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.
Sylvan
This power represents a strong supernatural connection to plantlife. Unlike the practitioners of the Green Path those that exercise this power become more plant like themselves.
Survival is the retest for this power. This is a transformation power.
Level One: Root of Knowledge
Knowledge is an important tool and the practitioners of Sylan have learned to find value in even the most overlooked knowledge.
System: The character spends a point of blood and their hands or feet become darker and more shaped like roots. The transformation takes an entire minute and lasts until sunrise or until deactivated. They may then place their hand or foot on dirt and they sink slightly into it. If they spend an entire round concentrating they can gather information about the soil itself as well as surrounding structures and if anything is buried or hidden in that soil. This power can detect characters using the protean power earth meld or similar protean powers. The character does not know the specifics of who or what is buried only size and approximate location. (within a few feet.) This power can sense foundations and hidden tunnels as well. This power extends out 25 feet in all directions normally but the character may spend a mental trait and extend the reach to 50 feet or two mentals for 100 feet.
When a character uses this power they do not sense movement on the surface. It only senses the movement, displacement, and quality of the soil. This power effects soil and sand. It does not affect stone as the roots cannot penetrate stone.
If this power is being used to sense an earth melded kindred it does not get you an location exact enough to attack but a vague area you may attempt to excavate. You cannot identify who the melded kindred is. If an kindred uses the elder protean power Earthen Flow a character cannot tell what direction the kindred as moved in or where they are while moving but can detect them once they stop.
This power can also detect magical qualities of the soil itself. Because of the rarity of such an issue the specifics of what the character learns and how they are affected will be determined by the storyteller at that time.
Level Two: Blood Pollen
With a pause and an effortless puff, a cloud of red dust floats from the vampire’s mouth. It clings to the eyes and mouths of those caught in its path and deliver a plight most vampires have long forgotten: allergies.
System: After spending a blood the vampire using this power transforms that blood into a mouthful of supernatural pollen. They may spit the pollen upto 10 feet away in a mist. Effecting upto three targets that are within range. This pollen effects mortals, vampires and even other supernaturals. Targeted characters must perform a static physical challenge against the vampire’s current physical traits. If they lose they gain the negative traits Sickly and Oblivious due to experiencing a sudden and severe form of hayfever that blurs the vision of the target and makes them feel weak. This begins at the top of the next round after failing the test. The power’s effects wear off in an hour or scene and the effects do not stack if the power is already active. The affected vampire can spend a full round washing off the supernatural pollen with water or some other liquid.
As this power is activated through a static challenge the user of this power cannot retest the chop. However the vampire using the power does not loose traits if the targets resist the pollen because the test is not against them but the cloud of pollen. Targets can retest with the ability survival.
Level Three: Bat-Thorn Strike
Wooden weapons become even more fearsome in the hands of person with this power.
System: The character spends a blood and bonds to a wooden weapon. This power can convey one of two effects to the weapon they are bonded to. Either the weapon sprouts thorns dealing a bonus point of lethal damage when used to strike your enemies or the weapon becomes and strong like a hardwood. A hardened wood now has qualities more like stone than wood and as such a weapon charged with this power cannot be broken through normal use by a person with Pussiance. These effects last until they release the weapon from their grasp or sunrise whichever comes first. This cannot be used on thrown weapons or wooden projectiles because the effect leaves as soon as the character breaks contact with the weapon.
Level Four: Seed of the Jubokko
This grizzly power is considered a calling card of sorts. It causes young trees to burst from the body of mortals that have been given the black seed. The aftermath is bloody and a true horror to behold for anyone with a shred of sympathy. The resulting trees are referred to as Jubokko or Dark Trees. Trees that grow in this fashion should be a species that reflects the birthplace of the host.
System: This power costs one blood and a willpower in a matter of ten minutes they form that blood into a small black seed shaped object. If this seed is snuck into the food of or forced down the throat off a non-supernatural person or animal. After three days of germinating inside the host the vampire can spend a full turn concentrating to activate the seed. Once the seed is active a sapling of six to seven feet in height bursts forth automatically killing the host in a particularly bloody and brutal fashion.
This power cannot be used on targets that are even remotely supernatural. Vampires, werewolves, mages, face, and even ghouls are immune to this power. The magical in their blood counteracts the invading seed.
If the host is standing on fertile soil when the seed activates the emerging tree sinks its roots into the soil and will continue to grow quickly. Thick roots can be used to grab nearby targets and it can drain animals and people of blood. The tree has between seven and ten traits depending on its size. The tree can store blood in a small sac among its root under the soil. If a practitioner or Sylvan comes near it they can use the first level power to connect their roots to the tree and drain blood from it. STs can make a chop to see how much blood a tree has in it. The maximum a dark tree can hold is four points of vitae.
The vampire using this power can sense the general direction and how near or far the seed is. On the third night they can spend a social causing the infected target to come to them.
Level Five: Skin of the Green Man
This power like most in this discipline stand apart from most. In this case it is because it requires the vampire must be buried in soil to activate the power. Over the course of the day a think unnatural bark encases his body like wooden suit of armor with sprouting leaves and branches from the back. The scent of the forest follows any that have this power active.
System: To activate this power the character spends a willpower and a blood and gains a health level that acts like a level of armor. The power is active once the character is awoken and ends at sunrise. At the time it is activated though the character may spend additional points of blood to get additional levels of health or two additional physical traits. They cannot add on more blood to this power than levels of the survival ability that they have. (A character with Survival 5 could spend no more than 6 blood.) The character must spend this as they lie in the ground and cannot drink more blood in between activation and sleeping.
When this Power is active the character cannot initiate Social challenges, except ones concerning intimidation, while this form is apparent. Also they cannot bid appearance traits while this power is active. The character must retest successful attempts to put out fires on their person while the power is active as they are covered in wood. (Essentially the ST gets a retest against the player when they try to put out a fire on themselves.)
To activate this power the character must bury themselves and spend the day in the dirt. Upon waking they declare how much blood and social traits they have spent to make their wooden form. Each blood gives them one extra health level to be treated as armor. Each social trait spent will give the character an additional stalwart physical trait. They cannot spend more blood or Socials on this power than they have levels of the Survival ability.
When this Power is active the character cannot initiate Social challenges, except ones concerning intimidation, while this form is apparent. Also they cannot bid appearance traits while this power is active. The character must retest successful attempts to put out fires on their person while the power is active as they are covered in wood. (Essentially the ST gets a retest against the player when they try to put out a fire on themselves.)