Thin-Blood Alchemy: Difference between revisions
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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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== 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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== 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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! '''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. | |||
|} | |||
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''<sub>Cults of the Blood Gods, pg. 45</sub>'' | |||
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== | == FANG-STINGER == | ||
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'''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 | |||
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''<sub>Second Inquisition, pg. 47</sub>'' | |||
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== FREEZER FLUID == | |||
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'''Thin-Blood Alchemy''' ••• | '''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 | ||
<div style='text-align: right;'> | |||
''<sub>Second Inquisition, pg. 47</sub>'' | |||
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== MANDAGLOIRE == | |||
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'''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 | |||
The | '''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:''' | '''Duration:''' Three turns | ||
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''<sub> | ''<sub>Players Guide, pg. 104<br>Replaces "Blood of Mandagloire"</sub>'' | ||
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== | == PROFANE HIEROS GAMOS == | ||
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'''Thin-Blood Alchemy''' ••• | '''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. | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Core Book, pg. 286</sub>'' | ||
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== | == RUMOR == | ||
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'''Thin-Blood Alchemy''' ••• | '''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 | '''Activation Cost:''' One Rouse Check | ||
'''Ingredients:''' The | '''Ingredients:''' The alchemist’s blood, phlegmatic blood, pepper, oil, and graphite or mercury. | ||
'''Dice Pool:''' Manipulation + Alchemy vs Wits + Awareness | |||
'''System:''' | '''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 | '''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!”). | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 105</sub>'' | ||
</div></div> | </div></div> | ||
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== | == TANK == | ||
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'''Thin-Blood Alchemy''' ••• | '''Thin-Blood Alchemy''' ••• | ||
'' | ''The alchemist can use this formula to help strengthen their resistance against damage, albeit only temporarily.'' | ||
'''Activation Cost:''' One Rouse Check | '''Activation Cost:''' One Rouse Check | ||
'''Ingredients:''' The | '''Ingredients:''' The alchemist’s Blood, choleric blood, oaked wine or bourbon, and Kevlar fibers or cement or ground tortoiseshell. | ||
'''System:''' The | '''System:''' The first time the alchemist sustains damage in a scene, reduce the damage by five. The formula then expires. | ||
'''Duration:''' | '''Duration:''' Until the alchemist takes damage or the scene ends. | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 105</sub>'' | ||
</div></div> | </div></div> | ||
Revision as of 18:01, 4 April 2023
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
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.
- 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.
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.