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.

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Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:
ASTRAL MANIPULATION
 
    Based on the path of Spirit Manipulation, this path was created by Rosamonde Kurlein, with 
 
input and assistance of Liam McGovern and other Tremere in Northern California, to allow the 
 
thaumaturge to interact with the astral realm.  Unlike Spirit Manipulation however, there is no 
 
inherent risk of being attacked by spirits if the practitioner loses a challenge.  Instead the inherent 
 
risk of this path comes from primarily interacting with other astral travelers, who may not be 
 
friendly towards the thaumaturge.
 
    Note that all powers of Astral Manipulation which are indicated as targeting or affecting astral 
 
travelers may also be used to target or affect other astral entities, if encountered.
 
Basic Astral Manipulation
 
Astral Sight - 3xp
 
    With this power you can perceive the astral realm, allowing you to gaze deeply in to it, or 
 
perceive nearby astral travelers as a hazy overlay on the material world.
 
    This power does not allow you to see into the lands of the dead, in to the realms of the fae, or 
 
the spirit world.
 
    You may activate this power at will and automatically see any astral travelers or entities close 
 
by.  If you wish to gaze in to the astral realm itself, you must spend a Mental Trait; you may then 
 
see into the astral realm for the duration of the scene.  While looking into the astral realm, you 
 
must bid an additional two Traits on any challenges in the physical world due to the difficulties 
 
caused by divided perceptions.  You may terminate this power at any time.
 
Astral Voice- 3xp
 
    Not all astral travelers speak English, or can communicate with individuals in the physical 
 
world.  With this power you can understand and communicate with astral travelers.
 
    Spending a Willpower Trait activates this power for the remainder of the scene.  As long as 
 
the power is active, you may converse with astral travelers, regardless of language utilized, and 
 
understand their responses.
 
Intermediate Astral Manipulation
 
Astral Manifestation- 6xp
 
    This is perhaps the most dangerous power a practitioner of Astral Manipulation has at her 
 
disposal - failure here may well mean a painful death in the future at the hands of the astral 
 
traveler.  This power allows you to give orders to an astral traveler, or cause the astral traveler to 
 
become visible and audible in the physical world.
 
    To use this power, spend a Willpower Trait and make a Mental Challenge against the astral 
 
traveler.  With success, the you may either cause the astral traveler to become visible (as per a 
 
manifested Astral Projection, with no cost to the astral traveler) and audible (as though subject to 
 
the effects Whispers of the Ghost) in the physical world for the remainder of the scene, or force 
 
the astral traveler to obey whatever command you give, as long as it doesn't endanger the astral 
 
traveler's well-being, or conflict with her morals.  It should be kept in mind that unless other 
 
powers are used, the astral traveler may well be fully aware that she is being forced into 
 
something against her will, and she may seek revenge at a later time.  
 
Entrap Astral Ephemera- 6xp
 
    With this power, you may trap an astral traveler in the astral realm, or even anchor it to a 
 
specific object.  
 
    To use this power, spend a Willpower Trait and make a Mental Challenge against the astral 
 
traveler.  With success, the astral traveler's silver cord snaps regardless of his current remaining 
 
Willpower Traits, stranding him in the astral realm.  
 
    To anchor a stranded astral traveler to a particular object or location, you must engage the 
 
stranded astral traveler in a Mental Challenge.  If you win, the stranded astral traveler cannot 
 
leave the room (or move more than 10 feet from a particular object) for the remainder of the 
 
evening. The stranded astral traveler may expend his remaining Willpower Traits to resist, 
 
forcing you to expend a Mental Trait for each Willpower Trait spent.  
 
    By spending a temporary Willpower trait at the time of this Mental Challenge, you can force 
 
the stranded astral traveler to remain in the location for a full week; a permanent Willpower Trait 
 
extends this time to a year.  If the stranded astral traveler attempts to leave the location, it suffers 
 
one aggravated level of damage per turn outside of the confines of the anchor until it returns or is 
 
destroyed utterly.  An astral traveler anchored by this power may immediately spend a 
 
Willpower Trait (provided he has temporary Willpower remaining) and initiate a Mental 
 
Challenge against the Astral Manipulation practitioner, with success freeing him from the 
 
locational binding, and re-establishing his silver cord. 
 
    Astral travelers anchored to a person are visible and audible to that person, and are at a two-
 
Trait penalty against all uses of Astral Manipulation by a practitioner they are anchored to.
 
    Anchoring a stranded astral traveler to his original physical body will cause the silver cord to 
 
regenerate within seconds, returning the astral traveler to his body.
 
    Unless also anchored via Entrap Astral Ephemera, an astral traveler trapped through this 
 
power is subject to the same hazards as any other stranded astral traveler (see Psychic 
 
Projection).  
 
    
 
Advanced Astral Manipulation
 
Astral Duality- 9xp
 
    The height of astral transactions, you can now fully interact with the astral realm.  When you 
 
activate this power, you exist in both planes simultaneously.  You can pick up objects or beings 
 
in the material world and place them in the astral realm or vice versa.  The beings and landscapes 
 
of both worlds are solid to you, and you may interact with them as you please.  You can even use 
 
Thaumaturgy or other Disciplines in either world.  Still, it's not a walk in the park - a journey 
 
such as this is not without its dangers, and a single mistake may leave you trapped in the astral 
 
realm with no way home.  Incautious travelers may become starved into torpor in the astral realm 
 
- there is no blood to be had among astral forms, after all.  
 
    Astral Duality may only be used while you are in the physical world.  Note that while this 
 
power is in effect, you are vulnerable to attacks from both worlds.  You are considered to be in 
 
the physical world, as far as basic physics and common sense are concerned - for example, if 
 
there's a road in the physical world that leads over a chasm in the astral realm, you may walk 
 
across the chasm just fine.  
 
    To activate this power, spend a Willpower trait and make a Static Mental Challenge.  If 
 
successful, you enter the astral world without leaving the physical world.  Before going further, 
 
make a Simple Test.  if you lose, repeat the test twice - a third consecutive loss means there was 
 
a backlash and you were ripped out of the physical world and thrown into the astral realm.  
 
Whether or not there is a way back to the physical realm is up to the Storyteller.  
 
    If the entrance was successful, and you're not trapped in the astral realms, you now determine 
 
how long you can remain.  Make Simple Tests until you lose - the number of tests won 
 
determines the duration of the effect.  
 
    After the power has been activated, you must bid two additional Traits on all challenges as 
 
long as Astral Duality remains active; perceiving two realms can be distracting, making even 
 
routine tasks an exercise in concentration.
 
No. of Wins          Duration of Effect
 
0                          One turn
 
One                     Three turns
 
Two                     10 turns
 
Three                  10 minutes
 
Four                    The remainder of the scene
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:
 
Borealis - Custom Thaumaturgy Path\
 
This Path was created in the Night… Falls (NVA) chronicle by Vincent King. It's being submitted by Berkeley, CA for a few reasons: 1) Our player Saskia Dietrich has the path, 2) The Arcane Compendium from 2010 is no longer valid, that's where the path was contained and now it has to be submitted to the database, and 3) It's custom material that isn't in the database yet.
 
Basics:
 
Ran's Touch: By concentrating, the thaumaturge can freeze a small area, rendering simple devices useless. To activate this power the target must be touched and single blood trait must be spent, then the caster engages in a Mental vs. Physical challenge. An additional Blood Trait must be spent for a currently moving target. This cannot be employed on a living or undead target. 
 
Grasp of Magni: A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the target. By spending a Mental Trait the caster may create a small (up to a cubic foot) block of ice. If targeting a person or something that a person is grasping, the caster must engage in a Mental vs. Physical Challenge. The Ice can halt movement of a person or machine, and will last until melted or broken (static Physical vs. 6 traits). 
 
Intermediate 
 
Forseti's Silence: With this level of control the thaumaturge can create a wall of Ice. The wall is three cubic feet of ice for each Mental Trait spent to cast it, has as many Enduring Physical Traits as Mental Trait spent to cast it, and has health levels equal to half of the Mental Traits spent to cast it, rounded down. The wall must be summoned in unoccupied space within 50 feet of the caster. 
 
Hel's Kiss: The thaumaturge can literally freeze the blood of his chosen target. By spending a Willpower and winning a Mental vs. Physical challenge against the target, up to 3 Traits of Blood are frozen in the target's veins. A Mental Trait must be spent for each Blood Trait frozen. For mortals this would cause a lethal wound for each blood frozen, and render that blood permanently useless fluid. For Kindred this would make the blood unusable for 5 Minutes or the end of a scene. In both cases the target would be down one Physical trait for each blood trait frozen. 
 
Advanced 
 
Tomb of Buri: This power can completely incase a single target in a Tomb of Ice. The thaumaturgist must concentrate for a full turn, expend a Willpower Trait and initiate a Mental vs. Physical Challenge against the target. The Tomb has as many Enduring Physical Traits as Mental Trait spent to cast it, and has health levels equal to half of the Mental Traits spent to cast it, rounded down. If a Mortal is trapped in the Block of Ice he or she will take one Lethal wound each round until broken free. The victim of this power may attempt to break out, destroying the health levels of the ice, by initiating a physical challenge from within it.
Date of Archival: 01-Nov-2017
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 0XP
MET Mechanics:

Chango's Grace

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.

Date of Archival: 24-Jan-2016
Followers of Set
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:
DATA MANIPULATION
 
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
 
Data Perception- 3xp
 
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
 
Communication- 3xp
 
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
 
Control Data- 6xp
 
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.
 
Shutdown- 6xp
 
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
 
Pulse- 9xp
 
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.
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Necromancy - Western
XP Cost: 0XP
MET Mechanics:
Death's Architect
 
This path was developed to help the family gain access to the powers of Arcanoi without having to rely on wraiths.  Also it is to discourage any interaction with the tremere over stockpiling fetishes. The Practitioner of this art must be skilled in Soulforging.  Prior to creating any object, the Practitioner must also subdue the wriath whom he wishes to soulforge.    If the item is to be given to another, that individual MUST be present for the creation of the item, and must provide the blood required to enchant the item.  As an additional cost, each of the final three powers require XP to be used - provided by the intended owner (1 point for a Minor, 2 points for a Moderate, 3 points for a Major item).
 
This power will only work on Soulforged Items.  The craft level of the item also limits the amount of Pathos the item can hold.  Should the final magic test to activate the Arcanoi fail, the item may never have it's powers awaken.
 
Craft     Pathos     Arcanoi Level
1           2               Innate or Basic
2           4               Innate or Basic
3           4               Up to Intermediate
4           6               Up to Intermediate
5           8               Up to Advanced
 
 
 Anyone learning this path loses the ability to activate spiritual fetishes entirely.
 
Detect potential (1st basic): You may expend a Mental Trait and engage a Wraith in a Social Challenge (retest Wraith Lore).  Should you win, you may gain some information about what Arcanoi this wraith has access to.  Win or lose the wraith is aware that you are trying to find out its secrets.  This power may only be used on wraiths that are in the same plane of existance as the Necromancer.
 
Soothing the Soul (2nd basic): This power is used to 'charge' soulforged items with the Pathos they need in order for them to be activated.  Expend a number of Mental Traits equal to the number of Pathos you will to recharge and then engage in a static Mental Challenge (vs the number of Pathos Traits you are attempting to recharge).  You may not undercharge an item.  When it is created it has a set charge and you must recharge it completely or not at all.  Should you fail in recharging the item, it will lose one level of the number of Pathos it can hold permanantly.  Note: these losses are cumulative and may lower the number of Pathos below the ability the item needs to be able to activate, effectively destroying the item.
 
Minor Creation (1st intermediate): This power allows the caster to soulforge an item with an innate or basic arcanoi of a type that the wraith being soulforged possesed. This power takes an entire night and costs 1 Willpower and a Point of Blood per Point of Pathos to be held by the item being created.  At the end of the night maake a Social Challenge vs triple the Blood being expended.  Success means the item now carries Max Pathos and that Pathos may be used by the attunded individual to activate the Arcanoi held in the item.
 
Moderate Creation (2nd intermediate)- Functions as Minor Creation except with intermediateAarcanoi.  This power costs 2 Blood and 2 Willpower.
 
Major Creation (advanced)- Functions as both creation powers except with advanced Arcanoi. This power costs 3 Blood and 3 Willpower
Date of Archival: 21-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:
Ex Inferis
[OWbN Dur-An-Ki Packet, originally from www.Assamites.com]
The exact origins of this path of Dur-An-Ki are obscured in the mists of time. Some say that Al-Ashrad developed it after the clan's warrior caste's curse at the hands of the Baali. Other rumors are told that this path was incepted by an infernalist Sorcerer who managed to break his bonds of demonic slavery. Unless otherwise noted, the powers of Ex inferis are retested with the Theology ability.
 
1 - Pervideo (Survey)
Before you can fight the taint of the infernal, you must first find it. The first level of the Ex Inferis path enables the Sorcerer to locate infernalists in his vicinity.
MET Conversion: The Sorcerer makes a static Mental Challenge with a difficulty of the target’s current Mental Traits; if successful, the Sorcerer may ask the target player if his or her character is ”currently under the influence of any Infernal Taint” and receive a truthful answer. If used on an individual employing Obfuscate or other such power, the Sorcerer still may throw the challenge, but will only know that an Infernalist is in the vicinity if successful.
Note: Investments which hide Infernalism (such as Mask of Innocence) will nullify this power’s effectiveness.
 
2 - Venatio (The Chase)
Infernalists that have been spotted rarely stick around to suffer their righteous punishment. As such the Sorcerer must have a means by which to track the infernalist. The movements of infernalists that have been discovered by use of Pervideo can be tracked by this power. 
MET Conversion: On the same night that the Sorcerer has successfully detected an infernalist with the use of Pervideo, he may cast Venatio. The Sorcerer engages the target in a Mental Challenge (defender retests with Subterfuge). If successful, a trail of light indicating the infernalist's traveled path will be visible to the Sorcerer for the next scene or hour. If the target is Obfuscated or otherwise supernaturally concealed, the trail will still lead to the current location of the Infernalist. While this power is in effect the infernalist will experience a continuous feeling of being watched.
 
3 - Adversor (Oppose)
Upon attaining this level of the path the Sorcerer can invoke a warding sphere against infernal creatures. Infernalists and demon-possessed beings coming into contact with this ward will be expelled from it and will suffer intense pain, and even injury.
MET Conversion: Spend a Willpower in addition to the normal cost to activate Adversor. When the sphere is active, it extends 10 feet around the Sorcerer, and is stationary. Any Infernalist with active Investments or Infernal powers attempting to pass into the warding sphere, already inside the sphere when it is cast, or attempting to affect the area within the warded zone with Infernal powers will need to succeed in a contested Mental Challenge against the Sorcerer. If the infernalist wins, the ward is broken. If the Sorcerer wins, the infernalist suffers three levels of lethal damage, and will be physically expelled from the warding sphere. The sphere lasts for the scene or hour unless the Sorcerer decides to end the power sooner.
 
4 - Nominatim (By Name)
The greatest weapon of war is information. With this power the Sorcerer can discover the name of the demonic patron the infernalist is enslaved to. This name can then be used for other sorcerous powers. 
MET Conversion: The Sorcerer must first have spotted the infernalist through the use of Pervideo, and must have a direct line of sight to the infernalist when invoking this power. The Sorcerer may then engage the target in a Mental Challenge (defender uses Subterfuge to retest). If successful, the Sorcerer may spend Mental traits to discover information with the number of traits spent determining the accuracy of the information received.
○ 1 Mental Trait: The Infernalist's 'Demonic' master's “Nature” will be revealed (Lust, Pride, Greed, etc)
○ 2 Mental Traits: Nature, and Primary Name are revealed (this is the name by which the demon is known)
○ 3 Mental Traits: Nature, Primary Name, and a vague indication of the demon's power are revealed
 
While the use of this power is not necessarily obvious to the Infernalist, the demonic master is more sensitive to such inquiries. At the ST's option, the master of the Infernalist being subjugated to this power may become aware that it is being looked into, especially if it feels its identity as become compromised. This power can be used only once per lunar month on an infernalist and may only be used on an Infernalist that the Sorcerer has already identified through the use of Pervideo. In the rare case that an Infernalist has investments or powers from multiple demons, Nominatim will reveal information regarding the demon who gave the investment that was last used to identify the Infernalist when the Sorcerer last successfully used Pervideo.
 
5 - Periurium (Break the Oath)
If a Sorcerer has successfully discovered the name of the infernalist's demonic patron, the Sorcerer can temporarily sever the connection between the infernalist and its master, robbing the infernalist of its investments and demonic power.
MET Conversion: The Sorcerer must spend a Willpower, in addition to the normal activation cost, to invoke this potent ability, as the caster is resisting the connection between both the infernalist and its demonic master. The caster may then enter into a Mental Challenge with the infernalist (who may defend with Subterfuge). If the caster is successful, he may further spend Willpower in order to strip the Infernalist of his investments or powers given by the identified demon, according to the chart below. The infernalist and demonic master are both immediately aware if this power is attempted, successful or not, as the tie between servant and master is too taught for such interference to go unnoticed.
○ 1 Willpower – 1 round
○ 2 Willpower – 1 scene
○ 3 Willpower – 1 hour
○ 4 Willpower – The rest of the night
Date of Archival: 30-Oct-2017
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

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.

 

Level One:

"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.

System:

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.

 

Level Two:

“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.

System:

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.

 

Level Three:

“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.

System:

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.

 

Level Four:

“Moonglade”

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.

System:

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.

 

Level Five:

“Lunatique”

“Madness is the gift, that has been given to me.” – Disturbed

System:

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.

Date of Archival: 26-May-2017
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

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.  

Date of Archival: 20-Aug-2017
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

DATA MANIPULATION

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

Data Perception

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

 

Communication

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

Control Data

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.

 

Shutdown

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

Pulse

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.

Date of Archival: 03-May-2017
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

PATH OF EYES

1st BASIC: "EYES OF CLARITY"
Cost: 1 blood point

Mechanic: Up 2 traits on all visual-related challenges for an hour or the scene. Cannot stack multiple uses of this level. Best used with powers of perception that rely on vision.

Eye Appearance: Iris turn gray, fairly Masquerade safe.

Combat Use: None, except for finding hidden opponents etc.

Retest: Investigation here applicable.

2nd BASIC: "EYES OF THE CAT"
Cost: 1 blood point

Mechanic: Give the same benefits as "Eyes of the Beast" and the negative trait Bestial due to eye appearance. Lasts an hour or a scene.

Eye Appearance: Iris becomes gold and green flecked, pupils become cat-like, meaning in pitch black the pupils will take up most of the iris, but in bright light they will slit and one could be mistaken for having serpent eyes, etc. Best covered by sunglasses to be Masquerade safe.

Combat Use: Same as with "Eyes of the Beast"

Retest: N/A

1st INTERMEDIATE: "EYES OF THE HAWK"
Cost: 1 blood point

Mechanic: Gives the ability to see three times as far as normal, or to magnify small objects up to three times. Can be combined with other visual perception powers. Lasts one hour or a scene.

Eye Appearance: Iris is completely gold, pupil takes on a silver appearance. Not real Masquerade safe.

Combat Use: Enhances "line of sight powers" but keep in mind that powers where the target must hear or otherwise be interacting with the caster may be unusable. 

Retest: Usually Investigation

2nd INTERMEDIATE: "EYES OF THE DEAD"
Cost: 1 blood point

Mechanic: As "Shroud Sight" except unlike "Shroud Sight" there is a slightly disorientating double sight which imposes the negative trait of "oblivious" while this power is active. This power lasts an hour or a scene.

Eye Appearance: Entire eye is completely white. Is a potential Masquerade breach.

Combat Use: Can be used to see wraiths and other entities in the Shadowlands, but unless the user can pierce the Shroud physically, then none.

Retest: Usually Investigation if applicable.

ADVANCED: "PERFECT EYES"
Cost: 1 blood point

Mechanic: Win on ties for all visual perception related challenges. In addition, the caster is immune to the first two levels of Obtenebration and all vision-related illusions formed by the first four levels of Chimestry. Due to the physical change in the caster's eye appearance the caster gains the social trait intimidating to those that are interacting with him and where the eyes are apparent. Power lasts one hour or a scene.

Eye Appearance: Eye becomes completely black, almost as if it is swallowing up all of the light. Extremely Masquerade unsafe, see above.

Combat Use: Mainly defensive or investigative. Kind of wrecks Obfuscate and Obtenebration and all minor visual illusions. 

Retest: Usually Investigation.

Note: When multiple levels of this power are stacked, the highest level being utilized will be apparent. The caster can end any of the effects at will.

Ritual of the Tell Tale Heart (Intermediate Ritual)

The dangers of the more subtle of Kindred powers are arguably more than the Speed of the Toreador, Strength of the Brujah, Claws of the Gangrel or Physical Resistance of the Ventrue. The creator, being more into the subtle than the direct, wishes to create a substance that will detect the use of Kindred powers when used on a creature. His theory is that by embuing an object with vitae that has an affinity toward a certain discipline, any use of that power directed at it (meaning the person carrying the object) will cause it to react. This reaction could be caused to become apparent to the victim.

This ritual requires the heart of a mammal (of any size), the vitae of a Kindred who has at least a basic understanding of the discipline to be targeted and a specially created vial to contain the above two.
When completed, the heart will have magically soaked up all of the blood and appear to be in perfect condition. It is placed in the vial to complete the ritual. The vial need be carried on one's person to provide a connection to the vial and heart. The first time the bearer is targeted with the discipline that the heart is keyed to, it turns black and begins to decay at about a rate of an hour to completely turn to ash. Multiple vials will all react at the same time so carrying more than 1 per power will be fairly useless.
While this may not actually protect the bearer in anyway, it may allow future investigations some measure of insight on certain situations. The ritual when it is active is not keyed to any particular person, just a certain power. Thus it could be given to a ghoul or loyal retainer for checking after they have gone to have a meeting with one's rival and so forth. It is found that a lead shielding of at least 1/4 inch thick will prevent these from activating, so a small lead-lined box would allow for multiple vials to be carried, just not active. Once the heart has "told" it of course needs to be discarded while the vial itself is reusable.

When created, a heart is soaked in a blood point from a kindred who has at least one level of the chosen discipline that the creator wished to be warned against. The heart is placed in a specially created vial which may be reused after the heart has been used up. The first time that the chosen discipline is used on the bearer of the heart/vial, the heart will turn from normal looking to black and it will start to decay at a fairly rapid rate. At the end of about an hour it will have dissolved completely. This allows the bearer to know somewhat how long ago they were affected. The discipline in question must be one that is directly targeting the bearer and require a contested challenge. Example: Aura Perception would not set it off, but telepathy would. Entrancement would but Magisty would not since it is a defensive power. Thaumatergy paths would need to be "keyed" individually. As stated in the previous section, all of the vials that are keyed to a certain discipline will all activate if multiple are carried.

Date of Archival: 21-Feb-2015
Tremere

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