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Vampire: The Masquerade 5th Edition clan

Thin-Blood

Thin-Blood is a clan in Vampire V5: Duskborn of the last generations, barely vampires, who can walk in sunlight but face prejudice from true Kindred.

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Overview

Thin-Bloods, or duskborn, sit at the far end of the generations, where the curse has worn almost through. Their vitae grants no clan Disciplines, rarely binds a ghoul, and passes on no clan. Older Kindred read them as proof Gehenna is close, and some domains hunt them on sight. What weak blood buys is nearness to being human. Duskborn can often keep food down and survive exposure that would destroy an elder. In place of Disciplines they practice Thin-Blood Alchemy, the one Kindred power that can be handed to someone else in a bottle.

How it works

Clan Disciplines: None. Thin-Bloods practice Thin-Blood Alchemy instead, learning formulas as the rating rises. Clan Bane - None: At Blood Potency 0 there is no clan curse and no Bane Severity. Instead you take thin-blood Merits balanced by an equal number of Flaws. Blood Potency 0: No Blood Surge bonus, one Superficial damage mended per Rouse Check, no feeding penalty: animal and bagged blood still work. Human Traits: Daylight tolerance and other remnants of mortality come from the Merits you pick, not the template.

Tips and playstyle

Character Concepts: Chemistry student turned alchemist, a hunter's informant, a courier who works day shifts. Playstyle: You survive on preparation: brew formulas before the night starts, then trade them to Kindred who cannot. Synergies: Counterfeit Blush and Defractionate sell your weaknesses as services; mortal Contacts and Resources beat Status.

Frequently asked questions

Can a Thin-Blood become a full vampire?

Only through drastic means such as diablerie, which trades every advantage of thin blood for a clan curse and new enemies.

Why do elders hate duskborn?

Because thin-bloods prove the generations are running out, and a vampire who tolerates daylight is a Masquerade risk nobody controls.

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