Custom Blood Magic: Path
Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.
Once a proud Yoruban king, Chango enjoys immense popularity among the the devout of the Santeria faith. He and his wife, Oya, wield the power of lightning as their favored weapon, making their mark on any battlefield they cross. By forging an association with these two Orisha's, a Cainite can borrow a small portion of Chango's and Oya's power for themselves, to devastating effect. Some would claim that the Wangateur is merely imitating a powerful deity, but the faithful know the truth; that their lightning is a blessing bestowed upon them by a proud king and his fierce queen.
Basic - Chango's Spiteful Vigor
Virility is one of Chango's most well-known traits. He is often depicted as youthful and passionate. Chango's Spiteful Vigor allows the caster to channel some of that excess energy into anyone he comes into contact with, momentarily filling them with more vigor than their body is capable of handling, and causing it to spasm out of control.
The Cainite needs only spend 1 Blood Trait. Electricity crackles around the vampire's eyes and at their fingertips. This is enough to ignite readily flammable materials (such as gasoline or cloth, though not wood). Anyone who comes in contact with the caster suffers the negative physical trait of Clumsy for the rest of the turn, as the shock causes their body to briefly twitch uncontrollably. Once activated, this power lasts for an hour or the scene, or until the Cainite decides to cancel it's effects.
Basic - Favored Arms
Both Chango and his wife, Oya, wield the power over the domain of lightning. Many tales tell of it's use, to devastating effect, on the battlefield. One story even tell of how Chango, having been captured, was freed from his prison cell when Oya sent a bolt of lightning to strike open the jail.
The caster must spend 1 Blood Trait. The electricity coursing through the Vampire's body can arc across short distances to effect those nearby. Engage in a ranged Mental challenge with a target within 30 yards. the target uses their Physical traits to soak, and must bid an additional trait while attempting to do so, as lightning can strike rather quickly. If successful, the lightning strikes its intended victim, dealing 1 health level of lethal damage and igniting anything flammable it comes into contact with.
Intermediate - Hushed Whispers
Oya is know as the 'Mother of Nine' because she gave birth to nine individual stillborn children. Hushed Whispers is a direct reflection of the sadness and emptiness she feels for being unable to bear children, and a manifestation of the eternal silence of those nine lost children.
The caster spends 1 Blood Trait and must make a static mental challenge against an appropriate difficulty (4 for standard electronics, 6 for shielded power supplies, 10 for military grade hardware, or more at the narrator's discretion). The electromagnetic wave generated by the electricity in the Cainite's body pulses outward a short distance, causing any electronic devices within 10 feet to be disabled as their batteries are immediately drained, and the devices cannot receive power for the remainder of the scene.
Intermediate - King's Decree
Before being elevated to an Orisha for performing miracles after his death, Chango was the third King of Oyo. He is of boisterous temperament, and is said to be the essence of masculinity. His indomitably assertive nature is something that can be channeled to staggering effect.
The Cainite must spend 1 Blood Trait. By channeling the fury of Chango, the Cainite is able to release a devastating sonic burst. All within 10 yards of the caster are knocked to the ground, and must spend an action to get to their feet again before taking any other physical actions. Affected individuals also suffer the Negative Mental Trait Oblivious for one minute, as the intense sound ruptures ear drums. Any who are unfortunate enough to have a means of heightening their hearing become stunned and can take no actions except to defend themselves for the remainder of the turn, and are deafened for the remainder of the scene or hour.
Advanced - Stride of Yansa
Oya is a fierce warrior Orisha who wields the might of storms as her weapon. Even as she passes through the battlefield, it is said that her movements are sudden, sharp, and precise as if she were lightning itself. Through this penultimate mastery of divine favor, the Cainite transcends the physical form. He becomes, for the briefest of moments, the pure essence of Oya's stride.
The Wangateur spends 1 Blood Trait and 1 Willpower Trait. For a brief instant the Cainite's body transcends the physical, becoming lightning itself. In this lightning form, the Cainite can move with impossible speeds and can cover great distances in a few seconds. While in this form, the caster suffers no damage except from sunlight and magic, but is incapable of interacting with surroundings in any sort of meaningful way. This form begins on the caster's turn and only lasts until the end of the round. Storytellers are advised to limit the distance to about 100 miles per round and not allow such travel to interrupt the flow of game play.
Conversion of the MET Faith and Fire version of Ogham to Assamite Sorcery (Dur-An-KI).
This path finds it roots in the folklore of moon gods and lunar magic. A versatile path created by a self-proclaimed Druidic Dur-An-Ki practitioner.
"By The Pale Moonlight"
A nimbus of moonlight surrounds the character, enabling them and others close by to see more clearly in even the darkest of conditions. The aura of light is slightly controllable, meaning it can be dimmed or flared for cosmetic effect, but roughly radiates no more than 20 feet around the character.
Spend a blood. You now find yourself shrouded in moonlight. This effect radiates out from you (moving with you). You now find it easy to see even in the darkest of conditions. Your allies and you may treat this as a source of lighting similar to Eyes of the Beast, Heightened Senses, or Tongue of the Asp when effected by darkness conditions. Additionally, you personally gain the ability: "Luminous" which you may use to cancel the "Darkness" re-test. This power last for a scene or an hour.
“Reach For The Stars”
“If you aim for the stars and miss, you’ll still hit the moon,” is the mantra of this level. While within their own moonlit shroud, the caster has the ability to blink within it’s range -- surprising enemies and avoiding entrapments. Aesthetically, this appears as a flickering of the illuminated character as seen when clouds obscure the moon’s light.
Spend a blood at the beginning of the round. If moonlit by “By The Pale Moonlight” the caster of this path may move to anywhere within the 20 illuminated feet, returning to the original starting point at the end of the round or remaining at their new location at the cost of reactivating “By The Pale Moonlight” the following round. This does not grant additional actions (and in fact costs an action), however it does grant a “Surprise” retest on the next attack the first time it is used in a scene. This power only allows one to move to an area illuminated by the previous level of this path and cannot be used to bypass objects such as walls, unless of course there may be a window or doorway in to which your light spills in to. If the character returns to an area that is now inhabited, they will take one level of aggravated damage and be flung anywhere within the circle at the Storyteller’s discretion.
“Blood Makes Noise”
Long has the phase of the moon been tied to the blood that flows within our veins. Everything from blood pressure, sleep, and menstrual cycles have direct correlation to the phases of the moon. Knowing the pact that Luna has made with man, you may now directly control it’s effects on the body.
While radiating Luna’s glow, you may now directly affect the blood that rushes in the veins around you. By spending a blood and a willpower you may choose to either lessen or increase the blood pressure of those within your aura. Lessening the pressure will allow faster healing of aggravated damage while raising the pressure will cause wounds to bleed more freely, causing additional bashing damage to those around you. When activated you may either choose to heal one aggravated wound in your presence or cause an additional level of bashing damage be added on each subsequent attack of the round. This power relies on the first level “By The Pale Moonlight” to be active and lasts only one round.
Faerie rings. Druid groves. Standing stones. Moon bridges.
Many cultures, both Earthly and Supernatural have associated the moon with protection of sacred places and the mystical ways that bind them together. This power allows you to identify, mark, and in some cases even consecrate these monuments to Luna.
Spend a blood point to activate this power to identify a sacred area (or to test if a newly created area is appeasing to Luna). ST discretion on what may constitute such an area. Additionally, you may spend a willpower to attune yourself a specific location for one lunar cycle. Within the Moonglades that you are attuned to, you gain the following benefits:
The Hunter’s Eyes – Within your Moonglade you gain the beneficial effects of Heightened Senses: Sight for free. Additionally, you may spend willpower to re-test any attempt you make at breaking obfuscate, chimerstry, or other similar effects.
Through the Looking Glass – With the expenditure of a permanent willpower you may step between any Moonglade attuned to you. This effect takes place at the end of two consecutive rounds (leaving round and arriving round). You must be personally attuned to each location for this power to work.
“Madness is the gift, that has been given to me.” – Disturbed
Spend three blood and a willpower. Depending on your Pantheon the visual effects of this power vary, but all have similar overlying themes, a large, mythical creature whose aura radiates moonlight. Whether it be the Huntress form of Diana, one of the mythical Loup Garou, or Heng’e Celestial Form, the effects granted by this power are more-or-less the same. You gain Two Bonus Physical Traits (Fierce and Energetic), the Merit: Huge Size, and the Merit: Lucky for the remainder of the scene, at the end of which the player finds themselves suffering from the Negative Physical Trait: Frail x3 and the Derangement: Schizophrenia for the remainder of the night. This power may only be used once per game.
Level 1 – Code Hack: With the new world out there kindred need to be ready for it with more skilled hackers and code hackers
System: With the cost of 1 temporary willpower trait per, and 10 minutes of looking over the source code the caster is able to fix all bugs within the code or completely change the source code as he sees fit. Giving a +1 mental trait per willpower spent in this way that last for the scene or one hour of usage.
Level 2 – Photo Shop: By getting the source of a picture either from the device or the web, the
User is able to modify the picture as they see fit and be able to figure out it was modified. It magically makes you think it was always like that.
System: This cost 1 temporary mental trait and 1 blood with 10 minutes of looking over the device or picture to figure out how to modify it. When directed towards a biological subject, the caster can make physical changes akin to the disguise ability that are viewed as real to the naked or trained eye. Only magic can discern the disguise. Only magic can be discerned the disguise via thaumaturgical sight.
Level 3 – Trace and Logs: With a week’s worth of scanning and detailed searching, the User can trace any usage of an electronic device for three days of logs starting from that start of the scanning and ending on the 3rd day. This power will cost 1 blood to trace, a mental trait for each day of logging information.
System: By smearing a point of blood on computerized device and spending a temporary mental trait for each day of tracking, the blood can either trace the compiled data or function as
a script and log all information on the device for up to 3 days.
Level 4 – Minor Bio-AI: By combining a cognizant construct, made through the use of Biothaum and basic computer components, the thaumaturge is able to construct a Minor Biological Artificial Intelligence. Construction of the Minor AI takes 1 month, 3 weeks for the cognizant construct and 1 week for wiring, but only remains functioning for 1 week per mental trait spent at construction.
System: With this ability the User is able to send some of their intelligence into an electronic device with a limited intelligence equal to the Users Mental traits + computer skill (max of 5) that will last 1 week for each temporary mental trait spent at its creation. The Minor Bio-AI is able to perform the first three levels of bio-hacking on its own without the cost of blood, electronic versions only. All other costs still apply and its retests are equal to half that of the creators rounded up.
Level 5 – Major Bio-AI: With the understanding of the Minor AI, by combining a cognizant construct, made through the use of Biothaum and high-end computer components, the thaumaturge is able to construct a Major Biological Artificial Intelligence. Construction of the Major AI takes 6 weeks, 3 weeks for the cognizant construct and 3 week for wiring. The Major AI functions for 1 month per mental trait spent at construction or permanently for the cost of 1 permanent mental trait. With this more advanced version it gains the following abilities: It gains a number of health/firewall lvls equal to the number of security levels of the caster, minimum of 1. This health/firewall lvls are destroyed with each successful cyber hack on the device which burns out a portion of the construct lvls that cannot be healed at all, and once all health/firewall lvls are gone the construct is burnt out and will not work again. All components are destroyed. As a note this construct is immune to technomancy due to its biological majority parts.
Example: A 10th gen vampire has 12 max mental traits + 5 computer abilities + 5 Security abilities. That would make a 17 mental trait hacking construct with 5 health/firewall lvls of security. It also gets the number of computer retest equal to the maker of the construct to be used in its automated ordeals.
Based on the idea that Technomancy was not sufficient to the information control and manipulation purposes of Clan Tremere, this path was created by Rosamonde Kurlein with the input and assistance of Elliot Maxwell and other Tremere in Northern California. Unlike Technomancy, which focuses on technological devices, Data Manipulation is focused instead on the detection and manipulation of the data itself.
Data Manipulation uses the Computers Ability for retests, rather than the Occult Ability.
Basic Data Manipulation
With this power you can perceive electronic data, both on devices and in transmission, allowing you to detect even the most basic or passive of electronic devices and even potentially read electronic data in transmission.
You may activate this power at will and automatically detect active electronic devices, and perceive active transmission of electronic data (including wireless transmission) as a hazy overlay on the material world. If you wish to read or comprehend electronic data in transmission, you must spend a Mental Trait; you may then perceive any form of electronic data in transmission clearly, and comprehend the data being transmitted. Reading electronic data being transmitted requires line of sight on some portion of the transmission’s path. Data Perception is not able to make securely encrypted data clear and comprehensible, although at Storyteller discretion some information may still be discerned
With this power you can understand and communicate with electronic devices.
Spending a Willpower Trait activates this power for the remainder of the scene. As long as the power is active, you may comprehend and transmit electronic data, magically sending and receiving communications with any electronic device you are able to perceive regardless of whether the device normally includes any form of wireless communication.
Although you may use Communication to communicate with and transmit data to electronic devices, Communication does not inherently allow you to bypass security features such as secure encryption or requirements for passwords, thus preventing many forms of remote device operation, although it may be possible to operate some unsecured devices remotely at Storyteller discretion.
Practitioners may use Communication for a wide range of applications, ranging from placing cellular telephone calls and operating remote control cars, to reading unprotected computer files from across the room, however Communication does not allow a practitioner to simultaneously communicate with multiple devices.
Intermediate Data Manipulation
With this level of mastery, security measures no longer thwart the practitioner, and you are able to not only magically manipulate data, such as breaking secure encryption, bypassing security features, or re-writing data on an electronic device, but even activate inactive electronic devices.
To utilize this power, you must interface with the active device with Communication and spend a Willpower Trait. Once the power is invoked, spend Mental Traits (number determined by Storyteller) to bypass secure encryption, alter/rewrite data on the electronic device, or bypass passwords and other electronic security. The details of these manipulations, and any further challenges required are left to the Storyteller, but let common sense be your guide.
To activate or power an inactive electronic device, you must have line of sight on the device and spend a Willpower Trait. For electronic devices connected normally to a power source, this will cause the device to activate and draw power normally from the connected power source, but an electronic device not connected to a power source normally will remain active for a number of turns equal to your Data Manipulation score.
With this level of mastery, you can utterly erase all data on an electronic device, cut the power to an active electronic device, and even physically destroy some types of small electronic devices and storage media by generating bursts of electromagnetic energy.
Spend a Mental Trait, and make a Static Mental Challenge against any single device that you are aware of in the scene. Cell phones or portable storage media have one Trait, normal household electronics or desktop computers typically have three Traits, while servers or more resistant devices may have nine or more Traits. Electronic devices with exceptional protection against electromagnetic interference or surges, such as hospital or military servers, gain an additional three Traits for defense. Success allows the practitioner to either disable the targeted electronic device by cutting all power to and from it, or to erase all data (including operating system, if applicable), or to generate a power surge that destroys small electronics and storage media.
Shutdown can destroy only data storage (tapes, discs, drives, CDs, etc.) and electronic devices with three or fewer Traits. Attempts to destroy larger devices may at Storyteller discretion cause the larger device to suffer damage, with damaged devices ceasing to function, and becoming unusable until repaired.
Advanced Data Manipulation
As a master of Data Manipulation, some lower levels of this path become easier or more effective. Expenditures are no longer required to utilize Data Perception or Communication. Electronic devices not connected to power sources can now be activated with Control Data for a number of turns equal to twice the practitioner’s Data Manipulation score. Pulse also allows you to produce an effect similar to that of Shutdown, but affecting all electronic devices in an area simultaneously.
To activate Pulse, spend a Willpower Trait and make a Static Mental Challenge (against the number of Traits it would take to affect the single most resistant device in range with Shutdown), to simultaneously affect all electronic devices within your vicinity, up to a range of 10 times your permanent Willpower in yards, causing all electronic devices within that range to abruptly become non-functional for the remainder of the scene. Spend an additional Willpower Trait each at the time of this challenge to also cause total data erasure, or the destruction of storage media and small electronics, as if all of the devices within range were affected by the functions of Shutdown causing these effects.
You may not exempt or exclude any devices within range from Pulse, and even devices on your person or of which you are not aware, are affected if they are within the range of the effect.
Some Wangateurs find their duties in service to the Orishia as trying on their very souls. Seeing the darkness of the world by acting as beacons of hope to a community can often drag one into a pit of self-loathing. Some wangateurs are driven to suicide over the true depth of the horrors of the world they must deal with others developed this Path of Wanga as a means to cope with their duties. By looking into their own inner darkness and despair a wangatuer can turn a weakness into a strength. A Wangateur with this path of blood magic can almost weaponized their own negative emotions and force them upon others. By doing this the wangateur inflicts emotional pain on others a lesson to show them the error of their ways. Unlike other paths of thaumaturgy, the Path of Despair uses Empathy as a retest.
The duties of a wangateur often cause the vampire to suffer from depression when faced with all the horrors of the world he must correct. This depression gives them a sort of strength though as they are able to inflict their own pain and suffering on their victims. The wangateur reflects on his own depression and then forces it upon his victim.
System: Engage the target in a contested Social Challenge retested with Empathy. If successful the target suffers from the Derangement “Manic-Depression” for the remainder of the night.
•• Dark Night of the Inner Soul
The Wangateur can now force a victim to deeply reflect within themselves for all the wrongful deeds they have done in their life. The victim of this power feels his mistakes and regrets come to the forefront of his thoughts making concertation on any act nearly impossibile.
System: Engage your victim in a Contested Social Challenge retested with Empathy. If successful the victim is down three traits in all challenges for the next scene or an hour. A Victim may spend 1 willpower per turn of combat to negative this effect.
A wangatuer learns to channel their own self-doubt and inflict it on another. The Wanagatuer channels this doubt within himself and then projects it onto his victim. The victim feels his own self-doubt for his actions. He is forced to reflect on all the awful deeds he may have committed in his life. This momentary lapse causes the victim to forget what he was doing for a brief moment as he overwhelmed with these feelings.
System: Engage the target is a contested Social Challenge retested with Empathy. If you succeed the victim suffers a lapse of confidence in themselves and a have forced “Self-Doubt” retest they must throw on the next challenge they attempt in and succeed at.
••••Fated to Fail
The Wanagateur shouts at his victim all the things he is doing wrong and how all it will do is bring them pain and suffering. He reminds the victim that should he continue on the road he is on it will only bring him pain and suffering. The wave of negativity washes from the wangateur into the victim as they find even the most mundane of tasks hard to find the motivation to accomplish.
System: Your victim must be able to hear you for this power to be effective. Engage your target in a contested Social Challenge retested with Empathy. If successful for the next scene or hour the target must engage in a static Willpower Challenge at a difficulty of 7 to be able to perform any act that is not mundane. Walking and Talking would be fine, but scheming or attacking someone would not be. A target may defend themselves as normal. If the victim suspects they are under the effect of this power they may engage in a Willpower Challenge at a difficulty of 8 to shake the effects off. Much of the other effects of this power are handled by Role-Play
•••••As Cities Burn
Some wangatuers have become so used to the horrors of their nightly unlives that they have mastered this ability. By using all they angst and despair they rile themselves up to be ready for death at any moment. Almost welcoming it. A wangateur who goes into this state accepts death and alsmot welcomes it. Few things can bother them anymore while in this state. Should they survive however, they will find themselves slipping in further in depression.
System: This power costs three blood traits instead of the usual one for blood magic. The inner despair grants the user several benefits. Firstly the user is immune to all Fear Effects and all Pain related effects (such as the power burning touch). Secondly all brawling attacks that succeed in hitting a target causes the target to lose 1 willpower trait. After the use of this power the vampire suffers from the “Manic-Depression” Derangement for the next week.