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:

Inceptor Discipline: Shared Malady
Rules: This Discipline manifested in its Inceptor as a pervasive sickness, almost like a weakness of the blood that is transferable to those around the user. Inherently useless on its own, when enacted amongst friend or foe it can be quite the debilitating power, allowing the most pitiful and sad Cainite, to become something quite fearsome on the field. This discipline is a contested mental challenge against its targets in which the user can retest with Empathy, but the target does not receive an ability retest similar to Dominate. The power is based on proximity and awareness but not line of sight. Uses of this power are not inherently obvious unless otherwise noted in the discipline power description. As a note in regards to the potential infliction of or sharing of flaws, all flaws provided in this way are at storyteller discretion. While it makes sense to inflict someone with Touch of Frost, it does not make sense to inflict them with, Probationary Sect Member, or Infamous Sire.

The Itch: Basic- This power is activated by expending 1 blood. For the remainder of the scene the user can engage anyone within 15ft of their person in a contested mental challenge. If the user wins they can choose between one to three negative attributes that they currently suffer from, and inflict them on the target. The effects last for the remainder of the scene, hour, or until the user of the discipline is rendered unconscious or into torpor. Any number of targets can be afflicted by The Itch at any given time, but they must be afflicted on their own individual challenges.

Infectious Touch: Basic- This power is activated by expending 1 blood and requires physical contact with a target potentially requiring a physical challenge, followed by a carrier attack style mental challenge with the target. If the user wins the challenge they may select one derangement that they currently possess, and inflict it upon their target, this lasts for one scene or hour. The derangement must be ‘active’ to be used against someone, and it can be suppressed like usual by the target if they become afflicted. An individual target can only be afflicted by Mental Malady once in a scene, but multiple targets can be afflicted inside the same scene.

Shared Misfortune: Intermediate- This power is activated by expending 1 temporary willpower trait and engaging a target within 30ft  in a Mental challenge. If the user succeeds they may select up to 5pts in flaws that they currently possess and also inflict them on the target. Not all flaws transfer up to ST discretion, it is advised that Flaws that themselves can not be mechanically represented or enforced be exempt from this power. Once afflicted the user of this power can expend between 1 and 3 mentals to increase the duration of the effect. 0 Mentals cause the power to last for the next scene or hour. 1 Mental causes the power to last for the full night. 2 Mentals cause the power to last for the next 48hrs. 3 Mentals cause the power to last for 1 full week.

Double Edge: Intermediate- Once learned this power is considered always active. Whenever an aggressor who is already afflicted by one of the disciplines of Shared Malady targets the user of Double Edge, the user makes a simple test. On a win/tie the user receives a single free “Bad Luck” retest sourced from this discipline. However on a loss, the aggressor targeting the user instead receives this free retest. Each challenge can only benefit or suffer from this effect once per challenge.

The Pariah: Advanced- Activating this power requires expending 1 temporary willpower and 1 blood trait. When activated the user selects up to 7pts in flaws that they currently suffer from, which could be 1 flaw, and anyone affected suffers the full effects of this flaw. Everyone (friend or foe) within 10ft of the user must make a willpower test vs a difficulty of the users permanent willpower rating. This test must be thrown at the beginning of each new round until they are no longer within 10ft of the user, have become affected, or the user of the power ceases using the power. This power, and the source of it, is obvious to anyone who is currently affected. Once affected this power lasts as long as you are in the presence of the user, until such time as they end the power or are rendered unconscious. As with Shared Misfortune, Flaws selected and applied should be relevant and have some degree of mechanical nature, for instance it would be fine to give a target the Touch of Frost or Can’t Cross Running Water flaw, but not Probationary Sect Membership or Infamous Sire. As always the exact nature of what can and can’t be applied falls within the purview of the ST overseeing the scene.

Date of Archival: 21-Oct-2021
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