Thin-Blood Alchemy: Difference between revisions
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True vampires unable able to safely imbibe Thin-Blood Alchemy, and will suffer | 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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''<small>At level 3, the Alchemist can develop formulae to counterfeit level 2 powers of other Disciplines. Each of these formulae take at least a night to distill and at least one month to research.</small>'' | ''<small>At level 3, the Alchemist can develop formulae to counterfeit level 2 powers of other Disciplines. Each of these formulae take at least a night to distill and at least one month to research.</small>'' | ||
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== BLEED OUT == | |||
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'''Thin-Blood Alchemy''' ••• | |||
''Hunting down and subduing a victim poses significant risk for the Duskborn, and they take their unlives into their own hands with each hunt they embark upon. This commonly accepted truth ensures the thin-bloods work together wherever possible to keep themselves well-fed.'' | |||
''This Formula was born from the frustration of having to hunt in packs but never having sufficient blood to go around. After the Duskborn feeds this alchemical concoction to their unlucky catch, the victim starts bleeding profusely, until eventually, every organ liquefies to provide sustenance for the horde of hungry predators encircling them as they painfully bleed out every ounce of fluid.'' | |||
'''Ingredients:''' The alchemist’s Blood, Melancholic human blood, diuretics, energy drinks, cornflower | |||
''Distillation Cost:'' One Rouse Check | |||
'''Activation Cost:''' Free | |||
'''System:''' The alchemist vomits the formula into the victim’s mouth (Athanor Corporis), forces the victim to drink it from the vessel’s mouth (Calcinatio), or forces the victim to drink from the elixir container (Fixatio). Once the victim consumes the formula, the alchemist makes the activation test to determine the results. On a failure, the victim simply dies; their blood feeds one vampire as normal. On a total failure, their blood turns septic and can feed nobody. On a win, victims choke and drown on their own blood over an agonizing hour. This death provides enough blood to feed an entire coterie of Duskborn (and only Duskborn — true vampires can’t stomach the blood), reducing everyone’s Hunger to zero. Every participant gains at least one Stain from the act. The remains must be properly disposed of, as the resultant sack of skin and bones is bound to rouse suspicion. | |||
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''<sub>Tattered Facade, pg. 107</sub>'' | |||
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''<sub>Players Guide, pg. 105</sub>'' | ''<sub>Players Guide, pg. 105</sub>'' | ||
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== SARAIMU == | |||
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'''Thin-Blood Alchemy''' ••• | |||
''This formula creates a sentient blob of slime to serve the alchemist and the other vampires whose vitae it comes from as a familiar. It must be created using Fixatio; saraimu created using other methods imprint too strongly on their athanor to be useful as servants.'' | |||
'''Ingredients:''' A cup of vitae each from three vampires including the alchemist, baking powder, crushed chalk (optional, for a soft voice), iron nails (for strength), battery acid (for oomph) | |||
'''Activation Cost:''' One Rouse Check | |||
'''Dice Pools:''' Resolve + Alchemy | |||
'''System:''' The alchemist combines the ingredients by heating up the three cups of vitae in the athanor and adding baking powder and chalk. As the mixture bubbles, they stir in the nails, and when they add the battery acid and activate the mixture, it hisses aggressively and comes to something resembling life. The blob familiar is approximately the size of a football. Its personality takes a bit from each of the vampires whose Blood it was made from, and it can speak in simple, fragmented sentences. It probably calls the alchemist mommy or master. | |||
The blob is affectionate but slimy and inherently unstable. It can perform many simple tasks, including spying, fetching things, and tasks around the alchemist’s lab. It knows it’s incomplete and longs to be back inside the bodies where it came from. It never sleeps and tries to burrow inside its masters while they do, assuming it’s not currently out on a mission for them. It has many rows of short, sharp nail-teeth. | |||
'''Duration:''' The blob falls apart one to three weeks after it was created. The Storyteller may roll a die to determine the exact time. If its masters die before it does, the saraimu knows enough alchemy to prolong its existence until it can find — and burrow its way into — a new alchemist. | |||
{| class="wikitable" | |||
|- | |||
! '''Saraimu''' | |||
|- | |||
| '''Standard Dice Pools:''' Physical 4, Social 1, Mental 1<br>'''Secondary Attributes:''' Health 6, Willpower 3<br>'''Exceptional Dice Pools:''' Awareness 4, Stealth 6<br>'''Disciplines:''' Thin-Blood Alchemy 1 <br><br>'''Special:''' Its iron teeth do +1 Aggravated damage. The saraimu takes damage as a Thin-Blood vampire. It heals completely overnight when inside one of its masters.<br><br>'''General Difficulties:''' 3 / 1 | |||
|} | |||
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''<sub>Tattered Facade, pg. 107</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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''<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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== DA BOMB == | |||
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'''Thin-Blood Alchemy''' ••••• | |||
''This Formula transforms a mortal vessel into a walking time bomb. This murderous concoction spells certain death for whoever drinks it but is just as lethal for those unlucky enough to be caught in the blast radius.'' | |||
'''Ingredients:''' The alchemist’s Blood, Sanguine human blood, accelerants, matchstick heads, grains of sand from a sand timer | |||
'''Cost:''' One Rouse Check | |||
'''Dice Pool:''' Resolve + Alchemy vs. Willpower pool + Blood Potency | |||
'''System:''' This Formula is very temperamental and only works when imbibed by mortals (or brewed directly in a mortal via calcinatio). Once consumed, the potion remains in the drinker’s system for a week, during which time the mortal feels nauseous and unwell. The alchemist can activate the Formula at any time by making a Rouse Check, but if not activated while still potent, it passes harmlessly from the drinker’s system. | |||
When activated, the victim experiences a turn of panicked awareness, before exploding in a torrent of gore. Those within close range take Aggravated damage equal to twice the victim’s Stamina, while those further away halve that. Any vampires caught in the blast must also test for Hunger Frenzy at Difficulty 3. | |||
'''Duration:''' One week | |||
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''<sub>Tattered Facade, pg. 108</sub>'' | |||
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Latest revision as of 14:40, 12 September 2025
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
- 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.
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
CALCINATIO
FIXATIO
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
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.