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:

Beast's Mantle
This discipline was created by a man who lived away from the constructs of society as the blood of a Gangrel and Tzimisce were mixed in his embrace and mingled within his body, it manifested in something unique. An abomination of the two disciplines turning the man into a type of Skinshifter.
All levels of this discipline are cumulative and may stack with Previous levels. Taking on a mantle is permanent and can only be removed by spending a WP to shed it or by disciplines like Vicissitude or stone of the true form.( This means shedding an old mantle for a new one would cost 2 willpower total) In the levels where your staff chooses any Mantle traits the same trait may not be selected more than once. A mantle may only be gained in the PCs home chronicle, and an item card will be made for when the PC travels, as the effects remain permanent until shed. A Mantle must be created from a creature of sufficient size to cover a Humans head and entire back.

Beast's Skin (First Basic)
After a successful hunt and kill, after you have drawn sustenance from your prey there is still much to be gained. Even a prey animal has much wisdom left in its skin and fur. Through this discipline you may begin to bring those to the front as you merge with the creature. As you drape its skin over your own it merges, twisting and warping your own as you desire. This can manifest in any number of interesting features but always terrifies the likes of mortals.
You spend 1 WP after having consumed a beast and then Skin it draping the skin over yourself it becomes a part of you. You Gain the Abomination merit for the duration of wearing the skin.
Abomination-While you wear a mantle you cause those around you to suffer from an altered form of delirium. You radiate palpable, monstrous horror. Mortals with a current Willpower rating of 4 or less who behold you run screaming or curl up and sob in abject terror. In addition, their fragile minds cannot cope with such fear and quickly repress all memories of the encounter. Mortals with a willpower rating of 5-8 can hold their ground and interact with you but must bid an extra trait in all challenges. Those rare mortals with willpower even beyond this are simply severely discomforted by your presence. This affects Mortals, Ghouls, Dhampyr, Blessed, and so on but does not affect Vampires, Garou, Mages, and so on. It only affects the semi supernatural or non supernatural.

Beast's Adaptation (Second Basic)
As you become more attuned to the skin you wear you can begin to tap into the insight of the creature, even forcing it to manifest slightly as it seems parts of the mantle come alive giving off a light crimson glow (they don't actually glow, it's just a trick of the eyes) as such you gain the following. You may spend a blood to gain 1 Mental (Cunning) or 1 Social (Threatening) trait (once each) for a scene. Additionally you may also freely communicate with animals of the type you wear as they accept you as their companion. You may still speak normally but it's slow and guttural.

Beast's Arsenal (First Intermediate)
Your animal skin has become a normal part of you and you take on more and more of the animal's features, the mantle and yourself truly living as part of one another. When you take on a mantle a Storyteller picks two of the following that manifest and remain until the mantle is removed. (Controllable Night Sight, +1 to stealth challenges, Lizard Limbs, +1 step per action, Double dedicated Movement speed,or some other non damage related benefit that the Storyteller decides)

Beast's Armory (Second Intermediate)
You and your mantle are truly beasts working in tandem with one another. When you take on a mantle a Storyteller picks two of the following that manifest and remain until the mantle is removed. (Venomous Bite, Slimy, +1L bite damage, +1L claw damage, Wall Walking, Grapple Retest, +1 Physical Trait, + 1 Bruised Health level, or any 2 from the 1st intermediate list)

Beast's Glory (Advanced)
You are your Mantle and have worked with it and understand the beast it comes from in many ways. At this point you may even shift yourself fully into the creature that is your Mantle. In a lot of ways this functions similarly to Shape of the Beast. However unlike Shape of the Beast you receive no mechanical benefits such as traits. You simply become the beast who's mantle you have donned but retain your own traits and disciplines in addition to other benefits granted by the mantle.
To assume the form you must spend 1 Temporary Willpower and take 1 Unsoakable Lethal as your body warps and contorts at an accelerated rate to accommodate for the beast within. This process finishes at the end of the round, after which you become the animal you don. You retain your normal traits in all categories but as a result gain no trait benefits for this form.

Alternatively you may take on a monstrous version of your animal form that walks on two legs. Spend 1 temp Willpower and take 1 Unsoakable Lethal as your body warps and contorts at an accelerated rate to accommodate for the beast within to enter this form. You gain a Deadly and a Tough physical trait, deal 1 additional lethal damage from Claws and Bite attacks and cause minor delirium.
This form change will automatically break any armor fitted to your person and destroy clothing that is worn, of course you can attempt to wear baggy clothing with mixed results. You may use weapons as normal in this form.This change may only be maintained for one scene per night. While in this altered form you exude and even more potent form of your altered Delirium. This delirium affects all supernatural and semi supernatural creatures. Those that bear witness to you in this form must consult the chart below to determine the effects.
-Permanent Willpower 3 or less must immediately flee the scene and repress the memories of the encounter. You still know you ran from something that shook you to your core but nothing more.
-Permanent Willpower 4-5 You must throw a simple Willpower challenge difficulty 5 traits. If you have 5 willpower you may spend a willpower to ignore this challenge. Failure means you must immediately flee the scene and repress the memories of the encounter. You still know you ran from something that shook you to your core but nothing more.
-Permanent Willpower 6+ Unaffected

Date of Archival: 05-Mar-2021
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