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.
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 and engage in a statis Mental CHallenge against the current Mental Traits of the target (retest Occult). Success in this challenge inflicts a magical form of bulimia to the victim, forcing them to involuntarily expend all the blood in their system until they are down to 6 traits of blood. They spend the blood at the same rate that they may spend blood per round, based on generation, until they have spent all the necessary traits to reduce their pool to 6 (note, though spending blood is mandatory, the victim may choose *how*, ic. heal, on disciplines, etc). For the duration of this curse, the victim may never have more than 6 Blood in their system. Any blood consumed in excess provides no sustenance and cannot be used. This curse lasts for one month's time.
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.
Milk of set: - Adv
Components: the caster needs both a trait of blood from an individual with the magic's attempting to be disguised as well as a trait of blood from a member of the faith. As well as the milk and seeds of a poppy pod.
specifics of how it is made: The caster then boils the blood and narcotic plant mixture down to a poultice (over the course of an hour) and anoints their chakras with the mixture, symbolically killing their own soul. In doing so allowing the stolen energies of the western land to bleed through their blasphemy shrine and their own soul; causing all magics to appear infused with the stolen energies of the lands of the dead, causing it to register as Ahku to supernatural investigation.
System: Over a 12 hour period the Thaumaturge mixes a trait of his own blood, and a trait of the victim into a crystal container. If the ritual is successful the two traits form into a blood red crystal ball, and if destroyed ends the ritual, shattering into pieces. While the caster holds the ball, note hold not on person (must be physically held in the casters hand), the caster can see through all Thaumaturgical effects of the victim (example: In a Certamen the victim conjures a wall to hinder the casters line of sight, the caster would be able to see through it. The wall would still be there, and any attempts to physically attack through it would be stopped by the wall, but the caster would be able to see through the wall itself.) This ritual lasts until the crystal ball itself is destroyed.
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.
(Intermediate Ritual) — Casing a target is one of the first things a professional burglar learns to do, and do well. System: The caster must have a specific object in mind when performing this ritual. They burn a replica of the item, then mix the resulting ashes with their own blood and smear it across their forehead in the representation of a third eye. If successful, the caster sees a vision of the object and its general surroundings and gains an intuitive but general sense of the direction towards and distance to the object, which grows more specific with proximity. This ritual cannot locate objects currently in the physical possession of another (on their person).
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.
Ritual Components: An elaborate 4 hour Ritual is cast on the building that is the focus of the Ritual. Robes must be worn while chanting in Latin. While enacting this Ritual the equivalent of $10,000 dollars in Diamond Dust must be scattered around the building. An object worth at least $10,000 must also be the focus of the Ritual. When the Ritual is complete the object is the "Heart of the Building" for the month.
Note: If the Diamond Dust is vacuumed up after the Ritual is complete it has no negative effects on the Ritual. The building doesn't radiate magic of any sort. Only the "Heart of the Building" does. If the Heart of the Building is taken out of the Building the Ritual ends and the Magic dissipates. The Heart of the Building can be reused as the object suffers no negative effects while the Ritual lasts.
System: Only one building and its grounds can be affected by this Ritual at one time. It lasts for one month unless the Heart of the Building is taken out. This will protect the building from the use of any one influence or background (EX. Allies or Contacts) for the month. One can of course still go there physically to effect things, however, using Influence or Backgrounds is simply ineffective as the Magic of the Ritual simply causes these things to be ineffective, redirected, or subverted. (Which is at Storyteller discretion.)
Note: If someone is in the building and Influence or Backgrounds is used on them the effect of the use is delayed till they leave the building and grounds if it would have a negative effect on the building or grounds of the building. This ritual may be cast multiple times on the same building, but require the components and time for each casting.