Player's Handbook · Chapter 12

Thin-Blood Alchemy

Thin-Blood Alchemy is the art of using thin blood to create supernatural effects. It is practiced primarily by Thin-Bloods and those who associate with them. Thin-Blood Alchemy is improvisational, experimental, and dangerous. It is not a formal discipline — it is a collection of formulae, techniques, and tricks that thin-blooded vampires have developed to survive.

How Thin-Blood Alchemy works

Thin-Blood Alchemy uses the vampire's own blood as fuel. Each use requires a Rouse check and a roll of Intelligence + Blood Sorcery (or Wits + Blood Sorcery for reactive effects). The difficulty is set by the formula's power and complexity.

Costs

CostEffect
Rouse checkRequired for most Thin-Blood Alchemy actions
WillpowerMay be spent to add dice or resist backlash
Blood pointsSome formulae require spending additional Blood Potency
TimeMost formulae require preparation, mixing, or blood drawing
Material componentsSome formulae require specific ingredients

Backlash

When a Thin-Blood Alchemy roll fails, the blood rebels. The vampire suffers a backlash — a supernatural consequence that reflects the formula's failure. Backlash may include:

  • A Rouse check that increases Hunger
  • A condition such as Shaken, Fixated, or Withdrawn
  • A physical effect such as bleeding, pain, or disorientation
  • A supernatural effect such as a blood plague or a curse

Thin-Blood Alchemy formulae

Thin-Blood Alchemy is organized into levels of increasing power. Each level requires the previous level to be learned first.

Level 1: A Taste of Blood

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 2 Effect: Taste the blood of a mortal or vampire and learn one fact about them — their emotional state, their health, their recent experiences, or their supernatural nature. Duration: Instant Limit: You must have a sample of the target's blood.

Level 2: Blood Scrying

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 3 Effect: Use blood to scry on a target. You may see through the target's eyes for a short time. The target must be within line of sight or have a piece of their blood. Duration: One scene Limit: The target may resist with a contested roll.

Level 3: Blood Healing

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 3 Effect: Use blood to heal a wound. You may heal 1 Health point of superficial or aggravated damage. The target must be willing or must be a vampire. Duration: Instant Limit: You cannot heal damage that was caused by supernatural means.

Level 4: Blood Shaping

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 4 Effect: Shape your blood into a simple object. You may create a blade, a shield, a rope, or another simple object made of solidified blood. The object lasts for one scene and deals 1 damage. Duration: One scene Limit: You cannot create complex objects or objects larger than your body.

Level 5: Blood Theft

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 4 Effect: Drain blood from a target at a distance. You reduce their Blood Potency or Health by 1 and gain the equivalent amount of blood. The target must be within line of sight. Duration: Instant Limit: The target may resist with a contested roll.

Level 6: Blood Bond

Cost: Rouse check, one drink of the target's blood Roll: Intelligence + Blood Sorcery, difficulty 5 Effect: Create a Blood Bond with a mortal or vampire. The target becomes infatuated with you, gaining a compulsion to please you and obey your commands. Duration: Permanent until broken Limit: The target must drink your blood three times to form a full bond.

Level 7: Blood Transmutation

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 5 Effect: Transmute your blood into another substance. You may create blood that heals, blood that harms, blood that binds, or blood that reveals. The effect depends on the formula used. Duration: One scene Limit: You cannot create blood that has permanent effects.

Level 8: Blood Dominance

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 5 Effect: Dominate a target through their blood. You may issue a single command that the target must obey. The target may resist with a contested roll. Duration: One scene Limit: The target must be a vampire or supernatural being.

Level 9: Blood Storm

Cost: Rouse check Roll: Intelligence + Blood Sorcery, difficulty 6 Effect: Create a storm of blood that damages everything in a radius equal to your Blood Potency in yards. Each target suffers 2 damage and must succeed on a Stamina + Fortitude roll to resist. Duration: One scene Limit: This is a violation of the Masquerade and a serious crime.

Level 10: Blood Apotheosis

Cost: Rouse check, 3 Willpower Roll: Intelligence + Blood Sorcery, difficulty 6 Effect: Temporarily become a being of pure blood. You gain +2 dice to all rolls, +2 Health, and immunity to mundane damage. The effect lasts for one scene. Duration: One scene Limit: When the effect ends, you suffer 2 Aggravated damage and must succeed on a Humanity test or lose 1 Humanity.

Distillation

Distillation is the process of creating new formulae from existing ones. A Thin-Blood may combine two or more formulae to create a new effect. The difficulty is the highest difficulty of the component formulae +1.

Distillation rules

  • You must know both component formulae
  • You must spend a Rouse check and a Willpower point
  • You must succeed on an Intelligence + Blood Sorcery roll at the combined difficulty
  • The new formula lasts for one use and cannot be learned permanently
  • If the roll fails, you suffer backlash from both component formulae

Cross-clan cooperation

Thin-Blood Alchemy is more powerful when practiced with other vampires. A Thin-Blood may cooperate with a full-blooded vampire to create effects that neither could create alone. The full-blooded vampire provides the blood potency; the Thin-Blood provides the technique.

Cooperation rules

  • Both characters must be present
  • Both characters must succeed on an Intelligence + Blood Sorcery roll
  • The combined pool is the sum of both characters' dice
  • The difficulty is increased by +1 for each character beyond the first
  • If either roll fails, both characters suffer backlash
Manual updated Aug 18, 2026.