Custom Discipline

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: Discipline
XP Cost: 0XP
MET Mechanics:


Song of Mekhet

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet The Hearts of the Many - The user has a sort of sixth sense about dreams, experiencing those of sleepers around her, gleaning valuable and unexpected information. This unusual sense allows for one to detect the presence of Asura. System - By expending a point of Willpower, the character can attempt to make sense of the constant whisper of nearby and glean relevant information from a target within earshot. Make a Mental Challenge against the target, retesting Empathy. If successful, they may ask the target one of the following questions and expect a truthful answer. They may ask for a single Negative trait possessed by the target. They may ask to receive a single Merit or Flaw from the target, ones related to Prophecy, Dreams or Sleep (ie Oracular Ability and Deep Sleeper) should be provided first. This power only works on sleeping targets. Finally, this power may also be used to sense if one of the Asura are nearby. Instead of targeting anyone with a Mental Challenge, make a Simple Test. If successful, the player may ask the Storyteller if one of the Asura are nearby. Asura have no means of hiding from this power.

  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Call forth the Night Beast - Allows the character to call forth one of the Asura and bargain with it for assistance. System - By expending a point of Blood, the character may open a gate into the mysterious realm of the Asura and conjure one into the realm of flesh. The Asura is friendly to the summoner and will assist them with simple tasks such as spying and scouting. They however always expect something in exchange, frequently a hapless host to borrow for a while as it experiences the pleasures that the living world has to offer. The Asura will remain and assist for the duration of a scene, afterwards it is free to do whatever it likes.

  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Shackle the Hapless Mind - Causes others to enter a state between waking and dreaming, a senseless meld of fantasy and reality that dulls their senses and makes it harder for them to resist. System - Spend a point of blood and make a Mental Challenge against your target, retesting with Empathy. If successful, the target suffers the Negative Traits Oblivious x2 and becomes confused and dazed, struggling to focus on anything. They also count as being asleep for the purposes of “The Hearts of Many”. If combat starts they suffer a -3 penalty to Initiative during the first round of combat, afterwards the effects of this power ends. Otherwise this power lasts for the remainder of the scene.

  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Banish to the Realms Unseen - Lulls the target into a deep, dark sleep, filled with the bizarre terrors of the realm Mekhet called home. System - This power may only be used on a character who is under the effects of “Shackle the Hapless Mind”. Make a Mental Challenge against your target, retesting with Empathy. If successful, the target falls asleep. In this state they experience existence in the bizarre realm of Mekhet where they face the horror of the Asura. They shift and groan in their sleep, desperately hoping to wake from it. The effects of this power last a scene but may be ended prematurely a hand full of ways. Any loud noise or physical interactions with the target will wake them. At the beginning of each round, the target may spend a point of Willpower and make a Simple Challenge as they attempt to claw back to consciousness. If successful, they wake. In any case, the affected target suffers from the Schizophrenia derangement for the remainder of the evening. This power may only be used once per scene.

  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Open the Gate - This power opens the pathway to the nightmarish realm of Mekhet. Those who dare make the journey enter a terrifying, unnatural place that is home to great secrets for those daring enough to find them. System - This power only works in a place of total darkness. Any light more than a candle will cause this power to fail automatically. Spend 3 points of blood and make a Static Mental Challenge against 8 traits, retesting with Empathy. If successful, a corner of the room becomes impossibly dark, opening a passageway into Mekhet’s Realm. Creating the door takes three rounds of concentration. Once open, anyone may pass back and forth freely making this power dangerou to use as Asura seem drawn to it. The door remains open for a scene and may not be terminated early

Date of Archival: 01-May-2017
Lasombra