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== New Merits == === Potion Master Alchemy (1pts) === You must have the Thin-Blooded Flaw and Thin-Blooded Alchemy to take this Merit. You have delved deeply into the theory, design, and art of alchemical potions, and you have mastered them. You can purchase twice as many Alchemical potions as you possess dots in Thin-Blood Alchemy as described in MET: VTM, Chapter Four: Disciplines. You may only purchase this merit once. This merit is an exception to the restriction on more than one clan merit of the same cost. === Day Drinker (2pts) === You must have the Thin-Blooded Flaw to take this Merit. While in sunlight your health pool is halved (rounded up), but you are immune to sunlight damage and do not need to check for Fear Frenzy while in it. However, you also lose access to all your kindred abilities while in sunlight, including all your disciplines, techniques and supernatural abilities gained by merits. You still suffer from vampiric hunger and must sleep and feed as usual. === Lifelike (2pts) === You must have the Thin-Blooded Flaw to take this Merit. You appear mortal in all ways. You have a heartbeat, can eat and enjoy food, and gain sustenance from it. You appear mortal in the most thorough of examinations, even supernatural ones. You do not need to feed on blood to refill your blood pool, and regenerate one blood point per night. You are not required to sleep in the evening, and can maintain a normal mortal’s schedule. Sunlight still causes normal damage as outlined in the Thin-Blooded Flaw. === Alchemical Body (2pts) === You must have the Thin-Blooded Flaw and Thin Blood Alchemy to take this merit. The alchemist uses their own body to brew their potions, consuming the ingredients instead. This allows them the additional way to distill the potions anywhere into their own blood, at twice the blood cost. The effects of this potion become part of your blood pool until expended, one drop of blood is equivalent to one potion worth brewed. Once these blood points are consumed or spent, they are gone, causing the potion to no longer persist in your blood. You may have someone drink your vitae in order to use the potion effects in replace of the effect of a Blood Bond. This merit replaces the standard method of potion creation, requiring this to be used to create potions. === Ghoulic Brewing (2pts) === You must have the Thin-Blooded Flaw and Thin Blood Alchemy to take this merit. The alchemist gains a method of using a ghoul’s body as a brewery to make potions, regulating their physical state through emotional pressure or verbal incantation. They must feed a ghoul the potion’s ingredients and maintain their biophysical health as it brews. When complete, they must feed the ghoul the required amount of vitae and then they may tap their blood for the potions via feeding or blood drawing. Every Ghoul has 5 dots of mortal blood and 5 dots of vampiric blood from their ghouling in their veins. This potion leaves their blood when all the 5 dots of vampiric blood is consumed. Mortals only have 5 dots of non-vampiric blood in their veins. Be aware the Thin-Blooded cannot Blood Bond without Catenating Blood or create nor sustain Ghouls at all, requiring this ghoul to be sourced from another Kindred. This merit replaces the standard method of potion creation, requiring this to be used to create potions. === Herdic Brewing (2pts) === You must have the Thin-Blooded Flaw and Thin Blood Alchemy to take this merit. The alchemist gains a method of using Herd as a brewery to make potions, regulating their physical state through emotional pressure or verbal incantation. They must feed a mortal represented by the herd background the potion’s ingredients and maintain their biophysical health as it brews. When complete, they must feed the mortal the required amount of vitae and then may tap their blood for the potions via bloodletting. An entire herd may only hold 1 potion at a time, with each dot of herd giving a single potion. Your herd cannot be fed on during the downtime of the brewing of these potions or lose its effects. Using your Herd for brewing is a high risk for your Herd’s health. Narrators should roll a D10 for each dot of Herd, and must roll a crit for the survival of that dot. This follows standard threat level practices using Thin-Blood Alchemy as a mental discipline. (eg: Thin-Blood 5 grants Threat +2) This merit replaces the standard method of potion creation, requiring this to be used to create potions. === A Way Out (3pts) === You must have the Thin-Blooded Flaw to take this Merit. Straddling the line between mortal and monster, you have a choice. The Thin-Blooded typically may only escape their position through final death or diablerie, but you’ve heard of a third. You’ve heard of someone who knows of someone who’s great uncle has returned to the daylight, but it isn’t easy. To attempt so, you must cling to your Humanity and keep it as high as possible, as you work to hunt down and kill your sire. You don’t know for certain if this will cure your curse or not, and this merit does not guarantee it, but it’s possible. You start with 1 higher Humanity level than standard. If you ever drop below 3 Humanity, or take a path, this merit is lost and cannot be regained. === Catenating Blood (3pts) === You must have the Thin-Blooded Flaw to take this Merit. You can create Blood Bonds and perform the embrace as normal. Any embraced kindred is a Caitiff who also gains the Thin-Blooded flaw. Potions made from Catenating Blood still do not inflict a Blood Bond. === Brightest Stars Burn Fastest (3pts) === You must have the Thin-Blooded Flaw to take this Merit. You have learned to leverage your pseudo mortality in a way that “real” kindred would not conceive of. You are able to burn your own health levels to fuel your vampiric disciplines. You can intentionally give yourself an Aggravated Damage as you force your blood to bend to your will, harming you. For each Simple Action you spend to take an Aggravated Damage, you recover 2 Blood Points.
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