[RPG] How do thin-bloods and thin-blood alchethe work

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I bought Vampire The Masquerade V5 book so I can play this new version with my players. However, even after a dozen reads, I still don't understand how thin-bloods, and their alchemy, work.

To clarify, first, as I read it, thin bloods start with no points in disciplines and no points in thin blood alchemy (if they don't take some merit that make them have some). That looks weird to me. (At least for thin-blood alchemy, because how can they learn it if they have no points in it?) Second, it looks like thin-blood formulas are only temporary, but I don't understand when the powers given by the formula go away. Third, it look like there are different ways to brew those formulas, and that makes them have different effects, but I don't really understand what those effects are.

Best Answer

  1. It's true: thin-bloods don't start with any points in any disciplines. You build a thin-blood character using the Merits and Flaws on p. 182-184, taking one, two, or three Duskborn flaws to balance the same number of Duskborn merits. You only get Thin-blood Alchemy if you buy the Merit to have it, and some Duskborn just won't. Same thing with permanent discipline dots.

  2. If you have Thin-blood Alchemy, you have a number of recipes for effects. If those recipes are for unique effects, like Far Reach or Envelop, the duration will be listed at the end. If you've got recipes to simulate other powers, they last as long as those powers say they last; after that, you'll need a new brew.

  3. Each of the three ways to brew corresponds to one of the Attribute categories and reflects a different style. Athanor Corporis is Physical, and it means drinking lots of different things and using yourself as a blender to mix them. It takes three turns to change powers, but you don't need anything but yourself. Calcinatio is Social, and it means turning humans you know into walking potions; each is set for one power, and you get it when you feed from them. Fixatio is Mental, and it's the one with all the bizarre ingredients and mad science props. Those brews, you prepare in advance; there's a limit on how many you can carry and store, but it's easy to have many and switch between them.

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