Thin-Blood Alchemy: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 211: Line 211:


<br>
<br>
== AIRBORNE MOMENTUM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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
<div style='text-align: right;'>
''<sub>Core Book, pg. 287</sub>''
</div></div>
<br><br>
= '''LEVEL 5''' =
<br>
== AWAKEN THE SLEEPER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.<br><br>
* '''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.<br><br>
* '''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
<div style='text-align: right;'>
''<sub>Core Book, pg. 287</sub>''
</div></div>

Revision as of 20:51, 8 October 2021

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 (p. 226). 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.


Alchemy-chart.jpg

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.



LEVEL 1


FAR REACH


HAZE



LEVEL 2


ENVELOP



LEVEL 3


DEFRACTIONATE


PROFANE HIEROS GAMOS



LEVEL 4


AIRBORNE MOMENTUM



LEVEL 5


AWAKEN THE SLEEPER