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.
This path of Dur-An-Ki was discovered by the more humane and pacifistic among the ashipu. Looking for an alternative to harming another or a path related to war; the Path of the Shepherd was discovered as an alternative. This path focuses on reinforcing calm, peace and deterrents to violence and harm. This path of Dur-An-Ki uses occult for retests. Additionally, the user of this path and those defending against it gain a number of bonus traits to cast and resist its effects equal to their Humanity (not Morality) rating in all challenges.
•Peace
As humane pacifists the first thing an ashipu learns to master is the ability to maintain the peace and tranquility. Once cast this power allows them an aura of authority and capability to maintain the peace at all time.
System: The vampire spends one blood trait and gains one free retest in all Social Challenges related to negations, peace, leadership or things related to ending a conflict. This retest lasts a scene or an hour.
••Tranquility
To shepherd others to peace one must find peace within themselves. With this power the ashipu focuses and calms themselves taming their beast for a time to better help protect others and not risk falling to frenzy themselves.
System: The caster spends 1 blood trait and may grant the target or themselves two bonus traits for the next scene or an hour to resist all forms of frenzy.
•••Shatter the Mind
An ashipu with this level of mastery has learned to stop someone acting in a violent manner by quickly reaching into their mind and making them forget the very reason that triggered the violent outburst in the first place. The person becomes instantly confused and lost unable to recall recent events or even the people who is around and how he got there.
System: The vampire engages their target in a contested mental challenge retested with occult. This may only be used on a victim who is engaged in a violent act of some form or with hostile intentions. If successful the target immediately forgets what they we were doing, why they were doing and even who the caster is. They will be unable to recall why they were about to take their violent action and will generally wander off confused having a hard time remembering anything. This effect will last for a scene or an hour. It will also immediately end if they are attacked. Those under these effects cannot attack the caster or commit violence of any kind.
•••• Revoke the Malice
Many ashipu possess other powers and abilities to curse or cripple their targets. However these effects often have a set time they last and cannot be ended early. An ashpiu with this power can end any harmful effect they have done to another at any time they wish rather than having to wait until those effects expire.
System: By spending one blood trait the vampire may immediately end any negative effect, curse, or power they have applied to another. This power allows for those effects to end early compared to their normal time limits as presented. Examples include, the Path of Curses, Quell the Beast, or any other negative effect they have already applied to another character. This power has no effect on negative effects done to the caster or those a victim suffers from afflicted by another.
•••••Serenity
With the final mastery of the path of the Shepherd an ashpiu as has developed the ability to end all conflict in an instant. Once cast those around the ashipu find themselves unable to even consider taking a violent action. To do so they would have to overcome the very will of the ashipu to have any hope to break the serenity he has cast over a room.
System: The vampire spends 1 willpower in addition to the normal blood trait cost to activate this power. For the next scene or hour no violence or combat may occur in the presence of the vampire (limited to the size of one room) unless they defeat the character in a contested willpower challenge. This power ends immediately is the caster takes a violent action himself.