There is an oMummy potion that turns your blood into poison. oMummy Alchemy was quite powerful. I suggest always taking a Mummy as your Supernatural Companion, if you take that Merit. Especially if you're going to max out your Generation and just be Diabilere fodder.
Does the poison blood potion stack with poison blood merit?
Does poison blood potion do damage per blood dot or dot of Vitae?

Unbondable is a good merit for Hunter or Mage-centric games. It's going to the vampires "lol, kings of the night oh god will you shut up about your pretensions."

Not so much in a game of Vampire.
I have to disagree. Blood Bond ploys aren't going to come up in a Hunter or Mage game unless your storyteller is being really nasty. Blood Bond ploys are baked into the Vampire rules are are supposed to be a significant part of the game.

Of course, I played with a GM whose policy was that anything the Players do, he can do, too. Which made us excessively paranoid, given the things that some of us got up to. Like spiking a rival vamp's herd. Ghoul some of his blood donors, find out where he likes to bite, and surgically implant tubes full of my own blood at those locations. Next time he feeds on one of the ghouled blood dolls, he gets a mouth full of my blood. And this is why having a poorly defended herd is a bad idea. Rival vamps can do worse things than just kill them.
Blood Bond ploys are significant part of vampire politics, subterfuge, and politics.
Ability to completely sidestep large part of that is a great advantage.
It's absolutely best used when your enemies have no idea you're 100% immune.
Unbondable is allegedly rare but common among players.
It's a little odd when 1/2 a City has "rare" ability?
 
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It's also athematic as fuck and snaps things such as "consistency" and "established themes" over it's knee.
Let's be honest +85% of players are re-rolling once losing agency to functionally unplayable bonding.
Is making a new Vampire character on every third session thematic?
Let's enjoy new player vampires introduced over course of a Chronicle being +75% city's vampire population!
 
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Does the poison blood potion stack with poison blood merit?
Does poison blood potion do damage per blood dot or dot of Vitae?
Potion of the Vile Body
Two levels of aggravated damage per blood point consumed against Kindred feeding on you. Two levels of lethal damage on contact. Dex+Dodge (difficulty 6) roll with more successes than the damage inflicted on you for a melee attacker to avoid being splattered with corrosive blood. Claw, bite, and brawl users don't get a roll. Dissolves weapons used to injure you without a roll, this includes natural weapons, like claws teeth, fists, whatever. Lethality 5 toxin against the living. Dissolves non-living material at a rate of 2 points of damage per dose. All body fluids share the same toxic properties. That includes sweat, tears, saliva, and urine. Your breath causes 1 point of bashing damage. You're also immune to all toxins and corrosives. And yes, it stacks with Poison Blood.

It basically turns you into a Xenomorph.



It's a 5-dot potion, though. Curing AIDS and Cancer only requires a 4-dot potion.
 
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Yeah, Vicissitude has something similar, "Blood of Acid".

Blood of Acid is weaker. It can't dissolve metal or glass, and its damage is rolled, and it always requires spending blood points to use. Vile Body dissolves everything, has automatic damage, and doesn't require blood point expenditure. Blood of Acid's big advantage is that it's harder to dodge the splatter, difficulty 8 vs difficulty 6, but claw users still get a dodge roll (at difficulty 9) with Blood of Acid. They don't with Vile Body. And besides, getting wounded isn't the best combat strategy. Both are better used in spit mode.

Blood of Acid is also a 6-Dot power, requiring Elder Generation. An Alchemy-Specced Mummy can make a Vile Body potion right out of the box.
 
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And yes, it stacks with Poison Blood.
So you're doing 2 aggravated + 1d6 lethal damage per blood point on any vampire drinking from you?
+ 2 aggravated damage if that bloodsucker is touching you?
So 4 aggravated + 1d6 lethal damage a round is completely reasonable?

If vampire has ability for getting 2 blood points a round. . .
He's taking 4 aggravated + d26 lethal damage~!
6 aggravated damage + d26 lethal damage if touching you :o
 
Eh?
The version I read was a permanent alteration to the body, it even had a little warning blurb about not being able to sire Childer or make Ghouls after getting it.

I mean, the damage is coded per blood point spent on the attack, which was always 1 BP per health level inflicted on you.

So you're doing 2 aggravated + 1d6 lethal damage per blood point on any vampire drinking from you?
+ 2 aggravated damage if that bloodsucker is touching you?
So 4 aggravated + 1d6 lethal damage a round is completely reasonable?

If vampire has ability for getting 2 blood points a round. . .
He's taking 4 aggravated + d26 lethal damage~!
6 aggravated damage + d26 lethal damage if touching you :o

Yeah. Pretty much. You've got a limited number of doses, depending on the alchemy skill of the mummy, but an alchemy specced mummy can make a potion that will give you a lot of doses, and you can always chug another when your juices begin to lose potency.
 
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So you're doing 2 aggravated + 1d6 lethal damage per blood point on any vampire drinking from you?
+ 2 aggravated damage if that bloodsucker is touching you?
So 4 aggravated + 1d6 lethal damage a round is completely reasonable?

If vampire has ability for getting 2 blood points a round. . .
He's taking 4 aggravated + d26 lethal damage~!
6 aggravated damage + d26 lethal damage if touching you :o
Yeah. Pretty much. You've got a limited number of doses, depending on the alchemy skill of the mummy, but an alchemy specced mummy can make a potion that will give you a lot of doses, and you can always chug another when your juices begin to lose potency.
Unfortunately, this just makes me think of a mummified General Jack D. Ripper churning out entire vats of this stuff and raving about how vampires are trying to steal his vital essence.
 
Hey.

So, I started looking into WoD after reading zerbans Australia quest and Laurents changeling one

Really hoping my local role playing club has some books for this. From what I've seen so far, I think I prefer nWoD so far.
 
Really, Mummies are like mages, in that they're all about the prep work. They get some crazy shit. Like, Cloud Walk is a two dot Amulet. If you put it on, you're immediately levitated to 10,000 feet and can walk around up there as if it was solid ground. And since it's an amulet, the mummy can just give it to their minions. Amulet of Cloud Walk + Barret Rifle with scope = Boom Headshot from two miles up. Higher level amulets include wards that give immunity to one type of damage, (say, from metal weapons, you know, like swords and bullets) and bandages that heal aggravated damage (and heal it first). Plus, there is a potion that gives -3 TN to a specific type of roll (chosen when the potion is created) for a scene. So your public speaker can get -3 TN to leadership rolls, or your shooter could get -3 TN to firearms rolls. I probably don't need to mention how absurdly powerful that is in the oWoD system.

Mummy: The Resurrection is 90% about abusing the crafting system.
 
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Really, Mummies are like mages, in that they're all about the prep work. They get some crazy shit. Like, Cloud Walk is a two dot Amulet. If you put it on, you're immediately levitated to 10,000 feet and can walk around up there as if it was solid ground. And since it's an amulet, the mummy can just give it to their minions. Amulet of Cloud Walk + Barret Rifle with scope = Boom Headshot from two miles up. Higher level amulets include wards that give immunity to one type of damage, (say, from metal weapons, you know, like swords and bullets) and bandages that heal aggravated damage (and heal it first). Plus, there is a potion that gives -3 TN to a specific type of roll (chosen when the potion is created) for a scene. So your public speaker can get -3 TN to leadership rolls, or your shooter could get -3 TN to firearms rolls. I probably don't need to mention how absurdly powerful than is in the oWoD system.

Mummy: The Resurrection is 90% about abusing the crafting system.
Kind of like how most effective Sorcerers do Enchantment?
With a mere two dots in Enchantment Path and a bit of crafting time. . .
Your handgun is enchanted with extra accuracy.
Loaded with enchanted bullets that are filled with alchemy enhanced gunpowder and enchanted to more likely hit.
Used by somebody wearing amulets enhancing firearms skill *and* dexterity.

Meanwhile poor Aegis Kai Doru bastards cry in a corner because a week or three of Sorcerer's effort. . .
. . . vastly outclasses any of their (street level combat) comparatively pitiful relics.

Enchantment + Alchemy for more fun.
With 2 dots in each you wield ultra durable lightweight enchanted handgun loaded with enchanted alchemy gunpowder bullets.

Why bother spending XP becoming master of gun slinging when Enchantment closes your skill gap?
 
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