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: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

 

Path of the Better Self

This path was created as an attempt to bring out a more social aspect of Thaumaturgy. It was developed by Lord of the Fourth Circle C.L.U Vasa, House Hephaestus, as an aid in business settings and political dealings. The aim of the path is to give an advantage to the caster in these settings by manipulating the mind and body of the target to mimic certain afflictions at the most inopportune time.

No levels of this path are stackable with another level of this path.

This is a House Specific path.

Basic

Gentle Words
Gentle Words is designed to make the caster appear more charismatic than he or she really is. It was designed to aid in business dealing with superior adversaries. Upon using this power, the caster spends one Blood trait and engages in a test versus 7 mental traits. On a success, the caster gains any combination of 2 (two) of the following Charisma related traits: Charismatic, Charming, Dignified, Eloquent, Expressive or Genial. These may be used primarily in social challenges dealing with arguments, politics, other conversational pieces where getting your point across above all others is key. It lasts for the rest of the scene or one hour, whichever comes first.

Bad Form
Bad Form is designed to embarrass your adversary in a business meeting. Most executives have learned from their very beginnings of their business meeting education that showing up intoxicated in any form is a very bad thing. The caster must initiate a mental v. mental challenge against his/her target and spend a Blood trait. If the caster wins against a mortal, the target suffers from the effects of an all night binge drinking fest, giving them the negative traits oblivious and clumsy. Kindred are affected as if they drank from an intoxicated mortal, giving the same negative traits as mentioned above, but the caster must expend a temporary willpower trait in addition.

Intermediate

Babbling Brook
target can no longer maintain a solid train of thought for the duration of the scene or one hour. The target may start a sentence or conversation, but it quickly looses its focus and winds up a meandering spoken diatribe on everything but the original focused point.

This does not mean the target can’t remember what they wanted to say, but that they cannot finish it vocally.

The caster spends a Blood and engages the target in a mental test. On a win, the target gains the negative traits Forgetful and Ignorant for the rest of the night. In order to affect Kindred, the caster must also expend a temporary willpower trait. The effects of this path should be role‐played out accordingly.

Incompetence
This power was developed to show one’s true power over another. With this, the target becomes little more than a simpleton. Even the most mundane tasks (such as walking, talking or writing) become near impossible.

The caster spends a temporary Willpower and a Blood trait and engages the target in a Willpower challenge. If successful, any time the target wishes to take any actions, the target must first win a static challenge against his own traits of the appropriate category, which he may retest with appropriate retests. I.e. If the target has 8 physical traits and 6 social traits and wishes to walk or run, the target must first win a physical challenge against 8 traits and may retest with Athletics; similarly, he would have to win a social challenge against 6 traits in order to talk. This power last the rest of the night.

Advanced

Bring forth the Inner Child
Bring forth the Inner Child is the most devastating power of this Path. With it, the caster transforms part of the very core of his or her target, bringing out the inner child in him or her to the forefront. It changes the target’s Nature to Child.

The caster must have a trait of the target’s blood. The caster must expend a permanent Willpower trait and a Blood trait and then engage the target in mentalchallenge. If the caster is successful in the challenge, the caster then makes an extended challenge with the target, using the psychology ability as a retest. This determines the duration of the effect:

Number of Successes/Duration:
1 ‐ Rest of the Evening 2 ‐ One Day
3 ‐ One Week 4 ‐ One Month 5 ‐ One Year
6 ‐ Permanent

Date of Archival: 03-Nov-2020
Tremere