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.
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.