporis alchemists who brew oneshot elixirs inside their body can tap themselves for another dose once per night without making another Distillation roll, as long as they keep the mix of the source blood the same: no feeding on different Resonances, and don’t let yourself get to Hunger 5. Tapping Calcinatio athanors for elixirs does 1 Aggravated Health damage per Formula level per dose, but also doesn’t require another Distillation roll unless the athanor’s mental balance or food intake changes significantly.
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Elixirs with negative effects on the user can create feedback in Athanor Corporis alchemists: once they’ve bled out a dose of Blue State or Martian Purity, for example, it’s very much in their interest to drink a shot of sanguine to slosh the formula in their own veins instead of suffering the effects accidentally on their next Rouse Check.
Elixirs with negative effects on the user can create feedback in Athanor Corporis alchemists: once they’ve bled out a dose of Blue State or Martian Purity, for example, it’s very much in their interest to drink a shot of sanguine to slosh the formula in their own veins instead of suffering the effects accidentally on their next Rouse Check.


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* '''Athanor Corporis:''' The Alchemist uses their own body as the athanor, or alchemical furnace. This might be a bio-feedback routine, the result of an initial elixir consumed at initiation, or simply intuitive understanding of how resonances interact. Ingredients usually consist of different types of resonance mixes, requiring the Alchemist to sample the blood of multiple victims to get just the right blend.<br><br>The Alchemist drinks the different types of resonant blood required and the process is performed within their veins with a distillation roll of Stamina + Alchemy, together with a Rouse Check.<br><br>Only one power can be active at a time, and a new power must be distilled before it can be activated. This usually takes at least three turns of concentration, during which the Alchemist can do nothing else.
= SIDE EFFECTS =


<br>


* '''Calcinatio:''' The Alchemist uses the body of a human as the athanor, adjusting their biophysical state by means of emotional pressure and spoken incantations. (Some practitioners of Calcinatio use drugs on their subjects instead.) The Alchemist then feeds their Blood to the chosen human, paying the distillation cost, and makes the distillation roll with Manipulation + Alchemy.<br><br>The human’s entire body distills the formula. The Alchemist then drinks their blood to use the power (required Hunger slaked equals power level minus 1).<br><br>The Alchemist can only distill one power per victim, though the victim retains the formula within them as long as they’re kept in the same emotional state; each power takes as long to activate as it takes to drain that quantity of blood (p. 212).
[[File:wheel-of-misfortune.png|right|320px]]
When a true vampire uses a formula, the formula's creator makes a Rouse Check and rolls a Distillation roll as normal — it's their Blood, not the user's that makes or breaks the brew's effects. Formulae that depend on a Thin-Blood Alchemy rating use five minus the true vampire's Blood Potency, but never more than the Alchemy rating of the cook. If the alchemist has Catenating Blood (VtM, pg. 183), the vampire also takes a step towards a Blood Bond.




* '''Fixatio:''' Lacking the physical or social predilections of the other methods, the Alchemist uses a conventional athanor such as a kiln, a metalworking furnace, a meth cooker, a repurposed propane tank, or the like. This method most resembles “classical” alchemy: the Alchemist pours their Blood as well as inert, usually rare, ingredients into the athanor, pays the distillation cost, and distills them inside it with an Intelligence + Alchemy roll.<br><br>The resulting formulae are fixed, meaning that the Alchemist can carry them around on their person and imbibe them to activate their power. (Roll the distillation roll upon consumption, not upon production.) However, without a laboratory, they cannot make any more – at most, they might be able to “one-pot” a weak (Level 3 or less) formula using a pressure-cooker or other field expedient. Using such unsuitable equipment reduces the distillation dice pool by 2 dice.<br><br>The Alchemist can carry a number of fixed formulae (of any level) equal to their Wits or Dexterity – keeping the vials safe, stable, hidden, and leakproof is not a trivial task. (The Storyteller can decide if each vial takes up the space of a syringe, a can of Red Bull, or a thermos.) The Alchemist can store a number of fixed formulae (of any level) equal to twice the sum of Alchemy plus their dots in Haven: a refrigerator is almost a necessity. Fixed does not necessarily mean shelf stable, after all.<br><br>The Alchemist can activate one power per turn.
True vampires are unable able to safely imbibe Thin-Blood Alchemy, and will suffer varying misfortunes. After the distillation roll, the Storyteller rolls a die and consults the Wheel of Misfortune Table to find out what side effects the vampire suffers. Side effects begin immediately after the formula's effect ends.


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''<sub>Blood Sigils, pg. 75</sub>''
''<sub>Blood Sigils, pg. 75</sub>''
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== WHIFF-ITS ==
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'''Thin-Blood Alchemy''' •
''Some Kindred are rumored to be able to sniff out a particular resonance. Among the Duskborn, others have learned to sniff out the resonance (or lack thereof) of true Kindred and distinguish the most potent among them.''
'''Ingredients:''' The alchemist’s vitae, phlegmatic or sanguine human blood, cologne or perfume, fresh compost, ammonia, crushed fingernails from an animal.
'''Activation Cost:''' One Rouse Check
'''System:''' When used, the potion grants the alchemist heightened olfactory abilities. For the next night, the alchemist can catch the scent of the Kindred with the highest Blood Potency in the area (as determined by the Storyteller). If there are multiple Kindred who share the same Blood Potency in the area, success on a subsequent Resolve + Awareness test at Difficulty 3 allows the alchemist to distinguish between individual Kindred and follow their trail. Kindred sealed in containers might likewise require a similar test to detect, with a Difficulty determined by the Storyteller.
'''Duration:''' Until dawn
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''<sub>Gehenna War, pg. 50</sub>''
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''<sub>Second Inquisition, pg. 47</sub>''
''<sub>Second Inquisition, pg. 47</sub>''
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== FIRESKIN ==
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'''Thin-Blood Alchemy''' •••
''Originally created to safely superheat Athanor Corporis, the Fireskin formula allows Kindred — and mortals brave enough to gulp it down — to literally plunge into fire without fear. The key ingredient of salamander (p. 134) bone tastes like horrible, bitter ash, but when the drinker chokes it down, it briefly lends its original fiery sympathies.''
'''Activation Cost:''' One Rouse Check
'''Ingredients:''' The alchemist’s Blood, powdered elemental salamander bone, tobacco, sulfur.
'''System:''' Whoever drinks the Fireskin formula feels like their skin and the air around them is strangely cold — at odds with the little flames that start to lick up and down their skin. The fire doesn’t spread from them, but their body is superheated and painful to the touch. They do +1 fire damage when they strike with their body (only the additional damage counts as fire), and can increase that to +2 if they manage to grapple someone. Fire does no damage to the user during this period, but cold damage is doubled.
'''Duration:''' One scene
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''<sub>Blood Sigils, pg. 76</sub>''
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''<sub>Second Inquisition, pg. 47</sub>''
''<sub>Second Inquisition, pg. 47</sub>''
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== HOSPITAL CHAINS ==
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'''Thin-Blood Alchemy''' •••
''Hospital Chains keeps Kindred and mortals from recovering from injuries. Because sometimes, when you teach someone a lesson, you want to give them a study aid to make sure it sticks. The elixir takes the form of stringy red spittle to be expectorated or splashed on the victim.''
'''Ingredients:''' The alchemist’s Blood, phlegmatic mortal blood, a sample from a fatal carcinoma, hydrofluoric acid.
'''Activation Cost:''' One Rouse Check
'''Dice Pools:''' Distillation Roll vs. Stamina
'''System:''' Once Hospital Chains touches an injured person, they cannot clear physical injury by any means. Blood is Roused in vain; hospital visits yield no improvement, only bills.
'''Duration:''' The restriction on improvement lasts for 2 days per point of margin; on a critical win, it lasts 2 days for each success on the Distillation roll.
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''<sub>Blood Sigil, pg. 76</sub>''
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''<sub>Players Guide, pg. 104<br>Replaces "Blood of Mandagloire"</sub>''
''<sub>Players Guide, pg. 104<br>Replaces "Blood of Mandagloire"</sub>''
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== MARTIAN PURITY ==
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'''Thin-Blood Alchemy''' •••
''The name refers not to Martian in the extraterrestrial sense, but to the Roman god Mars and his association with iron, the choleric principle and similar mystical correspondence.''
''With that cleared up, this spell cures blood-borne illnesses by expelling them via one’s pores as ignited, flaming gas. Some Princes who’ve learned about this stuff insist on inflicting it on suspected plague-rats in their domains, citing Masquerade concerns and offering weak apologies for the unpleasantness as a Hound or other court functionary stands by with a fire extinguisher.''
'''Activation Cost:''' One Rouse Check
'''Ingredients:''' The alchemist’s Blood, choleric mortal blood, iron filings, gunpowder ash.
'''System:''' This only works on a mortal or Kindred carrying a blood-transmissible infection. When consumed, the elixir forces the impurity out through their skin, outgassing through the pores of the back. It ignites on contact with air, doing 2 points of Aggravated damage to the carrier. It is up to the Storyteller whether this works on individual supernatural infections.
'''Duration:''' Two rounds
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''<sub>Blood Sigils, pg. 77</sub>''
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== MASK OFF ==
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'''Thin-Blood Alchemy''' •••
''Militant thin-bloods use this formula to hit true vampires where it hurts: their precious Masquerade. The formula shows to best advantage in gatherings where Kindred and kine mix.''
'''Activation Cost:''' One Rouse Check
'''Dice Pools:''' Distillation roll vs target’s Stamina + Resolve
'''Ingredients:''' The alchemist’s Blood, choleric and melancholic mortal blood, ground mustard seed, lemon juice, amphetamines, ground match heads.
'''System:''' The alchemist creates (or for other Distillations, they or their vessel bleed) a yellowreddish paste. When loaded into an explosive and detonated, it creates an acrid gas that covers an area 3 by 6 meters, roughly the size of a large meeting room. The explosion and the gas inflict no damage, but any true vampires with the Blush of Life caught in the blast must make a contest of their Stamina + Resolve versus the alchemist’s Distillation roll. Any true vampires that lose the contest have their Blush of Life instantly, painfully come to an end for all to see. They also cannot use Blush of Life for the rest of the night.
On Distillation rolls between 1–3 successes, true vampires that lose the contest have a few moments to hide before the gas takes effect. On a critical win on the Distillation roll, true vampires that lose the contest must also make a Fury Frenzy check at Difficulty 2.
'''Duration:''' One scene
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''<sub>Blood Sigils, pg. 77</sub>''
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''<sub>Players Guide, pg. 105</sub>''
''<sub>Players Guide, pg. 105</sub>''
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== TLC ==
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'''Thin-Blood Alchemy''' •••
''The acronym stands for This Lick Cares or possibly Tastes Like Chicken. This formula creates a powder that imbues blood of living animals with the mystical qualities of mortal blood that the Beast craves. For vampires looking to avoid feeding on mortals as their blood strengthens, this formula is a must. This powder commonly appears in any big redworking scene’s black market.''
'''Activation Cost:''' One Rouse Check
'''Ingredients:''' The alchemist’s Blood, animal blood, choleric mortal blood, nettles, iron pieces, meat glue.
'''System:''' The alchemist creates (or for other Distillations, they or their vessel bleed and must sift out) a bluish-brown powder. Feeding the powder to an animal allows a vampire to feed on the animal as if it were a human. For every success on the Distillation roll, the alchemist can enrich enough animal blood to slake one point of Hunger, although only the largest dogs can slake more than 1 point of Hunger without dying. Horses, cattle, and other large mammals contain enough blood to slake 8–10 points of Hunger, if it’s dosed with TLC. Killing an animal under the effects of TLC cannot slake a vampire’s Hunger to 0.
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''<sub>Blood Sigils, pg. 77</sub>''
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== TROLL THE PIOUS ==
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'''Thin-Blood Alchemy''' •••
''The pus-colored paste produced by this formula resembles the nontoxic glue given to pre-school children and has a similar waxy smell. Wiped on an object, a person or a location, it induces feelings of disquiet and unease in the religious. Those rare folks with True Faith experience even worse outcomes.''
'''Activation Cost:''' One Rouse Check
'''Ingredients:''' The alchemist’s Blood, melancholic mortal blood, used hot tub water, cornstarch, a body hair from a living green-eyed natural redhead.
'''System:''' The procedure produces enough goo to wax about three square meters of floor — you can rub it into carpet, but it’s messy— or anoint one person all over, or smear a dozen books or about half the tools in a small workshop. Anyone who believes in a benign higher power, or whose profession involves religion, feels uneasy when in a waxed location, or when their attention is drawn to an anointed object. This is sufficient to give a one-die penalty to Social and Mental pools, and to Physical pools requiring close concentration. People with True Faith take a two-dice penalty and also have horrible hallucinations that feel like profound insights into the nature of evil but are actually expressions of their own fears and prejudices. To be fair, it is possible the fears of the truly faithful really could provide insights into evil. This penalty does not affect any pool (such as resisting vampires) to which they would add their True Faith, however.
'''Duration:''' On a location, one dose lasts a couple of months. On an object, two months if no one touches it, one month if it’s handled infrequently, a week if it’s handled often. On a person, a dose lasts three days, and on the first day their skin looks waxy and oily.
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''<sub>Blood Sigils, pg. 78</sub>''
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''<sub>Core Book, pg. 287</sub>''
''<sub>Core Book, pg. 287</sub>''
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== JUICE BOX ==
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'''Thin-Blood Alchemy''' ••••
''More than a few Kindred of lower generations have longed for the ability to make use of Thin-Blood Alchemy Formulae. Juice Box gives them the option to do so without excessive risk of harm or the need to keep the Mercurian around long, though it can be argued that the requirement of methuselah Blood shifts that risk onto the alchemist. For a similar formula that shifts the element of risk to the imbiber, see Blood Sigils, p. 80.''
'''Ingredients:''' The ingredients required for the original formula, methuselah vitae, and an empty juice box, complete with traces of concentrated fruit juice.
'''Activation Cost:''' One Rouse Check
'''System:''' The alchemist distills the target formula as normal, but includes methuselah vitae in the concoction before performing additional treatment to it. Once distilled, the brew must rest in the juice box for 24 hours before activation. The result allows any Duskborn or Kindred to benefit from the brew created by the alchemist. All activation costs, dice pools, and duration apply per the original blood alchemy formula.
'''Duration:''' As target formula
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''<sub>Gehenna War, pg. 51</sub>''
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== COPYCAT ==
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'''Thin-Blood Alchemy''' ••••
''Mercurians might not be able to turn into mist or mesmerize onlookers into overlooking them, but Copycat’s the next best thing. Chugging the brew makes the user’s face blur to look like the face of the "donor" whose blood they added to it—even their hair changes color. Unfortunately it’s not an exact copy. The planes and shape of the face don’t mask easily, and the donor’s friends and family would be able to tell it wasn’t them in a well-lit room— the face has a sort of uncanny valley look to anyone who knows it very well, and the hair isn’t quite right. But it’s a surefire way to slip away in a crowd or a party, or even as a quick disguise somewhere where someone doesn’t know the face at all.''
''Adding to the difficulty, there has to be some resonance between the alchemist’s Blood and the donor blood when the two are drawn for the formula to work: some alchemists take psychedelics with their donor, others eat the same meals that night. Sex, or particularly exciting interactions such as a swordfight or performing together, can also align the two bloods.''
'''Ingredients:''' The alchemist’s Blood, choleric and phlegmatic mortal blood, mirror glass, donor blood, Boquila trifoliolata leaves, chameleon skin.
'''Activation Cost:''' One Rouse Check
'''Dice Pools:''' Strength + Alchemy vs Strength + Athletics (if resisted)
'''System:''' Upon drinking, the user feels the unpleasant sensation of something wet and sticky oozing to cover their face. That feeling remains for the next twenty minutes, slightly itchy and tight as the Copycat brew slowly loses potency. When it’s finally through, a slightly itchy white residue like dry glue is left over the skin.
For those who know the donor by sight, telling the drinker from the donor requires an Intelligence + Awareness test against a Difficulty equal to the Distillation roll’s successes.
'''Duration:''' Twenty minutes (usually one scene if you’re smart).
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''<sub>Blood Sigils, pg. 78</sub>''
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''<sub>Cults of the Blood Gods, pg. 46</sub>''
''<sub>Cults of the Blood Gods, pg. 46</sub>''
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== HALF-LIVING CONDUCTOR ==
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'''Thin-Blood Alchemy''' ••••
''This formula grants the alchemist protection from one of the most primal forces of nature: lightning itself. Compared to the ever-present threat of fire or sunlight, lightning and electrical currents are usually the least of a vampire’s worries. In the hands of an alchemist, it can become a deadly weapon.''
'''Ingredients:''' The alchemist’s Blood, choleric and sanguine mortal blood, molten conductive metal (gold, silver, copper, and aluminum are popular choices), ground rubber, rainwater from a thunderstorm.
'''Activation Cost:''' One Rouse Check
'''Dice Pools:''' Stamina + Alchemy
'''System:''' The alchemist is immune to all physical damage taken from any electrical source, be it lightning, tasers, live wires, or a supernatural ability. Upon exposure to an electrical current, the alchemist may choose to redirect the current. They amplify the incoming electricity in their body and shoot it out in an arc from their fingertips, mouth, or eyes.
Using electrical redirection in a conflict is a ranged attack using Dexterity + Alchemy. It inflicts margin + 2 in Superficial Health damage for vampires and in Aggravated Health damage for mortals.
On Distillation rolls with 1–3 successes, the alchemist is protected from electrical forces, but their redirected electrical attacks do no additional Health damage. On Distillation rolls with 6 or more successes, the alchemist’s body bursts with electrical power. Their attacks inflict Aggravated Health damage to mortals and supernaturals alike.
'''Duration:''' One scene or until voluntarily ended.
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''<sub>Blood Sigils, pg. 79</sub>''
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== RED STATE ==
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'''Thin-Blood Alchemy''' ••••
''A hypnotic ointment or potion that erases the specific memories of an ally or associate’s misdeeds. Ingredients: The alchemist’s Blood, sanguine and phlegmatic mortal blood, iron oxide.''
'''Activation Cost:''' One Rouse Check
'''System:''' When applied or consumed, this places the subject in a peculiar state of moral forgetfulness. The next time someone close and trusted violates the drugged person’s Convictions or commits an act against them, those memories simply do not take. It slips free of the mind like amnesia, and cannot be restored. Being told, "Saphir killed your sister, man! Why are you still friends with him?!?" sounds fake and makes no sense. The very notion that the crime might have occurred fades within moments.
'''Duration:''' Permanent until the target imbibes a choleric Dyscrasia.
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''<sub>Blood Sigils, pg. 79</sub>''
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''<sub>Players Guide, pg. 105</sub>''
''<sub>Players Guide, pg. 105</sub>''
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== VITAE MSG ==
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'''Thin-Blood Alchemy''' ••••
''A formula that makes consumption of blood even more pleasurable already has a built-in market. Kindred are treacherous and vindictive by nature though, so this ointment is also used to get particular vampires to feed from particular vessels—to establish Blood Bonds, make someone into a plague carrier, or set up the consumption of some other formula. Needless to say, a lot of Ventrue love this stuff.''
'''Ingredients:''' The alchemist’s Blood, sanguine mortal blood, MSG, powdered sugar, knockoff (not genuine) Chanel No. 5.
'''Activation Cost:''' One Rouse Check
'''System:''' The production process yields a clear, watery liquid that smells faintly of vanilla and jasmine. It does nothing until it is rubbed onto the skin of a person or animal, causing that being to inflame vampiric thirst. Any vampire who sees or smells anyone who has Vitae MSG on them feels an intense desire to feed on them. They can resist this urge with a point of Willpower, or by accepting an additional point of Hunger. If the vampire spends more than thirty minutes in the presence of the anointed one after that, they must feast — or else spend another Willpower, or accept more Hunger. The compulsion partially offsets the Ventrue Bane — blue bloods can feed from the person enhanced by Vitae MSG by spending 1 Willpower less if they aren’t in their preferred category.
'''Duration:''' Once someone is anointed, the desire lasts until the next dawn, if they survive.
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''<sub>Blood Sigils, pg. 79</sub>''
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''<sub>Core Book, pg. 287</sub>''
''<sub>Core Book, pg. 287</sub>''
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== BEAST MODE ==
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'''Thin-Blood Alchemy''' •••••
''Every Duskborn knows that their vampiric powers are weaker than those of a true Kindred. This formula allows a thin-blooded vampire to temporarily gain the physical acumen of a far older vampire, assuming they can gain access to that vampire’s Blood.''
'''Ingredients:''' The alchemist’s vitae, choleric or sanguine human blood, vitae of Blood Potency 4+, phenylcyclohexyl piperidine, adrenaline injector, spoiled two percent milk, sodium bicarbonate
'''Activation Cost:''' One Rouse Check
'''System:''' Beast Mode imbues the alchemist with access to a single level 5 power from the Disciplines of Celerity, Fortitude, or Potence, counting that Discipline rating as 5 for the duration of the formula. When consumed, the alchemist must succeed on a Willpower test (Difficulty 2) to avoid frenzy. The Kindred whose vitae was used in the distillation must possess the power’s associated Discipline at level 5 or the brew fails.
'''Duration:''' One scene
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''<sub>Gehenna War, pg. 51</sub>''
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Latest revision as of 18:53, 16 September 2024


THIN-BLOOD ALCHEMY

Cooking | Homebrew | The Craft | Mash | Kineticism


The thin Blood of the latest generations holds barely any power of its own. But certain thin-bloods have learned to use it as a catalyst, awakening the latent power in everything from human trauma to gasoline. Born of the street drug scene and cocktail culture as much as it w as uncovered by instinct or in moldering medieval texts, thin-blood Alchemy may be the defining art of the next-millennium lick. By blending strongly resonant human blood, and sometimes other substances, with their own vitae, Alchemists can counterfeit a wide range of powers from other Disciplines – and some unique powers of their own. Rumors already abound of specific elixirs that grant the ability to walk in sunlight, commune with Antediluvians, or achieve Golconda. But for now, the street-level cookers have all they can do to stay out of the Court’s sight – plenty of elders consider Alchemy nothing but watered-down diablerie.


Alchemy can counterfeit some Blood Sorcery powers (those that affect the caster’s Blood), but not Rituals. The Storyteller can rule any other power off-limits to Alchemy if they worry about game balance or the plausibility of the fiction – and reverse themselves later if they wish, or hint at unique recipes developed in Switzerland or hidden in a Cairo library. The Discipline is young, and thin-bloods have hardly explored every possible working or tasted every possible cocktail.




CHARACTERISTICS


Discipline thin-blood-alchemy.png
  • Type: Alchemy
  • Masquerade Threat:
    Varies as widely as the powers it counterfeits and the method used.
  • Blood Resonance:
    Required for each formula and varies accordingly.

All formulae require vitae from the Alchemist and human blood of the correct Resonance. The Resonant human blood can be stored in a blood bag, or in a Starbucks to-go cup for that matter. The specific amount needed depends on the degree of the donor’s Resonance and on the Storyteller’s whim.


In these rules, “power level” always refers to the level of Alchemy involved, not the level of the power counterfeited with the formula.


All formulae have a cost to distill, and then the cost to activate. The distillation cost reflects the fact that all formulae include the Alchemist’s own vitae: A single Rouse Check. Activation cost for a formula is the same as using the power normally: free, or some number of additional Rouse Checks.


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Once activated, the Alchemist makes a distillation roll to determine how effective the particular mixture was. Each version of Alchemy builds a different dice pool for the distillation roll. The more successes, the more effective the mixture.


Some powers require their own dice rolls to take effect, or to measure the degree of success. The Alchemist makes those rolls where needed, substituting their rating in Thin-Blood Alchemy for the specific Discipline rating where relevant.


To learn a new formula requires research time, whether the Alchemist spends it poring through libraries or in meditation or on tasting expeditions or performing laboratory experimentation. Players should write down which formulae their character already knows, and any special ingredients it requires. A character receives a formula for free for each dot in Thin-Blood Alchemy and can purchase additional formulae with experience and experimentation.



DISTILLATION METHODS


Thin-bloods have no intrinsic Disciplines, but can put a dot in Thin-Blood Alchemy if they take the Thin-blood Alchemist Merit at character creation. Any thin-blood vampire can later learn Thin-Blood Alchemy at the in-clan experience rate, even if they didn’t take the Thin-Blood Alchemy merit. Learning a new formula from a recipe or teacher takes the formula’s level in weeks. Researching a new formula from scratch takes the Formula’s level squared in weeks.


When the first dot in Thin-Blood Alchemy is gained, the Alchemist chooses their method. This is the way they perform their distillation. Learning a different method means starting from scratch, essentially counting it as a separate Discipline. In this case, formulae for one method do not apply to other methods known, and the same formula must be learnt separately for each method. As a rule, Thin-Blood Alchemy formulae either resemble short-term powers inherent in the blood of, or one-shot elixirs bled out by, the alchemist or their mortal athanor.


ANTHANOR CORPORIS

The Alchemist uses their own body as the athanor, or alchemical furnace. This might be a bio-feedback routine, the result of an initial elixir consumed at initiation, or simply intuitive understanding of how resonances interact. Ingredients usually consist of different types of resonance mixes, requiring the Alchemist to sample the blood of multiple victims to get just the right blend.

The Alchemist drinks the different types of resonant blood required and the process is performed within their veins with a distillation roll of Stamina + Alchemy, together with a Rouse Check.

Only one power can be active at a time, and a new power must be distilled before it can be activated. This usually takes at least three turns of concentration, during which the Alchemist can do nothing else.


CALCINATIO

The Alchemist uses the body of a human as the athanor, adjusting their biophysical state by means of emotional pressure and spoken incantations. (Some practitioners of Calcinatio use drugs on their subjects instead.) The Alchemist then feeds their Blood to the chosen human, paying the distillation cost, and makes the distillation roll with Manipulation + Alchemy.

The human’s entire body distills the formula. The Alchemist then drinks their blood to use the power (required Hunger slaked equals power level minus 1).

The Alchemist can only distill one power per victim, though the victim retains the formula within them as long as they’re kept in the same emotional state; each power takes as long to activate as it takes to drain that quantity of blood (p. 212).


FIXATIO

Lacking the physical or social predilections of the other methods, the Alchemist uses a conventional athanor such as a kiln, a metalworking furnace, a meth cooker, a repurposed propane tank, or the like. This method most resembles “classical” alchemy: the Alchemist pours their Blood as well as inert, usually rare, ingredients into the athanor, pays the distillation cost, and distills them inside it with an Intelligence + Alchemy roll.

The resulting formulae are fixed, meaning that the Alchemist can carry them around on their person and imbibe them to activate their power. (Roll the distillation roll upon consumption, not upon production.) However, without a laboratory, they cannot make any more – at most, they might be able to “one-pot” a weak (Level 3 or less) formula using a pressure-cooker or other field expedient. Using such unsuitable equipment reduces the distillation dice pool by 2 dice.

The Alchemist can carry a number of fixed formulae (of any level) equal to their Wits or Dexterity – keeping the vials safe, stable, hidden, and leakproof is not a trivial task. (The Storyteller can decide if each vial takes up the space of a syringe, a can of Red Bull, or a thermos.) The Alchemist can store a number of fixed formulae (of any level) equal to twice the sum of Alchemy plus their dots in Haven: a refrigerator is almost a necessity. Fixed does not necessarily mean shelf stable, after all.

The Alchemist can activate one power per turn.



Athanor Corporis alchemists who brew oneshot elixirs inside their body can tap themselves for another dose once per night without making another Distillation roll, as long as they keep the mix of the source blood the same: no feeding on different Resonances, and don’t let yourself get to Hunger 5. Tapping Calcinatio athanors for elixirs does 1 Aggravated Health damage per Formula level per dose, but also doesn’t require another Distillation roll unless the athanor’s mental balance or food intake changes significantly.


Elixirs with negative effects on the user can create feedback in Athanor Corporis alchemists: once they’ve bled out a dose of Blue State or Martian Purity, for example, it’s very much in their interest to drink a shot of sanguine to slosh the formula in their own veins instead of suffering the effects accidentally on their next Rouse Check.



SIDE EFFECTS


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When a true vampire uses a formula, the formula's creator makes a Rouse Check and rolls a Distillation roll as normal — it's their Blood, not the user's that makes or breaks the brew's effects. Formulae that depend on a Thin-Blood Alchemy rating use five minus the true vampire's Blood Potency, but never more than the Alchemy rating of the cook. If the alchemist has Catenating Blood (VtM, pg. 183), the vampire also takes a step towards a Blood Bond.


True vampires are unable able to safely imbibe Thin-Blood Alchemy, and will suffer varying misfortunes. After the distillation roll, the Storyteller rolls a die and consults the Wheel of Misfortune Table to find out what side effects the vampire suffers. Side effects begin immediately after the formula's effect ends.