Thin-Blood Alchemy

The Duskborn themselves have no disciplines. Their blood is so weak in strength that even the smallest feats of Potence are out of their reach. The blood of the Duskborn is uncoded. A sandbox of potential, with no glimpse of innate skill. This may sound like a weakness, but it is this blessing that allows them to walk in the sunlight untouched, amongst other previously unimaginable capabilities. Thin-Blood Alchemy is more of a science than it is supernatural, and with their unique propensity to understand it, it gives the Duskborn the upper hand. 

Through this power, a thin-blood can emulate disciplines that haven't been seen in centuries. They can craft portable fire from the bottled blood of a Brujah; temporarily steal a discipline from a thicker blooded Lick for a one-time-use of it: they can even use the blood of the living to become mortal again, with enough time and preparation. A pipe dream that some long for. They have shed the stagnance of Clans and their crafts for a new Alchemy: of limitless potential. Of course everyone else is scared shitless of the unpredictable.

Counterfeit (low level Thin-Blood Alchemy):

All the power of the world in a drop of blood. The Duskborn have the potential to harness whatever powers the could possibly need, as long as the can get ahold of the blood of someone who has the innate capacity to do it. All they need to do is take a vial of blood from a thicker-blooded Lick, and study it for a short while to understand how it works: and then ingest it to gain access to its secrets. 

This power, dubbed Counterfeiting by its practitioners, is truly without limitation. The blood of other vampires is nothing but ammunition for the Duskborn's goals, whatever they may be. How hard can it be to get someone's vitae, after all?

[System: with the Out of Character consent of the target, the player can roleplay stealing their blood by whatever means they deem appropriate (as long as both parties are consenting).

Following this, the User then gets to steal a power that the target has access to. For the next hour, the target is unable to use this power, as it has been stolen from them.

At any point within the next hour, the player can choose to ingest the stolen blood, and have a one-time-use of the HIGH LEVEL POWER for the discipline they stole. A single player can have access to several of these powers at once providing they have stole from several people. All stolen disciplines are subject to identical rules as innate use.]

On-Demand Sunburn (high level Thin-Blood Alchemy):

It is a unique gift amongst the Duskborn, that they can walk in the light of day, un-marked by the curse that renders most Licks denizens of the night. With this unique perspective and experience, comes unique gifts. Daywalking in of itself is a feat that contradicts the experience of most of the unliving, and the powers that come with it are just as jarring. In times of great stress, emotion, or danger: a Daywalker can expel the sunlight stored within them, and unleash a torrent of pain against another, scalding them with the raw and untempered light of the Sun. A powerful and terrifying glimpse of something most vampires never see after their Embrace. This takes a huge toll on the Thin-blood, often rendering them unconscious, covered in burns, but very much still alive.

[ System: Once throughout the event, a player may unleash SUNLIGHT on a vampire that is causing them distress, or given  some other strong motivation to do so. This will incapacitate the target, and potentially render them into a state of torpor, that they can only be brought back from by being fed kindred blood. In some cases, and only with the explicit consent of the player being targeted, it can kill the Vampire  it is being used on.

The player planning on using this power should only do so following a negotiation with the player they are intending to use it on. There should be an emotive, and story relevant reason for this being used, as the effects are dramatic and hard to mitigate. During this, the players can decide how the target is going to be affected, and the level of damage that is being caused. The target alway reserves the right to veto the option of being killed.]