Custom Blood Magic: Ritual
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.
The Mind Unchained: Advanced Ritual - not created by our player, but is known by our PC.
[Redacted] created this ritual after serving under the Nosferatu Justicar, as well as being around as many Gangrel over the years, seeing how quickly targets of Nosferatu and Gangrel, fell after being pacified with a glance.
Explanation: There are a variety of powers or situations out there that will deny a kindred access to his/her own Willpower. This ritual will allow the castor create a token, that is usable only by the creator. A person can only have one of these items in existence at any given time. If for any reason the creator is denied the ability to use Willpower, this token can be used to fuel one Willpower requirement for any use. The creator should think carefully as this may be his/her only chance at a continued existence.
Process: This ritual takes one hour to complete and must be cast on the night of a new moon. After the hour is complete the castor must win a mental challenge against eighteen traits and costs the castor one permanent Willpower trait.
By repeatedly using the same piece of Obsidian in ritual sacrifices to the Divine, the blade over time gains strength and potency. Eventually the Obsidian takes on the appearance of whirling smoke within it. By carving out the heart of three human victims, and soaking the blade in a mixture of their blood and your own over a lunar cycle, the blade is transmogrified.
system: This ritual creates an item known as an Idol. This has two effects. One, the blade becomes as hard as tempered steel, losing the fragile trait. Secondly this blade grants 3 bonus traits in Aztec blood magic practices and sacrifices. This item is considered a custom background known as Idol: Obsidian Blade
The Profane's Passing
Custom Ritual
Mechanics
Range: 100 yards/meter radius per point of temporary Willpower spent during casting.
Casting Time: Variable -- The ritual is arduous, and requires six hours of casting under the light of a full moon, and will last for a full week. However, if the ashipu casts this on a holy day (as fitting the caster's faith, examples include the first day of Ramadan, Easter Sunday, the Last day of Chinese New Year), the ritual will last for a lunar month beginning on that date (29 days).
Effects: Once successfully cast, the ritual will cloak an area with an effect that subtly targets infernalists, demons, or anyone/thing carrying demonic corruption or curses that passes through the effected area. The area will trigger the 3pt Flaw: Echoes (book/page reference, and/or description) affecting the area enhanced by the ritual for 12 hours after the infernalist, demons, or corrupted individual or items pass through the enchanted area. This ritual does not bypass investments that conceal the infernals true nature.
A Roman emperor named Constantine once during a military dispute with his rival Magentius, also emperor of Rome, was struck by a vision. This vision would be a cross over the heads of your enemies, where it said IN RHOC SIGNO VINCES (At the first sign you will attack). The next morning, Emperor Constantine ordered him to paint a cross on his army's shields, and imbued with conviction he won the battle.
Seeking to replicate Constantine's example, the magicians who created this ritual aim to locate the enemies they have to march on. In this sense, we can use the components that contain the symbolism of that occasion. The wine would be the symbol of faith (not religious), the earth would be the symbol of victory for intelligence (the construction) and the vitae as a magical operator in the connection of the ritual.
By making this preparation and applying it in such a way as to use a glyph under his eyes, the magus' vision will notice a white cross on top of the tarnished target or object.
NOTE: To make the preparation, a container that reflects the magus (silver bowl), wine and vitae of the operator is needed.
System - In addition to the normal Challenge to activate the ritual, the caster must spend 1 willpower and 1 blood point to prepare the material. The ritual execution time is 5 minutes, instead of the normal casting time for a basic ritual. Once the Ritual has been performed, for the next Scene or Hour, the caster may ask a Storyteller to secretly throw a Mental Challenge (retest Occult) against any infernalist who comes within the caster's line of sight. If the caster wins, the they detect the infernalist for what they are. Note that Investments such as Masque of Innocence will prevent this ritual from detecting the Infernalist.
Level 4 Koldunic Sorcery Ritual.
By repeatedly using the same piece of Flint in ritual sacrifices to Tlaloc, the blade over time gains strength and potency. Eventually the flint takes on a ruddy hue and smells of ozone, rain and blood. By carving out the heart of three human victims, and soaking the blade in a mixture of their blood and your own over a lunar cycle, the blade is transmogrified. A Tecpatl is considered a Knife.
System: This ritual creates an item known as the Tecpatl of Blood. This has two effects. One, the blade becomes as hard as tempered steel, losing any negative traits it may possess and granting it +1 Bonus trait and +1 Damage. Secondly this blade grants 3 traits as bonus traits in Aztec blood magic practices. Anyone killed with this blade is sacrificed to Tlaloc. This item may not benefit from Enchant Talisman and Blood Tempering
More often than not, Anarchs are left to the dribs and drabs of territory to feed in within a domain. This curse was developed to sway particular individuals who may actively try to starve out the Anarchs or push them off to the side. When the Anarch feels enough is enough and a point needs to be made, they must confront their target, spend a Blood {trait}, and engage in a Static Mental challenge against the current Mental traits of the target (retest with Occult). Success in this challenge inflicts a magical form of bulimia upon the victim, forcing them to involuntarily expend all but 6 of the Blood {traits} in their system. They spend the Blood {traits} at the same rate that they may spend Blood {traits} per round based on their Generation, until they have spent all the necessary {Blood} traits to reduce their pool to 6 (note, though spending the blood is mandatory, the victim may choose how; i.e., heal, use disciplines, etc.). For the duration of this curse, the victim may never have more than 6 Blood {traits} in their system. Any blood consumed in excess provides no sustenance and cannot be used. This curse lasts for one month's time.
This ritual was created by a member of the Qadi to serve as a solution for when an Agent can no longer be trusted with the secrets of the Tal’Mahe’Ra but is not necessarily believed to be deserving of Final Death. When cast, it scours the very fate of their subject and burns their bonds to the shadowy organization. Their memories, bonds such as the crescent moon on their skin and even supernatural abilities garnered from the Tal’Mahe’Ra are eradicated. Even if the Cainite is sat down and told about the subsect or finds documents that prove their existence, the subject remains blissfully unaware of their existence and ignores all evidence that might suggest otherwise. For those who witness this, it can be quite the frightening experience.
System: To perform the ritual, the caster need only know the code name of the subject who is to be removed and the blessing of one of the Wazirsto be cast. The magic simply doesn’t function without the Wazir’s consent. The caster makes a static Mental Challenge that retests with Occult at a difficulty of 3+ the subject’s Permanent Mental Traits. If successful, all ties that the character has to the TMR that the character has are irrevocably expunged. Their memories and secrets of the organization and their involvement with it are burned from the mind and can no longer be retrieved through any means. Their Crescent Moon fades away as though it never existed. Lores and Powers associated with the Tal’Mahe’Ra are removed from the character’s sheet (points may be refunded at Storyteller discretion). The thread of fate is forever severed and the character may never learn of the organization, ignoring any indication of their existence. This severed thread may never be mended.
Thorn Armor (Intermediate - 3)
The Bahari have found that through pain and suffering they have the ability to awaken an ancient magic within their own bones. The Bahari takes a whip or at of nine tails and starts to flagellant. Through the constant whipping, the skin of the Bahari starts to deform and bone starts to protrude from the skin forming into small spikes, that appear to be thorns, around the body.
Mechanics: By spending a blood trait, and taking a lethal from the whipping, the Bahari develops spiked bone armor (thorns) over portions of his body. This can’t be hidden by any unassuming means. This power last a scene or hour and can only be activated once in a scene. The Armor is worth two Healthy health levels and causes the Bahari to do an extra lethal with his strikes. This counts as armor and is incompatible with other armor. In addition to the lethal strikes, any opponent striking against the Bahari with their fists or weapons that can be damaged will take 1 lethal per strike.
This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.
To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.
Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.
In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.
This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.
To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.
Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.
In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.
This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.
To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.
Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.
In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.