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:
Inceptor Discipline: Approximation
 

Basic

Emotional Control

Make a Static Social Challenge (Animal Ken) versus 16 Traits. If successful, your emotional state appears to all probing as flat, not calm or truthful – just flat for the scene. This power has no effect on any power of Advanced or higher levels.
 

Delayed Gratification

Immediately after failing a test to resist Frenzy or Rotchreck, make a Simple Test. One a Win, you may spend a Willpower Trait and a number of Mental Traits up to your Permanent Humanity Traits to delay the Frenzy as listed below:

1 Trait: One Turn

2 Traits: Five Turns

3 Traits: Remainder of the Scene

4 Traits: The next sunset.

5 Traits: The rest of the night, plus the following night.

If the user does not choose to enter Frenzy before sleeping on the appropriate night, she wakes in Frenzy the following evening. When the user wakes, no level of Approximation may be used to control the Frenzy.

The user may not stack multiple uses of this power. If the user is forced to test for Frenzy for subsequent stimuli the user is forced to retest any successful challenge as the Beast is already straining at its bonds. (Ezra activates Delayed Gratification after Rusty calls Ezra’s mom a goat. Later in the evening, Ezra is forced to test for Rotschreck when Shaw sets fire to the car Ezra just purchased. If Ezra is successful in resisting the fear, he must immediately retest as the Beast struggles harder than before.)

 

Intermediate 

Desensitization

When voluntarily entering Frenzy or succumbing to Rotschreck, spend a Mental Trait and win a Simple Test to activate. When active, the user has much more control over her actions and appearance than normal. She may appear as calm as she wishes, and take actions that require thought and deliberate decision, including the use of certain Mental and Social Disciplines, with the added expense of bidding an additional Trait of the appropriate category when initiating the Challenge. The usable Disciplines are limited to Auspex, Dominate, Obfuscate, and Presence – and is further limited to only as many levels as the user has in Approximation (If the use has Approximation at first Intermediate, only the Basic levels of the listed Disciplines will be available. Yes, this means the user will never have the ability to use Advanced levels of the Disciplines when in Frenzy). Some ‘benefits’ of frenzy still apply, however: the vampire ignores wound penalties, and does not need to risk a Social Trait when defending against Challenges.

From the outside, it is almost impossible to determine that the vampire is in any kind of frenzied state. Supernatural abilities such as Auspex can do so by examining the vampire’s aura, but to mundane observation she appears no different from normal. The kindred has an absolute focus on the target of her frenzy. She can do nothing that she does not judge to be the fastest and most effective way to achieve her end. As the frenzy was invoked voluntarily, the vampire no doubt has an end in mind.

While the frenzying vampire cannot do anything she does not judge to be the fastest and most effective means to her end goal, it does not mean she should spend a long time contemplating options. On the contrary, she must decide quickly from among the options that come immediately to mind. If two seem equally effective, she is free to choose either, as long as she chooses quickly. In cases where the fastest and most effective way to achieve an end might require lots of careful planning, the user must spend a Temporary Willpower Trait – or gain the Flaw: Driving Goal. If the Willpower Trait is spent, the frenzied-state will end as normal (10 minutes after being removed from the stimulus). It is possible to have multiple Driving Goal flaws due to the nature of the Beast.
 

Assimilation

You can blend smoothly into any culture, no matter how strange or unfamiliar it seems. Assimilation doesn’t hide racial differences, but allows you to act and speak like a native and understand the local spoken language. Spend Two Blood Traits, and make a Static Social Challenge. The difficulty varies based on how alien the culture is, and will ultimately be determined by the Storyteller. Some examples may be: infiltrating another Sect of Cainites in a nearby city may require only Seven Traits, while passing as a member of a Black Spiral Hive on another continent may require Eighteen Traits or more. Applicable Abilities should be taken into consideration when determining how ‘alien’ the society is for the user. If the challenge succeeds, you suffer no social penalties while interacting with members of the target culture. Assimilation lasts for one scene. You may choose to spend a Willpower before the Challenge – if you do, and are successful, the effects last for the rest of the night. In addition, the user gains a free Retest when Defending against Social challenges while this power is active, reflecting the amazing ease with which he can manipulate the social expectations of the group.

 

Advanced

Extinction

When involuntarily entering Frenzy or succumbing to Rotschreck, spend a Mental Trait and win a Simple Test to activate. When active, the user has much more control over her actions and appearance than normal. She may appear as calm as she wishes, and take actions that require thought and deliberate decision, including the use of certain Mental and Social Disciplines, with the added expense of bidding an additional Trait of the appropriate category when initiating the Challenge. The usable Disciplines are limited to Auspex, Dominate, Obfuscate, and Presence – and is further limited to fewer levels than the user has in Approximation (If the use has Approximation at first Intermediate, only the first and second Basic levels of the listed Disciplines will be available. Yes, this means the user will never have the ability to use Advanced levels of the Disciplines when in Frenzy). Some ‘benefits’ of frenzy still apply, however: the vampire ignores wound penalties, and does not need to risk a Social Trait when defending against Challenges.

From the outside, it is almost impossible to determine that the vampire is in any kind of frenzied state. Supernatural abilities such as Auspex can do so by examining the vampire’s aura, but to mundane observation she appears no different from normal. The kindred has an absolute focus on the target of her frenzy. She can do nothing that she does not judge to be the fastest and most effective way to achieve her end. As the frenzy was invoked voluntarily, the vampire no doubt has an end in mind.

While the frenzying vampire cannot do anything she does not judge to be the fastest and most effective means to her end goal, it does not mean she should spend a long time contemplating options. On the contrary, she must decide quickly from among the options that come immediately to mind. If two seem equally effective, she is free to choose either, as long as she chooses quickly. In cases where the fastest and most effective way to achieve an end might require lots of careful planning, the user must spend a Temporary Willpower Trait – or gain the Flaw: Driving Goal. If the Willpower Trait is spent, the frenzied-state will end as normal (10 minutes after being removed from the stimulus). It is possible to have multiple Driving Goal flaws due to the nature of the Beast.

A vampire in hunger frenzy must feed to satiation as soon as possible. If the only vessel around is her beloved, she drains him dry. On the other hand, if the two of them are in a hotel room, she can charge out and into the next room, looking for another victim. She cannot, however, decide to take her beloved home first and feed later in the evening. If the vampire enters hunger frenzy while feeding, she can still break off to feed from another vessel, as long as she believes that there is another easily available.

A vampire in fear frenzy must get away from the cause of the fear as quickly as possible. A vampire forced into frenzy by another vampire waving a lighter in her face at a social gathering may make a cutting remark as she turns to stalk haughtily from the room, rather than freaking out and running screaming, but she must still leave. A vampire driven to fear frenzy by a candle could blow it out. Similarly, a vampire terrified by the sunlight coming through a window could duck around the light to close the shutters. If they failed to completely block the light, she would have to leave the room. Fear frenzies are possibly the least restricted, as about the only thing the vampire cannot do is bravely endure the threat; and most Kindred would not risk themselves in any case.

A vampire in anger frenzy must express her anger. She need not, however, do so through physical violence. If the frenzy was provoked as anger with a particular individual, it must be taken out on that individual. If, on the other hand, it was provoked by general frustration, the vampire can choose how to express it. In no case will a vampire with this power involuntarily attack her friends while in an anger frenzy, unless they are disguised as her enemies. A vampire provoked into an anger frenzy in a social situation could choose to take it out in a stream of highly polished verbal abuse, possibly challenging her opponent to a duel. A vampire who enters anger frenzy in combat gets the bonuses of being in frenzy, but otherwise may continue the combat as if nothing had happened.

 

Date of Archival: 02-Apr-2016
Sabbat