Thin-Blood Alchemy
- See Thin-Blood Alchemy on the White Wolf Wiki.
Thin-Blood Alchemy is a newly developed Discipline pioneered by those with the thinnest blood. Caitiff and thin-bloods alike have discovered how to use their vitae as a catalyst, merging the ancient principles of alchemy with the modern influences of street drug culture and cocktail experimentation. Whether uncovered through instinct or in the pages of decaying medieval texts, Thin-Blood Alchemy may become the defining art of the next millennium. By blending their vitae with various substances, alchemists can replicate a wide array of powers from other Disciplines—and even unlock unique abilities.
Rumors swirl about elixirs that allow thin-bloods to walk in sunlight, commune with antediluvians, or achieve the legendary state of Golconda. For now, however, most alchemists operate in the shadows, avoiding the scrutiny of the Courts. Many elders regard this new Discipline as little more than a diluted form of diablerie. With the art still in its infancy, thin-bloods have only scratched the surface of its potential, leaving countless formulas and untapped powers waiting to be discovered.
Mechanics[edit | edit source]
Requirements[edit | edit source]
To learn Thin-Blood Alchemy, a character must be of 14th generation or higher, with the Thin-Blooded merit. Every Thin-Blooded character is inherently a Caitiff regardless of clan in BNS. A character meeting these requirements may take the Thin-Blood Alchemy merit at character creation.
If an existing character meets these requirements and wishes to learn Thin-Blood Alchemy, they may be taught by another Thin-Blooded character who already has Thin-Blood Alchemy training. This follows the standard teaching rules (making this the one Discipline they can have 5 dots in as a Thin-Blood), excluding the sharing of blood, as the potential already exists and they are instead being instructed in the usage of it.
Basics[edit | edit source]
Thin-Blood Alchemy is a two step practice: distillation of a blood concoction using the proper formula, then activation of said brew by drinking it and channeling its power. All potions require the addition of the alchemist’s own vitae, along with additional ingredients varying by formula.
To create a potion, an alchemist combines the ingredients along with their own vitae in a still of their own design, bringing them to a heated mix and distilling the potions. This requires a number of Downtime Actions to do depending on the formula being created (minimum 1 if not stated).
Each downtime action spent brewing a single formula returns a number of potions equal to the alchemist's dots in Thin-Blood Alchemy. This is called a batch, and each batch only costs the required amount of items or ingredients. Higher dots resulting in a higher return for the same cost is a reflection of the alchemist being more skilled and therefore more efficient in their cooks.
Usage[edit | edit source]
An alchemist may only be under the effects of one potion at a time. Consuming a second potion immediately ends the effects of any other existing potion. Consuming a potion requires the use of a Standard Action, but the new powers cannot be used on the same turn. On the turn that you drink a potion, you have no potion powers or effects active for that turn.
The amount of the alchemist's vitae required to brew potions is one to one with the dots in Thin-Blood Alchemy to create the potion, as well as the same amount from another kindred if the ingredients require it. A 4 dot Alchemy potion requires 4 dots worth of vitae of the alchemist, and another 4 dots if required of another kindred. This will subtract from the character's blood pool before entering the next game. This can be offset by using herd, each dot of herd giving a single blood point to represent rushed feeding.
Interactions[edit | edit source]
Shifters[edit | edit source]
Any shifter who ingests a Thin-Blood Alchemy potion experiences no effects of the potion, and instead experiences the effects of drinking kindred vitae. For the next 24 hours after a shifter drinks a potion, they begin each combat with 1 additional point of Rage, cumulative with any other bonuses the shifter may possess, and their Wyrm Taint also increases by one stage.
This Wyrm Taint fades on its own, provided the shifter is not exposed to additional sources of Wyrm Taint, after two weeks or one game session. This level of Wyrm Taint cannot be removed earlier by other means, such as the Rite of Cleansing or Gift: Circle of Gaia's Cleansing.
If the potion contains the blood of a kindred who was on a Path of Enlightenment other than the Path of Humanity, or Path of the Feral Heart, the Wyrm Taint acquired by drinking this potion does not automatically fade over time, and must be removed through standard means after the two weeks or one game session is up.
A potion does not instill the effects of a Blood Bond, as the Blood Bond in the vitae is destroyed during the brewing process.
Fae and Changeling[edit | edit source]
Any Fae or Changeling that ingests a Thin-Blood Alchemy potion immediately gains 2 points of Ennui and experiences no other effects from the potion. The potions do not instill a Blood Bond, as the Bond in the vitae is destroyed during the brewing process.
Recipes[edit | edit source]
Level 1[edit | edit source]
• Force Bolt[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
• Envelop[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
• Counterfeit[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
• Counterfeit[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
• Counterfeit[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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.
New Merits[edit | edit source]
Potion Master Alchemy (1pts)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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)[edit | edit source]
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.
New Flaws[edit | edit source]
Mortal Frailty (3pts)[edit | edit source]
You must have the Thin-Blooded Flaw to take this Merit.
Your health and regeneration abilities are similar to that of a ghoul, causing Aggravated Damage to be extremely powerful against you, including death if your health tracker fills with normal damage.
Clan Curse (3pts)[edit | edit source]
You must have the Thin-Blooded Flaw to take this Merit.
As a Thin-Blooded, you are a Caitiff. However, for some reason you suffer from the curse of your sire’s clan in addition to the restrictions of being Caitiff.
Dead Flesh (3pts)[edit | edit source]
You must have the Thin-Blooded Flaw to take this Merit.
When you were embraced, your body didn’t stop rotting soon enough. You are in a constant state of putrefaction, emitting a smell to those who get too close, and any medical examination will immediately reveal you are a walking deceased corpse.
You suffer from a -2 penalty on any social interactions with a mortal. You cannot take this Flaw and the Lifelike Merit at the same time.
Branded Outcast (4pts)[edit | edit source]
You must have the Thin-Blooded Flaw to take this Merit.
You have been branded by the Sheriff or Scourge of a Camarilla domain you lived in previously. All Camarilla officers will recognize this brand as soon as they see it, and keep a special eye to make sure that you toe the line in their domain. Even officers of other sects will be wary of trusting you with this obvious brand if they have Camarilla lore.
On top of suffering a Greater Status Ban in the Camarilla as a known Thin-Blood by default, you also permanently carry the first level of the Warned status and cannot hold Boons over others.