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:

Reality Map You are dipping your toes into the vagaries of fate, and it responds. This Discipline uses the Enigmas ability as a retest Upon learning the first level of this Discipline, the character learning it gains the 4 point flaw,

Walking the Twisted Kingdom Danger Tingle

Basic 1: Permanently gain the benefits and drawbacks of the Danger Sense Merit. There was this spider dude once… who had this tingle… it’s kinda like that. All the hairs on the back of your neck crinkle like a spider tickling them… it’s not a good tingle.

Detect Strings

Basic 2: Make a contested mental challenge, if you win you may find out your target's nature, or a merit or flaw or an active derangement. The User chooses the category, the target chooses what information from that category. The target of the power may give the same information in multiple uses. Trying to understand when, and where, and who… watching someone carefully leads to clarity of who and when they are. You need to clarify something, which timeline is this? Let me see you.. Stand still. Yes…. ok… .. AH! Right! You’re that version of you.

Fortune Cookie

Intermediate 3: Make a Static Mental challenge (difficulty determined by ST) if you win, Storyteller will give you a minor piece of information regarding a plot you are involved in. This power can be used once per scene or at ST discretion. You walk down the alleyway to Elysium and ponder about a current path of fate you’re following. You trip over a clue to your investigation in your mind remembering a piece of the report that doesn’t exist yet. This is taking that path tomorrow, today.

Profiling Probability

Intermediate 4: Make a Contested Mental challenge against a Target. On a win You get a single retest against the target on any one challenge for the remainder of the scene. If you tie nothing happens regardless of trait totals, if the challenge is failed outright or by retest then the Target gets a retest vs you on the next challenge they throw with you. Sometimes knowing all the paths someone takes or will take or has taken muddies the waters, both for you and for them. With every decision a new them is created. Even if they don’t know it. When exceptionally focused you can determine which they they are and get the upper hand. This may however backfire, when you pick the wrong they and they are not the they you thought they were and thus they have the upper hand.

Tomorrow, A Better Today, Yesterday

Advanced 5: At the beginning of the session, the user makes a Willpower Challenge difficulty 4 or 2 times their Generation Background, whichever is higher. If Successful the user may spend a Willpower and 2 Blood traits, then spend up to 3 Mental Traits. For each Mental Trait spent the user of this power gets one change marker. A change marker may be used to change the result of a failed challenge into a tie once per action. (Make an Item card to track these uses and have a storyteller sign off on them.) Mental traits spent in this fashion may not be recovered or refreshed until the change marker they were spent on is used. These change markers last for the game session. The path of the evening is exceptionally unclear and you definitely recall more bad todays then good todays occurring. Reflecting on the possibilities, these mental railroad switches help you prepare yourself to guide a bad today down the path of a good today. In some cases, a less worse today than could be today to help ensure there is a future today for you to enjoy.

Date of Archival: 18-Jun-2020
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