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.
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.
LEVEL 1
BODY PAINT
Thin-Blood Alchemy •
This formula allows the alchemist to create tattoos with personal touches beyond human tattoo artists. Sometimes, an alchemist’s client can customize their ink further. The alchemist creates a shiny, dark brown fluid that stays in liquid form until painted or tattooed onto mortal or vampire skin. The alchemist tattoos the target or reaches out and massages the flesh as the liquid dries, shaping it into unique patterns.
Ingredients: The alchemist’s Blood, choleric mortal blood, tattoo inks, henna, marker fluid, or any substance that stains skin.
Activation Cost: One Rouse Check
Dice Pools: Dexterity + Craft; Stamina + Resolve
System: On Distillation rolls with 1–3 successes, the body paint dries faster, and the alchemist must Win a Dexterity + Craft test at Difficulty 3 to finish their work before drying. On Distillations with 6 or more successes, the target may reshape the tattoo any time after a week with a Stamina + Resolve Test at Difficulty 5. The alchemist may change the fluid’s colors at will while working, as can the target if they’re able to reshape their tattoo.
Duration: Permanent, unless erased by flesh colored Body Paint.
CHECKOUT TIME
Thin-Blood Alchemy •
Thin-bloods traveling great distances face challenges. Being shipped as a literal corpse can, for the clever, mitigate them.
Ingredients: The alchemist’s Blood, phlegmatic mortal blood, embalming fluid, myrrh, a toad’s skull.
Activation Cost: One Rouse Check
System: The alchemist writes a span of times and dates on the subject’s left arm in Roman numerals. The subject can be the alchemist themself. At the starting time, the subject enters a deep torpor and cannot be awakened until either the ending time transpires, or someone rewrites the ending time. Coming out of this slumber does not require a Rouse Check. While in this state, the recipient is indistinguishable from a corpse. They have no aura, they don’t need to make nightly Rouse Checks, and they don’t take damage from any accidental exposure to sunlight or similar banes.
Duration: The written time span determines the duration, but cannot exceed nine nights.
ELEVATE
Thin-Blood Alchemy •
When you’re at the party and feeling like a thrill, go find the guy by the bathrooms. No, not the guy selling speed and molly to sweaty dancers. The other guy, the one that stands way too still. He’s got the regular stuff, but he’s also got tabs of El if you know to ask. El makes the whole world feel elevated to thin-bloods: colors, sounds, tastes, and energy all shift and intensify. It’s a pure shot of dopamine that makes everything faster, fresher, and way more fun.
It’s not just in your mind, either: your reflexes really are faster, your eyes do see farther, your feet move quick and sure to the beat. Thin-bloods who’ve taken El can be identified by the slightly glassy tinge to their eyes and the bubbly energy that lets them dance until dawn. Regular Kindred can get the effect by drinking from someone who’s taken El, just like any other drug.
While Humanity 8 or higher vampires with Blush of Life can get high without recourse to alchemy, the fact that thin-bloods have developed a workaround for this aspect of the vampire curse angers older Kindred. In this, as in daywalking and so much else, the thin blood of the Mercurians carries potential advantages. If players go looking for sangrias or party brews, someone almost always has El for sale.
Ingredients: The alchemist’s Blood, sanguine mortal blood, fermented chocolate, rice vinegar, black coffee, often some kind of fun street drug.
Activation Cost: One Rouse Check
Dice Pools: Stamina + Alchemy
System: Whoever consumes the formula instantly feels a rush of warmth and pleasure flowing through them, relaxing their muscles and quickening their nerves. They get a +1 on any Dexterity dice that they roll during the scene. El also can act as a carrier for regular street drugs, although the effects shift unpredictably if usually toward ecstatic stimulation. Badly made El makes the user feel great, but actively degrades Dexterity with a −1 penalty.
Duration: One scene
FAR REACH
Thin-Blood Alchemy •
This formula allows the alchemist to use their mind to grab, hold, and push objects or people without touching them. While few can employ enough mental force to actually cause direct harm, a clever applicant can find many ways to get an opponent into, or themselves out of, harm’s way.
Ingredients: The alchemist’s Blood, choleric human blood, melted nylon fibers or a grated refrigerator magnet or weird nootropics ordered off the internet.
Activation Cost: One Rouse Check
Dice Pools: Resolve + Alchemy vs Strength + Athletics
System: The alchemist can lift, push, or pull a physical object or person under 100 kg, within their sight and closer than 10 meters. The object moves swiftly, but not rapidly enough to injure a person with the blow; the object may break if it is fragile. The exception: knives or other small metal tools, which the alchemist can wield with a Resolve + Alchemy test, at a two dice penalty because of the need for precision. A knife used this way does only one point of extra damage.
Trying to move someone actively resisting requires a contest of Resolve + Alchemy vs Strength + Athletics. On a win, the alchemist can pull the victim within grabbing or clawing range, or throw them one meter for each point of margin on the contest, doing an equal amount of Superficial damage. They land prone. Keeping someone or something floating in mid-air requires a Resolve + Thin-Blood Alchemy (Difficulty 3) roll every turn. Fine manipulation (such as pulling the pin of a grenade) requires a Wits + Alchemy roll at a suitable Difficulty, as determined by the Storyteller.
Duration: One turn unless held (see above).
FOOD STAIN
Thin-Blood Alchemy •
Resembling ketchup, this elixir places a mark on a person who consumes it or is anointed with it. The alchemist can easily tell whether anyone later drinks the blood of the marked individual.
Ingredients: The alchemist’s Blood, melancholic mortal blood, some highly colored flavoring such as BBQ sauce, mustard, cheez-puff flavor dust, etc.
Activation Cost: One Rouse Check
System: If someone — mortal or Kindred — is marked by consuming or contacting this goo, the next individual who feeds from them becomes obvious to the alchemist who made it. Obvious means that if they see that person, hear them or smell them, they know. In the rare case that the alchemist has at least Auspex 2, they become aware the instant the feeding occurs. Moreover, for about an hour after, they know the direction toward the drinker, though not distance.
Duration: Once created, the mystic potential of the substance persists until consumed or applied, but it starts to smell pretty bad after a week, even if refrigerated.
GAOLER'S BANE
Thin-Blood Alchemy •
By imbibing this formula, the alchemist enables their body to accomplish unbelievable feats of contortion and dislocation, allowing for escape from even the most cunning of physical restraints.
Ingredients: The alchemist's blood, sanguine human blood, two weeks' worth of contents of a regularly used grill's grease trap.
Activation Cost: One Rouse Check
System: Upon activating this ability, the alchemist can twist, bend, or stretch their bodies in minor wats to free themselves from physical bonds or grapples. Dexterity + Larceny checks for the purpose of slipping one's self free of handcuffs, zip-ties, or other ligatures get a two-dice bonus. Additionally, any Strength + Brawl rolls made to escape a grapple also receive a two-dice bonus.
Duration: One scene or until voluntarily ended.
HAZE
Thin-Blood Alchemy •
This formula creates a field of mist that follows the user, rendering them more difficult to target with ranged weapons and concealing their identity.
Ingredients: In addition to the alchemist’s Blood and phlegmatic human blood, dry ice or cigar smoke or auto exhaust
Activation Cost: One Rouse Check
Dice Pools: Resolve + Alchemy vs Strength + Athletics
System: Upon activation a cloud of mist-like vapor surrounds the alchemist, masking their features and obscuring their silhouette. Anyone attempting to identify the user or hit them with ranged weapons suffers a two-dice penalty to their pool. The user can extend the cloud to encompass a group of up to five people by making another Rouse check.
Duration: One scene or until voluntarily ended.
MERCURIAN TONGUE
Thin-Blood Alchemy •
The alchemist can speak the native language of the mortal whose blood they used in the formula, and the native languages of those they feed from until they next sleep.
Ingredients: The alchemist’s Blood, blood of a mortal who speaks a different native language than the alchemist, the tongue of a fish or bird, hot sauce from another country, and copper filings.
Activation Cost: One Rouse Check
System: The alchemist can speak the native language of the mortal whose blood they used in the formula. By spending a Willpower point and feeding from a mortal, they can switch their new language to that mortal’s native language.
Duration: One night, or until the alchemist feeds from someone with the same native language as the alchemist.
PLUG-IN
Thin-Blood Alchemy •
The alchemist is able to produce a low-level electrical current from their body, powering lights, chargers, or other devices.
Ingredients: The alchemist’s blood, sanguine blood, liquid nitrogen, tungsten shavings, and a broken battery.
Activation Cost: One Rouse Check
Dice Pools: Resolve + Alchemy
System: Make a Resolve + Alchemy test (Difficulty 2). On a success, the alchemist fills with electrical currents that can be used to power small devices, such as a smartphone, a personal computer, or a light bulb. These currents power the item by touch; it loses power when contact stops.
Duration: If lighting a room: one scene. If powering a device, until it reaches half battery charge.
PORTABLE SHADE
Thin-Blood Alchemy •
Portable Shade, or even more irreverently, “suntan lotion,” is a formula developed by Cainites on the Path of the Sun to augment a thin-blood’s already substantial resistance to sunlight to near mortal levels. While it doesn’t render the subject completely immune, it extends the time they can endure daylight while masking immediate burns sustained by the sun.
Ingredients: Blood of the Alchemist, sanguinic mortal blood, fresh plant leaves. Some alchemists also use various off-the-shelf sunblock ointments in the mix, though it is unknown whether they contribute significantly to the formula.
Activation Cost: One Rouse Check
Dice Pools: Stamina + Alchemy
System: Make a Stamina + Alchemy test when ingesting the formula. The user is able to endure sunlight without taking damage for a number of hours equal to the number of successes on the test. At sunset, make another test with the same pool, this time with a Difficulty equal to the number of hours spent in daylight. A failure causes the user to sustain a level of aggravated damage, while a total failure has them sustain two, as the accumulated sunlight boils the Blood in their veins.
Duration: A number of hours equal to a Stamina + Alchemy test, or the next sunset, whichever comes first.
SPEAK FROM THE HEART
Thin-Blood Alchemy •
Known as message in a butthole in California, this creates an elixir that is, to all appearances, some flavor of soda. Some patsy, usually mortal, drinks the soda. The next vampire who drinks the patsy’s blood receives the message.
Ingredients: A soft drink, the alchemist’s Blood, melancholic human blood, mercury, ink or paint.
Activation Cost: One Rouse Check
System: The alchemist imprints the message while brewing the soda. Grape soda can carry seventy-one words or less. Orange reveals a sketched image in the drinker’s mind for about a minute. Lemon-lime conveys a brief but vivid emotional sensation. It’s possible that a mortal who drank the carrier’s blood would also get the effects, but no one’s run that experiment.
Duration: The messages take about sixty seconds. They persist in the carrier until death, or until someone drinks their blood.
LEVEL 2
At level 2, the Alchemist can develop formulae to counterfeit level 1 powers of other Disciplines. Each of these formulae take at least a week to research.
ADVANCED TORPOR
Thin-Blood Alchemy ••
This Formula induces torpor. For thin-blooded, it’s a last resort mending coma.
Ingredients: The alchemist’s Blood, choleric and phlegmatic mortal blood, neem extract, diazepam, diphenhydramine, chamomile flower.
Activation Cost: One Rouse Check
System: The alchemist creates (or for other Distillations, they or their vessel bleeds) a bright pink, watery fluid. Mixing this substance with mortal blood creates an elixir that causes its imbiber to immediately fall into torpor. This torpor lasts as long as if they have entered it through ordinary means.
Unlike regular torpor, a vampire in Advanced Torpor always has a Rouse Check re-roll while under its effects, whether it’s for the day passing or for mending any damage. Should the vampire end their Advanced Torpor not at Hunger 5, they may keep their current level of Hunger when they awaken. All vampires in Advanced Torpor mend as a vampire, even if a Thin- Blood Flaw otherwise makes that impossible.
If the vampire’s Hunger rises above Hunger 5 while in Advanced Torpor, the vampire enters regular torpor for the remaining portion of their torpor, and standard rules apply.
- Athanor Corporis: The alchemist can tap their vein once per night until their next feeding or reach Hunger 5. There is no further Distillation cost.
- Calcinatio: If the vessel survives the tap, the alchemist can tap them again in one week. The vessel takes 5 Aggravated Health damage per tap.
Duration: Until the target awakens from torpor.
BLACKLIGHT SURPRISE
Thin-Blood Alchemy ••
The sun is the bane of the undead, but this formula can lend Phoebus’ hideous strength to a common UV flashlight or blacklight bulb, for the Kindred unlucky enough to be downrange of it.
Ingredients: The alchemist’s Blood, sanguine and choleric mortal blood, sunflower seeds, hand sanitizer, Luminol.
Activation Cost: One Rouse Check
System: A UV source smeared with Blacklight Surprise does 1 point of Aggravated damage every turn its light hits a vampire. It provokes fear frenzy like sunlight does. Kindred who already take damage from UV take an extra point.
Duration: At least one hour, plus an additional hour for every success the alchemist scores with the dice. If the light source breaks, the formula burns off.
BLUE STATE
Thin-Blood Alchemy ••
A mind-altering elixir with a sludgy cobalt color, when fed to a target or applied to their skin, it forces them to grudgingly and obsessively contemplate the next wrong thing one of their friends or allies does.
Ingredients: The alchemist’s Blood, melancholy and phlegmatic mortal blood, cobalt.
Activation Cost: One Rouse Check
System: Someone under the effects of Blue State cannot forgive. The next time a friend or ally violates the target’s Convictions, the target takes 1 Stain. A mortal target merely holds a seemingly unreasonable, intractable grudge.
Duration: The Stain remains until the characters have, at least, a very uncomfortable conversation.
ENVELOP
Thin-Blood Alchemy ••
This formula creates a field of mist that follows the user, rendering them more difficult to target with ranged weapons and concealing their identity.
Ingredients: In addition to the alchemist’s Blood and phlegmatic human blood, dry ice or cigar smoke or auto exhaust
Activation Cost: One Rouse Check
Dice Pools: Resolve + Alchemy vs Strength + Athletics
System: Upon activation a cloud of mist-like vapor surrounds the alchemist, masking their features and obscuring their silhouette. Anyone attempting to identify the user or hit them with ranged weapons suffers a two-dice penalty to their pool. The user can extend the cloud to encompass a group of up to five people by making another Rouse check.
Duration: One scene or until voluntarily ended.
FRIENDS LIST
Thin-Blood Alchemy ••
This formula allows the alchemist to see the connections between mortals and Kindred. This shows as a thin, silver thread that connects between them, giving the alchemist an idea of whom a mortal may have a connection to.
Ingredients: The alchemist’s Blood, phlegmatic blood, the eyes of a whippoorwill or owl or other nocturnal bird, and a silver thread.
Activation Cost: One Rouse Check
Dice Pools: Intelligence + Alchemy
System: Upon activating this power, the alchemist makes an Intelligence + Alchemy test to see a thin, silver thread connecting a mortal to a vampire they have some sort of connection with. (Obviously, no thread is shown if the mortal isn’t connected to Kindred.) If the vampire is not physically close the alchemist can follow the thread.
Stronger connections require fewer successes to see – a ghoul might only require one success, but a distant contact or ally up to five. A mortal with multiple vampire relationships displays the strongest thread first, but the alchemist can see all of them with enough successes.
Duration: One scene
MIRROR OF TRUST
Thin-Blood Alchemy ••
This mixture, when imbibed by the Alchemist, makes them compelling and attractive, overwhelming other blankbodies’ self-control and encouraging them to speak honestly and frankly, especially in response to direct questions.
Activation Cost: One Rouse Check
Ingredients: The Alchemist’s Blood, sanguine human blood, truth serum, a white chrysanthemum taken from a grave.
System: The Alchemist has 3 extra dice on Persuasion or Intimidation rolls to make another person or blankbody be honest with them.
Duration: One hour
Second Inquisition, pg. 46
RED'S FLAMIN' HOT SAUCE
Thin-Blood Alchemy ••
This formula, discovered by accident, turns any amount of spilled or drawn blood or vitae into a dangerous accelerant. This concoction is capable of turning blood-bags into Molotov cocktails, and an otherwise enticing feeding opportunity into a potential death traps.
Ingredients: The alchemist's blood, choleric human blood, 2 mL of canola oil, a dash of lemon juice, cayenne seasoning.
System: Contrary to most formulas, this formula is not imbibed by the user, but added to inert or spilled blood. Adding it to any amount of human blood, or vampiric vitae, creates a heavily flammable slurry. While this does not automatically cause the blood to combust, any introduction of flame to the spilled blood creates a slow-burning, yet powerful, inferno. This fire cannot be extinguished for the duration of the effect, though fires spreading from it can. For each success gained from the distillation roll, the alchemist creates one usage of this power.
Duration: The formulas are preserved until used. The blood-fires last for an entire scene, or potentially longer, depending on the fire's surroundings.
LEVEL 3
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.
CHEMICALLY-INDUCED FLASHBACK
Thin-Blood Alchemy •••
Prerequisite: Concoct Ashe
By melting down a vampire’s possessions (the more important the better) during Ashe creation, an alchemist infuses the drug with memories from the destroyed vampire.
Ingredients: A melted-down object belonging to the destroyed vampire.
Activation Cost: One Rouse Check in addition to the cost of using Ashe
System: When using Concoct Ashe, this formula may be used to imbue remains with the memories of the vampire they once formed. When consumed, this altered Ashe provokes a Willpower test at a Difficulty of 1 + the destroyed vampire’s Blood Potency. On a win the user immediately enters a Memoriam (see Vampire: The Masquerade p. 311), reliving an important memory of the destroyed vampire’s past rather than their own. This scene is resolved normally using their own stats, but the shifted perspective will be valuable. If they are meditating in a place of calm at the time they consume the Ashe, the thin-blood adds a one-die bonus to all dice pools during the Memoriam.
Cults of the Blood Gods, pg. 45
CONCOCT ASHE
Thin-Blood Alchemy •••
The process of creating the Ashe drug is a form of Blood Alchemy in itself, and generally takes place in a laboratory or workshop due to the need for an open flame and metal filings.
Ingredients: A destroyed vampire’s ashes, an open flame reaching 1,500°C, aluminum filings.
Dice Pools: Intelligence + Thin-Blood Alchemy
System: The vampire’s ashes are contained in a vessel heated by an open flame and then mixed with aluminum filings. Each success on the distillation roll produces a single Ashe dose. On a total failure, the sample is ruined and a Beast Shard (see p. 39) emerges in the area.
When consumed, all Ashe allows a thin-blood to access more of the power in vitae and ash than is usually within their grasp. Their Blood Potency counts as 1 for the purposes of Blood Surges and Discipline Rouse Check re-rolls until the end of the chapter. The drug is far from lacking in downsides however, see Ashe Addiction (see p. 46).
ASHE ADDICTION...
|
Every time a thin-blood takes Ashe, they suffer one Superficial Willpower damage and make a Rouse Check. If they take any Aggravated Willpower damage while experiencing the effects of Ashe, they must roll to resist a hunger frenzy (Difficulty 2) as they suddenly crave the vitae, experiences, and powers of other vampires. This frenzy is pointed at other Kindred. If the vampire ingests any vitae as a result of their frenzy, they recover a point of Aggravated Willpower damage but their Hunger rating increases by one. Addiction to Ashe can be a paralyzing circle of needing more and more blood to survive and Ashe to continue experiencing the buzz of power.
|
Cults of the Blood Gods, pg. 45
DEFRACTIONATE
Thin-Blood Alchemy •••
This formula results in a homeopathic elixir. When added to fractionated medical-supply blood, the elixir returns it to freshness, allowing vampires without the Iron Gullet merit to obtain nutrition from it.
Ingredients: The alchemist’s Blood, sanguine and melancholic human blood, O-negative human blood (only a few ml), moldy spinach, hot black coffee, sodium octanoate
System: The alchemist taps their vessel (Calcinatio), or their own vein (Athanor Corporis) to get the Defractionate elixir if they do not use Fixatio. For each success on the distillation roll, they get enough elixir to turn one blood bag (slakes 1 Hunger) from fractionated to unfractionated blood. Any vampire can consume this blood and slake Hunger with it.
- Athanor Corporis: The alchemist can tap their own vein once per night for this elixir until their next feeding, or until they reach Hunger 5. They need not pay the distillation cost again.
- Calcinatio: If the vessel survives the tap, the alchemist can tap them again in a week for more elixir. They need not pay the distillation cost again, but the vessel pays the Health cost (3 Aggravated damage) each time they are tapped.
FANG-STINGER
Thin-Blood Alchemy •••
This poison can be injected into a mortal’s bloodstream, dealing no damage to them (through the miracle of alchemical transformation) but inflicting considerable pain on a blankbody who feeds from them. Other variations create different effects: babbling incoherence (and inability to use some Disciplines), indifferent calm, etc.
Activation Cost: One Rouse Check
Ingredients: The Alchemist’s Blood, choleric human blood, foxglove, absinthe, laundry detergent or phosgene
System: The victim makes a contested Stamina + Resolve roll vs. the Alchemist’s Resolve + Alchemy (7 dice). If the victim wins, the serum has no effect. For every success the Alchemist wins by, the victim takes 2 levels of Aggravated damage.
Duration: One day
Second Inquisition, pg. 47
FREEZER FLUID
Thin-Blood Alchemy •••
When ingested by or injected into a blankbody, this serum freezes their limbs, making them clumsy and possibly even helpless. Wood absorbs it; plastic remains inert; it sublimes rapidly from metal. Hunters either covertly inject it into their targets or soak their stakes in it. Targets get a Wits + Awareness roll to avoid drinking it in a beverage (Difficulty 2 for non-foaming beverages; Difficulty 3 for beer).
Activation Cost: One Rouse Check
Ingredients: The Alchemist’s Blood, melancholy and phlegmatic human blood, echinacea, possum scent glands, local anaesthetic or ricin
System: The victim makes a Contested Stamina + Resolve roll vs the Alchemist’s Resolve + Alchemy (7 dice). If the victim wins, the serum has no effect. For every success the Alchemist wins by, the victim loses 2 dice from all physical dice pools.
Duration: One scene
Second Inquisition, pg. 47
MANDAGLOIRE
Thin-Blood Alchemy •••
Also called “The Funk” by alchemists who copy and adjust the formula. The alchemist is able to make their blood emit a noxious gas that causes a rigid paralysis to mortals and supernatural creatures alike.
Activation Cost: One Rouse Check
Dice Pool: Stamina + Alchemy vs. Stamina + Resolve
Ingredients: The alchemist’s blood, phlegmatic blood, human fat, candle wax, ether, sesame oil, iron sulfate or verdigris, and borax.
System: Tapping the athanor’s vein emits a pungent stench when spilled that fills a room (or a house on a critical win). Mortals who fail to resist enter a full-body paralysis state, a waking coma, for the rest of the scene. Supernatural creatures who fail feel the effects of rigor mortis: a two-dice penalty on all Physical rolls from intense cramping.
Fixatio: The potion can be slipped into a drink or meal as a poison, or burned to act as a paralyzing fragrance, above.
Duration: Three turns
Players Guide, pg. 104
Replaces "Blood of Mandagloire"
ON-DEMAND SUNBURN
Thin-Blood Alchemy •••
A dread tool of the Path of the Sun, On-Demand Sunburn traps sunlight in the very body of its user, enabling them to unleash it as a destructive force through their own skin, searing themselves and their prey in a sizzling embrace. While the damage done by a single user is not enough to incinerate a vampire, a group of self-immolating Heliophiles can spell doom for fledglings and elders alike.
Ingredients: Blood of the Alchemist, choleric mortal blood, gold shavings, mercury, as well as assorted halogens (usually chlorine or bromide). The formula also needs to be subjected to sunlight for several hours before use, and alchemists employing athanor corporis usually “juice up” on Portable Shade (see above) for this.
Activation Cost: One Rouse Check
Dice Pools: None
System: On activation, the alchemist becomes an unliving battery of sunlight with a single charge seething in their veins. They can unleash this charge at will, inflicting aggravated damage upon themselves and another vampire whom they’ve successfully achieved skin contact with, as their own skin smolders and blackens. The user takes two levels of aggravated damage, while the victim suffers an amount equal to their Bane Severity, as if exposed to daylight for a full turn. If the victim has the means to reduce the damage (such as through Fortitude) they can do so. If the formula isn’t activated before then, the power automatically activates at the first sunset after ingestion, causing two levels of aggravated damage to the user.
Duration: Until unleashed or next sunset, whichever comes first.
PROFANE HIEROS GAMOS
Thin-Blood Alchemy •••
To the Alchemist, rebirth and renewal are not locked behind the ritual of sacred union between two opposites. Through the power of their mercurial vitae the Alchemist can help shape a human body to match the mental self image or desired shape held by the consciousness within it.
With the help of rare reagents the Alchemist can even defy one of the fundamental curses of the vampiric condition by altering the unchanging state to which the undead revert to in their daysleep. This specific formula can be imbibed by mortals or vampires other than the Alchemist, after their ritual purification and deep meditation on their own idealized, or desired, form.
This knowledge makes the expertise of the Alchemist a valuable and desired commodity even to those Kindred who loathe their very existence. Duskborn openly offering services like these are more likely to be coerced to work or kidnapped than paid handsomely.
Ingredients: The alchemist’s Blood, melancholic and phlegmatic human blood, entheogenic substances
Activation Cost: One Rouse Check or One point of Aggravated Health damage for mortals
Dice Pools: Stamina + Resolve
System: Whoever imbibes the formula mixed with a Rouse Check worth of their own blood instantly falls into a catatonic fever dream until the following night, the depths of their psyche plumbed for their personal idealized form, or a form strongly desired. The effects of Profane Hieros Gamos are limited to the external morphology of the human form, the body refusing transformations too outlandish and fantastical to be without the wondrous spectrum of human anatomy.
The imbiber makes a Stamina + Resolve roll against a difficulty of 8 minus the successes on the distillation roll. If the imbiber is a vampire, they add their Bane Severity to the difficulty of the check.
On a win, the transformation process is successful and their physical body molds to the desired shape. A critical win can grant and remove Merits and Flaws of the Looks category, though like all Advantages they need to be paid for with Experience points (p. 180). A messy critical or a bestial failure might cause a new Flaw to manifest, ranging from Repulsive, Obvious Predator, Stigmata or even Organovore as the Beast interferes with the transformation.
Not even the blood of the Duskborn can spare the Nosferatu from their Bane, the process incorporating the clan's hideous affliction despite the user's mental image.
Duration: Permanent until performed again.
RUMOR
Thin-Blood Alchemy •••
Alchemists frequently use this formula during negotiations to try and sway at least one person to their side; however, it can be easy to spot if anyone is paying close enough attention. Rumor allows the alchemist to make a statement and convince one person to agree with them on that statement.
Activation Cost: One Rouse Check
Ingredients: The alchemist’s blood, phlegmatic blood, pepper, oil, and graphite or mercury.
Dice Pool: Manipulation + Alchemy vs Wits + Awareness
System: Upon activation, the alchemist makes a statement and invites the target to agree, e.g. “I heard you plan to invest in the new mortuary downtown. Is that true?” On a win, the target agrees and continues to believe they agreed to the statement of their own free will. To get the target to actually act on their agreement (e.g., sign investment papers) usually requires a further Manipulation + Subterfuge (or similar) contest, but the alchemist can add their margin on the Alchemy contest to their pool in that contest.
Duration: One scene, and thereafter until something (or someone) persuasively contradicts the target’s agreement (“I would never have agreed to that! I must have been drugged!”).
TANK
Thin-Blood Alchemy •••
The alchemist can use this formula to help strengthen their resistance against damage, albeit only temporarily.
Activation Cost: One Rouse Check
Ingredients: The alchemist’s Blood, choleric blood, oaked wine or bourbon, and Kevlar fibers or cement or ground tortoiseshell.
System: The first time the alchemist sustains damage in a scene, reduce the damage by five. The formula then expires.
Duration: Until the alchemist takes damage or the scene ends.
LEVEL 4
At Level 4, the Alchemist can develop formulae to counterfeit level 3 powers of other Disciplines. At this level, all formulae also require a drop of vitae from a vampire of a matching clan or from one who already possesses the counterfeited Discipline. These formulae take at least three nights to distill and at least three months to research.
AIRBORNE MOMENTUM
Thin-Blood Alchemy ••••
This formula enables the alchemist to lift themselves from the ground, achieving a state of swift flight or floating. They can fly in any direction, including up or down, though their carrying capacity is limited.
Ingredients: The alchemist’s Blood, choleric and sanguine human blood, champagne, bird blood, helium, scopolamine or belladonna extract
Activation Cost: One Rouse Check
Dice Pools: Strength + Alchemy vs Strength + Athletics (if resisted)
System: The potion enables the alchemist (and only them) to fly or hover at approximately running speed. The flier can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject or pulling the flier to the ground both require a contest between the alchemist’s Strength + Alchemy and the other’s Strength + Athletics.
Duration: One scene
DISCIPLINE CHANNELING
Thin-Blood Alchemy ••••
Prerequisite: Concoct Ashe
Counterfeiting Disciplines is part and parcel of Thin-Blood Alchemy’s use, but the ability to channel a Discipline from the ashes of a deceased vampire is a form of necromantic Alchemy, at least according to Dr. Mortius and the Duskborn who practice it. Those who practice this Alchemy find themselves able to use any one of the destroyed vampire’s Discipline powers, even if they typically wouldn’t have access to powers of this level.
Ingredients: Crushed leaves from the indigo plant.
Activation Cost: The same as the channeled power.
Dice Pools: The same as the channeled power.
System: When using Concoct Ashe, this formula may be used to imbue remains with the abilities of the vampire they once formed. When consumed, this altered Ashe provokes a Willpower test at a Difficulty of the destroyed vampire’s highest Discipline rating. On a win, the thin-blood gains the use of a single Discipline power that the destroyed vampire possessed, until the end of the chapter. Use the destroyed vampire’s Discipline rating whenever a channeled power calls for one. The Storyteller may state the Disciplines and specific powers the deceased vampire held so the alchemist can choose from a list, or if the alchemist has a power in mind they can request it from the Storyteller. The Storyteller has final say. On a critical win the thin-blood gains the use of two Discipline powers that the destroyed vampire possessed.
Cults of the Blood Gods, pg. 46
SHORT CIRCUIT
Thin-Blood Alchemy ••••
An alchemist can use this formula to overload the batteries in any electronic or electrical equipment, including car batteries or the fuses of a building.
Ingredients: The alchemist’s Blood, battery acid, melancholy blood, and salt water.
Activation Cost: One Rouse Check
System: By making a Rouse Check and touching the equipment (or metal connected to it) the alchemist automatically and silently shorts it out. This allows an alchemist to, for example, cause a blackout of an entire building by touching a power outlet, or a car by brushing against its body.
TOXIC PERSONALITY
Thin-Blood Alchemy ••••
The alchemist secretes powerful, caustic bile from their pores and orifices, corroding metals, wood, and living tissue. The alchemist activating this ability may touch and manipulate the bile while not being affected by it.
Ingredients: The alchemist’s Blood, choleric blood, potash or lye, animal spleen, cheesecloth, and iodine.
Activation Cost: One or two Rouse Checks
Dice Pools: Strength or Dexterity + Alchemy vs. Dexterity + Athletics
System: When active, the power allows the alchemist to corrode any material in seconds by simply making contact with it and gains +2 damage on brawl attacks as their mere touch becomes acid. (As the alchemist controls how and where they excrete the acid their own clothes are usually unaffected.) The Storyteller is the final arbiter on the extent of damage caused but the acid is supernaturally strong and far more potent than that produced by Corrosive Vitae (see Vampire: The Masquerade, p. 273).
The alchemist may make a second Rouse check to projectile vomit the bile as an attack (Strength + Alchemy during melee, Dexterity + Alchemy for a ranged spitting attack). On a win, the bile does the margin +3 in Superficial Health damage (Aggravated to mortals).
Athanor Corporis or Calcinatio: The alchemist or vessel can only hold this formula after distillation for a week before they begin to look sickly: blue veins popping against their pale skin, and the skin itself sagging low on their bodies. After a month, the bile corrodes the Calcinatio vessel if not tapped.
Fixatio: The container of the bile slowly corrodes, falling completely apart in Alchemy + 4 weeks.
Duration: One scene
LEVEL 5
At level 5, the Alchemist can develop formulae to counterfeit level 4 powers of other Disciplines. These formulae take a month to distill and at least three years to research.
AWAKEN THE SLEEPER
Thin-Blood Alchemy •••••
This formula results in an elixir which, when added to human blood, can awaken a vampire from Torpor.
Ingredients: The alchemist’s Blood, choleric or sanguine human blood, adrenaline, ammonium carbonate, hartshorn, caffeine or benzedrine, melatonin
System: The alchemist taps their vessel (Calcinatio), or their own vein (Athanor Corporis) to get the Awaken the Sleeper elixir if they do not use Fixatio. They then mix the elixir into human blood. For each success above 2 on the distillation roll, the elixir can awaken a vampire of that Blood Potency.
- Athanor Corporis: The alchemist can tap their own vein once per night for this elixir until their next feeding, or until they reach Hunger 5. They need not pay the distillation cost again.
- Calcinatio: If the vessel survives the tap, the alchemist can tap them again in a week for more elixir. They need not pay the distillation cost again, but the vessel pays the Health cost (5 Aggravated damage) each time they are tapped. The Alchemist can also simply feed the vessel’s blood to the sleeper directly.
Duration: One scene
FLOWERING AMARANTH
Thin-Blood Alchemy •••••
This form of shared diablerie draws virtue from the vitae of a full-blooded Kindred into the alchemist and their assistants.
Ingredients: Blood from the alchemist and participating thin-bloods (up to three thin-bloods total), juice of red amaranth flowers from a plant fertilized with blood, pulverized leeches, hydrogen sulfide, and neon.
Activation Cost: Everyone participating must roll one Rouse Check
Dice Pool: Resolve + Alchemy vs. Willpower pool + Blood Potency
System: The alchemist and up to two other participants tie a silk cord around their wrists, connecting them in a triangle surrounding a fullblooded Kindred target, also so bound. The alchemist rolls Resolve + Alchemy; each additional thin-blood participant can add one die to the pool by spending 2 Willpower. If the full-blood resists, they use their Willpower pool + Blood Potency. On a win, the participating thin-bloods gain one dot in one of the target’s core clan Disciplines, determined randomly. (On a critical win, the alchemist can choose the Discipline.) They cannot learn or purchase this Discipline higher than the first dot, but in other respects can use it as though they were full-blooded Kindred. They do not gain generation, but still lose 1 Humanity and gain the black-veined aura of diablerie.
Duration: One scene
MOMENT OF CLARITY
Thin-Blood Alchemy •••••
The alchemist is able to temporarily submerge their vampiric instincts, harnessing the power of the Beast to support, rather than disturb, their mental acumen. For a short while they can reach superhuman levels of intellect and concentration while also avoiding bestial interference in their actions.
Ingredients: The alchemist’s Blood, phlegmatic blood, cadmium, nootropics, and ash from burned pages of a meaningful text to the alchemist (scripture, favorite childhood novel).
Activation Cost: One Rouse Check
System: Upon activation, the alchemist gains mental clarity, their wits sharpen, and the Beast is temporarily sated. They add four dice to Mental or Discipline Skill pools, and can add four dice to Mental resistance checks against Disciplines requiring them: Dominate, Animalism, Presence, Auspex, and their amalgams. They are also immune to Messy Criticals and frenzy, if susceptible to the latter.
Duration: One scene