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:

Zoroastrian beliefs emphasize walking the dark path of Angra Mainyu in order to more fully appreciate and give value to the decision to turn back to the path of Ahura Mazda. This path was developed to represent and give acknowledgement to methods of Angra Mainyu that can be turned to good purpose. This path requires the normal expenditure of blood and retests with the Occult Ability.

Second-Story Work (Level One) — Breaking and entering is a signature skill of accomplished thieves. System: This power allows the Ashipu to compel a door, latch, or other mechanism to lock or unlock itself, and to open or close itself. If the portal is sealed in some supernatural fashion, the sorcerer must first succeed in a Static Mental Challenge against the Mental Traits of the protection’s creator.

Stir to Silence (Level Two) — Blaring alarms and barking dogs are the bane of any pilferer. System: The caster can render any object or subject incapable of generating sound. This extends beyond direct noise. Objects will not clatter if dropped on a hard surface, and even a rock thrown through a window by someone affected by Silence will not make a sound (while a target can still speak, their voice is simply unheard). The sorcerer makes a Static Mental Challenge to affect objects, or a Contested Mental Challenge to affect any living or unliving creature. This enforced silence lasts for a single scene or hour, unless ended early by the caster.

Rogue’s Gallery (Level Three) — The quality of a disguise and the ability to apply one on the fly can make or break a heist. System: The sorcerer can cause any object or collection of associated objects (such as a suit of clothes or a pile of coins) to appear to be some other object of roughly similar size. Only the appearance of the object changes, not its function. This power can not affect objects any larger than a medium sized car, and lasts for the duration of a single scene or hour unless the Ashipu ends the effect early. Those using Heightened Senses to investigate any discrepancies with such a disguised object may do so with a successful Mental Challenge against the caster.

One Size Fits All (Level Four) — When it comes to larceny, size does not need to be an insurmountable obstacle for a sorcerer with this path. System: The Ashipu can cause an object to shrink to up to one tenth the object’s original dimensions and weight over the course of a full turn of concentration. Any inanimate object can be subjected to this power, even mystical items, however parts of objects cannot be independently diminished while still attached. Any sentient creatures that would be directly harmed by the reduction of an object are instead displaced to the nearest safe area. This power affects objects conceptually (for example, an empty sack can be shrunken just as easily as a full sack with all its contents, presuming those contents are entirely inanimate). The sorcerer may undo this reduction at any time, returning an item to it's normal size at the end of the round.

Invoke Duplicity (Level Five) — The first rule of thievery is: Don’t draw attention to yourself. System: Make a Static Mental Challenge against a target, then make all necessary challenges to pickpocket an item from them or place an item on their person. If the initial Static Challenge is successful, the target does not notice or acknowledge the interaction. If performed from supernatural stealth (such as Obfuscate) the successful static challenge prevents the stealth from being broken on interaction.

Date of Archival: 10-Apr-2023
Assamite