“All true power is in the blood, all life begins with blood, and the truest blood… belongs to those born in the dusk.”
– Kerrell Ridling
Unique to thin-blood vampires, Blood Alchemy allows the creation of potions that yield effects when consumed by the alchemist. Creating these concoctions requires the distillation of the alchemist’s Blood, mortal blood of a specific Resonance, and other ingredients related to the desired effect in special alchemical equipment known as an athanor. The thin-blood can then drink these potions for the desired effect.
Characteristics
The alchemist pours one Rouse check’s worth of Blood, as well as any other required ingredients, and at least one of the suggested ingredients (listed in the powers description) into her athanor, heating and mixing it into a slurry, which then cools into a drinkable liquid that will not harm the alchemist. The athanor can be anything from a pressure cooker, repurposed propane tank, beer keg or an actual furnace. To distill a Formula, you must succeed in a static challenge with a difficulty of 6 using your Intelligence + Alchemy. Formulae of level 3 or lower may be distilled in the field in small, portable equipment. Formulae of level 4 or 5 require the use of a laboratory.
An alchemist may safely carry a number of potions equal to the higher of her Wits or Dexterity. The potions remain stable for up to 24 hours without refrigeration. The potions are usually the size of a soda can, thermos, or large vial. An alchemist may store a number of potions equal to twice her number of Alchemy dots plus the number dots she has in her Haven. As long as she has a powered refrigerator, these potions will last indefinitely.
Once a Formula has been distilled, the power it conveys requires its own activation, which is detailed in the individual power descriptions. Drinking a potion is a simple action. Once the potion is consumed, the alchemist must spend the activation cost for the power’s effect as normal. In the case of Counterfeit powers gained by Blood Alchemy, the thin-blood gains the ability to use the counterfeited power for a scene.
Only thin-blooded vampires may benefit from Blood Alchemy. Unless otherwise noted, only the thin-blood vampire who distilled the Formula can benefit from ingesting the resulting potion.
Ingredients: Most non-Blood Resonance ingredients are not specifically defined for each Formula. Blood Alchemists typically develop their own proprietary ingredient lists for each Formula. Each specific Formula will list any required primary ingredients and suggestions for required secondary ingredients. Unless your Storyteller dictates specific ingredients for the purposes of game balance or chronicle-imposed limitations, the player is free to choose her own ingredients.
An alchemist receives one free Formula that does not require the listed Research time when she purchases a new dot of Blood Alchemy. There is no limit to the number of Formulae you may have per dot of Blood Alchemy.
Cost per Formula: Learning a new Formula costs an amount of XP equal to the level of the new Formula being learned x 4. For example, if a character wants to learn a level 3 Formula, that costs 12 XP.
Counterfeit Formulae: Some of the Formulae available to thin-bloods are designed to counterfeit powers in other Disciplines. Each power you wish to counterfeit requires a separate Formula with a separate XP cost. For example, if your character wishes to purchase Counterfeit (Level 3) for the Potence power Staggering Strike, and Counterfeit (Level 3) for the Celerity power Blink, those each cost 12 XP. Counterfeit powers work identically to their listed mechanics.
Distillation and Research Time: Unlike normal Disciplines, researching a new Formula takes time to learn. XP must be spent prior to the start of the research time. Once learned, the stronger the Formula, the longer it takes to distill.
Consult the following chart for research and distillation times. The listed distillation time provides one dose.
Formula Level | Distillation Time | Research Time |
1 | 15 minutes | 1 Downtime Action |
2 | 15 minutes | 1 Downtime Action |
3 | 15 minutes | 2 Downtime Actions |
4 | 3 nights | 2 Downtime Actions |
5 | 2 weeks | 3 Downtime Actions |
Blood Alchemy and Downtimes: Unless otherwise dictated by your Storyteller, gathering ingredients and distilling any number of Formulae takes a single downtime action.
Type: In the case of Counterfeit Power, the type is the same as the power being counterfeit. All other effects are Mental.
Masquerade Threat: Varies according to the effects
Blood Resonance: See individual powers