Server Rulings
How do I level Alchemy?
The first step is to have inspiration for Alchemy, if the character does not currently have any or you are unsure if they do read the next section first.
Once they have proper inspiration, you must make an ask the ST to formulate a test following alchemy rules. Writing an example test works as follows:
To learn a formula, the character must roll with an Attribute that is determined by the Alchemy style and one skill related to how they discover this concoction. This roll is done for a predetermined amount of weeks with each week being a different part of the experimentation. The Difficulty is the Formula Level + 1 and can only be attempted once per week. Only one alchemy formula may be worked towards or learned per week.
The Attributes for learning rolls
Athanor Corporis (Body alchemy) learning rolls are made of Stamina + appropriate skill
Fixatio (Lab alchemy) learning rolls are made of Intelligence + appropriate skill
The length of weeks is as follows.
Level 1 Formulae
1 IRL Day/24 hours of researching, 1 roll
Level 2 Formulae
1 IRL week, 1 roll
Level 3 Formulae
2 IRL weeks, 2 rolls
Level 4 Formulae
4 IRL weeks, 4 rolls
Level 5 Formulae
6 IRL weeks, 6 rolls
Examples of potential learning rolls
Intelligence + Science, studying their blood from torpor
Intelligence + Academics/Occult, look into the history or metaphysical as related to the project
Intelligence + Medicine, studying blood or other body reactions.
Intelligence + Insight, reflect on experience. Can only be used for one portion of the test.
Stamina + Occult, determining a Resonance needed
Stamina + Streetwise, find sources of materials and see if their body can handle it
Stamina + Medicine/Science, determine if something is fatal (to mortals) and test it out
Stamina + Insight, reflect on experience. Can only be used for one portion of the test
How do I gain inspiration for Alchemy?
Inspiration for Alchemy comes in two forms. They are either uniquely created by the thin-blood themselves or learned from another alchemist’s notes. Alchemists take the leading role in teaching others alchemy, as sources for this material are scarce and heavily controlled by the Camarilla. With all things risks do apply, refer to here to learn about the potential dangers of knowing certain alchemy.
When learned from someone else’s notes, they only need to link to the obtained notes in a scene and then come up with the method their character would go about it as an ask.
Those who wish to learn the alchemy on their own must come up with inspiration for the character. Inspiration is the idea forming in their character’s head to even attempt the process of entering into uncharted territory. (As far as they know, they are the first person to do this ever or one of the few). Hearing other alchemists chatter briefly about potential powers is not often enough, as they need to start looking into how it is done. Not only that it can be done.
The best way to formulate inspiration is to come up with a story beat. You can also reference previous story beats that give related examples (Such as seeing someone use a similar power) or related character thoughts (Wondering if it was possible to do something easier after the hundredth time). It is recommended that once you have a concept you submit this as an ask to get confirmation, as the test may need to be reworked if it does not qualify.
If they wish to replicate a Discipline. The duskborn must see the discipline in action or have it explained in great detail by another who possesses it. They may then reflect on this, and use notes or other methods to learn how to harness this ability. In this case, the use of a roll of resolve+insight/composure, diff equaling the formula level +1, may be used to meditate on the discipline itself; or they may follow the methods below. This only works for Inspiration purposes, not as a replacement for learning rolls.
An example of this: A character has witnessed the lifesaving use of Fortitude in a serious fight and wonders how it could be done, goes out of their way to learn more about this power, and then begins to research into their replication with Kevlar. They could have enough inspiration to begin an alchemy test.
For other examples of this, we recommend combing the ask-the-st channel to find others who have done this and see how they approached it.
How do I write a learning ask?
If you have not read the sections above, please read them first.
Once you have inspiration ready to go, you are ready to write an ask.
The first step is to decide which method it will be. Usually, this is part of the inspiration-gaining process.
The method selected will choose the attribute
Athanor: Stamina
Fixatio: Intelligence
You then break down the weeks needed for the alchemy, refer above for the weeks.
In this example, we will use a character learning a level 3 Alchemy Formula. This means it will take them two weeks to complete, with two rolls needed. This example will be done with Athanor Corporis
Character(s): Duskborn
Overall Goal: Learn level 3 alchemy
Situation: They have completed their inspiration and are going to learn this alchemy.
Additional Relevant Information: Link to the inspiration and anything needed or required to justify anything in the test. Such as needing certain expensive items or access to specific things. You also need to mention the type of alchemy it is, either Fixatio or Athanor. Remember they do not need the Resonance for this, they are unable to create it when learning the formula. They may use the Resonances if they wish to for flavor.
Your suggestion?:
Because this is a level 3 alchemy, the first step will be to look at how long it will take/how many rolls. A level 2 power requires 2 weeks and 2 rolls, which one roll made a week. My character is an occultist and budding scientist, they want to use Fixatio so their suggestion would look something like.
Intelligence + Occult, diff 4 (as level 3+1 sets the diff): To study the properties of a related subject and how ancient alchemists thought.
Intelligence + Science, diff 4: To follow through with a scientific approach to this same subject.
Link to the scene and/or roll: N/A
Often ideas for rolls are best taken from how the power works or what it is related to and incorporate the ingredients the alchemist uses. Keep in mind that they are free to make slight alterations, but the base version is always required. It cannot be entirely reworked for its ingredients nor the Resonance.
For other examples of this, we recommend combing the ask-the-st channel to find others who have done this and see how they approached it.
How do I distill an alchemy?
To distill alchemy and use it in play, the character must do a few things. First, they need to obtain the Resonance(s) and the needed ingredients. It is often easier to get the ingredients before getting the Resonances.
Resonances can be obtained either through regular hunts and random chance, the bloodhound Merit to sniff out the resonance to hunt, or through inducement tests. When obtained through a hunt, an alchemist is able to take extra slakes to use for alchemy. They do this through either non-kiss bleeding (Bagger drawing blood for example) or throwing the blood back up for transportation (most hunts). Remember that this still needs to consider what is safe to take and what is not, for more information refer here.
Keep in mind that each potion requires 1 slake to be taken from the mortal, in addition to any slakes taken for Hunger. Resonance must be used within the same night to retain it’s potency for alchemy.
Ingredients that can be obtained via a store, such as common items to purchase, can be done without an ask. Anything that requires ordering online, rare, expensive, or supernatural ingredients, requires an ask. However the alchemist wants to obtain these objects is up to them; they can use Resources, Lab, Contacts and other Merits if it’s logical that these Merits would provide access to the needed materials.
Once the character has the Resonance and the needed ingredients, they are ready to distill.
The Fixatio Method
The alchemist heads to where they will perform the distillation. Once they are there but before they make their distillation roll, they will make a Rouse check to add their blood to the ingredients. Once they begin to create this brew their distillation pool will be Intelligence + Alchemy +1 die per dot of lab merit in the haven they are working inside. If they are unable to use a lab, they may use other methods such as a pressure cooker but can only make one potion at a time with weak power and limited to level 3 or lower. The number of successes determines the quality of the alchemy.
Distillation Times for Fixatio
Level 1 Formulae
Instant
Level 2 Formulae
1 IRL Day
Level 3 Formulae
1 IRL week
Level 4 Formulae
2 IRL weeks
Level 5 Formulae
3 IRL weeks
Once the needed time has passed, they can use the alchemy. Fixatio is only ever able to create one type of alchemy at a time in a lab but can create two potions of one power, assuming they have 2 slakes of the Resonance(s) and enough ingredients.
This method is best for alchemy that needs higher success to be effective or can be made and stored for a bad day. But suffers from time restraints and needed preparations.
Athanor Corporis Method
This method uses the alchemist’s body. They first need to consume the ingredients with the appropriate Resonance. A Rouse check is made before the distillation roll, and then the distilation roll is made. The pool is Stamina + Alchemy, and they do not gain bonuses from the Lab Merit. However, their distillation is nearly instant, with the successes determining the quality of the alchemy.
This method is best for on the fly alchemy and instant reactions, alchemists can carry the ingredients around with them usually and only need to locate the needed resonance in a scene. But suffers from lower potential distillations and locating Resonance in a scene.
Distillation pool bonuses and reductions
There are bonus dice for certain things being used in alchemy
+1 die per dot of lab merit in the haven you are working inside if Fixatio. If they are unable to use a lab, they may use other methods such as a pressure cooker but can only make one potion at a time with weak power and limited to level 3 or lower.
+1 die for very rare or expensive ingredients. Require storyline to obtain or Resources of dots higher than the level of formula, contact ST if doing so.
+1 die for very potent/magical items. Such as a unicorn horn, red mercury, human blood with a Dyscrasia, werewolf blood, or vitae with Blood Potency two levels higher than the level of the formula. This is hard to acquire/near impossible. Dyscrasia must be obtained via appropriate rolls.
-1 die for cheap substitute ingredients when creating level 3 or higher alchemy.
-1 die for medical bagged blood, melted down candles from the New Age Shop or other faux magics.
Successes for Distillation
0 Successes: Total Failure nothing was made, open an ask.
1-2 Successes: Power weak, fluky, or late in happening, open an ask*.
3-5 Successes: Power works as intended. No bonuses
6+ Successses: Power increased in effect. Has bonuses.**
*Power weak: When this happens open an ask to have the ST record the type of potion the character has. When this potion is attempted please contact them again to determine the outcome. Characters can only tell if a potion is faulty or not if they have made it inplay 4+ times and seen it work.
Possible outcomes
1-2 : -1 to Dice Pools or something along that vein
3-4 : Late to Start, must wait till next turn order after activation
5-6 : Consumer gains +1 hunger
7-8 : -1 to Dice Pools or something along that vein
9-10 : Works as intended, but tastes awful
**Bonuses
Below are recorded bonuses, open an ask to confirm it’s bonus.
Elevate: Creates 2 doses instead of 1.
Defractionate: Slakes 2 Hunger per 1 bag.
Far Reach: Pool gains a +1
How do I use alchemy in a scene?
Alchemy can be used at anytime as long as the alchemist has the power distilled. When using this in non-conflict scenes there is no ask needed. In cases where there is combat unfolding, an ask must be made. If you are uncertain how a power works or feel uncertain about wording, please ask.
Athanor is the method that has an instant distillation. However, when in turn-based combat it usually requires three turns of concentration to activate. Only one power can be distilled at a time with this method. Fixatio allows you to activate one power per turn without waiting, but they are limited by the amount of alchemy they are carrying and cannot easily make more. Please remember that many powers require a rouse check.
If a power is being used by a clanned character in the scene instead of the alchemist, the Wheel of Misfortune (Blood Sigils) may need to be used. If that is the case, please open an ask.
The ST will either pick or roll from the Wheel of Misfortune and report the outcome once the formula has come to an end. When a full-blooded vampire uses a Thinblood Alchemy formula that requires a roll including the Alchemist’s Thin Blood Alchemy rating, they use a rating of 5 – their Blood Potency, with a maximum of the Alchemist’s Thin Blood Alchemy rating. For example, an Alchemist of Rating 5 giving a formula to a vampire with a Blood Potency of 2 would use 3 in the roll.
Wheel of Misfortune remains the same other than 0 Taste of Half-Life, “Until the end of the next session, the vampire loses access to all Disciplines, but they can regain them in the same fashion as thin-bloods through Resonances, including those that they do not have, but only carry one Discipline at a time. They do not have access to rituals or ceremonies during this time.”
How much Alchemy can my character have in stock or carry?
A character can only carry as many Fixatio potions as equal to either their Wits or Dexterity. They can also store Fixation potions in their haven, equal to twice their Alchemy Rating + Haven dots as long as it’s within a fridge.
How do I sell alchemy?
Alchemy, much like other Kindred skills are often sold as a service. Alchemists know, either through stories or through their own experiences that selling their wares comes at a risk. A red market is still budding in the city, but as long as thin-bloods are smart with their goods and wise of older Kindred taking advantages, they can easily sell their work. Or just sell it anyway and see where it goes.
If they wish to sell their Fixatio distillation, it will use up on of their vials and they will need to explain how to use it. If they wish to sell their Athanor distillation, it will cost one hunger to sell one use of it; they will also need to explain how to use it.
Important alchemy rulings
Below are general rulings for Alchemy
- Duskborn may not use other Duskborn’s vitae to learn from or create counterfeit Disciplines, it is too thin to be utilized.
- Alchemists can use multiple distillation methods, but each formula is learned as only one method at a time. It must be relearned to be used in the other method.
- When purchasing a new level the cost is 5*level, new formulas of a level they already have are 3*level. Thin-bloods are not limited to a number of formulae.
- We currently do not use custom Alchemy from Blood Sigils.
Counterfeit Discplines
When they use this alchemy and are to add the Discipline Rating to their pool they instead use the character’s Alchemy level.
When creating counterfeit Disciplines from another a clanned vampires blood, the donator must make a Rouse Check. Each Rouse Checks is worth one distillation.
Please remember that the ingredients listed are not bound to what is specifically there if they can find something that relates to said item. It will work, the only variation is rarity, which needs to be taken into account. They cannot use an orange to create Level 4 Fortitude, but they could for level 1 or 2.
For any pre-requisite powers, they must first brew the one power until distillation is complete, then brew the other power until distillation is complete. After this they must combine the two, no rolls needed, but only one alchemy remains.
Example with Fixatio:
To use Metamorphosis, they must brew first Shapechange, then Metamorphosis and Shapechange potions combine the alchemy into a single use. Athanor Corporis works the same just with shorter distillation times due to instant distillation.
Blood Sorcery that can be replicated (Must be taught first): Corrosive Vitae, A Taste for Blood, Extinguish Vitae, Scorpion’s Touch, Theft of Vitae
Oblivion that can be replicated (Must be taught first)*: Oblivion Sight, Shadow Cloak, Ashes to Ashes, Shadow Cast, Arms of Ahriman, Fatal Precognition, Shadow Perspective, Touch of Oblivion, Aura of Decay, Stygian Shroud, Necrotic Plague.
Powers that are not able to be replicated: Unliving Hive, Horrid Form, Draught of Elegance, Draught of Endurance, Daught of Might, Submerged Directive, Enduring Beast, Rationalize, Ghost in the Machine, Irresistible Voice, Ancestral Dominion, Blood Sorcery/Oblivion other than those posted above. Rituals and Ceremonies are impossible to counterfeit.
Powers that require Cantenating Blood to replicate: Bond Famulus, Domitor’s Will
*The 1 or 10 rule for stains applies to both distillation and activation rouse checks for the powers that have that drawback. In cases where the alchemist takes a stain, then is the one to activate, they will not receive a second stain even if hitting 10 or 1. The Alchemist is forging a faux connection to the Abyss and then is calling on that connection when activated running the risk of eroding humanity. With the two branches of Oblivion, counterfeiting the discipline needs the blood of the kindred with the appropriate branch
What Kindred item is needed for the counterfeit?
Level 1 Disciplines
In order to create the disciplines, you must have the blood, hair, used personal item, or something else related to a vampire who has the level of discipline you are creating, or of a matching clan.
Level 2 Disciplines
In order to create the disciplines, you must have the blood or hair of a vampire who has the level of discipline you are creating, or of a matching clan.
Level 3 Disciplines
In order to create the disciplines, you must have the blood of a vampire who has the level of discipline you are creating, or of a matching clan.
Level 4 Disciplines
In order to create the disciplines, you must have the blood of a vampire who has the level of discipline you are creating, or of a matching clan. They must give one hunger’s worth no matter what for one pot creation and additional if more are created.
Formula bases for the Disciplines
Animalism
The general ingredients vary from alchemist to alchemist, in order to create Animalism you must have an animal-related item, vampiric item/blood depending on Discipline level, animal blood as well as some sort of chemical components such as a household cleaner or lab grade cleaner.
Auspex
The general ingredients vary from alchemist to alchemist, in order to create Auspex you must have an item used to increase a mortal’s focus (Caffeine, Medications, etc), vampiric item/blood depending on Discipline level, phlegmatic mortal blood as well as some sort of chemical acid.
Blood Sorcery
The general ingredients vary from alchemist to alchemist, in order to create Blood Sorcery you must have an item that relates to the occult, vampiric item/blood depending on Discipline level, sanguine mortal blood as well as some type of mushrooms.
Celerity
The general ingredients vary from alchemist to alchemist, in order to create Celerity you must have an item that increases mortal heart rate (Kola Nut, Caffeine, etc), vampiric item/blood depending on Discipline level, choleric mortal blood as well as some sort of base pH chemical.
Dominate
The general ingredients vary from alchemist to alchemist, in order to create Dominate you must have an item that relaxes a mortal (Xanax, muscle relaxer, alcohol, etc), vampiric item/blood depending on Discipline level, phlegmatic mortal blood as well as some sort of opioid.
Fortitude
The general ingredients vary from alchemist to alchemist, in order to create Fortitude you must have an item that increases mortal durability (Vitamin C, A, K, etc), vampiric item/blood depending on Discipline level, melancholy mortal blood as well as some sort of freezing chemical/item.
Obfuscate
The general ingredients vary from alchemist to alchemist, in order to create Obfuscate you must have an item that decreases mortal awareness or consciousness (intoxicants, poisons, etc), vampiric item/blood depending on Discipline level, melancholy mortal blood as well as some sort of disinfectant.
Oblivion
The general ingredients vary from alchemist to alchemist, in order to create Oblivion you must have organic material that is rotting or decomposing, vampiric item/blood depending on Discipline level, “empty” mortal blood, or up to level 3 disciplines blood bags may be used, as well oil or tar.
Potence
The general ingredients vary from alchemist to alchemist, in order to create Potence you must have an item that increases mortal strength (Steroids, stimulants), vampiric item/blood depending on Discipline level, choleric mortal blood as well as some sort of combustive item/chemical.
Presence
The general ingredients vary from alchemist to alchemist, in order to create Presence you must have an item that increases mortal attraction (libido-increasing drugs or items, perfumes, cologne, etc), vampiric item/blood depending on Discipline level, sanguine mortal blood as well as some sort of battery element.
Protean
The general ingredients vary from alchemist to alchemist, in order to create for Protean you must have an item that relates to earth or mother nature (dirt, plants, clay, etc), vampiric item/blood depending on Discipline level, animal blood as well as something high in iron