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== Recipes == === Level 1 === ==== • Force Bolt ==== : '''Ingredients:''' A Powdered Magnet, Nylon Fibers (1 dot of Resources) : '''Effect:''' :: The user gains the ability to use the first level of the ''Movement of the Mind Thaumaturgy''. They cannot use the Focus associated with this power. : '''Duration:''' 3 Turns. ==== • Contortion ==== : '''Ingredients:''' Rubber bands (1 dot of Resources) : '''Effect:''' :: Allows the user to contort their body, escaping from any mundane restraints. This also grants a +5 when testing to escape a grapple. : '''Duration:''' 3 Turns. ==== • Haze ==== : '''Ingredients:''' Pure Water, Ghost Pepper (1 dot of Resources) : '''Effect:''' :: You create a mist that surrounds and follows you in a 10 step radius. You gain +2 Stealth while this effect is active, and gain +2 to Dodge. : '''Duration:''' 3 Turns, or 10 minutes outside. ==== • Portable Shade ==== : '''Ingredients:''' Oxybenzone, Titanium, Zinc (2 dots of Resources) : '''Effect:''' :: You only take normal damage from sunlight. If you already take normal damage from sunlight you now take no damage. If you have any Beast Traits, you must overcome Fear Frenzy while in sunlight. If you gain a Beast Trait while in sunlight, you must immediately test for Fear Frenzy. : '''Duration:''' 1 hour. === Level 2 === ==== • Envelop ==== : '''Ingredients:''' Pure Water, 2 Ghost Peppers (2 dots of Resources) : '''Effect:''' :: You choose a target within 10 steps, and must succeed in an opposed challenge of ''Mental + Thin-Blood Alchemy'' vs target’s ''Mental + Willpower''. On success the target is blinded, requiring the Fighting Blind combat maneuver to attack. Mortals take suffocation damage each turn. : '''Duration:''' 3 Turns, or 10 minutes outside of combat. ==== • Red's Flamin' Hot Sauce ==== : '''Ingredients:''' Gasoline, Alcohol (2 dots of Resources) : '''Effect:''' :: This allows you to infuse your vitae with flammable components. You may spend a Blood Point to light medium size objects like a person, chair, or dresser on fire. You must spread your vitae on the object and ignite it with an outside source, following the standard rules for fire. : '''Duration:''' 1 hour. ==== • Blood of Mandagloir ==== : '''Ingredients:''' Ketamine or Thorazine, Human Fat, Verdigris (3 dots of Resources) : '''Effect:''' :: You can have mortals or other sources of blood that count as a Herd drink this potion to have it affect their blood. They become drowsy and unresponsive. If a Kindred drinks their blood they roll a ''Mental + Willpower'' vs your ''Mental + Thin-Blood Alchemy'' to stay awake or sleep for the stated duration. : '''Duration:''' Stays in herd’s blood for 3 days, effects a kindred for 1 hour if feeding. ==== • Mirror of Trust ==== : '''Ingredients:''' Sodium Thiopental, White Chrysanthemum (3 dots of Resources) : '''Effect:''' :: The drinker of this potion makes a ''Mental + Willpower'' test vs your ''Mental + Thin-Blood Alchemy''. If the drinker fails, they suffer the effects of ''Presence: Entrancement'' towards the alchemist who brewed this potion, and take a -3 penalty to perform actions that would physically or socially harm the alchemist for the potion duration. : '''Duration:''' 1 Hour. ==== • Garlic Fragrance ==== : '''Ingredients:''' Garlic, Wax, Potpourri (2 dots of Resources) : '''Effect:''' :: This potion is brewed and bottled. After cooling, it becomes reactive to the oxygen in the air off-gassing its effects into the air like a tear gas grenade if opened. It slowly fills up an enclosed space within 10 steps radius per potion used. :: Any kindred that walks into the area of effect must make a ''Mental + Willpower'' test vs ''Mental + Thin-Blood Alchemy'' of the alchemist. If unsuccessful, they experience a Fear Frenzy and must flee. :: If the kindred has Heightened Senses or equivalent active, they take a -3 penalty for the purpose of testing. They also take a penalty equal to their dots in the Generation Background. :: The creator of this potion is immune to its effects. : '''Duration:''' 1 hour indoors and 1 turn outside. === Level 3 === ==== • Counterfeit ==== : '''Ingredients:''' Kindred Vitae, Mandrake Root (2 dots of Resources) : '''Effect:''' :: You may bottle a first level discipline power from the blood of the kindred you source the vitae from. They must know the power you wish to bottle. A drinker of this potion must follow all the power’s requirements to use it. All effects immediately end when the potion wears off. : '''Duration:''' 3 turns, or 30 minutes ==== • Defractionate ==== : '''Ingredients:''' A number of Blood Bags, Breath Mints (1 dots of Resources) : '''Effect:''' :: This recipe converts a number of Old Blood Bags into an equivalent number of New Blood Bags, and does not follow the standard requirements of brewing a potion, nor grants additional new bags. This can only be used on :: You can make a blood bag feel like fresh blood from a living body. This blood bag acts as if feeding 1 Blood Point from a mortal, and you can choose to change its flavor to match Ventrue feeding requirements. :: You may convert up to your Dots in Thin-blood Alchemy in a single downtime action. With this recipe. : '''Duration:''' 1 Night. ==== • Profane Hieros Gamos ==== : '''Ingredients:''' Psychoactive Drugs, Blood of Mortal’s Features (2 dots of Resources) : '''Effect:''' :: You can change the gender, skin color, hair, eyes, and other parts of the drinker’s appearance. The features to adopt must be present in the blood of the mortal used in the ingredients and match mortal physiology. The drinker must fail a test of ''Mental + Willpower'' vs your ''Mental + Thin-Blood Alchemy'' for the effect to work. This potion has no effect on Nosferatu. Note: The drinker may choose to relent to the test. : '''Duration:''' One Night, Permanent if Drinker Spends 1 Willpower. ==== • Ashe ==== : '''Ingredients:''' Kindred Ashes, Aluminum Filings, Superheated (4 dots of Resources) '''Note''': If this potion is brewed with Ghoulic Brewing, Herdic Brewing or Alchemical Body. The process is slightly different. By Ghoulic Brewing it takes 1 month to brew before getting any results and only gaining your Dots in Thin Blood Alchemy amount of potions at the end before the ghoul is auto taped out of the potion and can’t make any more By Herdic Brewing adds the risk of making it so a Herd can die on a 2 or a 1 By Alchemical Body you are treated as blood bonded to the potion before ever using it effects : : '''Effect:''' :: On consumption of this potion, a kindred temporarily increases their Generation Background by one dot. If consumed by the Thin-Blooded, they become a Neonate for the duration of this potion. Drinking the potion is equivalent to a Downtime Action of feeding. :: Each time this potion is consumed, it inflicts a Blood Bond on the drinker and they gain a Beast Trait as their beast fights back against the unnatural nature of the Ashe potion. Each time they attempt to feed, they must spend Willpower equivalent to the level of bond to drink blood rather than more of this potion. They follow the Blood Bond rules as if the Ashe potion is their regent, unable to speak poorly about Ashe, etc. :: The Thin-Blooded gains the in-clan Disciplines of their Sire, and the standard full creation points, gaining the additional 2 points of creation points for these disciplines. They may expend XP to level these disciplines as a normal Neonate would, knowing they lose access to them when the potion effects end and the XP is refunded. :: Ancillae and older do not receive a generation boost from this potion. The generation boost does not stack, only granting a single dot at a time. : '''Duration:''' One Full Game Session, Socials Ignored ==== • On-Demand Sunburn ==== : '''Ingredients:''' Gold Shavings, Mercury, Chlorine, Potion Left for Day in Sunlight (4 dots of Resources) : '''Effect:''' :: The drinker infuses their body with the power of the collected sunlight, being able to expend it when they wish during the duration of this potion. When used, they inflict one Unsoakable Aggravated Sunlight Damage on a target they are touching. They also take the same damage in turn. :: Portable Shade can be used to mitigate the effects of this power. If not used the same evening the potion is consumed, it automatically triggers on sunrise harming the drinker as above. This is an exception to the rule normally limiting a user to the effects of a single potion. : '''Duration:''' 1 Night. ==== • Fang-Stinger ==== : '''Ingredients:''' Foxglove, Absinthe, Laundry Detergent (3 dots of Resources) : '''Effect:''' :: When injected into or ingested by a mortal, their blood carries Dagon’s Call. If a kindred then feeds on the mortal, they must test ''Mental + Willpower'' vs alchemists ''Mental + Thin-Blood Alchemy''. If they don’t succeed, they become inflicted by the standard application of Dagon’s Call. :: This effect remains dormant in their vitae for the remainder of the night until they spend a Blood Point. Doing so causes the standard effects of ''Quietus: Dagon’s Call'' for 5 turns. :: The alchemist cannot make use of ''Quietus: Dagon’s Call''’s Focus or Exceptional enhancements. : '''Duration:''' 1 Night. ==== • Freezer Fluid ==== : '''Ingredients:''' Coneflower, Possum Scent Glands, Lidocaine (3 dots of Resources) : '''Effect:''' :: When in a spiked drink, a kindred can make a ''Mental + Willpower'' vs ''Mental + Thin-Blood Alchemy'' static test against the creator of this potion to notice it in the drink. :: If consumed or injected by a kindred, this makes the kindred’s limbs freeze up, causing them to become slow and lethargic. They inherently know they have been affected by some sort of power. An afflicted kindred suffers a -5 to all physical pools, and loses access to their highest Celerity round if applicable for the duration. :: An affected kindred may spend 2 Willpower to power through and overcome the effects of this single application of this poison. : '''Duration:''' remainder of the night === Level 4 === ==== • Counterfeit ==== :: You may bottle a second level discipline power using Counterfeit so long as you have purchased the Counterfeit recipe by spending 4 blood points instead of 3. ==== • Airborne Momentum ==== : '''Ingredients:''' Champagne, Birds Blood, Nitrous Oxide (3 dots of Resources) : '''Effect:''' :: The drinker gains the ability to use ''Movement of the Mind: Flight'' for the duration of this potion, following standard costs and restrictions. All usages of this power end immediately when this potion expires. If airborne, the user takes fall damage or may attempt to grasp a nearby ledge at storyteller discretion. :: The alchemist cannot make use of ''Movement of the Mind: Flight’s'' Focus enhancement. : '''Duration:''' 30 minutes ==== • Discipline Channeling ==== : '''Ingredients:''' Ashe potion of Known Kindred : '''Effect:''' :: This recipe converts a single Ashe potion into a single Discipline Channeling potion, and does not follow the standard requirements of brewing a potion. This is simply an enhancement of an Ashe potion by the use of your blood all poured into this to increase its potency. :: On consumption of this potion, a kindred experiences the effects of a standard Ashe potion, and the additional effects listed below. :: When drunk, the drinker must perform a static test of ''Mental + Thin-Blood Alchemy'' vs the source kindred’s ''Mental + Highest Discipline, its Elder Powers and Techniques''. If successful, the drinker gains full usage of the discipline of their choice from the kindred, following all power requirements and their own pools for testing. :: The drinker cannot increase this Discipline via XP during the duration of this potion, and loses access to any gains in this discipline when the potion ends. : '''Duration:''' One Full Game Session, Socials Ignored ==== • Hollow Leg ==== : '''Ingredients:''' Fresh Garlic, Mercury, Painkillers (2 Resources) : '''Effect:''' :: This potion may be consumed or injected into a kindred. The drinker must make a static test of ''Mental + Willpower'' vs alchemists ''Mental + Thin-Blood Alchemy''. If they don’t succeed, they are unable to gain sustenance from blood until after the next Downtime. :: Until next Downtime, they will enter games at half blood. : '''Duration:''' One Downtime === Level 5 === ==== • Counterfeit ==== :: You may bottle a third level discipline power using Counterfeit so long as you have purchased the Counterfeit recipe by spending 5 blood points. ==== • Awaken the Sleeper ==== : '''Ingredients:''' Adrenaline, Ammonia Inhalants, Caffeine, Melatonin (3 Resources) : '''Effect:''' :: This potion must be mixed with human blood, and fed to a vampire in torpor. The alchemist makes a test of ''Mental + Thin Blood Alchemy'' vs ''Mental + Generation Dots'' of the torpored kindred. If successful, and the alchemist's pool is higher, it will awaken the kindred from torpor, but they may still need to test for hunger frenzy. : '''Duration:''' 1 Round. ==== • Letting the Blood ==== : '''Ingredients:''' Cayenne Pepper, Ginkgo Biloba, Evening Primrose (2 dots of Resources) : '''Effect:''' :: When this potion is injected or ingested by a kindred, they make a test of ''Mental + Willpower'' vs alchemists ''Mental + Thin-Blood Alchemy'', with choice to relent. If unsuccessful they lose one dot in Generation Background as their blood thins for the duration of this potion. :: For all purposes, they are considered of lesser generation during the duration of this potion. If they would lose access to Elder Powers, those powers remain but are locked away. If generation is changed sufficiently to a level that would allow the afflicted to purchase Techniques, they may do so with XP. Those techniques will be lost when the potion duration ends and the XP refunded. :: This potion cannot reduce dots of generation below 1. :: This effect does not stack, and a kindred may only have one application of this potion active at a time. : '''Duration:''' Until Next Downtime ==== • Fetish Bottle ==== : '''Ingredients:''' Ritual Ingredients, Blood of a Sorcerer with this Ritual (??? Downtimes) : '''Effect:''' :: An alchemist mixes all the ingredients of a ritual with the adequate amount of their vitae and the vitae of a sorcerer who knows this ritual, typically 5 dots of blood from each. If the ritual requires a set amount of time spent to cast the ritual, this amount of time is instead spent brewing this potion. Any markings or seals needed are marked on the container of the Potion. :: After the potion is brewed, the alchemist makes a test of ''Mental + Thin-Blood Alchemy'' vs the sorcerer’s ritual pool. If the test is successful, the ritual is bottled and can be activated immediately as if previously prepared when poured out. :: This recipe may only bottle Thaumaturgy and Necromancy rituals, if they would make sense to work in this capacity. : '''Duration:''' 2 Turns. ==== • Chemically-Induced Flashback ==== : '''Ingredients:''' Ashe potion of Known Kindred, and at least 1 personal object of that Kindred. May take downtimes to find a personal item from the known kindred. : '''Effect:''' :: This recipe converts a single Ashe potion into a Chemically-Induced Flashback, and does not follow the standard requirements of brewing a potion. It is simply an enhancement upon an existing potion where an alchemist melts down a personal object of the known kindred the ashes were sourced from for the potion and combines them, destroying the personal object. :: On consumption of this potion, a kindred experiences the effects of a standard Ashe potion, and the additional effects listed below. :: When consumed, a kindred must make a static test of Mental + Thin-Blood Alchemy or Mental + Willpower against the known kindred’s Mental + Dots in Generation. On a failure, this potion acts as a standard Ashe potion to the drinker with the gaining of an additional Beast Trait. On a success, the drinker may ask a single question they are seeking the answer to from the known kindred’s past. :: After asking the question, the drinker will enter into a trance-like state as they experience a flashback as narrated by the storyteller of a memory from the known kindred that best answers the asked question. If the question is not applicable to the known kindred, the memory narrated is up to the storyteller’s choice. The flashback is as accurate as possible to the Storyteller’s knowledge, but may be slightly augmented by the actions taken of the drinker as they navigate the flashback in the shoes of the known kindred. They may make tests and use the known kindred’s powers as if they were them during the flashback, including the expenditure of Willpower and Frenzy checks. :: The flashback lasts for an hour at most, and may end early if the drinker becomes distracted or takes damage, making it impossible to utilize during combat. If attacked, the drinker is immediately snapped out of the flashback. :: After experiencing a flashback, the drinker must make a static test of Mental + Willpower vs a Difficulty Rating as determined by the Storyteller based on how disturbing, violent, heretical, or otherwise contradictory to the drinker's morality path the flashback was. On a failure, the drinker gains a Derangement that is thematically relevant of the known kindred for the remainder of the night. :: After exiting a flashback, the drinker must immediately make a degeneration test if applicable. If the drinker entered Frenzy during the flashback, they must immediately retest for Frenzy after exiting. : '''Duration:''' 1 Hour. ==== • Aura of Fire ==== : '''Ingredients:''' On-Demand Sunburn, Gunpowder, Gasoline (3 Resources) : '''Effect:''' :: When you drink this potion you must make a frenzy roll. :: For the duration of this potion the drinker’s aura becomes infused with the aspect of fire, becoming painful to look at. Anyone who attempts to use a mental power against the drinker immediately takes two Unsoakable Aggravated Damage if they fail the test of the power. :: Additionally, anyone who touches the drinker during the duration of this potion takes one Unsoakable Aggravated Damage as if hit by sunlight and must test for Fear Frenzy if applicable. Any Brawl based attacks against the drinker also trigger this if successful. : '''Duration:''' 3 Turns.
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