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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Mark of Moros

System: You must spend one (1) blood and establish physical contact (which may require a physical challenge) with the victim of this power. After establishing said contact, the victim gains a mark upon the back of their hand that may not be removed by anything short of killing you. At any time you may spend another blood (1) trait in order to sense the direction of your mark. Additionally you are acutely aware how many marks you have active and whether the marked individual is alive or dead. This mark lasts for one month,  you may have only as many victims marked as levels in Ruination, and you may dismiss a Mark of Moros at will.

Rack and Ruin

System: You may only use this ability on a victim marked by Mark of Moros (see above) and may be used regardless of distance. Spend one Blood. Engage the victim in a social challenge, if successful the target begins to bleed profusely from the eyes. While this power is active, the victim is down two (2) traits on all social challenges while this effect is visible. In addition, each round this persists they lose one blood trait. You may attempt to keep this effect ongoing by engaging the target in a social challenge each round (though you do not need to spend blood past the initial expenditure).

Doom Foretold

System: When you use Mark of Moros (see above) you may spend an additional blood (1) and engage the victim in a Willpower challenge. If successful, the victim is plagued by visions of their inevitable end at your hand for as long as they bear the Mark of Moros . The victim gains the flaw Nightmares (Laws of the Night, pg. 117) the derangement Phobia (MET Sabbat Guide, pg. 72) and the derangement Paranoia (Laws of the Night, pg. 214). You being the subject of their Nightmares and Phobia, as well as the external source of Paranoia.

Inevitability

System: You may only use this ability on a victim marked by Mark of Moros (see above) and may be used regardless of distance. Spend one (1) blood. For the remainder of the round your attacks bear the taint of the target's inevitable end. Any wounds the victim suffers as a result of your actions in the round, may not be healed while the Mark of Moros persists on their person. This includes spending blood to heal, natural rest, or any other form of supernatural healing. Additionally all such wounds appear to bleed continuously, though this causes no actual blood loss, the effects are jarring and incur a negative penalty on all social challenges per wound while the effect persists as the blood stains your victim and their clothing. This penalty can never be more than five (5) regardless of the number of wounds.

Extinction

System: You may only use this ability on a victim marked by Mark of Moros (see above) and you must have consumed one (1) trait of the blood from the victim to enact this power. After permanently spending one (1) Willpower, the victim loses on ties in all challenges in which you are involved. They also may not soak, revoke, negate, or heal any damage inflicted upon them by you. This heinous penalty persists for the next scene/hour.
 

Date of Archival: 09-Feb-2022
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Sanguine Alchemy: Potions/Poisons require 1 action to create if made from user's own blood, or 1 hour if using another's blood. Ingesting a Potion does create the blood bond (if using a potion not of the imbiber's own blood), but being affected by a poison does not. All Potions/Poison creation requires one blood point (though not necessarily that of the creator), plus any other costs listed in specific powers.

O Blood Elixir: By using this power the Vampire may mystically preserve blood, either his own or that he has ingested. A Vampire possessing this power may choose to avoid absorbing blood he has ingested for a number of rounds equal to his Permanent Willpower. During this time, he may take an action to regurgitate any number of the ingested blood traits of the Vampire's choosing. Any such blood regurgitated and placed into a sealed container is considered mystically preserved.

OO Anesthetic Poison: Individuals struck by a weapon coated in this poison must make a Static Physical Challenge against 8 traits. Ability retests are not appropriate for this test. Failure causes the target to lose one Physical trait. Mortals who lose at least one Physical Trait fall unconscious, where as Supernatural creature must lose two Traits before succumbing. Creatures rendered unconscious through use of this poison may be woken by any significant disturbance (compare to normal sleep).

OOO Waking Potion: Creating this potion requires the expenditure of a Willpower in addition to the blood point used to create the potion. Any Vampire in torpor who drinks/is fed this potion awakes with a sudden shock. Vampires who succumbed to torpor due to lack of blood awake with one blood point, but will not suffer from Hunger frenzy for at least one hour after waking.

OOOO Paralyzing Poison: If a creature is struck by a weapon coated in this poison, the attacker must make two Simple Tests, on which they must Win or Tie. If both Tests are succeeded on, the target becomes paralyzed for the next scene/hour.

Date of Archival: 19-Feb-2015
Assamite
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Note: This is a Physical Discipline that does not directly use Strength or Speed for the activation of any of these powers so it is not directly affected by the benefits of Potence or Celerity. Those who learn this Discipline grow a pair of Tymbals on their neck and antennae on their head. Covering these with a scarf, hat or other things prevents the use of most of these Powers. Enchanting Voice and Soothing Voice do not grant bonuses to this Discipline.

Basic

Echo Sense: By using their tymbals to emit a loud series of chirps and/or clicks then using their antennae to read the vibrations, the user has a better understanding of the area around them. The user spends up to 3 Mental Traits and a full round in concentration. Afterwards, the user is considered 1 Trait higher on Challenges that involve knowing what’s around them (i.e. Attacking, Dodging, Searching, etc.) for a number of rounds equal to the number of Mental Traits spent. Extremely loud noises (i.e. explosions) that happen while this Power is active can stun the user at ST discretion.

 

Bad Vibrations: The user produces and directs a high frequency a sound wave with their tymbals in order to stir the more primal aspects of a creature. Make a Physical Challenge (retest Animal Ken) vs the Social Traits of a target within 10 feet. On a Success, the target gains the Negative Social Traits Feral x2 for 1 scene/hour. Although the sound waves this Power produces are inaudible to the human ear, those with Heightened Sense: Hearing can tell when this power is used and the general area that it originated from.

 

Intermediate

Molt: While all Kindred can heal using Vitae, users of Semi No Michi have found a way to try and shed surface wounds as well. By storing Vitae just under the skin, they can attempt to molt the outer layers of skin when healing. When spending Blood to heal you can attempt a Simple Challenge, bidding a Stamina related Trait. On a success or tie, you may remove an extra point of Bashing or Lethal damage. Healing more than 1 point of damage does not grant extra chances to molt. This can only be used once per scene/hour.

 

The Pied Piper: Being more in tune with the primal nature of their Beast, the user has learned to use sound to direct the focus of another’s fear and frenzy. Make a Physical Challenge (retest Animal Ken) against the Social Traits of a target within 10 feet of you that is under the effects of Frenzy, Rötschreck or another similar effect. On a success, you can change the focus of the target’s rage/fear to another creature within your line of sight that is not being targeted by this power. By spending Physical Traits, you can attempt to affect an extra target equal to the number of Traits spent. If your attempt fails or there are no valid targets to make the focus of the targets’ rage/fear you become the focus.

 

Advanced

Man-Bug Form: While most practitioners of Semi No Michi tend to favor diplomatic resolutions, they are in no way pacifists. When it comes to serious combat, they tap into their most primal instincts and bring it to the surface. They allow their Vitae to seep from their pores and harden into a frightening carapace and other insect parts. The Beast is also more obvious in the behavior. While not as deadly as the forms of other Clans, this one is designed more for survival.

Activating this form costs 3 Blood Traits and you must spend at least 3 rounds in concentration. The hardened Vitae creates long hardened claws that cause unarmed attacks to deal Lethal damage, fanged tipped chelicerae that increase bite damage by 1 and a chitinous carapace that provides 3 points of armor. Sadly, due to allowing the Beast to be so close to the surface, there are arguably more downsides to this than upsides. You gain the Flaw Conspicuous Consumption, cannot use other shapeshifting powers, gain the Negative Social Traits Bestial, Feral & Repugnant and you cannot initiate Social Challenges except for ones that involve Intimidation while this power is active. After 1 scene/hour the effects wear off as the carapace dries out and crumbles away. Use of this Power destroys any armor currently being worn by the user.

Date of Archival: 11-Feb-2022
Anarch Coordinator
Custom Content Category: Discipline
XP Cost: 33669XP
MET Mechanics:
Basic:  Olphagusto: With the expenditure of one blood and a Mental Challenge, retest Awareness, the target loses all sense of either Taste or Smell for the next scene or hour. You may use this power on yourself with the expenditure of a Mental Trait.
 
Basic: Audioception: With the expenditure of one blood and a Mental Challenge, retest Awareness, the target loses all sense of Hearing for the next scene or hour. You may use this power on yourself with the expenditure of a Mental Trait. Anyone affected by this power is down two traits on any challenge related to balance.
 
Intermediate: Ophthalmoception: With the expenditure of one blood and a Mental Challenge, retest Awareness, the target loses all sense of Sight for the next scene or hour. You may use this power on yourself with the expenditure of a Mental Trait. Anyone affected by this power may have the forced retest of Darkness used against them on all Physical Challenges.
 
Intermediate: Tactioception: With the expenditure of one blood and a Mental Challenge, retest Awareness, the target loses all sense of Touch for the next scene or hour. You may use this power on yourself with the expenditure of a Mental Trait. Anyone affected by this power may not grasp anything without a static Physical Challenge vs ten traits, are considered Clumsy x3, and any movement taken must be at half the normal speed. The character also suffers from no wound penalties except for Torpor.
 
Advanced: Void the Senses: With the expenditure of a blood trait and a Willpower upon a successful Mental Challenge vs your target, retest with Awareness, your victim loses all five senses for ten minutes or until the end of the scene. While effected with this power the victim may have the Darkness retest called on them for any Physical Challenge, is Clumsy x3, may not grip anything without a static Physical Challenge vs 10 traits, is at half movement, and does not suffer from wound penalties except for Torpor.
Date of Archival: 19-Nov-2016
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Intermediate Ritual

Geometry teaches that to define a plane a point beyond the dimension is needed.  A line shows one dimension, a triangle two, a cube three and so on.  Mathematics is not the forte of House High Saturday, but the magi certainly work with more planes than the standard mathemetician and must understand this basic principle, even if intuitively, to address some of the concerns that they handle on a nightly basis.

By spending three Blood Traits and drawing a complex septogram with human ash using an ash wand steeped in sandlewood oil the thaumaturge is able to define an area (no larger than a house) that is warded by this ritual.  The next three times that a being, on any plane of existence, cross the thresshold the caster will be aware that something crossed his barrier.  Similarly, if the barrier is destroyed before three individuals have crossed it, the caster is aware of its destruction.

Date of Archival: 17-Feb-2015
Tremere
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Inceptor Discipline: Shared Malady
Rules: This Discipline manifested in its Inceptor as a pervasive sickness, almost like a weakness of the blood that is transferable to those around the user. Inherently useless on its own, when enacted amongst friend or foe it can be quite the debilitating power, allowing the most pitiful and sad Cainite, to become something quite fearsome on the field. This discipline is a contested mental challenge against its targets in which the user can retest with Empathy, but the target does not receive an ability retest similar to Dominate. The power is based on proximity and awareness but not line of sight. Uses of this power are not inherently obvious unless otherwise noted in the discipline power description. As a note in regards to the potential infliction of or sharing of flaws, all flaws provided in this way are at storyteller discretion. While it makes sense to inflict someone with Touch of Frost, it does not make sense to inflict them with, Probationary Sect Member, or Infamous Sire.

The Itch: Basic- This power is activated by expending 1 blood. For the remainder of the scene the user can engage anyone within 15ft of their person in a contested mental challenge. If the user wins they can choose between one to three negative attributes that they currently suffer from, and inflict them on the target. The effects last for the remainder of the scene, hour, or until the user of the discipline is rendered unconscious or into torpor. Any number of targets can be afflicted by The Itch at any given time, but they must be afflicted on their own individual challenges.

Infectious Touch: Basic- This power is activated by expending 1 blood and requires physical contact with a target potentially requiring a physical challenge, followed by a carrier attack style mental challenge with the target. If the user wins the challenge they may select one derangement that they currently possess, and inflict it upon their target, this lasts for one scene or hour. The derangement must be ‘active’ to be used against someone, and it can be suppressed like usual by the target if they become afflicted. An individual target can only be afflicted by Mental Malady once in a scene, but multiple targets can be afflicted inside the same scene.

Shared Misfortune: Intermediate- This power is activated by expending 1 temporary willpower trait and engaging a target within 30ft  in a Mental challenge. If the user succeeds they may select up to 5pts in flaws that they currently possess and also inflict them on the target. Not all flaws transfer up to ST discretion, it is advised that Flaws that themselves can not be mechanically represented or enforced be exempt from this power. Once afflicted the user of this power can expend between 1 and 3 mentals to increase the duration of the effect. 0 Mentals cause the power to last for the next scene or hour. 1 Mental causes the power to last for the full night. 2 Mentals cause the power to last for the next 48hrs. 3 Mentals cause the power to last for 1 full week.

Double Edge: Intermediate- Once learned this power is considered always active. Whenever an aggressor who is already afflicted by one of the disciplines of Shared Malady targets the user of Double Edge, the user makes a simple test. On a win/tie the user receives a single free “Bad Luck” retest sourced from this discipline. However on a loss, the aggressor targeting the user instead receives this free retest. Each challenge can only benefit or suffer from this effect once per challenge.

The Pariah: Advanced- Activating this power requires expending 1 temporary willpower and 1 blood trait. When activated the user selects up to 7pts in flaws that they currently suffer from, which could be 1 flaw, and anyone affected suffers the full effects of this flaw. Everyone (friend or foe) within 10ft of the user must make a willpower test vs a difficulty of the users permanent willpower rating. This test must be thrown at the beginning of each new round until they are no longer within 10ft of the user, have become affected, or the user of the power ceases using the power. This power, and the source of it, is obvious to anyone who is currently affected. Once affected this power lasts as long as you are in the presence of the user, until such time as they end the power or are rendered unconscious. As with Shared Misfortune, Flaws selected and applied should be relevant and have some degree of mechanical nature, for instance it would be fine to give a target the Touch of Frost or Can’t Cross Running Water flaw, but not Probationary Sect Membership or Infamous Sire. As always the exact nature of what can and can’t be applied falls within the purview of the ST overseeing the scene.

Date of Archival: 21-Oct-2021
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Basic:

Devour Knowledge:

By touching a source of writing and spending a Blood point, the vampire absorbs all of the knowledge therein, regardless of the language it was written. This knowledge does not come immediately however. Over the following nights, the vampire will dream of the book's contents as if it was unfolding like a story. Some information may be so esoteric that the vampire must spend the appropriate xp on knowledges to make sense of what they have 'read'. Truly disturbing information may bestow nightmares or derangements while they are being understood, and books written in arcane languages could take weeks if not months to finally understand. Only one such text may be understood at a time. The vampire may spend a willpower to abandon his efforts.

Chaos to the Fly:

The vampire has tapped into ancient and forgotten dreams of a dead past, steeling his mind and soul against usurpers and intruders. She receives a single free retest whenever she is the defender of a social or mental challenge where a willpower retest is appropriate. ((Think like a mental might retest but only for defense)).

Intermediate:

A Portal Appears:

By spending ten minutes and a point of blood, the vampire may empower a doorway or other opening to act as an anchor until the sunrise. This should be noted at check in. Thereafter, the vampire may spend one point of blood creating a one-way portal the same size and shape as the anchor anywhere they can see and step inside if they wish in that same action. The portal requires spending a physical trait to keep it open longer than a turn which counts as an action. The portal cannot be created in such a fashion that others fall through it (such as creating it beneath someone's feet) however a character may be forced through the portal, provided it is large enough to accommodate them.

The journey through the portal can be harrowing and truly disturbing as they fly through nightmarish realms and alien landscapes where time has no meaning. Each character, except the user and characters with the nightmares flaw must make a Willpower challenge upon arrival. If a character fails they gain the derangement hallucinations until they sleep, seeing every door and window as a gateway to the realms beyond. Characters with the Nightmares flaw must make a nightmares challenge and suffer the consequences. Characters already suffering the trait penalty for nightmares are entirely unaffected by this form of travel.

The Unnamable:

By spending a blood point, the user's body erupts into an alien and horrifying mass of tentacles, teeth and eyes granting the following affects.

  • Too Many Eyes: This new form has too many shifting eyes to achieve eye contact for powers. This works both ways.
  • Unknown Anatomy: Attempts to stake the vampire require an additional hard test.
  • Tentacles: The Vampire  may scale upon walls and ceilings with ease at their normal speed without penalty.
  • Body of the Deep: The vampire may fit through openings large enough for their finger and they cannot be grappled.
  • Unnamable: Everyone who witnesses this form cannot recall the name and basic information of the vampire who used it. Their face becomes generic, their name remains on the tip of your tongue, their address escapes you. Simply seeing the vampire again later, even a photo negates this effect.

Drawbacks: While the vampire is in control of its body, intricate
motions and speech are impossible.  Any worn equipment can easily be dragged along by the multitude of limbs, but most held weapons are rendered useless as the vampire does not have enough control to wield anything more complicated than a simple club.  If rendered unconscious, the vampire returns to their normal form.

Advanced:

A Monster Appears:

By spending three rounds and spending a Willpower, a portal opens and a horrible monster appears with a singular purpose: it seeks out intelligent creatures who will look upon it and chants in an Eldrich tongue.  Any intelligent creature that can see the monster, even peripherally loses a Willpower each round, and only creatures with human or near human intelligence can perceive the monster.  It does not show up on cameras or recording equipment.  If a victim is reduced to zero willpower, they will be compelled to kneel before it, and join in the Eldrich chanting.  While in this state, they may defend themselves as normal, and respond violently to attackers and those who would pry them away from their "New God".

If pried away, the Monster will follow at a walking pace unless it finds a new "worshiper".  If the Monster is killed or the worshiper escapes they only have vague memories of the entire experience.  The monster is immune to all social and mental powers, but can easily be damaged.  It responds to all challenges by bidding 10 without a retest, and has 10 health levels before it disappears into nothing.  Most attempts to discern what it is returns some ominous answer, however particular powerful or clever means to determine what it is reveals it is like a Tulpa or emanation made of pure thought.

Date of Archival: 17-Sep-2019
Malkavian
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This custom discipline allows Syograh to use her weak blood to improve his senses for certain substances and convert some of her vitae into a poisonous substance that can affect the victim by touch. It cannot be thrown in any way to allow for a long-distance attack as it is viscous and dense. Syograh can secrete the substance and apply it exclusively through they forked tongue.

Any victim affected by it can be infected repeatedly, accumulating negative traits, up to a limit of 3 negative traits of each type.

 

Basic

Syogra's understanding

Syograh's familiarity and experience with chemicals and poisons finally evolved. He can recognize any chemical he knows by taste by the simple touch of a drop.

As mentioned, this is based on the chemicals he knows, his skill set, and just mundane materials. He won't be able to identify some specific Quietus powers, for example, or anything that the ST doesn't consider familiar to him based on his skill set.

This understanding comes from the heightened senses of your tongue; which elongated and became retractable like a reptile's tongue, reaching up to 50 centimeters in distance and being able to be activated even without substances from the levels below for purposes not of combat but of picking up objects or intimidating someone.

This power is always active.

Only one of the powers below can be used per turn.

Komodo Touch

Syograh's experience with chemicals has improved to the point where he can secrete a substance that affects not only mortals, but also vampires and other supernatural creatures. If this substance comes into contact with other members, it will make the subject twitch and tremble, affecting his social capabilities as he appears to behave in a strangely and inconsistently.

Mechanics: Contaminated blood must be brought into contact with the target by touching the tongue. Each of these attacks will give the target a Negative Social Trait: Awkward. The target will behave very similar to a drug addict going through withdrawal. This can be very embarrassing in a social scene.
-This effect lasts for one scene or hour, whichever ends first.

Intermediary

Komodo Curse

His blood becomes even more contaminated and is now capable of affecting the victim's mind. Using the same method as before, Syograh can make his tongue secrete a substance based on his vitae that will affect the victim's mind when they are drugged.

Mechanics: The tainted substance can now affect the target's mind, giving the target the Negative Mental Trait: Distracted, as their mind cannot focus on anything.
-This effect lasts for one scene or hour, whichever ends first.

Komodo´s Poison

The latest evolution of Syograh's gift, Komodos Poison, allows Syograh to secrete a poisonous substance that will make his victim's body fragile, unable to function normally.

Mechanical: The contaminated substance can now affect the victim's body, giving the victim the Negative Physical Trait: Fragile, as the poison injures the body and affects its capabilities
-This effect lasts for one scene or hour, whichever ends first.

Date of Archival: 17-Apr-2024
Camarilla
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Skipping Stones

Mibasham 3, Yang Prana 1

Cost: 10xp

Whenever the Kuei-jin is attacked, her player may invoke this power by spending one Yang Chi.
The Kuei-jin instantly slips into the Yang World (Umbra) as if employing the Mibasham power Stepping Stones (with the normal Willpower cost and Mental Challenge), avoiding the attack unless the attacker is also capable of striking spirits across the Wall. The Kuei-jin must be able to perceive an attack in order to evade it with this power, and must also be able to spend Yang Chi during the turn in question - this technique does not permit the Kuei-jin to spend any more Chi per turn than normal, or to spend Yang Chi during a turn in which they have already spent Yin Chi.  Finally, depending on the Kuei-jin’s location when they step into the Yang World, this may well take them out of the pot and into the fire...

Date of Archival: 04-Nov-2018
N/A
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

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