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Ways out
Straddling the line between mortality and vampirism, thin-bloods have a choice, while they do not age, and can thus stay thin bloods indefinitely, most of their kind sooner or later chooses the day or the night.
A thin blood who manages to commit diablerie on a "true" kindred absorbs not only their power and spirit but also their linage, turning them into a 13th generation kindred of their victims clan. The Camarilla occasional dangles this prize in front of a dusk born who show themselves capable of running the dirtiest errands and surviving, offering up a Cainite sentenced to a blood hunt as sacrifice.
Conversely, every thin blood knows someone who knows someone who returned to the daylight. The story usually goes that they became mortal by clinging to their humanity until they could hunt down and end their sire, thus ending their curse.
Of course, any mortal who knows about the kindred is a threat to the masquerade.
Literally word for word 5th edition. Hope this helps older versions.
I've always hated the 'dhampir' concept of having most of the strengths and few of the weaknesses, and that's all thin-bloods are of course.
I don't like the idea of blood alchemy. It seems to fly in the face of the rarity of magic among kindred, and the general distrust/antipathy it's met with. I mean, I thought the other clans historically hated/feared the Tremere expressly because of their magic; and now every f*ing thin blood and his mother can practice magic-lite?
I'll only accept this in Bloodlines 2 if you can commit fully to a clan at some point. Even if I don't like the fact that diablerie will be the only way to do so.
There are things i missed out like archetypes and examples of Thin bloods in different clans but that was enough typing my hand was aching.
I was surprised Camarilla actually are ok with diablerie though.
Does V5 say anything about how much the clans must resent blood alchemy? Surely it's seen as a threat.
There are also various ways it designed and made all are different but all have similar results.
Strong Vitae like Werewolf blood and other powerful types grant stronger powers (2 dot)
The Masquerade threat varies as widely as the powers it counterfeits and the methods used.
Wow. Amazing information.
Also apparently Diablerie is different now as it adds black veins in their Aura (as usual) that other Vampires can see but they persist for a year, or if the diablerists generation was lower than their preys, they persist for a number of years equal to the original difference in generations.
Thank you for this as well.
This is music to my ears. The thin blood trait is something I constantly ignored because the very idea of it bored the ever loving ♥♥♥♥ out of me and I believe in previous editions it was permanent no matter who you ate. If they've changed it properly and you can truly embrace a clans "Curse" it is absolutely delicious news.
Honestly, the Dhampyrs of 3E (children of 16 gen Thin-Bloods and Mortals) were a way more fun concept. But oh well, time to buff the thins, I guess. Not sure why. They were pretty good tbw, with all disciplines costing 6 exp points instead of 5/7 for clan/non-clan disciplines.