Thin-Bloods Information | Thin-Bloods Information |

Thin-Bloods Information

Basic Information

All thin-bloods get a Predator Type and the Discipline related. You cannot however ever level them up. This is homebrew to give them a slight edge against the much stronger kindred in the server. Those who take Discipline Affinity do not get the PT discipline dot, but are instead able to level the discipline they choose with the merit.

 

Branded By The Camarilla 

Below is an example of how the crescent blood red moon brand looks, originally designed by Ulla. Thin-bloods know they must reveal the brand and leave it visible when in the presence of the court or other kindred establishments. It must be placed on a visible body part such as the face, arms, hands or neck.

 

Discipline Affinity

If you take Discipline Affinity, you need to take a Discipline that is from your character’s sire’s bloodline. This discipline is increased as out of clan. Please remember that these thin-bloods do not get the PT discipline dot. They instead start with a level 1 of their chosen discipline and are able to level it up.

 

Clan Curse: Banu Haqim Bane

Because the Thin-bloods don’t Frenzy normally, and the Banu Haqim Bane requires the vampire to Frenzy, you need to pair this Clan Curse with the Bestial Temper Flaw, just like the Gangrel and Brujah Clan Curses.

 

Blush Of Life

Even without the Lifelike Merit, thin-bloods are always counted as having Blush of Life active.

 

Day Drinker

All posts during daywalking must be done first thing after reset within the server, if you post a night wake up you cannot later post a daytime expedition. Until it is posted in either the respective channel where it happened with the tag daytime it cannot be referenced by other players either. Please do the respective rolls needed as well. It is prohibited to attack or target other players during daywalking because they can’t fight back and would become very one-sided. If they have Bestial Temper they need to roll for the frenzy check.

 

Other Advantages

For advantages, please consider how a thin-blood would have these things. They are the underdogs, they are the ‘clan’ least liked and least respected by the mass majority of the vampiric world.
You should also keep their exclusive merits and flaws into consideration, for example, thin-bloods cannot take a Mawla at CC as they instead have the merit Camarilla Contact or Anarch Comrades.
Loresheets are in the same vein as most are written for full-bloods and loresheets like Circulatory System would kill them before they even made it to CC. No, they cannot start with the Little Black Book. No full-blooded clan would accept them as a descendent either.

 

Resonance And TB

Thin-bloods do not naturally have Disciplines, instead they get them from the resonance of blood. When feeding if the character recieves at least fleeting they may pick a correlating Discipline. If you roll Intense on the level of resonance you gain 2 dots worth. Upon the next feeding or Hunger 5 it is lost. Note : Those with Discipline Affinity cannot temporarily boost their chosen discipline using this method. Instead, if they find a matching resonance they can boost their chosen discipline with an exp expenditure for a permanent increase, as other vampires would.

 

Thin-Blood Alchemy

Written for SbN, any copies are taken without permission

 

This is both homebrew and by the book, time has been adjusted for how long it normally takes and lists what things are needed as a lot of the section is left to be vague.

Learning Formulae

To learn a formula one must use the roll in accordance with the distillation method (that they desire to use) attribute and any skill that is applicable. Factoring in the resonance when building pools is good practice. The difficulty will be Formula level + 1 and can only be done once a week, and must be done in accordance in how long it takes to learn, the rolls may vary from week to week. You cannot learn more than one formula per week.

You cannot use your own or other thin-blood’s blood for learning disciplines learned either from Discipline Affinity or the thin-blood’s Predator Type.

You can use multiple distillation methods, but you must relearn a formula if using another method. Ex. knowing Far Reach with Fixatio means you cannot use it via Athanor unless you learn it again for that method.

When coming up with a dice pool for learning the alchemy, think about the length in which it takes to learn and what sort of scenes you can use to do that, similar to a resonance test. Once you have an idea, contact the ST and confirm that it works. 

Please note that for non-discipline alchemy, the character must have a reason to start pursuing the idea of the next formulae they are going to learn. This is innate to them, but there is no logical train of thought of what’s next, due to the nature of thin-blood alchemy being unique and varied in its abilities. There are no tomes that detail the formulae or what they can do; instead it’s an amalgam or knock-off of other disciplines, which the thin-blood must have knowledge of in order to come up with the idea. (Example: Seeing/Hearing the Tremere Ritual of Flight leading to Airborne Momentum) They can also talk to other alchemists to learn about these concepts and begin their research as well. Do not use meta information to start learning non-discipline Alchemy.

Ways to research include but are not limited to: Poring through old alchemy libraries; tasting expeditions; and performing experiments. You can also trade formulae with other alchemists, but understand that the formula is not going to work immediately and will take an amount of tweaking ingame to understand how the other alchemist did it as each thin-blood has different methodologies.

Ways to research counterfeit disciplines: The kindred must see the discipline in action or have it explained in great detail by another who possesses it. They may then reflect on this, 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. 

 

Athanor Corporis

Stamina + (appropriate skill)

 

Calcinatio

Banned Alchemy type due to the sheer amount of stains given with our torture chronicle tenet.

 

Fixatio

Intelligence + (appropriate skill)

 

Learning and Distillation Times 

Note: Athanor Corporis has no distillation time, it is instantaneous.

 

Level 1 Formulae

Learning : 1 IRL Day of researching

Distillation : Instant

Level 2 Formulae

Learning : 1 IRL week

Distillation : 1 IRL Day

Level 3 Formulae

Learning : 2 IRL weeks 

Distillation : 1 IRL week

Level 4 Formulae

Learning : 4 IRL weeks

Distillation : 2 IRL weeks

Level 5 Formulae

Learning : 6 IRL weeks

Distillation : 3 IRL weeks

 

Obtaining Materials/Blood

Thin-bloods may benefit from the bloodhound merit but it is not required in order to get the resonance(s) required. They may submit an inducement test to the ST in order to obtain the required blood. Or if by chance and if they hold the knowledge of resonances they are tasting during a feed, they may slake more blood for the alchemy; remember that it takes 1 slake from a human for a potion. So if a vampire takes 2 from a human, they must give up 1 of those slakes for the alchemy, or risk taking more from the mortal. This blood must be regurgitated and used within the night to keep its potency for alchemy.

The materials required for alchemy can be small things like magnets to rarer items such as specific chemicals. In lower level alchemy, using something that contains that chemical is passable. When coming up with a plan on how a character will obtain these objects, unless they already own them such as a refrigerator magnet (assuming they own a fridge), a plan must be submitted to the ST. However they want to obtain these objects is up to them with appropriate roleplay; they can use resources, lab, contacts and other merits if it’s logical that these merits would provide access to the needed materials. Camarilla Contact, unless controlled by a PC, will not be able to give such items to prevent power play.

Note : Using resources means that the alchemist may take a temporary hit in resources until they regain their loss.

 

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.
  • +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.

Distillation Methods

Depending on the level of the formula made, each one has a different distillation time. Use the pools below for the actual distillation of the alchemic ingredients.

 

Athanor Corporis

Stamina + Current Alchemy Level after a Rouse Check when the alchemist’s blood is added.

Uses your own body. Only one power can be distilled at a time, and a power must be distilled before it can be used. This requires three turns of concentration, which is equal to three post turns which you do nothing but concentrate on the creation, if following a fixed turn order or in combat. If it is freeform RPing then there is no needed wait. If you wish to sell your character’s power, it will cost one hunger, no rouse check, to sell one use of it; they will also need to explain how to use it. The alchemy lasts one scene.

 

Fixatio

Intelligence + Current Alchemy Level after a Rouse Check when the alchemist’s blood is added.

You use an athanor, kiln, meth cooker, etc. You carry the potion in a vial of sorts. You cannot work without a laboratory of sorts. If you are forced to use other methods like a pressure cooker/crockpot you struggle to make anything at best you’ll make one potion with weak power (level 3 or less). You can only carry a number of fixed formulae equal to Wits or Dexterity. You can store a number equal to twice Alchemy+haven dots if in a fridge. You can activate one power per turn. There is no time limit; however, this may change if people are found to be abusing it to stockpile without a dangerous story reason that’s PC related.

 

After the distillation of a power, refer to this chart:

Power weak, fluky or late in happening : When this happens please contact the ST who will roll what type of potion you have in your hands. When you attempt to use this, contact them once more and they will tell you what the outcome is. Your character is unable to tell if the potion is faulty or not unless they have made it on server more than 4 times, after then they are able to tell something is off.

 

Here is the chart they will roll from:
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

 

Power works as intended : No changes at all.

Power increased in effect: This can mean multiple things, in most cases it will be read as a critical if an imitated discipline has a listed crit effect, or gives +1 to users pool. If that is not applicable, contact the ST to get a ruling.

 

Example of the Processes

A character wants to learn a level 5 Alchemy power. After having either seen the discipline in use or having knowledge of this thin-blood alchemy from another source approved by an Ask. They will make a series of rolls, for a level 5 it is 6 IRL weeks, so they will make one roll each week. If they fail, they are unable to try again that week. 

Example of an ask made to learn Alchemy which was approved

Character(s): June Lear
Overall Goal: Hit Level 5 Alchemy with Awaken the Sleeper
Situation: June has experienced Torpor and wants to develop an alchemical potion based on it aka Awaken the Sleeper
Additional Relevant Information: She knows the different types, has experienced one before and seen it with her own eyes on another kindred, knows of the rumors that spread about thin-bloods bringing the end of the world and the danger of dead sleepers.
Your suggestion?: She has to study it for 6 weeks and must be with intelligence pools as she uses Fixatio. I’ll list my Week break down for her

Week 1: Study blood from her own Aggravated Torpor, int+science+chemistry diff 6.
Week 2: Research occult relation on agg Torpor within Seven Gables, int+occult diff 6
Week 3: Study blood from her own hunger torpor, int+science+chemistry diff 6
Week 4: Research occult relation on hunger Torpor within Seven Gables, int+occult diff 6
Week 5: Study blood from her own voluntary Torpor, int+science+chemistry diff 6
Week 6: Research occult relation on voluntary Torpor within Seven Gables, int+occult diff 6

 

A Character wants to create alchemy

Step one: Gather the needed resonances and the needed items, depending on what is needed an ask may be in order. If you’re uncertain contact the ST.

Step two: Make a rouse check for adding the alchemists blood/rousing their blood.

Step three: Roll their distillation roll. Recall the distillation time, except for Athanor.

If the distillation roll is 6+ remember to refer to the above chart.

Counterfeit Disciplines

To make noncorebook disciplines, you must have those books.

When using other kindred’s blood, they must make a rouse check when giving up the blood. Each rouse is worth one pot.

If you are to add the discipline rating to your pool when activating it/using it, you instead add the character’s Alchemy level.

Please remember that the ingredients listed are not bound to what is specifically there, if you can find something that relates to said item. It will work, the only variation is rarity, which needs to be taken into account for. You cannot use an orange to create Level 4 Fortitude, but you could for level 1 or 2. To learn disciplines you must study them, and watch it displayed. Ping users for consent when doing this. 

 

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.

 

Formulae for Disciplines

Animalism

The general ingredients vary from alchemist to alchemist, in order to create for Animalism you must have an animal related item, vampiric item/blood depending on Discipline level, animal blood as well as some sort of chemical component such as a household cleaner or lab grade cleaner.

Auspex

The general ingredients vary from alchemist to alchemist, in order to create for Auspex you must have an item used to increase a mortals 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 for 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 for 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 for 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 for 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 for 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 for Oblivion you must have be 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 for 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 for 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.

Rituals and Ceremonies

Please note, it is impossible for thin-blood alchemy to counterfeit any Blood Sorcery ritual or Oblivion ceremony. 

Amalgams

They will need the blood of a clan that matches, a character that has matching levels of the disciplines but is out of clan, or take blood with the matching disciplines from different kindred. The formulae will match whichever discipline the power itself is listed beneath.

 

Prerequisite

For disciplines that require a specific discipline before they can be used, the alchemist must first distill that discipline and then combine it with the ingredients to create the final version. For example, Vanish would require the ingredients and a distillation of Cloak of Shadows.

 

Tweaked/Banned/Unable to be Replicated Alchemy

Bond Famulus – Must have Cantenating Blood Merit to use it

Unliving Hive – Unable to be replicated

Horrid Form – Unable to be replicated

Draught of Elegance – Unable to be replicated

Draught of Endurance – Unable to be replicated

Draught of Might – Unable to be replicated

Submerged Directive – Unable to be replicated

Enduring Beast – Unable to be replicated

Rationalize – Unable to be replicated

Ghost in the Machine – Unable to be replicated

Irresistible Voice – Unable to be replicated 

Ancestral Dominion – Unable to be replicated 

Domitor’s Will – Require Cantenating Blood Merit to use it

Shapechange Unable to be replicated

Metamorphosis – Unable to be replicated

Blood Sorcery/Oblivion – Unable save for what’s listed below.

As per the eratta given in September 2019, SBN does not use the prior version of the books PHG. We instead use
Profane Hieros Gamos (p. 285):
The power was entirely rewritten, and re-categorized as level 3.

-What this means; Kindred may change their physical form either in height, weight, skintone, hair color, eye color, face and body shape and gender. With a Critical, they may remove a physical flaw, such as paralysis or permanently damaged limbs up to flaws like repulsive (Unless they are Nosferatu) or ugly. They can also gain look advantages via a Crit.

-What this does NOT mean; They can move their organs internally, they cannot do anything that’s not going to appear 100% humanlike from outwards physical appearance to internal morphology. This will not heal conditions characters are born with. They cannot regrow what was lost prior to embrace.

 

Viable Blood Sorcery


These not only have to be acquired with kindred blood, but also taught to the thin-blood.

Level 1

Corrosive Vitae

A Taste for Blood

Level 2

Extinguish Vitae

Level 3

Scorpion’s Touch

Level 4

Theft of Vitae

 

Viable Oblivion

 

The 1 or 10 rule for stains applies to both distillation and activation rouse checks for the powers that have that drawback. The Alchemist is forging a faux connection to the Abyss then is calling on that connection when activated running the risk of eroding humanity. 

Note: with the two branches of Oblivion, counterfeiting the discipline needs the blood of the kindred with the appropriate branch

 

Level 1

Oblivion Sight

Shadow Cloak

Ashes to Ashes

Level 2

Shadow Cast

Arms of Arihman

Fatal Precognition 

Level 3

Shadow Perspective

Touch of Oblivion

Aura of Decay

Level 4

Stygian Shroud

Necrotic Plague

 

Winter’s Teeth Alchemy

There are four new levels of alchemy introduced within #10 of Winter’s Teeth. These are all accessible by thin-bloods without anything specific other than the given rules within this homebrew section regarding inspiration to create or learning from others. You will need to own the comic in order to purchase/use these.