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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Not all battles happen in the streets or even on a typical battlefield. Some battles are fought and won within buildings. Urban warfare is a warfront that thaumaturgists have the hardest time with because most magic is painfully obvious as magic. With Innkeeper, the thaumaturgist taps into the side of war that is urban combat. They become adept at fighting inside buildings instead of on the street and this benefit increases in buildings they are intimately familiar with.

To be considered attuned to a building the Thaumaturge must have spent 3 consecutive days sleeping in the building or have an alternative means of mystically attuning to it.

All levels require the expenditure of 1 blood to activate 

1. Weapons at the Ready
Being disarmed can mean life and death but being in a building means that there are always weapons to be found. A chair or table leg can be broken off and used as a club, a drawer may have a knife or letter opener. If one weapon is lost, it can easily be replaced by reaching out for another. When a thaumaturgist reaches out, the building they are in will help that weapon find their hand even more quickly then if they were to flail around for one on their own.

System: The thaumaturge is always able to re-arm themselves immediately upon being disarmed as the house will provide them a new weapon.  Regardless of the actual item provided by the house, statistically it will always be a 2 Traits 2 Lethal 0 negative trait weapon. At the end of this power any items provided as a weapon revert to their usual statistics. If used in a building the thaumaturge is attuned to, the item is instead of a 3 trait, 2 lethal 0 negative traits weapon with high caliber. Once active, this power is on for the scene.

2. Kill the Witch
A mob, unlike an individual or matching size party, is much easier to fight in a building. The mob has to both attempt to get to their target and keep out of each others way. They will try to go through doors at the same time, swing and foul another’s shot and so forth. This makes getting around their attacks easier and gives you a better chance of succeeding so long as you are outnumbered.

System:  So long as the thaumaturge is outnumbered they will have an additional retest in all defensive challenges. Limited to the number of aggressors or 5, whichever is less. This benefit is lost if they are no longer outnumbered.  If they become outnumbered again, or have used all the available retests, they may reactivate this power. If used in a building the thaumaturge is attuned to, the power provides the thaumaturge a bonus retest in all defensive challenges for the scene or hour.

3. House Mouse 
Every mouse has its bolt holes and knows the lay of the land it lives in, the same is true of the thaumaturge inside of a building. They are most comfortable in the enclosed environment of halls and rooms, allowing them to be able to move easier beause they know the exact distance of every part of the home.

System: So long as the thaumaturge is in a building they are up 2 traits in all physical, social, and mental challenges. If it is a building they are intimately familiar with (attuned to) they are instead up 3 traits. This benefit can only be used in one trait category per round.

4. Lockdown 
Being able to barricade  a room to create a controlled environment for fighting or to keep others from getting to you can mean the difference between survival or death. With this power the thaumaturge’s willpower becomes that barricade.

System: The Thaumaturge can bar the exits of a room even if there are no physical doors or window like things to bar the way.  Anyone attempting to break in/out of a locked room must make a contested Willpower challenge against the caster retest Security. The Thaumaturge gets a free retest for this power if enacted in a building they are attuned to.

Additionally, those attempting to leave the room via non-physical means automatically win on ties. Attempting to enter the room in this fashion, however, is as per physically entering and does not automatically win on ties.

5. Explosive Demise
In every fight there is that moment when you realize that things have gone sideways and that it is time to pull the pin and toss the grenade. Instead of physically pulling the pin, the thaumaturge will pull the magical pin and use the room as its grenade.

System: First, spend a temporary Willpower trait in addition to the blood point required to activate this power. Then, risk a number of Mental traits equal to no more than 3 (or no more than 6 in a building to which you are attuned) and make a static Mental challenge difficulty 10 (difficulty 7 in a building to which you are attuned). Retest with Occult. If successful, an explosion tears through the room ripping electrical lines, water pipes, gas pipes out of the wall and setting the room aflame for a brief moment and deals aggravated to all targets equal the traits risked within the chosen room. The concussive force sends everyone in the room prone (on their back, on the floor). This can be avoided by spending a point of Athletics to catch oneself from falling. This power does not differentiate between friend and foe, all caught inside are within the radius of the explosive blast. The flames will last through the end of the round if not otherwise extinguished. If used on a room that has been secured by Lock Down, the force of this path’s magic being turned back on itself causes the metaphysical barriers of Lockdown to fall, ending the power. While it goes without saying, the effects of this power will damage both the room and all items in the room. Paper goods will likely be destroyed, walls will be scorched, furniture potentially burned beyond repair, and even sturdier goods may be damaged.

****In order to not have to be within the room upon activation or have line of sight of the room, the Thaumaturge MUST be attuned to the building. If they are not attuned then they must either have line of sight or be physically present in the room and suffer the consequences of this power in order to activate it.

Date of Archival: 24-Mar-2020
Tremere