Thin-Blood Alchemy: Difference between revisions

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''<sub>Sabbat Sect Book, pg. 53</sub>''
''<sub>Sabbat Sect Book, pg. 53</sub>''
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== CONCOCT ASHE ==
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'''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).
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''<sub>Cults of the Blood Gods, pg. 45</sub>''
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== CHEMICALLY-INDUCED FLASHBACK ==
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'''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.
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''<sub>Cults of the Blood Gods, pg. 45</sub>''
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''<sub>Core Book, pg. 287</sub>''
''<sub>Core Book, pg. 287</sub>''
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== DISCIPLINE CHANNELING ==
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'''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.
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''<sub>Cults of the Blood Gods, pg. 46</sub>''
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Revision as of 21:48, 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


PORTABLE SHADE



LEVEL 2


ENVELOP



LEVEL 3


DEFRACTIONATE


PROFANE HIEROS GAMOS


ON-DEMAND SUNBURN


CONCOCT ASHE


CHEMICALLY-INDUCED FLASHBACK



LEVEL 4


AIRBORNE MOMENTUM


DISCIPLINE CHANNELING



LEVEL 5


AWAKEN THE SLEEPER