Thin-Blood Alchemy
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
Body Paint (Blood Sigils p.73)
Ingredients: The alchemist’s Blood, choleric mortal blood, tattoo inks, henna, marker fluid, or any substance that stains skin.
Activation Cost: One Rouse Check
Dice Pools: Dexterity + Craft; Stamina + Resolve
System: On Distillation rolls with 1–3 successes, the body paint dries faster, and the alchemist must Win a Dexterity + Craft test at Difficulty 3 to finish their work before drying. On Distillations with 6 or more successes, the target may reshape the tattoo any time after a week with a Stamina + Resolve Test at Difficulty 5. The alchemist may change the fluid’s colors at will while working, as can the target if they’re able to reshape their tattoo.
Duration: Permanent, unless erased by flesh colored Body Paint.
Checkout Time (Blood Sigils p.74)
Ingredients: The alchemist’s Blood, phlegmatic mortal blood, embalming fluid, myrrh, a toad’s skull.
Activation Cost: One Rouse Check
System: The alchemist writes a span of times and dates on the subject’s left arm in Roman numerals. The subject can be the alchemist themself. At the starting time, the subject enters a deep torpor and cannot be awakened until either the ending time transpires, or someone rewrites the ending time. Coming out of this slumber does not require a Rouse Check. While in this state, the recipient is indistinguishable from a corpse. They have no aura, they don’t need to make nightly Rouse Checks, and they don’t take damage from any accidental exposure to sunlight or similar banes.
Duration: The written time span determines the duration, but cannot exceed nine nights.
Elevate (Blood Sigils p.74)
Ingredients: The alchemist’s Blood, sanguine mortal blood, fermented chocolate, rice vinegar, black coffee, often some kind of fun street drug.
Activation Cost: One Rouse Check
Dice Pools: Stamina + Alchemy
System: Whoever consumes the formula instantly feels a rush of warmth and pleasure flowing through them, relaxing their muscles and quickening their nerves. They get a +1 on any Dexterity dice that they roll during the scene. El also can act as a carrier for regular street drugs, although the effects shift unpredictably if usually toward ecstatic stimulation. Badly made El makes the user feel great, but actively degrades Dexterity with a −1 penalty.
Duration: One scene
Far Reach (Core pp.284-285)
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).
Food Stain (Blood Sigils pp.74-75)
Ingredients: The alchemist’s Blood, melancholic mortal blood, some highly colored flavoring such as BBQ sauce, mustard, cheez-puff flavor dust, etc.
Activation Cost: One Rouse Check
System: If someone — mortal or Kindred — is marked by consuming or contacting this goo, the next individual who feeds from them becomes obvious to the alchemist who made it. Obvious means that if they see that person, hear them or smell them, they know. In the rare case that the alchemist has at least Auspex 2, they become aware the instant the feeding occurs. Moreover, for about an hour after, they know the direction toward the drinker, though not distance.
Duration: Once created, the mystic potential of the substance persists until consumed or applied, but it starts to smell pretty bad after a week, even if refrigerated.
Haze (Core p.285)
Ingredients: The alchemist’s Blood, phlegmatic human blood, dry ice or cigar smoke or auto exhaust
Activation Cost: One Rouse Check
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.
Gaoler's Bane (Winter's Teeth #10)
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 ways 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 two-dice bonus.
Duration: One scene or until voluntarily ended.
Mercurian Tongue (Players Guide p.102)
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 (Players Guide p.102)
Ingredients: The alchemist’s Blood, sanguine blood, liquid nitrogen, tungsten shavings, and a broken battery
Activation Cost: One Rouse Check
Dice Pool: 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.
Speak From the Heart (Blood Sigils p.75)
Ingredients: A soft drink, the alchemist’s Blood, melancholic human blood, mercury, ink or paint.
Activation Cost: One Rouse Check
System: The alchemist imprints the message while brewing the soda. Grape soda can carry seventy-one words or less. Orange reveals a sketched image in the drinker’s mind for about a minute. Lemon-lime conveys a brief but vivid emotional sensation. It’s possible that a mortal who drank the carrier’s blood would also get the effects, but no one’s run that experiment.
Duration: The messages take about sixty seconds. They persist in the carrier until death, or until someone drinks their blood.
Level 2
Advanced Torpor (Blood Sigils p.75)
Ingredients: The alchemist’s Blood, choleric and phlegmatic mortal blood, neem extract, diazepam, diphenhydramine, chamomile flower.
Activation Cost: One Rouse Check
System: The alchemist creates (or for other Distillations, they or their vessel bleeds) a bright pink, watery fluid. Mixing this substance with mortal blood creates an elixir that causes its imbiber to immediately fall into torpor. This torpor lasts as long as if they have entered it through ordinary means.
Unlike regular torpor, a vampire in Advanced Torpor always has a Rouse Check re-roll while under its effects, whether it’s for the day passing or for mending any damage. Should the vampire end their Advanced Torpor not at Hunger 5, they may keep their current level of Hunger when they awaken. All vampires in Advanced Torpor mend as a vampire, even if a Thin-Blood Flaw otherwise makes that impossible.
If the vampire’s Hunger rises above Hunger 5 while in Advanced Torpor, the vampire enters regular torpor for the remaining portion of their torpor, and standard rules apply.
Athanor Corporis: The alchemist can tap their vein once per night until their next feeding or reach Hunger 5. There is no further Distillation cost.
Calcinatio: If the vessel survives the tap, the alchemist can tap them again in one week. The vessel takes 5 Aggravated Health damage per tap.
Duration: Until the target awakens from torpor.
Blacklight Surprise (Blood Sigils pp.75-76)
Ingredients: The alchemist’s Blood, sanguine and choleric mortal blood, sunflower seeds, hand sanitizer, Luminol.
Activation Cost: One Rouse Check
System: A UV source smeared with Blacklight Surprise does 1 point of Aggravated damage every turn its light hits a vampire. It provokes fear frenzy like sunlight does. Kindred who already take damage from UV take an extra point.
Duration: At least one hour, plus an additional hour for every success the alchemist scores with the dice. If the light source breaks, the formula burns off.
Blue State (Blood Sigils p.76)
Ingredients: The alchemist’s Blood, melancholy and phlegmatic mortal blood, cobalt.
Activation Cost: One Rouse Check
System: Someone under the effects of Blue State cannot forgive. The next time a friend or ally violates the target’s Convictions, the target takes 1 Stain. A mortal target merely holds a seemingly unreasonable, intractable grudge.
Duration: The Stain remains until the characters have, at least, a very uncomfortable conversation.
Envelop (Core p.285)
Ingredients: The alchemist’s Blood, melancholic and phlegmatic human blood, potassium chlorate, smog or halon gas
Activation Cost: One Rouse Check
Dice Pools: Wits + Alchemy vs Stamina + Survival
System: The alchemist activates the power and chooses a target within sight. A swirling mist envelops the target, obscuring their sight and penalizing them three dice from all sight-based detection and ranged attack dice pools. In addition, the alchemist can make the mist suffocate a mortal with a contest of Wits + Alchemy vs. Stamina + Survival. On a win, the target can take no action except coughing and choking; on a critical win, the target loses consciousness. The alchemist can only employ Envelop on single targets, and only on one at a time.
Duration: Until scene ends or the alchemist ends the effect voluntarily.
Friends List (Players Guide p.104)
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
Red's Flamin' Hot Sauce (Winter's Teeth #10)
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.
Whiff-Its (Gehenna War pp.50-51)
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
Level 3
Bleed Out (Tattered Facade p.107)
Ingredients: The alchemist’s Blood, Melancholic human blood, diuretics, energy drinks, cornflower
Distillation Cost: One Rouse Check
Activation Cost: Free
System: The alchemist vomits the formula into the victim’s mouth (Athanor Corporis), forces the victim to drink it from the vessel’s mouth (Calcinatio), or forces the victim to drink from the elixir container (Fixatio). Once the victim consumes the formula, the alchemist makes the activation test to determine the results. On a failure, the victim simply dies; their blood feeds one vampire as normal. On a total failure, their blood turns septic and can feed nobody. On a win, victims choke and drown on their own blood over an agonizing hour. This death provides enough blood to feed an entire coterie of Duskborn (and only Duskborn — true vampires can’t stomach the blood), reducing everyone’s Hunger to zero. Every participant gains at least one Stain from the act. The remains must be properly disposed of, as the resultant sack of skin and bones is bound to rouse suspicion.
Concoct Ashe (Cults of the Blood Gods pp.45-46)
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 (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 (p. 46).
Chemically-Induced Flashback (Cults of the Blood Gods p.45)
Prerequisite: Concoct Ashe
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 (Core 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.
Defractionate (Core pp.285-286)
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.
Diamond Skin (Blood Sigils p.76)
Ingredients: The alchemist’s Blood, melancholic human blood, ground up granite, diamonds, or ceramics, lotion or oil.
Activation Cost: One Rouse Check
System: A number of Aggravated damage points equal to the alchemist’s successes on the Distillation roll become Superficial damage to the user. This only affects physical damage from slashes, punctures, or impact; it has no effect against fire, sunlight, sorcery, or acid.
Duration: Until the margin is used up; on a critical win on the Distillation roll, the effect lasts for one scene.
Fireskin (Blood Sigils p.76)
Ingredients: The alchemist’s Blood, powdered elemental salamander bone, tobacco, sulfur.
Activation Cost: One Rouse Check
System: Whoever drinks the Fireskin formula feels like their skin and the air around them is strangely cold — at odds with the little flames that start to lick up and down their skin. The fire doesn’t spread from them, but their body is superheated and painful to the touch. They do +1 fire damage when they strike with their body (only the additional damage counts as fire), and can increase that to +2 if they manage to grapple someone. Fire does no damage to the user during this period, but cold damage is doubled.
Duration: One scene
Hospital Chains (Blood Sigils pp.76-77)
Ingredients: The alchemist’s Blood, phlegmatic mortal blood, a sample from a fatal carcinoma, hydrofluoric acid.
Activation Cost: One Rouse Check
Dice Pools: Distillation Roll vs. Stamina
System: Once Hospital Chains touches an injured person, they cannot clear physical injury by any means. Blood is Roused in vain; hospital visits yield no improvement, only bills.
Duration: The restriction on improvement lasts for 2 days per point of margin; on a critical win, it lasts 2 days for each success on the Distillation roll.
Mandagloire (Players Guide pp.104-105)
Ingredients: The alchemist’s Blood, phlegmatic blood, human fat, candle wax, ether, sesame oil, iron sulfate or verdigris, and borax.
Activation Cost: One Rouse Check
Dice Pools: Stamina + Alchemy vs. Stamina + Resolve
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
Martian Purity (Blood Sigils p.77)
Ingredients: The alchemist’s Blood, choleric mortal blood, iron filings, gunpowder ash.
Activation Cost: One Rouse Check
System: This only works on a mortal or Kindred carrying a blood-transmissible infection. When consumed, the elixir forces the impurity out through their skin, outgassing through the pores of the back. It ignites on contact with air, doing 2 points of Aggravated damage to the carrier. It is up to the Storyteller whether this works on individual supernatural infections.
Duration: Two rounds
Mask Off (Blood Sigils p.77)
Ingredients: The alchemist’s Blood, choleric and melancholic mortal blood, ground mustard seed, lemon juice, amphetamines, ground match heads.
Activation Cost: One Rouse Check
Dice Pools: Distillation roll vs target’s Stamina + Resolve
System: The alchemist creates (or for other Distillations, they or their vessel bleed) a yellow-reddish paste. When loaded into an explosive and detonated, it creates an acrid gas that covers an area 3 by 6 meters, roughly the size of a large meeting room. The explosion and the gas inflict no damage, but any true vampires with the Blush of Life caught in the blast must make a contest of their Stamina + Resolve versus the alchemist’s Distillation roll. Any true vampires that lose the contest have their Blush of Life instantly, painfully come to an end for all to see. They also cannot use Blush of Life for the rest of the night.
On Distillation rolls between 1–3 successes, true vampires that lose the contest have a few moments to hide before the gas takes effect. On a critical win on the Distillation roll, true vampires that lose the contest must also make a Fury Frenzy check at Difficulty 2.
Duration: One scene
Profane Hieros Gamos (Core pp.286-287)
Ingredients: The alchemist’s Blood, melancholic and phlegmatic human blood, entheogenic substances.
Activation Cost: One Rouse Check
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, adding their Bane Severity to the Difficulty of the test. 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 (Core, 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 (Players Guide p.105)
Ingredients: The alchemist’s Blood, phlegmatic blood, pepper, oil, and graphite or mercury.
Activation Cost: One Rouse Check
Dice Pools: 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!”).
Saraimu (Tattered Facade p.107)
Ingredients: A cup of vitae each from three vampires including the alchemist, baking powder, crushed chalk (optional, for a soft voice), iron nails (for strength), battery acid (for oomph)
Activation Cost: One Rouse Check
Dice Pools: Resolve + Alchemy
System: The alchemist combines the ingredients by heating up the three cups of vitae in the athanor and adding baking powder and chalk. As the mixture bubbles, they stir in the nails, and when they add the battery acid and activate the mixture, it hisses aggressively and comes to something resembling life. The blob familiar is approximately the size of a football. Its personality takes a bit from each of the vampires whose Blood it was made from, and it can speak in simple, fragmented sentences. It probably calls the alchemist mommy or master.
The blob is affectionate but slimy and inherently unstable. It can perform many simple tasks, including spying, fetching things, and tasks around the alchemist’s lab. It knows it’s incomplete and longs to be back inside the bodies where it came from. It never sleeps and tries to burrow inside its masters while they do, assuming it’s not currently out on a mission for them. It has many rows of short, sharp nail-teeth.
Duration: The blob falls apart one to three weeks after it was created. The Storyteller may roll a die to determine the exact time. If its masters die before it does, the saraimu knows enough alchemy to prolong its existence until it can find — and burrow its way into — a new alchemist.
Stay the Falling Sand (Winter's Teeth #10)
Ingredients: The alchemist's Blood, melancholic human blood, indica-dominant cannabis wax, juniper berries, a teaspoon of antifreeze
Activation Cost: One Rouse Check
Dice Pool: Resolve + Alchemy
System: This volatile mixture immediately begins to coagulate and thicken once exposed to air. However, it can be liquified or vaporized upon introduction to a heating element. The mixture may either be immediately consumed or inhaled through vapor. There, the substance remains dormant until activated with a Rouse Check. The alchemist may then make a Resolve + Alchemy roll to effectively freeze time in a small confined space (roughly 3 feet cubed). This power has no effect upon living creatures. The freeze lasts only for a single combat round, allowing for just enough time for a target to get out of the way of a hail of gunfire or halt falling debris. The alchemist may maintain this hold for additional combat rounds by spending a point of Willpower and rerolling Resolve + Alchemy. The difficulty of this roll may vary depending upon the actions being halted (difficulty 2 for a slowly lobbed grenade or 4 or higher to catch speeding bullets).
Duration: One round, or more (if maintained). The power expires after one use
Tank (Players Guide p.105)
Ingredients: The alchemist’s Blood, choleric blood, oaked wine or bourbon, and Kevlar fibers or cement or ground tortoiseshell.
Activation Cost: One Rouse Check
System: The first time the alchemist sustains damage in a scene, reduce the damage by five (before halving, as usual). The Formula then expires.
Duration: Until the alchemist takes damage or the scene ends.
TLC (Blood Sigils pp.77-78)
Ingredients: The alchemist’s Blood, animal blood, choleric mortal blood, nettles, iron pieces, meat glue.
Activation Cost: One Rouse Check
System: The alchemist creates (or for other Distillations, they or their vessel bleed and must sift out) a bluish-brown powder. Feeding the powder to an animal allows a vampire to feed on the animal as if it were a human. For every success on the Distillation roll, the alchemist can enrich enough animal blood to slake one point of Hunger, although only the largest dogs can slake more than 1 point of Hunger without dying. Horses, cattle, and other large mammals contain enough blood to slake 8–10 points of Hunger, if it’s dosed with TLC. Killing an animal under the effects of TLC cannot slake a vampire’s Hunger to 0.
Troll the Pious (Blood Sigils p.78)
Ingredients: The alchemist’s Blood, melancholic mortal blood, used hot tub water, cornstarch, a body hair from a living green-eyed natural redhead.
Activation Cost: One Rouse Check
System: The procedure produces enough goo to wax about three square meters of floor — you can rub it into carpet, but it’s messy — or anoint one person all over, or smear a dozen books or about half the tools in a small workshop. Anyone who believes in a benign higher power, or whose profession involves religion, feels uneasy when in a waxed location, or when their attention is drawn to an anointed object. This is sufficient to give a one-die penalty to Social and Mental pools, and to Physical pools requiring close concentration. People with True Faith take a two-dice penalty and also have horrible hallucinations that feel like profound insights into the nature of evil but are actually expressions of their own fears and prejudices.
To be fair, it is possible the fears of the truly faithful really could provide insights into evil. This penalty does not affect any pool (such as resisting vampires) to which they would add their True Faith, however.
Duration: On a location, one dose lasts a couple of months. On an object, two months if no one touches it, one month if it’s handled infrequently, a week if it’s handled often. On a person, a dose lasts three days, and on the first day their skin looks waxy and oily.
Level 4
Airborne Momentum (Core p.287)
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
Copycat (Blood Sigils p.79)
Ingredients: The alchemist’s Blood, choleric and phlegmatic mortal blood, mirror glass, donor blood, Boquila trifoliolata leaves, chameleon skin.
Activation Cost: One Rouse Check
System: Upon drinking, the user feels the unpleasant sensation of something wet and sticky oozing to cover their face. That feeling remains for the next twenty minutes, slightly itchy and tight as the Copycat brew slowly loses potency. When it’s finally through, a slightly itchy white residue like dry glue is left over the skin.
For those who know the donor by sight, telling the drinker from the donor requires an Intelligence + Awareness test against a Difficulty equal to the Distillation roll’s successes.
Duration: Twenty minutes (usually one scene if you’re smart).
Discipline Channelling (Cults of the Blood Gods p.46)
Prerequisite: Concoct Ashe
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.
Half-Living Conductor (Blood Sigils p.79)
Ingredients: The alchemist’s Blood, choleric and sanguine mortal blood, molten conductive metal (gold, silver, copper, and aluminum are popular choices), ground rubber, rainwater from a thunderstorm.
Activation Cost: One Rouse Check
Dice Pools: Stamina + Alchemy
System: The alchemist is immune to all physical damage taken from any electrical source, be it lightning, tasers, live wires, or a supernatural ability. Upon exposure to an electrical current, the alchemist may choose to redirect the current. They amplify the incoming electricity in their body and shoot it out in an arc from their fingertips, mouth, or eyes.
Using electrical redirection in a conflict is a ranged attack using Dexterity + Alchemy. It inflicts margin + 2 in Superficial Health damage for vampires and in Aggravated Health damage for mortals.
On Distillation rolls with 1–3 successes, the alchemist is protected from electrical forces, but their redirected electrical attacks do no additional Health damage. On Distillation rolls with 6 or more successes, the alchemist’s body bursts with electrical power. Their attacks inflict Aggravated Health damage to mortals and supernaturals alike.
Duration: One scene or until voluntarily ended.
Hollow Leg (Winter's Teeth #10)
Ingredients: The alchemist's Blood, non-resonant human blood, five powderized tablets of aspirin, rotten eggs or powdered sulfur
Dice Pools: Intelligence + Alchemy vs. Stamina + Composure
System: By tricking, forcing or otherwise coercing the victim to imbibe this formula, the alchemist then conducts an Intelligence + Alchemy roll against the intended victim's Stamina + Composure. A success indicates that the poison has taken hold and will remain in the victim's system for an entire night or until their internal reserves of vitae have been completely exhausted. Additional margins of success increases the victim's current hunger (one rank for every two additional successes) until the poison runs its course. No amount of feeding (including the blood consumed with the poison) will slake the victim's hunger.
Duration: One night or until the victim suffers a hunger frenzy
Juice Box (Gehenna War p.51)
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
Red State (Blood Sigils p.79)
Ingredients: The alchemist’s Blood, sanguine and phlegmatic mortal blood, iron oxide.
Activation Cost: One Rouse Check
System: When applied or consumed, this places the subject in a peculiar state of moral forgetfulness. The next time someone close and trusted violates the drugged person’s Convictions or commits an act against them, those memories simply do not take. It slips free of the mind like amnesia, and cannot be restored. Being told, “Saphir killed your sister, man! Why are you still friends with him?!?” sounds fake and makes no sense. The very notion that the crime might have occurred fades within moments.
Duration: Permanent until the target imbibes a choleric Dyscrasia.
Short Circuit (Players Guide p.105)
Ingredients: The alchemist’s Blood, battery acid, melancholy blood, and salt water.
Activation Cost: One Rouse Check
System: By making a Rouse Check and touching the equipment (or metal connected to it) the alchemist automatically and silently shorts it out. This allows an alchemist to, for example, cause a blackout of an entire building by touching a power outlet, or a car by brushing against its body.
Toxic Personality (Players Guide pp.106-107)
Ingredients: The alchemist’s Blood, choleric blood, potash or lye, animal spleen, cheesecloth, and iodine.
Activation Cost: One or two Rouse Checks
Dice Rolls: Strength or Dexterity + Alchemy vs. Dexterity + Athletics
System: When active, the power allows the alchemist to corrode any material in seconds by simply making contact with it and gains +2 damage on brawl attacks as their mere touch becomes acid. (As the alchemist controls how and where they excrete the acid their own clothes are usually unaffected.) The Storyteller is the final arbiter on the extent of damage caused but the acid is supernaturally strong and far more potent than that produced by Corrosive Vitae (see Vampire: The Masquerade, p. 273).
The alchemist may make a second Rouse check to projectile vomit the bile as an attack (Strength + Alchemy during melee, Dexterity + Alchemy for a ranged spitting attack). On a win, the bile does the margin +3 in Superficial Health damage (Aggravated to mortals).
Athanor Corporis or Calcinatio: The alchemist or vessel can only hold this Formula after distillation for a week before they begin to look sickly: blue veins popping against their pale skin, and the skin itself sagging low on their bodies. After a month, the bile corrodes the Calcinatio vessel if not tapped.
Fixatio: The container of the bile slowly corrodes, falling completely apart in Alchemy + 4 weeks.
Duration: One scene
Vitae MSG (Blood Sigils pp.79-80)
Ingredients: The alchemist’s Blood, sanguine mortal blood, MSG, powdered sugar, knockoff (not genuine) Chanel No. 5.
Activation Cost: One Rouse Check
System: The production process yields a clear, watery liquid that smells faintly of vanilla and jasmine. It does nothing until it is rubbed onto the skin of a person or animal, causing that being to inflame vampiric thirst. Any vampire who sees or smells anyone who has Vitae MSG on them feels an intense desire to feed on them. They can resist this urge with a point of Willpower, or by accepting an additional point of Hunger. If the vampire spends more than thirty minutes in the presence of the anointed one after that, they must feast — or else spend another Willpower, or accept more Hunger. The compulsion partially offsets the Ventrue Bane — blue bloods can feed from the person enhanced by Vitae MSG by spending 1 Willpower less if they aren’t in their preferred category.
Duration: Once someone is anointed, the desire lasts until the next dawn, if they survive.
Level 5
Awaken The Sleeper (Core p.287)
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.
Beast Mode (Gehenna War p.51)
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
Da Bomb (Tattered Facade p.108)
Ingredients: The alchemist’s Blood, Sanguine human blood, accelerants, matchstick heads, grains of sand from a sand timer
Cost: One Rouse Check
System: This Formula is very temperamental and only works when imbibed by mortals (or brewed directly in a mortal via calcinatio). Once consumed, the potion remains in the drinker’s system for a week, during which time the mortal feels nauseous and unwell. The alchemist can activate the Formula at any time by making a Rouse Check, but if not activated while still potent, it passes harmlessly from the drinker’s system.
When activated, the victim experiences a turn of panicked awareness, before exploding in a torrent of gore. Those within close range take Aggravated damage equal to twice the victim’s Stamina, while those further away halve that. Any vampires caught in the blast must also test for Hunger Frenzy at Difficulty 3.
Duration: One week
Flowering Amaranth (Players Guide p.106)
Ingredients: Blood from the alchemist and participating thin-bloods (up to three thin-bloods total), juice of red amaranth flowers from a plant fertilized with blood, pulverized leeches, hydrogen sulfide, and neon.
Activation Cost: Everyone participating must roll one Rouse Check
Dice Pool: Resolve + Alchemy vs. Willpower pool + Blood Potency
System: The alchemist and up to two other participants tie a silk cord around their wrists, connecting them in a triangle surrounding a true Kindred target, also so bound. The alchemist rolls Resolve + Alchemy; each additional thin-blood participant can add one die to the pool by spending 2 Willpower. If the true vampire resists, they use their Willpower pool + Blood Potency. On a win, the participating thin-bloods gain one dot in one of the target’s core clan Disciplines, determined randomly. (On a critical win, the alchemist can choose the Discipline.) They cannot learn or purchase this Discipline higher than the first dot, but in other respects can use it as though they were true Kindred. They do not gain generation, but still lose 1 Humanity and gain the black-veined aura of diablerie. The victim vampire is destroyed in effect, as per rules of diablerie (see Vampire: The Masquerade, p234).
Moment of Clarity (Players Guide p.106)
Ingredients: The alchemist’s Blood, phlegmatic blood, cadmium, nootropics, and ash from burned pages of a meaningful text to the alchemist (scripture, favorite childhood novel).
Activation Cost: One Rouse Check
System: Upon activation, the alchemist gains mental clarity, their wits sharpen, and the Beast is temporarily sated. They add four dice to Mental or Discipline Skill pools, and can add four dice to Mental resistance checks against Disciplines requiring them: Dominate, Animalism, Presence, Auspex, and their amalgams. They are also immune to Messy Criticals and Frenzy, if susceptible to the latter.
Duration: One scene
Saturn’s Flux (Blood Sigils p.80)
Ingredients: The alchemist’s Blood, phlegmatic mortal blood, lead, laxative, horse hair.
Activation Cost: One Rouse Check
System: The process yields a thumbnail sized pellet, crackly and gray. To gain the effect, smoke it in a steel pipe on a bed of ash, taking precautions as Kindred must for dealing with a small open flame. Within twenty-four hours of ingestion, the smoker literally shits out the Blood Bond — painful and bloody but not injurious for mortals. Kindred, with withered digestive tracts, take a point of Aggravated damage as the unwholesome influence resists expulsion.
Duration: As mentioned above, the effect kicks in within a day’s span of ingestion—sometimes waking Kindred from daysleep with agonizing cramps. Until used, the pellet seems to stay fresh indefinitely. Given that this stuff has only been around two years, it may just be that its shelf life has not yet been reached.
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