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.
Way of the Metropolis may only be used within major metropolitan areas (i.e., whereas Saint Louis, MO
would be applicable, Springfield, IL would not be).
Way of the Metropolis is retested with Streetwise.
Dot 1: Find the Way
By expending a blood trait, the caster instantaneously knows the fastest overland route to their
destination based upon their current mode of transportation. This requires the caster to know the
location they are trying to reach [they must succeed in a Streetwise test, difficulty no less than 6 (max of
18), depending on the location in question]. This power lasts for a scene (and will “update” their travel
route based upon incidents in their path), but each expenditure of a blood trait may only target one
destination.
Dot 2: Open the Path
By expending a blood trait, the caster may unlock any mundane, non-electronic door without a
challenge, by touch. If the caster wishes to unlock an electronic door, they must succeed in a static
mental test (the difficulty is based on the complexity of the lock, no less than 6 (max of 18)]. If the
caster wishes to unlock a supernaturally locked door, they must also expend a temporary willpower trait
& succeed in a mental test versus the static mental traits of the effect’s caster at the time of the lock’s
creation. The lock will remain unlocked for the scene.
Dot 3: Call the Needed
By expending a blood trait, the caster may serendipitously “discover” a “needed” item. A “needed” item
is defined as a mundane, reasonably non-specific, definitely non-plot specific item that is useful to
solving whatever conundrum the character is presently facing (i.e., a house or car key might be
acceptable, whereas a security keycard specific to the Chief of Police or the Lance of Longinus would
not). In order to “discover” the item, the caster must be somewhere where “discovery” is possible (i.e.,
searching the junk drawer of a desk or rifling through a janitorial closet). The object remains in
existence for the scene, afterwards it crumbles to dust.
Dot 4: Watch the Borders
By expending a blood trait, the caster may smear their blood upon an object & enchant it such that they
may see anything within its line of sight, as though they were the object, regardless of the distance
between them & the object. The object can be no larger than the character & the blood must be
smeared on the outside of the object as it is the blood itself that is providing “line of sight.” If the blood
is removed or destroyed, the power fails. If the object is moved or destroyed, the power fails. The
caster may use Auspex (though not Auspex combination powers) through the smeared blood normally.
The caster may also use Koldunic Sorcery through the smeared blood by expending a temporary
willpower trait per effect used. While actively using this power, the caster suffers the same negatives as
Hermetic Sight. The caster may have any number of objects affected with this power. Each smear of
blood remains in effect indefinitely, although the caster’s maximum blood pool is reduced by 1 per
Way of the Metropolis
object affected. If the smeared blood is destroyed while it is actively being used, the caster suffers 1
level of unsoakable aggravated damage.
Dot 5: Guard the Door
By expending a blood trait & a willpower trait per city block, the caster may begin the process of
warding a section of the city in their defense. For each city block affected, the caster must spend no less
than an hour of their night wandering the streets, getting to know the region intimately & spreading
their ward across the region (multiple blocks absolutely require multiple consecutive nights to complete
the ward). Once the ward is complete, all forms of scrying, tracking & information gathering
supernatural powers automatically fail to function on the caster (this includes effects such as: Scry &
Clairvoyance, Illuminate the Trail of Prey & Track Transgressor, Video Nefas & Aura Perception, etc.),
while they are within the ward, unless the user of the power first succeeds in a willpower test versus the
static mental traits of the caster (the caster receives a free retest in this test) at the time of the ward’s
creation. The caster may have any number of wards in place, though only one per metropolitan area.
Each ward remains active indefinitely, although the caster’s maximum willpower is reduced by 1 per
ward in effect. If a ward is destroyed, the caster permanently loses 1 willpower trait.