Thin-Blood Alchemy: Difference between revisions

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(Add from Gehenna War — Whiff-Its / Juice Box / Beast Mode.)
 
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''<sub>Blood Sigils, pg. 75</sub>''
''<sub>Blood Sigils, pg. 75</sub>''
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== WHIFF-ITS ==
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'''Thin-Blood Alchemy''' •
''Some Kindred are rumored to be able to sniff out a particular resonance. Among the Duskborn, others have learned to sniff out the resonance (or lack thereof) of true Kindred and distinguish the most potent among them.''
'''Ingredients:''' The alchemist’s vitae, phlegmatic or sanguine human blood, cologne or perfume, fresh compost, ammonia, crushed fingernails from an animal.
'''Activation Cost:''' One Rouse Check
'''System:''' When used, the potion grants the alchemist heightened olfactory abilities. For the next night, the alchemist can catch the scent of the Kindred with the highest Blood Potency in the area (as determined by the Storyteller). If there are multiple Kindred who share the same Blood Potency in the area, success on a subsequent Resolve + Awareness test at Difficulty 3 allows the alchemist to distinguish between individual Kindred and follow their trail. Kindred sealed in containers might likewise require a similar test to detect, with a Difficulty determined by the Storyteller.
'''Duration:''' Until dawn
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''<sub>Gehenna War, pg. 50</sub>''
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''<sub>Core Book, pg. 287</sub>''
''<sub>Core Book, pg. 287</sub>''
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== JUICE BOX ==
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'''Thin-Blood Alchemy''' ••••
''More than a few Kindred of lower generations have longed for the ability to make use of Thin-Blood Alchemy Formulae. Juice Box gives them the option to do so without excessive risk of harm or the need to keep the Mercurian around long, though it can be argued that the requirement of methuselah Blood shifts that risk onto the alchemist. For a similar formula that shifts the element of risk to the imbiber, see Blood Sigils, p. 80.''
'''Ingredients:''' The ingredients required for the original formula, methuselah vitae, and an empty juice box, complete with traces of concentrated fruit juice.
'''Activation Cost:''' One Rouse Check
'''System:''' The alchemist distills the target formula as normal, but includes methuselah vitae in the concoction before performing additional treatment to it. Once distilled, the brew must rest in the juice box for 24 hours before activation. The result allows any Duskborn or Kindred to benefit from the brew created by the alchemist. All activation costs, dice pools, and duration apply per the original blood alchemy formula.
'''Duration:''' As target formula
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''<sub>Gehenna War, pg. 51</sub>''
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''<sub>Core Book, pg. 287</sub>''
''<sub>Core Book, pg. 287</sub>''
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== BEAST MODE ==
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'''Thin-Blood Alchemy''' •••••
''Every Duskborn knows that their vampiric powers are weaker than those of a true Kindred. This formula allows a thin-blooded vampire to temporarily gain the physical acumen of a far older vampire, assuming they can gain access to that vampire’s Blood.''
'''Ingredients:''' The alchemist’s vitae, choleric or sanguine human blood, vitae of Blood Potency 4+, phenylcyclohexyl piperidine, adrenaline injector, spoiled two percent milk, sodium bicarbonate
'''Activation Cost:''' One Rouse Check
'''System:''' Beast Mode imbues the alchemist with access to a single level 5 power from the Disciplines of Celerity, Fortitude, or Potence, counting that Discipline rating as 5 for the duration of the formula. When consumed, the alchemist must succeed on a Willpower test (Difficulty 2) to avoid frenzy. The Kindred whose vitae was used in the distillation must possess the power’s associated Discipline at level 5 or the brew fails.
'''Duration:''' One scene
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''<sub>Gehenna War, pg. 51</sub>''
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Latest revision as of 18:53, 16 September 2024


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. 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.



DISTILLATION METHODS


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.


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. As a rule, Thin-Blood Alchemy formulae either resemble short-term powers inherent in the blood of, or one-shot elixirs bled out by, the alchemist or their mortal athanor.


ANTHANOR 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.



Athanor Corporis alchemists who brew oneshot elixirs inside their body can tap themselves for another dose once per night without making another Distillation roll, as long as they keep the mix of the source blood the same: no feeding on different Resonances, and don’t let yourself get to Hunger 5. Tapping Calcinatio athanors for elixirs does 1 Aggravated Health damage per Formula level per dose, but also doesn’t require another Distillation roll unless the athanor’s mental balance or food intake changes significantly.


Elixirs with negative effects on the user can create feedback in Athanor Corporis alchemists: once they’ve bled out a dose of Blue State or Martian Purity, for example, it’s very much in their interest to drink a shot of sanguine to slosh the formula in their own veins instead of suffering the effects accidentally on their next Rouse Check.



SIDE EFFECTS


Wheel-of-misfortune.png

When a true vampire uses a formula, the formula's creator makes a Rouse Check and rolls a Distillation roll as normal — it's their Blood, not the user's that makes or breaks the brew's effects. Formulae that depend on a Thin-Blood Alchemy rating use five minus the true vampire's Blood Potency, but never more than the Alchemy rating of the cook. If the alchemist has Catenating Blood (VtM, pg. 183), the vampire also takes a step towards a Blood Bond.


True vampires are unable able to safely imbibe Thin-Blood Alchemy, and will suffer varying misfortunes. After the distillation roll, the Storyteller rolls a die and consults the Wheel of Misfortune Table to find out what side effects the vampire suffers. Side effects begin immediately after the formula's effect ends.