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: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:
Way of the Green Man
 
 Legends of the connection between man and nature are as old as they come.  Ancient Egyptians worshiped Osiris, literature of the British Isles references The Green Man or Green Knight in many of it’s tales, and various cultures around the world showed reverence to woods and forest.  This path emphasizes that bond.  All uses of this path require an additional blood expenditure if used indoors.  Casters of this path may expend a botany ability to regain one blood from their glade up to the number of times per night equal to their levels in this path.
 
 Basic
 
Bark Hide
 
Nature protects those who serve it.  This power grants the caster an immediate resiliency that can enable the sorcerer to shrug off all but the mightiest of damage.  When this level is enacted, a tough, woodsy bark covers the casters skin.
 
System: Spend a blood.  For the duration of the scene you gain additional health levels equal to your stamina related traits.  These additional traits may not exceed your rating in the path of The Green Man.  These health levels may not be healed as normal and the effect dissipates once all the granted health levels have been expended.  For the duration of it's use, they gain the negative social trait: Feral per health level earned.  You may only use this power once per scene.
 
 Force of Nature
 
“Power overwhelming.” -Protoss
 
System:  By spending a blood and willpower the caster may gain a stamina related re-test for the remainder of the scene.  They may also refresh their stamina related traits once per evening at no cost.
 
 Intermediate
 
Sanctuary
 
This level provides a welcome respid for any Ashipu who can obtain it. 
 
System:  Similar in function to the Protean power Earth Meld, an Ashipu who invokes this level of The Green Man is able to merge into the forest.  By spending three blood a sorcerer is consumed by the foliage and plants surrounding them, their essence diffused over a 10ft area.  In most cases they can not be disrupted from this resting place, however complete devastation of the area will cause them to be expelled from the woods.  For obvious reasons, this power will not work if there is no plant life in the area.
 
 Heart of the Woods
 
“My heart felt good, it was dripping pitch and made of wood.” – Modest Mouse
 
Nature resides deep within the wielder of this power, so much so that they are literally consumed by it.
 
System: This power requires no expenditure to activate, instead requires a willpower to suspend it’s use for a scene.  Once learned, the Ashipu’s heart becomes an intricate clockwork of wood and bark.  This makes the Ashipu immune to staking and grants them the additional mental trait “Calm”.  However, it is not with out it’s costs.  All fire damage suffered by the caster is doubled and all self-control checks to resist rötschreck from fire automatically lose on ties.
 
Advanced
 
Verdant Haven
 
The blood sorcerers of Clan Assamite have spent millennia mastering the gardening skills of vitae infused plants.  Their mystic ties to the vegetation known as kalif have given them unique insights on combining the vampiric condition and nature.  This power takes their talents to the pinnacle of horticulture.  An Ashipu sufficiently skilled in this art can create a fail safe for themselves in the event they are under extreme duress.  The costs are steep, but the end result is a second chance for a kindred who may be facing overwhelming odds.
 
System:  By cultivating a wooded shrine to their version of The Green Man, the invoker of this power bears the guardianship of the woods themselves.  This shrine requires maintenance and upkeep and if left for more than a month without attention it will wither and die.  By expending three permanent willpower, the caster immediately invokes Sanctuary.  Additionally, when this power is activated, the sorcerer may return to their grove at any point during the scene, however they arrive in torpor.  Activation of this power is reflexive.  It is possible that mystical means may determine where the Ashipu ends up, however mundane or other supernatural methods (tracking, scent, etc.) are ineffective to follow them.
Date of Archival: 25-Apr-2018
Assamite