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
Word or phrase found in the Content Description
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