Porphyria is the science of vampires, much the way Thaumaturgy is their magic. Vampires with Porphyria are able to apply scientific methods to what is essentially a supernatural phenomenon as if it were a normal, measurable thing.

Like Thaumaturgic Rituals, the discipline of Porphyria is associated with secondary powers called Devices. These powers, however, are not magical in nature, but rather scientific discoveries based on the analysis of the vampiric state. The Porphyriac is, for example, able to devise techniques, synthesize drugs, and construct devices which give them other vampiric powers. Like rituals, these techniques require research to devise, and some preparation to use.

Chemistry: This is the science of blood analysis. By carefully analyzing the blood (requires a Science/Chemistry + Occult roll) the vampire can tell much about the vampiric elements in it. They can detect through various means the approximate age, generation, clan, bloodline, power, and even how long ago it fed, and so on. This operates like Thaumaturgy 1, a Taste of Blood, only the information it provides is more detailed and scientific.

Specialties: Blood (Science or Chemistry) or Vampires (Occult.)

•• Physiology: Here, the vampire begins to understand how vampire physiology works: How the blood is transmitted through the vampiric system, how their bodies function without veins, hearts, bones or even brains, how it is that blood can be “burned”, why sunlight burns the skin, what Torpor is, how staking immobilizes vampires, and how drinking blood allows them to survive, etc. The roll here is also Medicine + Occult.

Specialties: Physiology (Medicine), Vampires (Occult.)

••• Medicine: Capping off his knowledge of the undead body, the vampire now knows how to use Medicine on the Kindred to repair wounds, speed the healing of aggravated damage, bring them out of Torpor (perhaps safely), assist with the regeneration or reattachment of severed limbs, restore senses lost to Auspex, etc. The roll required is Medicine + Occult.

Specialties: Vampires (Medicine or Occult.)

•••• Psychology: The vampire begins to divine the inner workings of the undead mind, how it differs from the human mind, and what drives it, .. the Psychology of Vampires. This is the study of such mental states as Rötshrecht and Frenzy, Derangements and the Toreador fascination, how Dominate works and why it is defeated by Generation, what the blood-bond is, why vampiric minds are harder to read and to control, and so on. The roll is Psychology + Occult.

Specialties: Vampires (Psychology or Occult.)

••••• Engineering: At this supreme level of Porphyria, the character has learned so much of the science of vampiric existence that they can even use machines and devices for vampiric purposes. Feeding by mechanical means is a trivial thing compared to what can be done at this level, where machines can be devised that affect vampiric creatures (anti-vampire machines, for example.) The roll is Electronics, Repair or Engineering (or other skills of that type) + Occult.

Specialties: Vampires (Occult), anything for the others.

Sample Porphyriac Devices:

Note: Though these Devices are all based on scientific techniques, and should be universal, they generally only work when applied by a skilled Obour. It is true that some of these Devices can be made by Obour and then used by others (like the concentrated blood) but in general, the scientific analysis of the vampiric state is a study endemic to the Obour, and is their special gift. While a Story-teller is not asked to make it magical, i.e., the minute it leaves the Obour's hand somehow it doesn't work, but rather, it should be gracefully discouraged as in, "You inject the serum, but nothing happens.. maybe its lost its potency..? Maybe you injected it wrong..? You don't know."

Fortunately, usually this limitation is built right in. Most devices are used up, run out, go off or require specialized knowledge (which other characters do not have.)

Concentrated Blood (1): This simple technique distills out the nutritional elements in human blood and concentrates them. The resulting brackish brine is much stronger, and will keep better than ordinary blood, making a single blood-bag full worth 9 blood points instead of 1 or 2. No blood- points are created by this technique, and 10 blood points must be accumulated in the normal way before distilling. The one point lost is due to some waste in the procedure.

Elder Boost (1): Another distillate, this one isolates the boosting power of an elder's blood without the necessity of diablerie, nor the danger of blood-bonding. This injection will drop a vampire's generation by 1 temporarily (for one scene), with all the benefits thereof. Naturally, this distillate first requires the blood of an elder, and a sizeable amount of it, which is often somewhat hard to come by.

Bloodprint (1): Obour discovered that the blood of each vampire is as distinctive as a fingerprint to a human. By analyzing a sample, the Obour can tell a great deal about the vampire in question, and if they have comparative samples to work with, they can even identify from which vampire the blood comes, who their Sire/Dam is, whose blood they have drunk, and other incriminating.. previously undiscoverable things. (i.e., Auspex may detect diablerie, but if you've drunk from an elder, it will show up in your blood-print.)

Substitute (1): Many organic compounds can make a morally-satisfying substitute for human blood. Naturally, animal blood makes a perfect substitute, but is less nourishing. Through a painstaking process that requires a number of comparatively rare products, the vampire can synthesize a serum that substitutes more completely for human blood. Without proper manufacturing, synthesizing this is too time-consuming and expensive for permanent use. By way of comparison, a volume of human blood worth 10 blood points would be worth only 5 in the same volume of substitute.

End Torpor (2): Obour long ago discovered that a dab of blood on a vampire's lips can temporarily revive them from Torpor. Similarly, small amount of elder blood (even diluted) placed on the lips can have the same effect, and can even end Torpor completely if injected directly. A suitable serum can be prepared from an elder's blood. If injected prior to normal Torpor entry, the character is allowed one Willpower save to remain conscious and active. If they fail, they will still enter Torpor.

SunBlock (2): A chemical salve which, when applied to the skin, blocks out the elements in sunlight that burn the vampire's skin so badly. Applying this ointment liberally to all exposed body parts before exposure to the sun protects them as would heavy, black clothing for hours.

Break the Bond (3): A transfusive technique, this isolates the invading blood-elements in the vampire's system that create the blood-bond and removes them, terminating it and the emotional attachments thereof. In actuality, the blood can never be totally purged, the elements can only be weakened. After this procedure, it is as if the character had only drunk twice, instead of three times. If they are made to drink again, the bond will re-surge.

Fight the Rötshreck (3): Rötshreck is an instinctive stimuli response, similar to the fear of sunlight, caused by hyper-activation of certain vampiric nerves in the eyes. Obour with this device have learned to look around the fire (or sunlight) to lessen the hysteria it causes. This lowers the difficulty of Rötshreck rolls by 3 when employed.

Vampire-Bomb(2): This device is a gas-bomb which releases a compound that acts on vampires the way a normal gas-bomb does on humans. The paint-like spray is injested into the vampire's system through the skin (since they do not breathe) and poisons their blood supply. If enough of the blood is lost (to zero) the vampire enters Torpor but with no loss of attributes. The bomb rolls 8 dice of blood- damage at the spot it hits, reduced by 1 per yard distance, difficulty adjusted for skin surface exposed. Obviously, it takes more than one of these to take down even neonates, and it takes much more to get elders. Obviously, this bomb is of much greater danger to vampires with low humanity, since it affects them for longer.

Mind Blank (4): According to psychics, vampires have no mind, but Obour say they simply have slippery, elusive ones, .. ones that are very unlike human minds. It is this alien quality that makes it harder to read and control the vampire mind, and it is a technique one can employ to one's advantage. By focusing on the alien aspects of the vampire psyche (the bloodlust, for example), a vampire can make their mind much harder to read or control by humans or psychics (or vampire with high humanity.) Similarly, by focusing their mind on human thoughts and feelings, their minds become more difficult to read for vampires whose humanity is low, for whom those thoughts are alien. The effort requires the spending of a Willpower point, but lasts a scene. During that time, all rolls to read or dominate the character are at +3 difficulty (even over 10.)

Regenerate (5): This device is mentioned only to give an example of a fifth-level device. No Obour would employ this technique, given their shaky status within the Camarilla. This is a highly illegal procedure which splits up and concentrates the 1% remnant of the blood of a vampire's Sire still lingering in their system, isolates it, reproduces it and eventually replaces their entire blood-volume with it. This is a lengthy, painful procedure, but when complete, it will have permanently lowered the character into their Sire's generation. This can only be performed once per character, though the Obour do say that within that Sire's blood is contained 1% of their Sire's blood, and so on...