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.
Note: This is a Physical Discipline that does not directly use Strength or Speed for the activation of any of these powers so it is not directly affected by the benefits of Potence or Celerity. Those who learn this Discipline grow a pair of Tymbals on their neck and antennae on their head. Covering these with a scarf, hat or other things prevents the use of most of these Powers. Enchanting Voice and Soothing Voice do not grant bonuses to this Discipline.
Basic
Echo Sense: By using their tymbals to emit a loud series of chirps and/or clicks then using their antennae to read the vibrations, the user has a better understanding of the area around them. The user spends up to 3 Mental Traits and a full round in concentration. Afterwards, the user is considered 1 Trait higher on Challenges that involve knowing what’s around them (i.e. Attacking, Dodging, Searching, etc.) for a number of rounds equal to the number of Mental Traits spent. Extremely loud noises (i.e. explosions) that happen while this Power is active can stun the user at ST discretion.
Bad Vibrations: The user produces and directs a high frequency a sound wave with their tymbals in order to stir the more primal aspects of a creature. Make a Physical Challenge (retest Animal Ken) vs the Social Traits of a target within 10 feet. On a Success, the target gains the Negative Social Traits Feral x2 for 1 scene/hour. Although the sound waves this Power produces are inaudible to the human ear, those with Heightened Sense: Hearing can tell when this power is used and the general area that it originated from.
Intermediate
Molt: While all Kindred can heal using Vitae, users of Semi No Michi have found a way to try and shed surface wounds as well. By storing Vitae just under the skin, they can attempt to molt the outer layers of skin when healing. When spending Blood to heal you can attempt a Simple Challenge, bidding a Stamina related Trait. On a success or tie, you may remove an extra point of Bashing or Lethal damage. Healing more than 1 point of damage does not grant extra chances to molt. This can only be used once per scene/hour.
The Pied Piper: Being more in tune with the primal nature of their Beast, the user has learned to use sound to direct the focus of another’s fear and frenzy. Make a Physical Challenge (retest Animal Ken) against the Social Traits of a target within 10 feet of you that is under the effects of Frenzy, Rötschreck or another similar effect. On a success, you can change the focus of the target’s rage/fear to another creature within your line of sight that is not being targeted by this power. By spending Physical Traits, you can attempt to affect an extra target equal to the number of Traits spent. If your attempt fails or there are no valid targets to make the focus of the targets’ rage/fear you become the focus.
Advanced
Man-Bug Form: While most practitioners of Semi No Michi tend to favor diplomatic resolutions, they are in no way pacifists. When it comes to serious combat, they tap into their most primal instincts and bring it to the surface. They allow their Vitae to seep from their pores and harden into a frightening carapace and other insect parts. The Beast is also more obvious in the behavior. While not as deadly as the forms of other Clans, this one is designed more for survival.
Activating this form costs 3 Blood Traits and you must spend at least 3 rounds in concentration. The hardened Vitae creates long hardened claws that cause unarmed attacks to deal Lethal damage, fanged tipped chelicerae that increase bite damage by 1 and a chitinous carapace that provides 3 points of armor. Sadly, due to allowing the Beast to be so close to the surface, there are arguably more downsides to this than upsides. You gain the Flaw Conspicuous Consumption, cannot use other shapeshifting powers, gain the Negative Social Traits Bestial, Feral & Repugnant and you cannot initiate Social Challenges except for ones that involve Intimidation while this power is active. After 1 scene/hour the effects wear off as the carapace dries out and crumbles away. Use of this Power destroys any armor currently being worn by the user.