Vampire the masqurade – Thinblood Alchemy Recipes/Formula acquisition

I am currently playing an on and off again VTM campaign. I am playing a thin blood character. I have the thin blood alchemy merit. I was wondering. As the merit works differently than disciplines. IE a formula or recipe can be written down. Could I through the progress of the story trade a boon, or service in exchange for a new formula. It seems to make sense to me as these recipes have a cost, and need hoops to be leapt through for some of these ingredients. but for balance, I think it is probably relegated entirely to spending Exp. I would like other peoples opinions

(Just to clarify. I’m not saying if I have level one TB alchemy. I could trade for, awake the sleeper but possibly get my hands on a recipe/formula for haze. or far reach.)

in case anyone is interested, I am playing a three-man campaign. I am the only thin blood though.

What happens if a thin-blood diablerizes another vampire?

Let’s say that a thin-blood has diablerized another vampire who isn’t a thin-blood, so it is now a 13th generation vampire of the clan of their victim.

What happens to their learned disciplines (via Discipline Affinity) and the Thin-blood Alchemy?

And now, let’s suppose that the thin-blood diablerizes another thin-blood, what will happen (idem, from disciplines and Thin-blood Alchemy point of view)?

Can “Emotional Vampire” aid an Empathy roll?

If an NPC or PC with "Emotional Vampire" rolls empathy to try pick up on something that is connected to the emotion they eat, by the rules of the system does Emotional Vampire give any bonus to that roll?

Or if you want it to help, would it have to be an explicit aspect invoke? (by player or GM if npc)

For instance:

  • A Lust Eater rolls empathy, to see if someone is hiding having an attraction to someone
  • A Fear Eater rolls empathy, to try pick up on if a poker faced individual is nervous/scared inside

And so on so forth with other related examples

I know in the lore of Dresden files they can pick up on these things and it aid them in the equivelant of empathy readings (they’re feeling this) and alertness (someone’s here/over there feeling that) if related to their diet, but I don’t know if that’s factored into rpg rules mechanically at all?

lycanthropes vs vampire spawn in Curse of Strahd – review of tactics

Note: This entry is vague on plot points to avoid spoilers. Those who have read the module should know the situation I am referring to.

I am running CoS for the first time. In our last session, the PCs obtained the Chapter 5 McGuffin, but awoke all the vampire spawn. Our next session will start with a chase – some of the PCs with the MacGuffin will be running back to where it needs to be returned. Others will be running back to the base of operation of the lycanthropes. The vampire spawn will pursue both groups, and thus some of them will likely arrive at the lycanthrope base of operations and be confronted by them.

I am a new-to-5E DM. I am trying to predict what the confrontation will play out like and to consider the best strategies for both parties. I would appreciate comments on whether my rules understanding and reasoning are sound.

The attacks of vampire spawn are claws (slashing or grapple, 1 or 2 attacks per turn) and bite (piercing plus necrotic; on an unwilling victim, the target must first be grappled to make an attack, 1 attack at most per turn). Of these, only the necrotic bite damage can harm the lycanthrope, since it has immunity to non-magical, non-silvered slashing and piercing. Thus the optimal strategy of the vampire spawn is to make claw attacks until one hits, choose to grapple rather than damage, and then attack with bite to cause necrotic damage. Once a spawn has established a grapple, it should cease making claw attacks and just make one bite per round (unless both hands may be used to establish separate grapples, see "here").

If the spawn starts its turn with no grapple in place, it has a 60% chance of a hit with its first attack, and will score on average (0.6)(7) = 4.2 with its bite, for an anticipated 2.52 points of necrotic damage. If it misses with the first claw, it has a 60% chance of a hit with its second claw, but then cannot bite that turn, and the lycanthrope then has a 50% chance of being able to break the grapple if it has a turn before the spawn’s next turn.

If the spawn starts its turn with a grapple in place, it has a 60% chance for a hit with its bite, for an average of 4.2 points of necrotic damage. Regardless of whether this attack hits or misses, there can be only one bite attack per turn (see "here" for whether it could benefit from a second grapple).

Thus, one on one, a vampire spawn is likely to take out a single lycanthrope in around ten rounds or so.

The lycanthrope has many options for forms and attacks, and all of them are capable of damaging the spawn except the curse of lycanthropy as the spawn is not a humanoid. Its optimal damage strategy is to use hybrid form for the increased movement and attack either with one sword and one missile, or with two swords. However, the average damage will be 5.5 per round, and the vampire spawn will be regenerating at least ten points per round and more if it hits with a bite. Furthermore, any time the lycanthrope starts its turn grappled it should spend its entire attack action to break the grapple, which will further reduce its damage output. Given this, in a one-on-one fight a lycanthrope is very unlikely to be able to take down a spawn, and even two or more lycanthropes on one spawn would be unlikely to win.

It seems like the lycanthrope’s best option is to assist the PC’s and encourage them to take out the spawn one at a time by concentrating attacks. If the lycanthropes cannot do this, they really should flee as they are clearly outmatched. If they can do this, possibly keeping themselves at a distance and attacking with missile fire might be appropriate, although it limits them to one attack per round. Alternatively, they could remain in melee and use the Help action to give PC’s advantage on attacks against the spawn.

Unbeknownst to the lycanthropes, they might receive assistance from a nearby NPC as well, although in the case of my party it is rather early for this reveal.

Finally, the lycanthropes have on hand several allied swarms, which is where I am most unsure of optimal action choices.

If the swarms start their turn with a lycanthrope grappled by a spawn but the lycanthrope going before the spawn, one swarm should ready an action to Help the lycanthrope on its turn, giving it advantage on escaping the grapple. Only one should do this since the lycanthrope cannot do better with having more Help on the same action.

If the swarms start their turn with a lycanthrope grappled but the the grappling spawn going before the lycanthrope (or the possibility that the spawn will go before the lycanthrope in the next round, if the swarm is the last of the three to go in the current round), at least one swarm should use its action to also attempt a grapple on the lycanthrope. The lycanthrope should choose to defend against the new grapple with Athletics rather than Acrobatics to give the swarm the best chance to succeed in the grapple (d20-2 > d20). If the grapple succeeds, the swarm should then move the lycanthrope out of reach of the spawn and thus end its grapple. If there are two or more swarms available per grappled lycanthrope, it is not clear to me whether one should Help the other to give it advantage on the attempt, or rather each one should try independently but successively.

If the swarms start their turn with no lycanthropes grappled, they should prepare readied actions to shove any lycanthropes who are grappled by a spawn out of the spawn’s reach as a reaction on the spawn’s turn, thus ending the spawn’s grapple before they have a chance to bite. Again, it is not clear to me whether multiple swarms should be attempting this independently or helping others that are. It would be less effective to shove the spawn (who have a better chance to resist) and it would be impossible to both grapple AND move the lycanthrope or the spawn as a readied reaction.

I would appreciate any comments on whether I have misunderstood the mechanics of this fight or that the overwhelming tactical goal of the spawn is to bite and that of the lycanthropes is to break spawn grapples before they can bite.

Does torpor heal a vampire without spending blood?

I was looking for confirmation in the 20th Anniversary Edition of Vampire the Masquerade about what health level a vampire would be at if it fell into torpor from damage and then rose from torpor. I found what seems like a contradiction.

First, it’s widely accepted that vampires have to spend blood to heal, absent some wacky magic.

Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents the Kindred from aging and dying naturally, so it also inhibits the recuperative processes natural to a living body. – V20, p268

But the description of torpor describes a vampire who entered it in the Incapacitated health level leaving it in the Crippled health level without spending any blood to heal.

Following [torpor], the player may spend a blood point and make an Awakening roll (p. 262) for her character to rise. If the vampire has no blood in her body, she may not rise until she is fed; if the player fails the Awakening roll, she may spend another blood point and make an Awakening roll the following night. If the vampire rises successfully, she is considered Crippled and should either spend blood or hunt immediately.V20, p283-284

Note that the blood expenditures mentioned in the above quote are “awakening” expenditures.

Vampires must subtract one blood point from their blood pools every night, whether they rise for the evening or not, as the unnatural magics animating their dead bodies consume the vitae they have taken from their prey. -V20, p268

And there’s nothing special about those blood expenditures that also heals wounds as a bonus.

Can anyone suggest the most well-supported interpretation?

  1. The period of rest results in raising the torpid vampire from Incapacitated to Crippled without a blood expenditure to heal.
  2. The vampire remains in the Incapacitated health level, but uses the mechanics of the Crippled health level and is capable of movement. And that was just written really, really ambiguously for some reason.

Vampire the Masquerade – Can the effects of the combo discipline Bliss stack?

The combination discipline Bliss (V20, Lore of the Clans, Dominate ••, Presence •••) is described as allowing any virtues for a willing target to be temporarily raised on a successful roll. It doesn’t appear to describe any limitations, other than the increase is “by a single dot, up to a maximum of five dots” and “Only one Virtue can be increased at a time.”

That “only one can be increased at a time” seems to imply that multiple virtues can be increased with multiple applications, but considering that this doesn’t require the expenditure of Willpower or any specific length of time, it would seem like it’s a fairly low-level combo discipline to have the actual capability of giving a target maxed out Conscience, Self-Control, and Courage in exchange for essentially just meditation on a work of art for a few minutes.

Can anyone chime in with a good reason why a Toreador with this power wouldn’t be able to compile a virtuous mix tape to listen to every evening after waking up so they can roll to max out all of their virtues?

Sidenote: I’d like to introduce an NPC into my game with this power, and I’m anticipating my players asking whether or not the effects are one-use-only or stackable. I can think of a bunch of interesting ways to house-rule this to avoid abuse (like every virtue raised after the first makes the target lose a point of Willpower), but I’m curious if there’s a rules-as-written limitation that I’m overlooking.

Where can I find this Discipline that allows a Vampire to disbelieve in sunlight, stakes, etc. so strongly that it can ignore them?

I had a character around 2001 that I was working on for a game that fell apart, and while reading through some book I came upon a very high-power ability that allowed a Vampire to disbelieve in something so strongly that it didn’t exist for it any more. This could be anything, including doors, which would allow for entry into any room, or blood, which would be less than bright.

I have not been able to find this particular Discipline since, and I would love it if someone can tell me what it is and which sourcebook it’s in.