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:

Entropy’s Touch Inceptor Discipline

Endurance Drain (First Basic): After a successful Melee or Brawl attack you may engage in a static challenge, if you win, not tie, you gain the trait they bid on the challenge and they may not recover it by any means until the end of the scene or hour. If your opponent bid Intense(level 4 potence benefit) you gain a Brawny trait, and your opponent may continue to use the Trait on further challenges.

Theft of Skill (Second Basic): After a successful Melee or Brawl attack you may engage in a static challenge, if you win, not tie, you gain 1 level of a physical ability the storyteller chooses from your opponent. This trait returns to your opponent at the end of the scene or hour.

Impair Healing (First Intermediate): After a successful Melee or Brawl attack you may engage the target in a contested Mental challenge. If successful, spend a Willpower, Your target must pay double costs to heal until the end of the scene or hour.

Steal Vitality (Second Intermediate): After a successful Melee or Brawl attack you may spend a Blood Trait and engage the target in a Willpower challenge, difficulty your target’s temporary willpower. If successful, you recover one health level of damage while the target takes one non-soakable damage. If you have no damage you gain one additional health level. This lasts for the remainder of the scene or an hour. Can only be stacked up to three times over cap.

Vitae Larceny (Advanced): After a successful Melee or Brawl attack you may spend a willpower and engage your target in a Mental challenge, risking up to 3 Mental Traits. If you win you reduce your target’s Blood Pool by the number of traits risked, gain a 1 point Blood Bond with your target and increase your blood pool total by the number of traits risked. These traits last until the end of the scene or hour, at which point they return to the target they were stolen from.

Date of Archival: 01-Dec-2020
Salubri