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.
The Path Beyond
This path is designed for walking through the realms often considered out of reach to Cainites. It is a Necromantic interpretation of the Wraith Arcanos "Argos" and serves as a pathway for a daring Necromancer to explore the realms beyond and bear witness to the Far Shores and stranger realms connected. This Path of Eastern Necromancy is Yin aspect and is specifically not tied to the workings of the Umbra or Astral realms. The Far Shores are a place of mind bending terror and practitioners of this path are forever warped by its deeper understandings. The character gains the "Desensitization" derangement permanently, which can never be bought off. Furthermore, whenever a level of the path is activated, the Derangement is automatically triggered and Willpower may not be spent to suppress the derangement. Use of this Eastern Necromancy path requires intense focus and as a result, its levels may never be activated during combat.
Desensitization: Commonly found among vampires, the character has lost every feeling in his dead body. This affects his ability to feel any emotion except in highly rationalized forms or through foreign influences like the Blood Bond or Dominate. Such desensitization makes it difficult to truly devote oneself to Humanity or a Path of Enlightenment, causing a forced retest on degeneration checks.
Basic - Watch the Wending: The Necromancer is always aware of current conditions in the nearby Tempest or "Far Shore" they are visiting and can take shortcuts between two Shadowlands locations. System: By spending a point of Willpower, the character becomes in tune with the realm and gains a sense of nearby dangers, hidden pathways or strange laws that govern the realm. The player should work with their storyteller for degrees of understanding. Some secrets may require a Cosmology test.
Basic - Donning the Phantom Cloak: The Necromancer can manifest protective robes that ward off Maelstrom and Tempest's harmful environmental effects. System: By spending a point of Willpower, the Necromancer conjures forth a ghostly cloak. While wearing it, the character suffers no damage or debilitating effects from the Maelstrom or Tempest. At Storyteller discretion, these protections even extend to the environmental dangers that can be found in the Far Shores.
Intermediate - Walking Beyond: The Necromancer can manipulate the membrane between the Shadowlands and Tempest, allowing them to enter the Tempest without opening a Nihil. System: The Necromancer spends a point of Willpower and makes a physical challenge at difficulty 8. If successful, the character passes into the Tempest.
Intermediate - Sojourn: A Necromancer may manipulate the metaphysical shortcuts through the Tempest. System: Spend a Willpower and make a Static Mental challenge at difficulty 8, if successful the character collapses into a cold, black wind and safely passes into the Tempest and from there may use physical challenges to journey through to other places such as Stygia or even the Far Shores. This can greatly reduce the distance traveled. Storytellers are to keep in mind things like trods and moon bridges when thinking about how this modifies a journey through the shadowlands. This power never takes a character more than 100 miles when traveling to an earthly destination.
Advanced - The Walker in Darkness: At this level, the Necromancer has mastered their ability to traverse the Tempest and personally witness the wonders and horrors that lie beyond. System: The character may spend a point of Willpower while in the Tempest to instantaneously travel to any of the Far Shores that they have already visited or any location in the Underworld that they have been to, provided it does not have a reflection in the skinlands. This power is intended for travel to dark and mysterious locations. It is not a travel shortcut to mundane places and should not be treated as such.