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.
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.