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:
 
 
*This discipline works both as physical and mental discipline.  Which ever is appropriate for the system.
 
 
1:  Practiced Breath.  One free refresh of the appropriate physical (or mental) traits per night.  High Caliber weapons always activate.
 
2:  Marksman.  You make make a single retest on any challenge with a ranged weapon.
 
3:  Eagle Eye.  May use the bomb in challenges using ranged weapons.
 
4:  Accurate.  May bid Accurate instead of a physical (or mental) trait using ranged weapons.
 
5:  Sniper.  Win all ties with ranged weapons.  Ranged weapons also do an additional lethal damage.
Date of Archival: 09-Oct-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This power was a reflexive action on embrace. The flight survival kicked in and he woke up half a block away. The power operates off of blood and is held by willpower. For instance a Crawler wanted to open a hole in a guys pocket stealing his keys would spend a blood to open a portal and one will to hold the portal to fish the keys out stealthily. This power never negates challenges. For instance the same senario the crawler may be asked for a stealth check against the victim. Any Physical actions are made against the victims Stamina challenge. Opening any Portal Requires a Mental Challenge vs. Variable against the Dark Matter Resonance (DMR). DMR is up to the ST based on the technology of the area. A Computer Lab having high technology has a challenge rating of 4, while in the middle of Montana Wilderness may have a rating of 10. Some special ratings are Werewolf Cairne are near impossible and require the expenditure of 1 mental per Cairne rating, as well as Holy Places and hallowed ground. Other places are up to the ST but will be known before casting however the initial blood is lost to the cosmos. The retest for Wormholes is Occult. It must be noted that this power is a masquerade breach. Opening Wormholes is not a simple feet. When cast the Crawler throws their Blood to the origin point, upon contact it bursts with Cosmic Energy there is no sound, through the air will feel slightly electrified. There is a swirl of air that will rush into the hole. After the Crawler is through the entrance the opening snaps closed in the same fashion. The exit point can be no more than 50ft in any direction from the Crawler. The Crawler may open a portal to any location he has purposely spilled one blood trait in without regard to distance or their DMR. This point of blood may be clean and the Crawler can still Wormhole in. The only way to stop this effect is for the Crawler to “Clean” the Spot by using Cache’ on the spot. System : ALL levels require the expenditure of one Blood. To maintain a Wormhole requires the expenditure of one Wilpower per turn or 3 seconds except where noted. A player using ANY of this power who runs out of Willpower is sucked into the wormhole he/she tried to summon and destroyed by the Dark Matter they chose to weild.

1. Quick Pick - Small inanimate objects, shoe box or less can move through.

2. Más grande - Refrigerator size inanimate objects can move through

3. Cashe’ - Open a hole in the ground or in a wall or any other relatively flat inanimate surface and place an inanimate object or the Crawler inside up to the size of a Refrigerator. This object is not on any plane but is in a pocket dimension of its own. This power will not disturb anyone in earth meld. In addition, at this level Quick pick can be held open for 10 minutes for a single willpower.

4. Nightcrawler - Open a portal big enough for the Crawler to go through but no one else. In addition, at this level opening Quick Pick stays for scene or hour and Más grande can be held open by a single Willpower for 10 minutes.

5. Parting the Demension - For the price of one blood per person and a Willpower the portal can accommodate others. In addition, The Crawler can hid within the Cashe’ through the Daytime hours for a single Blood trait.

Date of Archival: 20-Jun-2020
Anarch Coordinator
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Inner Light
Fortitude 3
Presence 1
7 xp

You burn with an inner radiance, wearing your heart on your sleeve, or exuding the virtue of your path. Those around you are bolstered by your beliefs.

Mechanic:
This power is always active as long as you have temporary willpower. If you run out of temporary willpower, the effect fades until you regain one. While this power is active you automatically win on any virtue challenge that you double the difficulty of.

Also, anyone within 10 feet of you gains +2 to any virtue challenge they engage in while in this proximity to you. The bonus of this aura affect can not be stacked by multiple applications of this combo power.

Date of Archival: 03-Jan-2019
Tremere
Custom Content Category: Discipline
XP Cost: 7XP
MET Mechanics:

Make a static Social challenge, difficulty 10, retest with Leadership. Up to 5 physical traits may be spent to equate to one level of Celerity to a maximum of 5.

Date of Archival: 05-Mar-2024
Brujah
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Exp Cost: 7
 

Custom Discipline Requirements:
Presence 3

Obfuscate 3

Rusty (Pistol, +1 trait 2 lethal damage, Negative trait: Loud  Notes: This is a snub nose 38. special 6 shot revolver, rusty and worn with a grip entirely replaced by duct tape. It is prone to misfire.)
 

Met Mechanics:

Items that have long been associated with a Kindred and had meaningful impact in their stories can over time become a talisman of sorts.  The item becomes so associated with them that others simply ignore it's presence even if the item might not be appropriate for the current surroundings. The Kindred's powers of Obfuscate and Presence combine to ensure that the item doesn't draw undue attention.  
 

System:

When others view Rusty, it appears to be a mundane, harmless item of little interest.  Even when the owner fidgets or cleans the weapon, it's 'dangerous' nature is concealed.  Only if the user actively draws attention to it's nature, by using the weapon or threatening to use it, will the illusion break. This power is always active.
 

Anyone attempting to perceive Rusty's true nature must succeed on a Static Mental vs. Mental + Subterfuge challenge.  

 
The link between Rusty and owner is strong, if Rusty is lost or stolen the owner will always be able to automatically sense in which direction it is located.  

Should it ever be permanently lost or destroyed, the Kindred may bond with another firearm by spending a Permanent willpower.  The newly bonded Rusty will have the same statistics as the original, and will gain the same appearance within days.  The psychic link also makes Rusty a strong material link, any sympathetic magic used with it gains a +3 bonus against it's owner. 
As a Will-bound item, it has a high likelihood of translating intact to alternate realms of reality. 
 

Balance Notes.  In many games the obfuscate portion of the power can be accomplished with Mask of a Thousand Faces, so the combo only helps by making the challenge static and by allowing the user to fidget with the item without revealing it.  The tracking radar portion of the power is only designed to help the user find the weapon should it be lost because the sympathetic link drawback makes it imperative to recover it.  The user is never likely to purposely use it as a tracking device because he will never want to be separated from Rusty.  Sts should force the user to spend (multiple) Willpower or simply prohibit purposely using it as such. 

 

Date of Archival: 29-Jun-2017
Brujah
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:


Inceptor Talent: Kindred Cognition
NOTE: To learn this discipline, the character must have the merit: Magic Resistence

By forging a greater understanding of how the Kindred mind works without reliance on a biological brain, one can force their way into alien patterns of thought and attention. This results in not only a new way to think, but a new ability to interact with the world.

First Basic: Pattern Recognition:

By pushing out distractions and putting a fine focus at the task before them, the kindred can process the errors they make and make instantaneous micro adjustments to correct the course of their action.

System: When making any non-overbid retest based on a physical, social or mental trait, the Kindred is considered to hae 2 bonus traits for the purpose of ties. When making an overbid attempt the Kindred is considered to have 4 bonus traits for the purpose of ties and attempting the overbid.

Second Basic: Reset

With a moment of concentration to the exclusion of all else, the Kindred can restore their mind to the state it would be in upon awakening. This momentary lapse in awareness can become disorienting and disconcerting over time, limiting its use.

System: After 1 minute of concentration during which the Kindred is unaware and may take no offensive or defensive action, you refres all currently lost mental traits and one temporary Willpower trait. This may only be used once per gaming session. In downtime this ability may be used for a number of times equal to their Self Control / Instinct Rating,  +1

First Intermediate: Overclock:

Through trial and error you've learned to quickly assess information and how to best use it in the moment without hesitation.

System: This power grants an additional " Overclock " retest on any mental challenge. If this retest is for a mass challenge, you must spend one additional mental traits for each target beyond the first.

Second Intermediate: Firewall

Your mind has altered in a fundamental way, making it difficult for outside forces to alter and interact with it.

System: You win all defensive ties on mental tests. You're considered 2 traits up for anyone attempting to read your mind and they must spend 1 mental trait for each round they do so.

Advanced: Machine Learning

A part of your mind is always studying and assessing your environment and interactions. The data collected over a year is impressive, even for a kindred whose lived centuries it could go beyond their comprehension.

System: You cannot be surprised or suffer penalies from distractions, including the bruised health level. You may call an ability retest of which you don't hae or are out of uses for a number of times equal to your rating in this discipline, per session. You are considered 2 traits up in all mental tests. These traits cannot be used for bidding purposes. At St discretion you may have an easier or faster time learning abilities, disciplines, etc.

 

Date of Archival: 13-Jun-2018
Nosferatu
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Dot 1: Divine Path - There is a force that guides you in this world. One that says that you should follow this divined path to its end. There you will find the end to your salvation.

Mechanic: Spend a Blood. Enter into a Static mental challenge, retest Enigmas, against a difficulty set by the storyteller. If you win you find a bit of the solution to solving a problem you are working on. This could be an item or some similar piece of clue that would lead you towards your goal.

Dot 2: Guiding Force - There is a force that says you should help others. Those that are in need of your guidance.

Mechanic: Once per story an ST can give you a vision of a person/place/concept in need and give you a mission to help them. The exact help won't go against the current Code/path that you follow. If you follow this goal you are up two traits on all challenges for the rest of the night.

Dot 3: Mind For Duty - There is a force that helps guide your hand and gives you support. You are never lost in your fight to do what you need to do.

Mechanic: Spend a Blood, for the rest of the scene gain defensive ties to resist any effects that would turn you from your Goal. These would be primarily social or mental actions that could threaten, weaken, incapacitate you or cause you to abandon your Goal. This is not just limited to vampiric disciplines but other genre powers as well. In those cases that it is a power that isn't Discipline based it is up to the ST to let you know that this may be used in defense. This blood must be spent before the challenge starts. Not when it is issued.

Dot 4: Knight's Shield - There is a force that gives you the strength to Protect others. You will always have a shield at hand.

Mechanic: Spend a blood and create a shield made of Divine Light you hold with traits and armor levels equal to your rank in this Discipline. You gain the ability to shield others from devastating blows as long as they are within reach of your normal movement action. This ability is called “Bodyguard” and when called upon you may intercept any attack meant for another. This takes the place of your move action for the round as you must move to the proper location to Bodyguard. The Shield may be dismissed at will by the user.

Dot 5: Aasimars’ Light - There is a force that gives you the strength to vanquish your foes. Your hand is the one that can free them.

Mechanic: The weapon you wield is more than just materials in your hand. It is the Divine force of something more. When activating this power with a Willpower expenditure, your Eyes and Weapon light up with a pure light of Divinity as your vision allows you to see your target(s) clearly. This sight may cross realms. Any weapon you wield gains the ability to hurt these entities in any form. From physical, disembodied, pools of blood, mist form, across the shroud, in the umbra, astrally projected, etc… none are safe from the Divine light.  This activation lasts for the scene and can be shut off at will by the user.

Date of Archival: 03-Oct-2018
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Leaf on the Wind (Custom Intermediate Corax Gift)

Channeling your Rage into movement is one of the basic things which Corax and Tengu learn: the power of swift flight. Such speed can often allow the Corax to fly with truly impressive speed for short bursts. Wereravens may choose to utilize this speed to interact in dangerous environments, in either a helpful or harmful way.

The character must be in a form capable of flight in order to use this Gift. Spend a Rage Trait and a Willpower Trait. For the duration of the scene, the Corax may replace their normal movement with the ability to fly to any individual in the scene and find themselves close enough to touch them - so long as that target is not moving under supernatural speed of an Intermediate-level, such as the Gift: Speed Beyond Thought, or Intermediate (or higher) levels of Celerity. This may be used to hand off items such as Talens or to grab a target (unwilling subjects must be defeated in a Contested Physical Challenge), or, for more brash wereravens, deliver an attack.

Additionally, the character may attempt to move their target, though this requires that the Corax have a firm grasp (such as an established grapple) and pay an additional Rage Trait and Willpower Trait to take the individual along. Of course, the Corax must be capable of lifting and moving the individual in question (Gifts such as Heroes Stand may make this more difficult or indeed impossible, at the Storyteller's discretion). Doing so must wait until the next action which the Gift-user possesses, however, as this Gift may not be used more than once in the same action.

Under no circumstances may this power be utilized to fair escape. The character utilizing Leaf on the Wind must select another character (PC or NPC) in the scene to move to, otherwise standard movements and challenges apply.

This gift costs 6xp to learn, and may only be learned by Tengu/Corax

Date of Archival: 29-May-2019
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This Inceptor Discipline was one created around a specialization and focus on Presence.  Unlike Presence, this discipline was developed to aid a Thin Blood vampire in seducing their prey to hunt and feed.  It invoked strong emotions in the victim and makes the vampire appear far more appealing than they actually are.  Few can resist the temptress and their lure into their fangs once they have mastered this art.  As tests with this discipline use the Vamp ability for retests.

•Lure of the Siren
The vampire focuses for a moment as they command their blood to strength their features and showcase their body language.  This aids the vampire to lure victims into their seduction and grasp for a time.

System:  The user spends one blood trait and for the next scene or an hour they may add their Vamp ability rating to all Social Challenges in Bonus traits to challenges of seduction.

••Unearthly Beauty
By the will of their blood the vampire can cause their appearance to slightly change and grow more attractive.  Their skin shins a bit and any blemishes or unappealing marks fade; aiding them in their ability to seduce prey into their fangs.

System:  The user spends one blood trait and for the next scene or an hour they gain two additional appearance related social traits.

•••Undeniable Quality
With the power of their blood the vampire can generate an hour that makes their mastery in seduction undeniable to everyone.  They stand out in the room and ooze lust and seduction from all of their body and movements.

System:  The user spends 1 blood trait, and for the next scene or an hour the user’s Vamp ability retests may not be canceled.

••••Degradation
The vampire seduces their target and speaks honey tongued words into their ear.  As they do, their blood calls out to their victim urging them to let their defenses down and give into their darkest desires.  While the vampire has no idea what that desire is; the vampire victim is forced to reveal or indulge in those acts before the,

System:  Spend one blood trait and engage your target in a contested Social Challenge retested with Vamp.  If you succeed the victim will engage in one or reveal one of their hidden dark desires at your command.  While this is largely a role-play power the victim is also two traits down in all Social Challenges for the rest of the night.

•••••Enrapture
The final mastery of lust allows the vampire to wrap the victim around their finger by wrapping their emotions to them.  The victim cannot help but be enthralled by the vampire.  Unable to resist their desires or emotions they are feeling.  They cannot think to harm the vampire and simply desire to be with them for a time.

System:  Spend one blood trait and engage your target in a contested Social Challenge retested with Vamp.  If you succeed the target becomes enthralled to you and their darkest desires.  They will not attack you (though if you attack them this effect immediately ends) and are down four traits in all Social Challenges against you for the rest of the night.

Date of Archival: 21-Nov-2019
Toreador
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Etch-a-Sketch (basic): This is usually the first capability developed by coteries of Malkavians. It involves the use of either a real Etch-a-Sketch or other non-computerized drawing toy. Spend a Mental Trait and doodle for a full turn using the drawing toy. Even if the picture is erased, another Malkavian can read a simple message (one sentence or 10 words) from the scribbling impressed in the toy by also expending a Mental trait. The impression will remain viable for up to two weeks. 

 

Horn of Plenty (basic): Malkavians often have to make-do with what they have, and have grown incredibly accustomed to stretching that out for the duration. The suggested mechanic for any use of this ability is a static Social challenge vs. a trait difficulty determined by an ST. This will basically allow the character to keep an unrecorded amount of a resource, like money, by using this ability on a coin purse or wallet. If the character was successful, there will be money in the wallet, even if they think they may have already spent their last dollar. 

 

Opiate of the Masses (basic): Through the use of this ability, a Malkavian can simulate a Blood Bond type of relationship without ever having to give up their blood. Any time the character uses Dementation on a mortal target, that target will be 'tuned in' to the frequency of the character's Awareness. This 'sympathetic link' will act like a first level Blood Bond, and becomes a very good way of building a cult of mortal followers that can be bent to almost any other task.

 

Time Stop (basic): The Malkavians are known for their hyper-awareness, even through threatening situations. Their keen ability to pick out patterns in these times of stress is credited to the use of this ability. Once per night, the Malkavian can call Time Stop, mimicking the STs. The Malkavian player may then walk around to scope different angles and degrees of perception, even asking questions to the other players about their current actions. The Time Stop will last for up to two minutes, while the Malkavian player gleans their next course of action. 

 

(Started 13/10) Fog of War (Int): The incredible Awareness-related powers of the Malkavians can now be used effectively and offensively in combat. Through the use of Fog of War, the combat becomes the distraction for anyone targeting the Malkavian. First the Malkavian must make a static social challenge against the highest number of Willlpower traits represented in the combat. Anyone attempting to affect the Malkavian character thereafter must bid one extra trait as they '"disengage‟ their focus from the combat. This power may only be used once per night.

Date of Archival: 18-Feb-2015
Malkavian

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