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.
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.
LEVEL 1
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).
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.
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.
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...
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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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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
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