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
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Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Basic  3XP

Makeup

This power allows you to change the details of your appearance. Cosmetic differences, such as varying your eye or hair color, require only a simple test. Significant alterations like modifying your facial features or skin tone require you to spend an appropriate Physical Trait. In general, you may affect any change that could be made with costuming makeup. However because your bone structure and mannerisms remain constant, anyone intimately familiar with you can recognize you by passing a Static Mental Test difficulty your Social Traits. This power lasts until you next sleep, or choose to dispel it.

New Face

This level allows you to take on a completely different appearance. You may change you height and mass by a noticeable amount or even change genders. Each of these alterations requires the expenditure of an appropriate Physical Trait. This change lasts until you next sleep or choose to dispel it.

                Another application of this power grants you one additional appearance related Social Trait, either positive or negative, for each success on an Extended Simple Test. These traits last for the remainder of the game session or until used. You may use this once per game session.      

                When creating a mask with this power you must pass a Simple Test, if you wish to duplicate another person with this power you must pass a Static Physical Test, difficulty is the Target’s Appearance Traits.

 

Intermediate  6XP

Kingdom Animalia

                You are now able to leave behind your human frame behind completely. By spending a Blood Trait, you may take on the shape of any creature found in nature between half and double your normal size. You must select a category of creature you can shift into (Birds, Reptiles, Dogs, Cats, and Bears. Etc.) for each level of Animal Ken you possess. Note that extinct or mythical creatures may not be copied with this power, and the user must have some knowledge of the creature’s existence to assume its form. Venoms and other poisons cannot be copied with this power.

                Each form grants 3 appropriate named Physical traits, up to 2 more can be added by taking an appropriate Negative Trait for each additional 1. Once these Traits are lost they remain so until the next evening. Shifting back into the form does not refresh them.

                There is inherent danger is shedding your true form. If you remain in a form other than your own for more consecutive hours per night than you have permanent Mental traits, you risk losing yourself to the beast inside you. For every hour past your total permanent mental traits you must pass a Static Challenge, if you fail you lose one permanent Humanity Trait and gain the drawbacks as though you failed a Humanity check outright, there is no retest. You may spend a Temporary Willpower to avoid this test for 1 full night. If you spend all of your temporary willpower in this fashion you automatically fall into permanent Wassail as though you lost all of your Humanity.

 

Chimera

 

                Rather than changing you entire form, you may now make functional alterations. Chimera enables you to grow claws that deal one additional level of Lethal damage, enhance the Strength of your legs to leap great distances, sprout wings that allow you to fly (at your normal running speed) etc. Each such change requires the expenditure of a Physical Trait and the effects last for the scene, with the additional expenditure of a temporary Willpower you may sustain these alterations for the entire night. Optionally you may spend a Blood and a Willpower to grant yourself 3 Traits in any one category, or an additional Healthy level for the evening, these traits can be refreshed or healed normally.

                In addition your Kingdom Animalia power can take you to the size of a mouse or the size of an elephant and allow you to refresh your form traits with each shift, these traits must be spent after you have run out of base traits however. Venoms and other poisons cannot be copied with this power.

 

Advanced  9XP

Lose the True Form

               

                With this level you are able to leave behind the living kingdom all together and take on the form of any object you can think of. The size and extinct/mythological/venom/poison restrictions from the previous level still apply however.

                Any solid shape may be assumed at will. With the expenditure of a temporary willpower you may shift into a fluid or gaseous state, taking on the form of water, fog or smoke. When in a gaseous state you become immune to physical attacks and may only be affected by magical attacks, but you are unable to move of your own volition and are at the mercy of natural forces. Currents, wind and fans will buffet you around until you resume a solid form.

                At this level your Kingdom Animalia and Chimera forms grant you six bonus traits to distribute to merits or attribute traits per recorded form. Once chosen these traits are locked in and must be recorded on your character sheet.

Date of Archival: 12-Oct-2016
Gangrel
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Chitinous Inceptor Discipline
Drawbacks: Once someone begins learning this power and buys the first dot of this the user may not purchase the discipline known as Protean. Anyone ever being taught this power will instantly realize this drawback before they buy the first level.

Compound Eyes: The users eyes become compounded like a flies and can see perfectly in the darkness. The User spends 1 blood and for the scene/hour is immune to the darkness retest.

Chitinious Hide: The user spends blood to turn his skin into a chitinous exoskeleton, for each blood spent confers 2 health levels of armor can’t exceed Generational max caps at three blood a turn. This is a minor form power.

Swarm Shroud: User spends a blood and vomits forth a swarm of insects that lasts for the next minute/ combat, an additional willpower with extend this for the scene. These insects cloak the user’s body and nearby area (everything within 6 steps of user). This confers the darkness penalty to everyone inside including the user as well as the negative trait oblivious. Penalties happen at end of round after power is used. Area of Effect Damage ends this effect at the end of the round the damage hits the swarm.

Chitinous form: The kindred transforms into a horrid hybrid insect. Cost 1 blood and 1 willpower to activate for the rest of the evening. The kindred gains 4 physical traits for determing ties and overbids, inflicts an additional lethal with unarmed strikes, and can walk on walls. While this power is in effect the kindred automatically enacts level 1: Compound eyes. The kindred cannot initiate non intimidate based social challenges and is repugnant X3. This is considered a greater form power in regards to stacking.

Infestation: User spends 1 Blood and 1 willpower to initiate this power. The user of this power converts a portion of his blood into flesh eating insects that attempt to burrow in and devour their target from the inside. Mechanics: this is a carrier attack. If hit with this power the user may spend 1-5 social traits. The person hit with the power loses 1 physical trait and 1 blood trait each round as well as takes a lethal each round this damage/loss happens at the end of the round. In addition the victim must succeed in a static Mentals + Survival vs the targets Physicals + Survival in order to use any social or mental power during this time, starting on the turn the person was infested, This power lasts for a number of rounds equal to social traits spent

Date of Archival: 18-Dec-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Cling

This odd inceptor power is sometimes called 'crazy glue' or Peter Parker's curse. Not exactly strength, and definitely not ‘magic’, this power causes a adhesion between the character and surfaces that his or her flesh touches. These powers may NOT be stacked with Potence.

Basic:

o Ant Walk: This allows the thin-blood to walk across walls and other vertical and even upside down on horizontal surfaces. This power is passive, and always ‘on’. However, it does require exposed skin adhered to said surface to be utilized effectively, so wearing boots or gloves precludes the ability to walk or crawl on vertical or horizontal surfaces. The kindred cannot carry with her more than half her bodyweight while utilizing this power. The Kindred cannot move faster than a walking pace while doing this power. Retests for this power when applicable, are Athletics.

oo Monkey Grip: By making a simple physical test (difficulty 5 traits, retests Athletics), a character will not lose control of anything held in his hands, so long as it’s not larger than the character in question, and there is a part that the PC can grip an entire hand around. This allows for violations of physics (and thus the Masquerade) so long as an object is within the ability for a character to lift via their strength, it may be picked up by the character. Any object may be lifted within a character's strength limitations, despite any lack of leverage. Only foes with equal or greater levels of physical traits may attempt to break this character's grapple, disarm him, or otherwise stop the user of this power from holding onto something that he wants to hold onto.  Again, Potence will not stack with this, the items able to be carried/lifted are limited to the PCs normal strength.

Intermediate:

ooo Tenacity:  A variation on Ant Walk, the character can do everything like the basic version, but the carrying capacity is doubled for the duration of the scene. This requires a spend of willpower to use however. The Kindred cannot move faster than a walking pace while doing this. Retests for this power are Athletics.

oooo Death Grip: Like Monkey Grip, except spend a physical trait. It will allow a character to hold onto anything that allows him purchase, such as a speeding car, kindred in Celerity, or rampaging werewolf. Whether or not you’d WANT to hang onto any of these however, is another story. Only foes with equal or greater levels of physical traits may attempt to break character's grapple, disarm him, or otherwise stop the user of this power from holding onto something that he wants to hold onto. Potence, as usual will supersede this power.

Advanced:

ooooo The Claw: By grabbing onto something, you may do a single level of aggravated damage by squeezing it tightly in your hand. Note that this damage ONLY comes from the grip, and may still be opposed by Potence. Retest for this power is Brawl.

Date of Archival: 07-Feb-2015
Anarch Coordinator
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This power is an Inceptor discipline designed specifically for an NPC and is not ever going to be taught to anyone. This is not a shopping list item. 
 

No (basic) - Spend a Willpower and all supernatural powers around you are dismissed and cannot be activated. Lasts 10 Minutes. Range 20 Yards. 
Uh-Uh (basic) - Range increased to 100 Yards
Negative (intermediate) - Range increased to 1/2 Mile
Never (intermediate) - Range increased to 1 Mile
Nope (advanced) - Range increased to 2 Miles

Date of Archival: 09-Oct-2017
Anarch Coordinator
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

The Khmer people were founded by a Brahmin, who brought Buddhism from India and fell in love with a Naga Princess, Soma, who became his wife.  Since that time, the Naga, and the waters of the Mekong River, have been celebrated in Khmer art and festival.  This Chi Art combines the studied movements of Martial Arts Kata with use of Yang Chi. Coils of the Naga Princess uses Performance: Dance as a retest, unless otherwise specified.

Basic

Soma’s Dance

With few graceful body movements, the Kuei-jin becomes more like the Naga they seek to emulate.  By spending 1 Yang Chi, they receive two additional, temporary levels of the Martial Arts ability until the end of the current scene.  These levels may be split between Hard, Soft, and Weapon styles as the Kuei-jin prefers, may exceed normal maximums, and may be bid or used just like any other levels of the Martial Arts ability.

The Mekong in Flood

The Mekong delta is the home of the Naga; during the rainy season, the great river swells up and over the riverbanks, and after each rush of water, more sand and stone erodes.  By the time the storms are finished, entire banks may have disappeared.  Like the rising waters of the great river, the Kuei-jin’s attacks overwhelm their opponent.  After making a successful attack using the Martial Arts ability, the Kuei-jin may bid two Physical Traits to make an immediate, reflexive follow up Martial Arts attack against the same target Character.  The Mekong in Flood may be used no more than once each round.

Intermediate

Diverting the Flow of Chi

Beings who wield the various forms of Chi are self contained edies in Creation, small vortices of power; with the precise, snake-like strikes of this technique, those small whorls in Creation’s flow may be interrupted, diverting the Chi to the Kuei-jin’s righteous use.  When making an attack using the Martial Arts ability, the Kuei jin may spend 1 Willpower to also steal 3 points of Chi, of the appropriate type, from the target and add it to their own pool (Yang/Gnosis from Hengeyokai, Yin/Pathos or Blood from Wraiths or Kin-jin, etc).

Spirit Whirlpool

Just as a sinking ship creates a vortex that sucks down fleeing survivors, the Kuei-jin’s graceful, serpentine dance can create a similar effect in the medium of Creation’s Chi flows: a temporary whirlpool of Chi that hinders incorporeal beings.  The Kuei-jin spends 1 Chi (Yin to affect Wraiths, Yang to affect Umbral Spirits, or Demon Chi to affect Demons or Yama Kings) and 1 Willpower to engage all incorporeal characters within ten steps in a mass Social Challenge (retest Performance: Dance).  Any such beings bested in the challenge halve their movement, unless they move toward the Kuei-jin.  In addition, any incorporeal characters with Willpower less than the Kuei-jin’s permanent Willpower score are unable to act entirely while the effect remains in place.  The Kuei-jin must bid an additional two traits on any other actions they take while Spirit Whirlpool is in effect, and may dismiss the power at any time.  This power explicitly crosses the Wall when used, to affect both the Yin and Yang Worlds.

Advanced

Chi Dousing Wave

Smothering an opponent with the dousing power of pure water, the Kuei-jin attempts to metaphysically drown and put out his opponent’s magic using a wave of Chi.  After making a successful Martial Arts attack, the Kuei-jin spends 1 Willpower and 1 Chi of either type.  For the remainder of the current round, all the target’s active powers (not passive, like Fortitude) of lower level than the Kuei-jin’s Dharma are immediately quenched and cease to operate.  Such powers may be reactivated in the meantime, and return at full strength at the end of the round.

Date of Archival: 16-May-2021
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Defensive Inceptor Path: Cybermancy

This path will not work if an electronic device is “dead, not charged, or plugged in.” All uses of this discipline have a “show” component in that pops up of the information that is being viewed or downloaded is shown on the computer screen at a rapid rate. The Inceptor’s eyes also pick up a matrix code scrolling down his eyes. (Retest is Computers & Security).  This costs In-Clan Costs for the Pander.

  1. Tech Analysis = The inceptor touching an electronic device can
    gain information from a systems analysis of the device with a mere simple
    mental challenge. Can gain access to any file on the drive so long as it is not
    secured. If files are secured, it will take a computers or security test based
    on the object in question to gain access to the information.
  2. Disto-Tech = Can do everything of level 1 at a distance.
    At this level, the inceptor can go above and beyond the mere analysis of a
    machine, now the inceptor can assess the levels of security attached to the
    machine. Such as how much it will take to penetrate the defenses, and what
    kind. Simple static mental challenge to determine the information.
  3. Jump-Drive = The inceptor at this level can now withdraw an
    amount of information on the computer in the amount of 5x the mental traits in
    gigabytes. If you become incapacitated or unconscious before downloading the
    information, it becomes lost. The inceptor must make physical contact with the
    device in order to download, and burn a temporary mental trait per use of this
    level.
  4. Wireless Mind = The inceptor can do all the above but via his
    mind as a wireless computer. With hand gestures the inceptor is capable of
    bringing vast amounts of information up into the air and seeing the actual
    wavelength of information. The inceptor is capable of doing everything listed
    above but wirelessly, by using line of sight on the computer. Another benefit
    of this level is you are now capable of adding your level of your discipline to
    any computers or security checks. (Think Alphas)
  5. Full Sync = Now will the expenditure of a willpower, the
    Inceptor is capable of entering the electronic devices (like Astral). The
    Inceptor becomes an Avatar within the Information Highway and is now capable of
    diving into more Networks and combating security programs, and downloading
    massive amounts of files quicker than would be through wireless mind. (Think
    Tron & Johnny Mnemonic)
Date of Archival: 30-Jan-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Cybermancy (Pander Inceptor Discipline)

Basic

Connections: (3 Exp) By spending a variable number of mental traits and making a static mental challenge based on the device in question (determined by the ST) the user may interface a device that is computer-controlled. For a number of turns equal to the mental traits spent, the player may interact with that device as if they were in full control. This may require static challenges depending on security of the device, at ST discretion. Player must have line of site to the device, and it cannot be physically controlled. This is merely a wireless interface, allowing for transfer of data, viewing through a camera, listening to a broadcast, etc. If the device is somehow interfaced with another device already subject to Connections, the user may “jump” to the next device by spending a temporary willpower trait.

Customization: (3 Exp) The kindred with this discipline may craft pieces of technology which perfectly match the desired individual’s needs. It requires a number of blood traits of the end-users as well as a single trait of the crafters blood (this means if you are crafting one for yourself you will spend at least two blood traits) to be used in the crafting. When employed by the individual for whom it was designed, a Customized device grants a free retest per end-user blood trait spent, though this retest must be the last one. Only electronically- or mechanically-powered devices may be created with this power. The builder must have enough levels of Crafts to be able to build the device, and must have succeeded on the required crafting challenges. All aspects of this power work only for the individual for whom the item has been customized. The end-user, if different from the crafter, must spend a BGA to be part of the crafting process. Items and devices intended to be Customized must be built with a minimum Crafts level of 3. For our specific House Rules, the items must be Design x3, Aesthetics x3, Structure x3.

Intermediate

Conduit: (6 Exp) With this level, a kindred has sufficiently acquainted himself to technology that he may channel its power as if it were an extension of himself. In essence the kindred may use the electricity in a device as a weapon. The user may call for a mental versus physical challenge with the intended target. The target must be in contact with the device at the time of the attack, and the attacker must have an established connection with the device through Connections as mentioned above. Spend a number of Blood Traits, limited by generational per turn maximums. Each trait spent inflicts one level of electrical aggravated damage on a chosen opponent. You may divide the damage among three opponents, provided they are either being touched by you (make a Physical Challenge against unwilling targets) or they are touching a device you have control of through Connections.

Cellular Senses: (6 Exp) With this power, the kindred may observe and listen to mobile transmissions, viewing them flying through the air like rivers of information. With a mental challenge versus the highest mental traits of conversation participants the user is attempting to eavesdrop on, he may attempt to listen to or track the source of any data stream of which he is already aware. The participants may notice a sudden lag in the signal, static, or some odd echo with a static mental challenge versus the power users’ current mental traits. While eaves dropping, the power user is at a 2 trait penalty to all actions he attempts. Tracking of the signal requires an extended mental challenge versus the participant that he desires to find, number of successes needed is determined by the ST.

Advanced

Riding the System: (9 Exp) With the penultimate level of this power, the kindred may download his essence into the network. Activating this power costs three mental traits and a full round of contact with a device. For as long as the user chooses, up to one day per permanent willpower, his conscience exists within the data streams. For simple things like communicating on a computer screen or turning the lights on or off, no challenge is required. While manipulating technology currently being used by someone, such as changing a message being sent over text or email, requires a mental challenge versus the person using the device; to alter the message after sending requires a static mental challenge. For truly impressive feats or when trying to manipulate very well protected systems, the difficulty of challenge will be determined by the ST, and additional costs in blood or willpower may be required. This power is limited by the actual capacities of a piece of technology; it must be a function the technology could employ on its own if given proper signals. While inside the system, the kindred’s physical body becomes a hollow shell – no awareness or connection exists between the conscience and the body. Returning to the body requires one turn of concentration and a static mental challenge versus the number of days away from the body. If the users body is destroyed, the conscience will continue to exist within the system indefinitely – this will be adjudicated by the ST.

Date of Archival: 03-Feb-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

By embracing the chilling grip of death the wielder of this discipline is able to influence the world
around them with death's icy touch. They can deaden emotions, extinguish the fire of life, freeze the very air around them.

Retest: Occult

Death's Caress (Basic): The wielder of this discipline has begun to grasp the touch of Death. By expending a blood and a willpower for the next scene or hour successful brawl attacks bestow the negative trait clumsy on the victim stacking up to a total of three times these negatives last for the remainder of the scene or hour whichever comes first.

Death's Icy Touch (Basic): By expending an additional  willpower when activating Death's Caress successful attacks now cause the victim's blood to freeze and explode causing a loss of a blood trait and causing an additional lethal damage. Death's Caress now applies to melee weapons as well.

Death’s Grip (Int): By expending an additional  willpower when activating Death's Caress successful attacks now cause the victim's skin to freeze and crack bestowing  the negative trait Repugnant on the victim.stacking up to a total of three times these negatives last for the remainder of the scene or hour whichever comes first. Addition when Death’s grip is active outside of combat touching an object will freeze it causing it’s molecules to become unstable giving it the negative trait fragile for every round that it is being touch should it  gain twice as many fragile traits as it has traits the object shatters. Once you let go of the object all fragiles go away.

Death's Icy Heart(Int): The wielder of this discipline turns their heart to black ice. Staking now also requires the winning of a hard test (No Ties) and the user gains an additional Cold Hearted Retest to all emotion based effects.

Death's Aura (Adv): The wielder of this discipline can freeze the air around them with the aura of Death. By expending a willpower and a blood They may form icy black armor around themselves gaining five additional health of armor that reform at the end of the round. This armor is immune to the armor piercing ability. This armor absorb damage from fire, heat, or sunlight as though it were your health levels. This power lasts for the scene or hour whichever comes first.

Date of Archival: 18-Oct-2019
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Offensive Inceptor Path:

This discipline costs inclan costs for the Pander weilding it.
Defiler Tech

 

1. Reboot=Refresh mental traits provided Inceptor is within one foot of a power source. Once per night

2. Slice = Can create an Electronic Long Sword with the expenditure of one mental trait. (Per Dark Epic traits for Long Sword)

3. Hacker = free to activate, becomes a rider to Slice. Hit target removes one mental trait and give it to Inceptor.

4. Tech Armor = Spend up to 5 mental traits for Electronic Armor. each trait spent add's one point of armor.

5. Defiler Form = Cost 1 Blood to activate. Gain 5 physical traits (3 Furious, 2 Resilient) also add 1 lethal when used with Slice. Gain large shield that adds 3 physicals traits when used in defense. This form implies a two negative social trait penalty to all social challenges.

Date of Archival: 30-Jan-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Draba

This power allows the vampire to identify, attune, and create Rom Draba. Knowledge of this power gives a bonus to activating, identifying and attuning them equal to the level of the Draba power possessed by the vampire.

First Basic:
Identify Draba -
With this level of Draba the vampire can identify not only if an object is a Draba, but what the Draba does if it is one. This power requires the Draba to remain in line of sight for one full turn before usage.
Mechanics:
The user makes a static mental challenge. On a success the vampire can identify what the Draba does. On a tie they can identify if it is a Draba but not its use.

Second Basic:
Attune Draba –
With knowledge of how the Draba works, the user can attune any Draba to themselves or another willing person.
Mechanics:
Before a Draba can be attuned, the user must know what the Draba does, either by crafting it themselves or by using the first level of Draba to identify what it does. The user expends a Willpower and makes a mental chop vs. 10 + the level of the Draba being attuned. On a success, the Draba is attuned to the target’s bloodline. On a failure, the Draba is rendered useless.

First Intermediate:
Create Basic Draba-
The vampire has gained enough knowledge of Draba to begin crafting them for themselves or others. With this level they can craft a basic Draba. This level allows for the creation of Draba that fall under the Background level 1-3 and the basic unattuned Sorcerer's Draba.

Mechanics:
When this level of the power is used, either the user of the power or the one the Draba is being made for must make the expenditures for one of the following:
1) Expend 1 temporary mental trait for each bonus trait given by the Draba, up to a maximum of 3.
2) Expend 2 temporary mental traits to give an item +1 Health Levels or +1 Damage up to a maximum of 1.
3) Expend 1 temporary Willpower and succeed on a Mental challenge vs. 14. If successful, the crafter creates a Draba that provides 1 luck based retest per night, or a free retest on any challenge relating to one ability possessed by the Draba’s user.
4) Expend 3 temporary mental traits or 1 temporary Willpower to create a Sorcerer’s Draba. (Ravnos Coord Approval)

Second Intermediate:
Create Intermediate Draba-
The vampire’s knowledge of Draba has grown to the point where they can craft more potent Draba for themselves or others. This level allows for the creation of Draba that fall under the Background 4. Level 4 Draba require Ravnos Coord Approval.

Mechanics:
The costs to create the Level 4 Draba will be determined by the ST and Ravnos Coordinator at the time of creation. This cost may be paid by either the creator or the receiver.

Advanced:
Create Advanced Draba –
The vampire has mastered knowledge of crafting Draba and they can craft the rarest of Draba for themselves or others. This level allows for the creation of Draba that fall under the Background level 5 and require Ravnos Coord Approval.

Mechanics:
The costs to create the Level 5 Draba will be determined by the ST and Ravnos Coordinator at the time of creation. This cost may be paid by either the creator or the receive.

Date of Archival: 20-Nov-2018
Anarch Coordinator

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