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:
Level 1- Field Sense: Can sense electromagnetic field similar (like a shark or sting ray). Able to orient naturally using this ability to sense the Earth's magnetic field. Can activate power like Auspex lvl 1- at will.
 
Level 2- Spark: Able to manipulate personal eletromagnetic field enough to create a spark: 
System: Succeed at a physical challenge and/or have physical contact be willingly initiated by target. Spend one blood. Canite is able to physically send a spark that does 2 points of electrical damage (lethal) to the target. Can be used on people or inanimate objects.
 
Level 3- Personal Field Manipulation: Able to manipulate personal electromagnetic field to accomplish various affects. Canite is able to use this so that she can walk/move along any surface (walls, ceilings, etc.). Additionally she is able to alter her field so it can mimic the electromagnetic fields around her. Affecting electronic devices positively or negatively at will. 
 
System: Spend 1 blood, effects of this discipline work until the canite chooses to turn it off or falls unconscious.
 
Level 4- External Field Manipulation: Able to manipulate electromagnetic fields of other things to move objects towards or away from the canite.
 
System: Spend 1 blood. Can affect things up to 200lbs in weight. 
Inanimate objects: simple physical challenge vs. 3 (less than 50lbs); 5 (50-150lbs); 7 (over 150lbs)
Living Creatures/items held by living creatures: physical challenge
Date of Archival: 22-Feb-2015
Malkavian
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

With this discipline, a vampire supernaturally manipulates the electromagnetic fields of the earth to detect creatures and devices by the fields the generate, or how they disrupt the passive EM fields in the environment. With greater mastery, the vampire even learns to utilize the power of her blood to control EM fields and even focus significant energy in a scarlet flash of superheated plasma. Most retests for this discipline may use the Sciene: Physics ability.

O Electrolocation - Senses the electric fields generated by living organisms and electronic devices at a distance of 5 steps per dot of Electrovitae known. This conveys exact location as well as general rough knowledge (ST discretion) of the type of creature or device detected (i.e. can distinguish a cell phone from a taser, a rat from dog or person, and recognize known individuals). This power does not detect the undead or nonliving creatures. Should a viable target be hidden via supernatural means, add dots of Electrovitae as traits total for resolution of challenges (similar to Auspex vs. Obfuscate.)

OO Capacitor Vitae - By manipulating the flow of the earth's naturally occurring electromagnetic field, the vampire can act as a power source. Spend 1 Blood to activate Capacitor Vitae and supply sufficient power to maintain electronic devices at a range equal to the distance detected by Electrolocation (touch is not required.) This power does not provide control of the electronic devices, but merely supplies power to them. The vampire may selectively decide which devices are powered. The total amount of power provided should be no greater in effect than what could be powered by a car battery (ST discretion). This power lasts for one scene or hour, and the effect can be changed for any combination of devices at will (though only once per round). Living creatures can not be affected by this power.

OOO Sever Power - The vampire can now selectively sever or restrict the flow of power to electronic devices, rendering them inactive when within a range equal to the detection range of Electrolocation. Power lines remain live outside the range, and batteries remain charged, but the power is does not reach the devices so targeted by the vampire. The control at this level is fine grained and specific. The vampire may choose to leave a device on but with no additional functionality within ST discretion (i.e. alarm system remains in an armed state, but can not become active and send a signal.)  Spend 1 Blood to activate Sever Power, which lasts for one scene or hour.  The effect can be changed for any combination of devices at will (though only once per round). A vampire may have both Sever Power and Capacitor Vitae active at the same time, selectively apply the effects to individual devices.

OOOO Plasma Ignition - The vampire has learned to channel and focus electromagnetic forces into a superheated plasma to burn targets with a touch.  Spend 1 Blood to activate and lasts for one scene. The vampire must succeed in a physical challenge to touch and apply this effect. The location touched explodes into a momentary, brilliant scarlet plume of superheated plasma, inflicting two levels of aggravated damage total. This power is not additive with any other attacks. This power does not start fires nor explode volatile compounds, the plasma plume is supernatural in nature and lasts the briefest of moments. This attack may be fully used in conjunction with Celerity.

OOOOO Plasma Detonation - Spend 1 Willpower and 1 Blood to activate this power for one scene. The vampire can choose to use this power in one of two ways in any given round of combat, affecting a single target for 3 aggravated damage, or up to 5 targets for 1 aggravated damage each. Range is limited to the range of detection of your Electrolocation discipline. You must win a physical challenge (Dexterity based) against your target. Visually, the vampire flings tiny scarlet ribbons of energy at the target(s), which then erupts into a violent plasma plume upon contact. This power does not start fires nor explode volatile compounds, the plasma plume is supernatural in nature lasts the briefest of moments. This attack may be fully used in conjunction with Celerity.

Date of Archival: 16-Feb-2015
Toreador
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Level 1 Skin Shift
 
The power activates reflexively whenever the user is attempting to hide their presence. The chromatophores in the upper layers of skin and even hair, change color to mimic surroundings, subtle coloring and mimicking shadow and texture visually. This grants the user two bonus traits for use in stealth and attempting to remain unseen. Can also be used to mimic clothing as well, very tight clothing.
 
Level 2  Subtle Disguise
 
Over the course of a round user can subtly change things about themselves with concentration. The shape of their nose, eye color, length of hair or  skin’s actual texture. The use of this power with Obfuscate’s Mask of a thousand faces gives you a free retest of Subtle on breaking mask, as the real helps reinforce the mask. (Think Ultra Violet)
 
Level 3 ­ Body Double
 
Fully shift into another known human form­ mimic. Keeping similar mass, blood can be spent to temporarily swell in size giving the impression of additional bulk one trait per 10 lbs, much like a blow fish swelling with water. This transformation takes a full round. (Think Mystique)
 
No fourth level as of yet. 
Date of Archival: 23-Feb-2015
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Basic:

     Second Wind: This power allows the Inceptor to refresh a single trait category once per evening as long as that category of traits has not been refreshed yet that night. This power replaces the Willpower refresh that is available for the chosen trait category.

     Strength of Skill: To activate this power the Inceptor must throw a Willpower challenge versus four traits. If the Inceptor fails the challenge this power may not be used for the remainder of the night. Once active this power allows the Inceptor to add one bonus trait to his all challenges for each level he/she has in the appropriate Ability used to retest the challenge. This power last a scene or one hour.

Intermediate:

     Determination: To activate this power the Inceptor must throw a Willpower challenge versus five traits. If the Inceptor fails the challenge this power may not be used for the remainder of the night. While active this power allows the Inceptor to expend a temporary trait in the corresponding trait category for a challenge to gain one retest for any challenge in that scene. This power must be used before any other discipline retests such as Potence: Might or Presence: Awe.

     Master's Focus: To activate this power the Inceptor must throw a Willpower challenge versus six traits. When the Inceptor activates this power his/her eyes glow a fiery red which may not be hidden with Obfuscate or any other power. While active this power allows the Inceptor to choose one non-Supernatural Merit and gain it for the rest of the scene or hour for each activation of the power. This power may only be activated a number of times in a night equal to the levels of Enhancement the Inceptor has. At the end of the scene in which this power was used the Inceptor gains a one trait penalty for each use of this power for the remainder of the night.

Advanced:

     Unending Reserves: To activate this power the Inceptor must expend a Temporary Willpower trait and engage in a Physical challenge versus ten traits, retest with Survival. Once active the Inceptor's skin begins to glow a fiery red, this effect cannot be covered up with Obfuscate or any other power. While active the Inceptor must make a Physical challenge versus ten traits, retest with Survival, each round or suffer one level of aggravated damage as his/her insides begin to heat up and liquefy, this damage may be reduced as normal by Fortitude. This power allows the Inceptor to choose one trait category at the end of each round and refresh it, this power may not be used at the same time as Second Wind. This power lasts one round per Temporary Willpower the Inceptor has then may be reactivated. 

 

Date of Archival: 07-Mar-2015
Anarch Coordinator
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
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
• Float
The character may now walk one inch above the ground when moving.  This does mean that they may walk over any solid or liquid surface.  Spikes, water, the ground are all acceptable surfaces, even lava (though there would be other consequences) 
 
•• Zip
The character may take an additional step per action and no longer needs to walk, he may glide forward at a slightly accelerated speed or continue to walk with a “spring” in his step. 
 
••• Juke
As the character’s movement is governed by thought and not physical speed the character gains six bonus traits to dodge any incoming attack that he is aware of.
 
•••• Flight
 
Finally after all that work learning the basics the character can now fly at speeds up to 50 mph.  Carrying as much weight as he could carry while walking.
Date of Archival: 06-Feb-2015
Malkavian
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Fortuna: It all comes down to luck. In most cases, it's a Social challenge, retest with Subterfuge.

Coin Trick: Spend a Blood Trait and make a Static Social against 8 traits to do a minor alteration to probability on an object. Nothing that will actually give a trait bonus, but will alter the roll of the dice, a hand of cards, maybe even as much as a roulette spin. Final interpretation is up to the ST.

Two Strikes: Spend a Blood Trait and make a Social challenge to either give someone a Two trait Bonus or a Two trait Penalty on their next challenge.

Hedging your Bets: Spend a Blood Trait and make a Social challenge to either give someone a free retest on their next failed test or force them to retest on their next successful test. A Willpower point must be spent to affect Supernatural beings.

Stacking the Deck: Spend a Blood Trait and make a Social challenge to either give someone a two trait bonus or a two trait penalty for all challenges for a scene. A Willpower point must be spent to affect Supernatural beings.

Breaking the Odds: Spend a Willpower and 2 Blood Traits and make a Social challenge to either give someone a retest for every failed challenge in a scene or force someone to retest every successful test in a scene.

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

This inceptor power is directly tied to giving sentients to an aspect of a Vampire’s beast.
As Fou’Drake is a separate personality, all its memories are its own. The consciousness of the primary personality would enter a Fugue state while Fou’Drake is in control.
Additionally, when Fou’Drake is in control, all Appearance-based Social Traits become "Intimidating" or "Threatening". This Discipline ceases to function if the beast is removed, suppressed or controlled.

Note: In order to teach Fou’Drake’s Blessing the Teacher must force the derangement Multiple Personalities upon the learning Kindred, which requires training in Psychology equal to the level being taught. In addition, the learning Kindred must consume the blood of the Teacher while Fou’Drake is in control. When in the process of learning or teaching this power, all involved parties are considered to be at 1 Self-Control for the duration of the teaching.

1 - Gentleman No More (basic)

When your blood boils and the anger seeps to the surface, the Beast is ready to come out and play.

System: Spend 1 point of blood to bring out Fou'drake, Gain Vicious Nails which inflict 2 Lethal in Brawl, 2 extra points of Intimidation for use in retests (This does not increase the level of the ability) and Intimidating x2 social traits, and give over control to your alternate persona. You also gain the negative traits Violent x2 and Feral x2.
After the power wears off, the user has no memory of what happened during its use. Taking the first dot of this Discipline gives you the permanent derangement Multiple Personalities. If this derangement is ever suppressed or bought off, access to the discipline is lost.

2 - Fou’Drake’s Ire (basic)

The beast is an angry mistress, and his Ire knows no bounds.

System: While under the effects of "Gentleman No More" you may spend a blood trait to enter a battle frenzy, gaining Brawny x2, Tireless x1, 3x Bruised Health Levels, and suffer no Wound penalties until you reach the Crippled health level. Additionally, your Brawl now does an additional level of Lethal damage, for a total of 3. You may not willingly exit combat while under this effect.
Ire lasts for the scene or until you spend 3 rounds calming down away from combat or physical activity.
You may not wear armor or enter a non-human form while under the effects of this power. Additionally, you are immune to Frenzy and Rotschreck while in this state. Likewise, you may not enter this state if already in Frenzy or Rotshreck. This power may not be used in conjunction with True Berserker or similar powers.

3 - Witness Him (int.)

The roar of an angry beast will send even the bravest soldiers fleeing in terror.

System: Spend a Blood Trait and a Willpower, activating the first 2 levels of this Discipline together and letting out a blood-curdling roar. You may make a social challenge against a chosen target, retest Intimidation. If successful, the target will flee in terror as if affected by Dread Gaze. If you fail, the target takes a -1 penalty to Courage challenges for as long as they remain in your presence. This is considered a Fear-based power, and the defender may retest with Intimidation.

4 - They Call Him Mr. Fou’Drake (int.)

When the beast gets angry, all hell breaks loose.

System: If not already under the effects of " Fou’Drake’s Ire", spend 2 Blood and a Willpower, activating the first 2 levels of this discipline in tandem with this effect.

Otherwise, if already under the effects of Fou’Drake’s Ire, this power only costs a Willpower.
Fou’Drake’s rage burns within, causing your muscles to bulk up, claws to grow longer and your skin to burn hot to the touch. In addition to the previous effects of this power, gain +4 Bonus Traits to Strength-based challenges and 2x Healthy Health Levels. Your nails now inflict 3 Aggravated Damage and have High-Caliber (chop for an additional point of Lethal Damage). When in this form, in addition to the limitations of previous levels, you may not use Social or Mental powers aside from Dementation. You gain additional negative traits of Violent x3 and Feral x3 for the duration of the power, which stack with those gained from “Gentleman No More”.

Due to the physical toll of this power, once this form power ends, you gain Lethargic x3 and Submissive x3 for the remainder of the night. This penalty stacks every time you use this power. If you ever have more Negative traits than Permanent traits in a given category, you immediately fall into Torpor.

5 - My Friend Fou’Drake (adv.)

The beast is Legion, in the end, all shall join the beast.

System: This power confers its benefits based upon the number of other Vampire’s currently under the effects of Fou’Drake’s Blessing. All Vampire’s participating in this power must have at least the first level of Fou’Drake’s Blessing active and must drink 1 point of blood from each other active Fou’Drake After which point, the following benefits come into effect:

-All participants gain a Hive Mind style Telepathy with every other Fou’Drake within line of sight.

-All participants share a single Willpower pool based on their cumulative Willpower.

-All participants gain bonus traits to Perception challenges due to shared sensory input based on the number of participants, up to a max of +5.

-All participants gain bonus traits to Intimidation challenges based on the number of participants, up to a max of +5.

Date of Archival: 02-Mar-2019
Anarch Coordinator
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Custom 15th Gen discipline. XP Cost same as normal.
 
Guile 1:
Mind trick -  You are so quick witted  that it is hard for you to be fooled by powers of the mind. You are also easily able to recognize when others are trying to pull one over on you. When you are involved in a Mental Challenge, you have an automatic retest. You may only use this power once per Mental Challenge. Like Might, Mind Trick is the last retest you can use in a challenge. 
 
Guile 2:
Believe it or Not - As a creatures of great misdirection and cunning skill, this ability stretches beyond spoken lies. With a successful Mental Challenge, this kindred can make a small object (no larger than a briefcase) appear to look like something of the same shape. For example, you could make a toy gun look like a real one, or paper look like money. This power only lasts while the kindred using it is still present.  
 
Guile 3:  
Aura of Deceit -  You have a way with words, a trustful quality about you that when you speak, other kindred find little reasons to not take your word as the truth. Aura of Deceit works slightly similar to Majesty. You spend a will power to activate the power and then throw chops with the people within the room or a certain radius. If successful they believe what you are saying, until it can be proved wrong. In order to disbelieve the lie they have to expend a will power to start their retest. An example of this might be Prince :"You were seen by a high status member of the court blowing up a building an hour ago?"  You: "No I was nowhere near that area."  They would believe you until there are cameras produced, that obviously prove this to be a lie. It also wouldn't work for things that are extremely obvious lies. Example. Explaining to someone how they are died, (They obviously aren't dead.) or that they are a giant purple dragon, something weird like that wouldn't work as its blatantly not true.
 
Guile 4:
Living the Lie - You have mastered being sneaky to keep your precious secrets quiet.  Whenever you enter a mental challenge, you may use Subtle as your bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus, you may continually use Subtle in successive tests.
Guile 5:

the world as I see it  Deciet has become second nature to you. Your need to hide the truth from others has blurred the lines between your reality and the truth. Powers and Magic that are normally used to detect lies, including those you may not be aware of, no longer have any effect on you. In instances like with telepathy your brain is able to over come the ability allowing you to actively control not only your surface thoughts but what they see when digging deep into your brain. This power is activated by spending a willpower and engage in a mental challenge whomever is attempting to the power against you. if the challenge is won they can then tell whatever story they wish and it is an undisputed fact. In order to gain this advanced level discipline you must also take the negative trait deceitful.

Date of Archival: 09-Feb-2015
Camarilla
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

The word Iatrikē means physical and spiritual medicine in Greek.  This unique Inceptor was developed by the Thin Blood Claire Lockwood who happened to get embraced when a frenzied vampire entered into the Boston Emergency Room.  With Claire’s focus on medicine and helping others her blood developed this new and unique discipline to heal and cure others.  This discipline may only be used on others and not the vampire with it themselves.  Also, due to the nature of the use of multiple blood traits to use many of its levels, the character may need to spend blood traits over multiple turns to use it.  Lastly, in any challenge that may come up when using this discipline its ability retest is medicine. This discipline works on any creature including vampires.

•Simple Wounds
The most basic application of this discipline allows the vampire to call upon their blood to heal the most minor of injuries upon another.  The vampire reaches out and forces the victim’s own blood to rapidly heal and close minor wounds.

System:  The character spends 1 Blood Trait to heal 1 level of lethal or bashing damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

••Complex Injuries
In the next evolution of Iatrikē the vampire can use their blood and the blood of others to heal more severe wounds more efficiently.  Broken Bones mend and stab wounds heal.

System: The character spends 1 Blood Trait to heal 2 levels of lethal or bashing damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

•••Critical Condition
The vampires skill with Iatrikē has reached such a level they may now heal the most severe and deadly wounds upon another.  Those who suffered severe burns of deadly chemical attacks may now have a chance of surviving them when a vampire with this discipline is near by.

System:  The character spends 3 Blood Traits to heal 3 levels of lethal/bashing damage or 1 level of Aggravated damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

••••Flatline
One of the more potent applications of Iatrikē allows the vampire to rapidly heal those closest to death.  By focusing their blood to manipulate the healing properties of others bodies they can bring a person back from the brink of death itself.

System: The character spends 3 Blood Traits to heal 4 levels of lethal/bashing damage or 2 levels of Aggravated damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

•••••Restoration
Not all injuries a person suffers may come from violence or accidents.  Many diseases and poisons can also afflict others.  A vampire who has mastered Iatrikē may attempt to end or cure any disease or poison a person s affected by, even Supernatural ones.

System:  The character spends 5 Blood Traits and 1 Willpower Trait to instantly cure any disease or poison effecting another target.  This power even ends any supernatural diseases or poisons. They may affect any target with this power equal to radius of yards in the characters permanent willpower score.  Supernatural Diseases or Poisons attempting to be cured by this power may require a static Physical Challenge retested with Medicine, with a difficulty decided by the Storyteller.

Date of Archival: 26-Dec-2023
Camarilla

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