Custom Fallen Rituals

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: Fallen Rituals
XP Cost: 5XP
MET Mechanics:

Bureaucratic Facilitation

Sway with mortals has never been as important as it is in the modern nights. This ritual was produced by an innovative Namaru to assist him in more easily manipulating the members within his spheres of influence.

Primary Lore: Radiance 3

Secondary Lore: Humanity 2

Base Cost: 5

Restrictions: The equivalent of 1000 US dollars, in local currency, must be burned at the center of the sigil during the ritual's casting.

Minimum Casting Time: 25 minutes

System: The demon may declare 2 separate, additional Influence endeavors during the month this ritual is cast. These endeavors can be made at the demon's full influence rating, but can only be used for the Attack, Block, Boost, Combine, Conceal, Defend, Follow, Growth, Stealth, Trace, and Watch endeavors.

        Torment: The demon must use both additional influence actions on Attack, for each available influence he possesses, on a target they have a Trace on. If the demon doesn't have a trace on any target, the ST chooses a target at random, and the Attack doesn't require a Trace.

        Variations: None

Date of Archival: 29-Oct-2018
N/A
Custom Content Category: Fallen Rituals
XP Cost: 5XP
MET Mechanics:

Ghostly Inferno

Primary Lore: Flame 3

Secondary Lore: Realms 2

Base Cost: 5

Restrictions: The ritual requires a burnt offering of flesh be placed in the center of the sigil.

Minimum Casting Time: 25 minutes

System: The demon engages in a static social challenge against a difficulty of 8 traits, and spends any number of social traits. Survival is the applicable retest. Fire fills an area in the Shadowlands with a radius in yards equal to the number of social traits spent, up to a distance away equal to the Ankida's Faith in yards. The fire's intensity is equal to the number of social traits spent, and burns for a number of minutes equal to the Ankida's Faith. The flames are invisible to mortal eyes, but the Ankida can vaguely perceive a patch of shimmering haze where the blaze lies, and he can control it while the blaze persists, as per Command Flame. Within the blaze, mortals and demons alike suffer 1 aggravated damage per round for each social trait spent. Because the flame is spiritual in nature, this damage cannot be soak through physical means. Individuals who possess an immunity to fire are immune to this damage. If the intensity of the blaze is enough to ignite items within the area, they begin to burn until they are destroyed or until the ritual concludes, at which point they suddenly cease to burn. In the Shadowlands, victims that are exposed to the flames take damage, but can use armor and supernatural forms of damage reduction as normal.

       Torment: The flames of this ritual cannot be controlled by the Ankida, but they are more powerful and cover a greater area. Add half the number of social traits spent to the fire's radius and intensity. While the flames remain invisible, ghastly moans and screams emanate from the affected region. Mortals must make a willpower challenge against a difficulty of 7 traits. Failure indicates that the mortal loses a willpower trait and gains a temporary derangement.  

       Variations: The flame manifests, concentrated around a specific individual anywhere in the world. To perform this variation, add the Lore of the Firmament: 2 to the ritual requirements, and the sigil must contain a personal item belonging to the target or a piece of their body, and the Ankida cannot control the movements of the flame, though the fire continues to burn the victim no matter how they try to escape its grasp. Additionally, adding the Lore of Portals: 2 prevents individuals affected by the fire from entering other realms of existence (ex. Umbra, Shadowlands, Abyss), confining them to the plane they are currently in until they leave the area of the flame.

Date of Archival: 29-Oct-2018
N/A
Custom Content Category: Fallen Rituals
XP Cost: 6XP
MET Mechanics:

Hand of the Watcher

To facilitate meetings in dangerous locations or with unpredictable alliances, this ritual was created to channel the demon's senses through an animate construct of light. By mixing the Lore of the Firmament with the Lore of Light, a demon can project their interactions with others across vast distances.

Primary Lore: Light 4

Secondary Lore: Firmament 2

Base Cost: 6

Restrictions: The ritual sigil must be contained within a boundary of inward-facing mirrors, with no open seams between them.

Minimum Casting Time: 36 minutes

System: The demon creates an illusionary image as per the Lore of Light: 4, except that they then may view the illusion as per the Lore of the Firmament: 2, and may control the illusion as if it were in their presence.

        Torment: The illusion is unstable, causing it to lash out randomly at nearby sentient targets. The potential of the illusion to do this is not immediately recognizable, and a victim defeated in a contested Mental vs Physical challenge by the illusion using the demons' traits becomes disoriented for the remainder of the round, suffering a 2 trait penalty to all actions during that time.

        Variations: By increasing both the Lore of the Firmament and Lore of Light requirements to 5 each, the illusion created is treated as if it were created with the Lore of Light 5, except the demon may now use its Lores through the illusion as if the illusionary form were the demon's own body.

Date of Archival: 29-Oct-2018
N/A