Custom Merit
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.
You have achieved something similar to Ahazi Dhaka or other greater enlightenment on your path of enlightenment (or so you believe). This awakened a great power and understanding with your Beast. Only characters who have reached a Morality rating of 10 on their chosen path of enlightenment, and passed a suspire like event run by the Storyteller, may purchase this merit. This merit, also, ceases to function if the Characters current Morality rating drops below a 10 at any point and may not be accessed until it has returned to a rating of 10. Characters who change Paths of Enlightenment also lose access to this merit as well. Once purchased the character gains 7 points to spend as they see fit on the special advantages listed below. Once a Special advantage is selected, they may not change it later.
• Bestial Aura (3pts): People and entities opposed to the nature of this creature (Storytellers call) feel compelled to flee unless they spend a Willpower point to remain in the aura-bearer’s vicinity; if they stay, such creatures are down 3 traits in all challenges they make against the character who radiates the Aura.
• Bestial Strength (3pts): When the character enters Frenzy they gain all of the mechanical benefits of Frenzy with none of the Downsides. Meaning they may control their actions and can use mental and social powers while in frenzy.
• Beast Mastery(5 pts): The character never enters into Frenzy or Rotshreck regardless of reason or power used against them.
• Dominance (1pt): You gain 3 bonus Traits on all Social Challenged you make related to Leadership or Intimidation.
• Elemental Control (3, 5, or 7 pts): this Advantage grants a limited amount of control over a single element that’s associated with your character. Because this bond works through mystical associations, that element must be natural and “pure”: fire, earth, wood, air, a given metal, and so forth. That said, modern “para-elementals” can supposedly manipulate plastics, glass, alloys, and other products of elemental technology. The element and bond, therefore, depends upon the concept of your character and its connection to his world. The degree of control you can exert upon the element in question depends on the amount of points invested into the Advantage, as shown on the chart below. Once that element responds, however, you don’t maintain much control over what it does afterward. Calling up an inferno to cook your hot dogs, then, might be a very bad idea!
o 3 Points: Sense the presence of a large quantity of your chosen element within a half-mile or so. Requires a Static Mental Challenge retested with awareness (difficulty 8-12, depending on the amount of the element and the obstacles between it and you
o 5 Points: Sense your associated element; or affect a nearby quantity of it in small yet possibly significant ways (calling up a breeze, making flames flicker or settle, rippling the surface of water, etc.). Challenge as above.
o 7 Points: Alter a small local quantity of your element in minor ways (warping a tree branch, causing a fire to flare or gutter, raising waves on water, and the like). This control demands one point of Willpower.
• Flight (3 or 5 Pts): Put simply, you can fly. For three points, you may fly up to the normal human jogging speed (13 yards per turn); for five, you can cover 20 yards per turn.
• Ancient Knowledge (2 pts): Your character can spend 1 willpower to gain access to any ability up to level 3 they do not currently possess for the next scene or an hour.
• Nightsight (3pts): You are no longer effected by Darkness or Blindness penalties
• Vampiric Skin (2pts): Any character who makes a brawl attack against you and succeeds, suffers 2 levels of Lethal Damage.
• Regrowth (6 pts): You may spend 1 blood to instantly regrow any lost limb or restore any limb.
• Shapechanger (2 or 5 points): This Trait lets your character assume different forms. All of the natural abilities of a non-magical form (wings, speech, swimming, sharp teeth, etc.) become your character’s own capabilities, although special ones (fiery breath, spirit-walking, and so forth) must be purchased as Advantages. The same rule applies to abilities that are not natural to the new body: A man who wishes to become a talking pig, for example, must still purchase the ability to form human speech with the pig’s anatomy. In most cases, your Attributes and Abilities remain unchanged unless those physical characteristics are incompatible with your new form (a mouse, for instance, with a Strength of 5). No other object shares your ability to change, and so you must discard clothing, armor, weapons and so forth every time you transform. Such transformations typically demand one turn, although extreme shifts in size and mass might take a turn or two longer than that. An innate shapechanger retains her mind and personality when she changes forms. The things she knows in one body carry over into other physical shapes. Characters who can sense auras or perceive paranormal effects might notice the shapechanger’s true nature with a Perception + Awareness roll, difficulty 7. That shapechanger’s scent remains more-or-less consistent through her various incarnations; she might be a wolf who smells like a woman, or a woman who smells like a wolf, or a being whose smell doesn’t seem quite “natural” to the body she “wears” at the time. The number of forms you can attain depends upon the points spent upon this Advantage:
o (3 points) One alternate form (hawk, lynx, woman, shark).
o (5 points) Any form within a limited range (cats, humans, birds, equines, and the like).
• Death Sense (2 or 3 pts): With the two-point version of this Advantage and a successful Static Mental Challenge retested with Awareness at difficulty 8, you can sense the vampire in a crowd, the spectre lurking in the graveyard, or perhaps the Pattern Spider about to manifest on the material side of the Gauntlet. You may also be able to sense an impending birth, or the flowering of life within the womb. With the three-point version of this Advantage, you have the ability to see the auras of those who will soon face and overcome death, or perhaps notice the entropic threads around a person who’s headed to their doom. Such insight can give you enough time to intervene, or it might just be something you note and then move on with your existence. This Advantage, sadly, doesn’t give you any sort of moral compass to go along with it.
• Vampiric Speed: (Variable): For every two points spent on this, the character gains 1 additional step in combat.
• Master of Fate (5pts): The character gains 3 Retests they may use on any challenge a night. Once used these retests are gone and do not return until the next night.
• Wall-Crawling (4pts): You may attach to surfaces as per the ritual Clinging of the Insect.
• Bestial Strength(6pts): The character can spend 1 blood trait to gain the Physical Traits, Ferocious x2, Brutal x2, Relentless x2 for the next scene or an hour.
• Blood Potency (2, 4 or 6 pts): For 2 points the Characters permanent Blood Pool increases by 1, for 4 pts it increases by 2, and for 6 points it increases by 3.