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.
This power is an Inceptor discipline designed specifically for an NPC and is not ever going to be taught to anyone. This is not a shopping list item.
No (basic) - Spend a Willpower and all supernatural powers around you are dismissed and cannot be activated. Lasts 10 Minutes. Range 20 Yards.
Uh-Uh (basic) - Range increased to 100 Yards
Negative (intermediate) - Range increased to 1/2 Mile
Never (intermediate) - Range increased to 1 Mile
Nope (advanced) - Range increased to 2 Miles
The Khmer people were founded by a Brahmin, who brought Buddhism from India and fell in love with a Naga Princess, Soma, who became his wife. Since that time, the Naga, and the waters of the Mekong River, have been celebrated in Khmer art and festival. This Chi Art combines the studied movements of Martial Arts Kata with use of Yang Chi. Coils of the Naga Princess uses Performance: Dance as a retest, unless otherwise specified.
Basic
Soma’s Dance
With few graceful body movements, the Kuei-jin becomes more like the Naga they seek to emulate. By spending 1 Yang Chi, they receive two additional, temporary levels of the Martial Arts ability until the end of the current scene. These levels may be split between Hard, Soft, and Weapon styles as the Kuei-jin prefers, may exceed normal maximums, and may be bid or used just like any other levels of the Martial Arts ability.
The Mekong in Flood
The Mekong delta is the home of the Naga; during the rainy season, the great river swells up and over the riverbanks, and after each rush of water, more sand and stone erodes. By the time the storms are finished, entire banks may have disappeared. Like the rising waters of the great river, the Kuei-jin’s attacks overwhelm their opponent. After making a successful attack using the Martial Arts ability, the Kuei-jin may bid two Physical Traits to make an immediate, reflexive follow up Martial Arts attack against the same target Character. The Mekong in Flood may be used no more than once each round.
Intermediate
Diverting the Flow of Chi
Beings who wield the various forms of Chi are self contained edies in Creation, small vortices of power; with the precise, snake-like strikes of this technique, those small whorls in Creation’s flow may be interrupted, diverting the Chi to the Kuei-jin’s righteous use. When making an attack using the Martial Arts ability, the Kuei jin may spend 1 Willpower to also steal 3 points of Chi, of the appropriate type, from the target and add it to their own pool (Yang/Gnosis from Hengeyokai, Yin/Pathos or Blood from Wraiths or Kin-jin, etc).
Spirit Whirlpool
Just as a sinking ship creates a vortex that sucks down fleeing survivors, the Kuei-jin’s graceful, serpentine dance can create a similar effect in the medium of Creation’s Chi flows: a temporary whirlpool of Chi that hinders incorporeal beings. The Kuei-jin spends 1 Chi (Yin to affect Wraiths, Yang to affect Umbral Spirits, or Demon Chi to affect Demons or Yama Kings) and 1 Willpower to engage all incorporeal characters within ten steps in a mass Social Challenge (retest Performance: Dance). Any such beings bested in the challenge halve their movement, unless they move toward the Kuei-jin. In addition, any incorporeal characters with Willpower less than the Kuei-jin’s permanent Willpower score are unable to act entirely while the effect remains in place. The Kuei-jin must bid an additional two traits on any other actions they take while Spirit Whirlpool is in effect, and may dismiss the power at any time. This power explicitly crosses the Wall when used, to affect both the Yin and Yang Worlds.
Advanced
Chi Dousing Wave
Smothering an opponent with the dousing power of pure water, the Kuei-jin attempts to metaphysically drown and put out his opponent’s magic using a wave of Chi. After making a successful Martial Arts attack, the Kuei-jin spends 1 Willpower and 1 Chi of either type. For the remainder of the current round, all the target’s active powers (not passive, like Fortitude) of lower level than the Kuei-jin’s Dharma are immediately quenched and cease to operate. Such powers may be reactivated in the meantime, and return at full strength at the end of the round.
Defensive Inceptor Path: Cybermancy
This path will not work if an electronic device is “dead, not charged, or plugged in.” All uses of this discipline have a “show” component in that pops up of the information that is being viewed or downloaded is shown on the computer screen at a rapid rate. The Inceptor’s eyes also pick up a matrix code scrolling down his eyes. (Retest is Computers & Security). This costs In-Clan Costs for the Pander.
-
Tech Analysis = The inceptor touching an electronic device can
gain information from a systems analysis of the device with a mere simple
mental challenge. Can gain access to any file on the drive so long as it is not
secured. If files are secured, it will take a computers or security test based
on the object in question to gain access to the information. -
Disto-Tech = Can do everything of level 1 at a distance.
At this level, the inceptor can go above and beyond the mere analysis of a
machine, now the inceptor can assess the levels of security attached to the
machine. Such as how much it will take to penetrate the defenses, and what
kind. Simple static mental challenge to determine the information. -
Jump-Drive = The inceptor at this level can now withdraw an
amount of information on the computer in the amount of 5x the mental traits in
gigabytes. If you become incapacitated or unconscious before downloading the
information, it becomes lost. The inceptor must make physical contact with the
device in order to download, and burn a temporary mental trait per use of this
level. -
Wireless Mind = The inceptor can do all the above but via his
mind as a wireless computer. With hand gestures the inceptor is capable of
bringing vast amounts of information up into the air and seeing the actual
wavelength of information. The inceptor is capable of doing everything listed
above but wirelessly, by using line of sight on the computer. Another benefit
of this level is you are now capable of adding your level of your discipline to
any computers or security checks. (Think Alphas) -
Full Sync = Now will the expenditure of a willpower, the
Inceptor is capable of entering the electronic devices (like Astral). The
Inceptor becomes an Avatar within the Information Highway and is now capable of
diving into more Networks and combating security programs, and downloading
massive amounts of files quicker than would be through wireless mind. (Think
Tron & Johnny Mnemonic)
Cybermancy (Pander Inceptor Discipline)
Basic
Connections: (3 Exp) By spending a variable number of mental traits and making a static mental challenge based on the device in question (determined by the ST) the user may interface a device that is computer-controlled. For a number of turns equal to the mental traits spent, the player may interact with that device as if they were in full control. This may require static challenges depending on security of the device, at ST discretion. Player must have line of site to the device, and it cannot be physically controlled. This is merely a wireless interface, allowing for transfer of data, viewing through a camera, listening to a broadcast, etc. If the device is somehow interfaced with another device already subject to Connections, the user may “jump” to the next device by spending a temporary willpower trait.
Customization: (3 Exp) The kindred with this discipline may craft pieces of technology which perfectly match the desired individual’s needs. It requires a number of blood traits of the end-users as well as a single trait of the crafters blood (this means if you are crafting one for yourself you will spend at least two blood traits) to be used in the crafting. When employed by the individual for whom it was designed, a Customized device grants a free retest per end-user blood trait spent, though this retest must be the last one. Only electronically- or mechanically-powered devices may be created with this power. The builder must have enough levels of Crafts to be able to build the device, and must have succeeded on the required crafting challenges. All aspects of this power work only for the individual for whom the item has been customized. The end-user, if different from the crafter, must spend a BGA to be part of the crafting process. Items and devices intended to be Customized must be built with a minimum Crafts level of 3. For our specific House Rules, the items must be Design x3, Aesthetics x3, Structure x3.
Intermediate
Conduit: (6 Exp) With this level, a kindred has sufficiently acquainted himself to technology that he may channel its power as if it were an extension of himself. In essence the kindred may use the electricity in a device as a weapon. The user may call for a mental versus physical challenge with the intended target. The target must be in contact with the device at the time of the attack, and the attacker must have an established connection with the device through Connections as mentioned above. Spend a number of Blood Traits, limited by generational per turn maximums. Each trait spent inflicts one level of electrical aggravated damage on a chosen opponent. You may divide the damage among three opponents, provided they are either being touched by you (make a Physical Challenge against unwilling targets) or they are touching a device you have control of through Connections.
Cellular Senses: (6 Exp) With this power, the kindred may observe and listen to mobile transmissions, viewing them flying through the air like rivers of information. With a mental challenge versus the highest mental traits of conversation participants the user is attempting to eavesdrop on, he may attempt to listen to or track the source of any data stream of which he is already aware. The participants may notice a sudden lag in the signal, static, or some odd echo with a static mental challenge versus the power users’ current mental traits. While eaves dropping, the power user is at a 2 trait penalty to all actions he attempts. Tracking of the signal requires an extended mental challenge versus the participant that he desires to find, number of successes needed is determined by the ST.
Advanced
Riding the System: (9 Exp) With the penultimate level of this power, the kindred may download his essence into the network. Activating this power costs three mental traits and a full round of contact with a device. For as long as the user chooses, up to one day per permanent willpower, his conscience exists within the data streams. For simple things like communicating on a computer screen or turning the lights on or off, no challenge is required. While manipulating technology currently being used by someone, such as changing a message being sent over text or email, requires a mental challenge versus the person using the device; to alter the message after sending requires a static mental challenge. For truly impressive feats or when trying to manipulate very well protected systems, the difficulty of challenge will be determined by the ST, and additional costs in blood or willpower may be required. This power is limited by the actual capacities of a piece of technology; it must be a function the technology could employ on its own if given proper signals. While inside the system, the kindred’s physical body becomes a hollow shell – no awareness or connection exists between the conscience and the body. Returning to the body requires one turn of concentration and a static mental challenge versus the number of days away from the body. If the users body is destroyed, the conscience will continue to exist within the system indefinitely – this will be adjudicated by the ST.
By embracing the chilling grip of death the wielder of this discipline is able to influence the world
around them with death's icy touch. They can deaden emotions, extinguish the fire of life, freeze the very air around them.
Retest: Occult
Death's Caress (Basic): The wielder of this discipline has begun to grasp the touch of Death. By expending a blood and a willpower for the next scene or hour successful brawl attacks bestow the negative trait clumsy on the victim stacking up to a total of three times these negatives last for the remainder of the scene or hour whichever comes first.
Death's Icy Touch (Basic): By expending an additional willpower when activating Death's Caress successful attacks now cause the victim's blood to freeze and explode causing a loss of a blood trait and causing an additional lethal damage. Death's Caress now applies to melee weapons as well.
Death’s Grip (Int): By expending an additional willpower when activating Death's Caress successful attacks now cause the victim's skin to freeze and crack bestowing the negative trait Repugnant on the victim.stacking up to a total of three times these negatives last for the remainder of the scene or hour whichever comes first. Addition when Death’s grip is active outside of combat touching an object will freeze it causing it’s molecules to become unstable giving it the negative trait fragile for every round that it is being touch should it gain twice as many fragile traits as it has traits the object shatters. Once you let go of the object all fragiles go away.
Death's Icy Heart(Int): The wielder of this discipline turns their heart to black ice. Staking now also requires the winning of a hard test (No Ties) and the user gains an additional Cold Hearted Retest to all emotion based effects.
Death's Aura (Adv): The wielder of this discipline can freeze the air around them with the aura of Death. By expending a willpower and a blood They may form icy black armor around themselves gaining five additional health of armor that reform at the end of the round. This armor is immune to the armor piercing ability. This armor absorb damage from fire, heat, or sunlight as though it were your health levels. This power lasts for the scene or hour whichever comes first.
Offensive Inceptor Path:
This discipline costs inclan costs for the Pander weilding it.
Defiler Tech
1. Reboot=Refresh mental traits provided Inceptor is within one foot of a power source. Once per night
2. Slice = Can create an Electronic Long Sword with the expenditure of one mental trait. (Per Dark Epic traits for Long Sword)
3. Hacker = free to activate, becomes a rider to Slice. Hit target removes one mental trait and give it to Inceptor.
4. Tech Armor = Spend up to 5 mental traits for Electronic Armor. each trait spent add's one point of armor.
5. Defiler Form = Cost 1 Blood to activate. Gain 5 physical traits (3 Furious, 2 Resilient) also add 1 lethal when used with Slice. Gain large shield that adds 3 physicals traits when used in defense. This form implies a two negative social trait penalty to all social challenges.
Draba
This power allows the vampire to identify, attune, and create Rom Draba. Knowledge of this power gives a bonus to activating, identifying and attuning them equal to the level of the Draba power possessed by the vampire.
First Basic:
Identify Draba -
With this level of Draba the vampire can identify not only if an object is a Draba, but what the Draba does if it is one. This power requires the Draba to remain in line of sight for one full turn before usage.
Mechanics:
The user makes a static mental challenge. On a success the vampire can identify what the Draba does. On a tie they can identify if it is a Draba but not its use.
Second Basic:
Attune Draba –
With knowledge of how the Draba works, the user can attune any Draba to themselves or another willing person.
Mechanics:
Before a Draba can be attuned, the user must know what the Draba does, either by crafting it themselves or by using the first level of Draba to identify what it does. The user expends a Willpower and makes a mental chop vs. 10 + the level of the Draba being attuned. On a success, the Draba is attuned to the target’s bloodline. On a failure, the Draba is rendered useless.
First Intermediate:
Create Basic Draba-
The vampire has gained enough knowledge of Draba to begin crafting them for themselves or others. With this level they can craft a basic Draba. This level allows for the creation of Draba that fall under the Background level 1-3 and the basic unattuned Sorcerer's Draba.
Mechanics:
When this level of the power is used, either the user of the power or the one the Draba is being made for must make the expenditures for one of the following:
1) Expend 1 temporary mental trait for each bonus trait given by the Draba, up to a maximum of 3.
2) Expend 2 temporary mental traits to give an item +1 Health Levels or +1 Damage up to a maximum of 1.
3) Expend 1 temporary Willpower and succeed on a Mental challenge vs. 14. If successful, the crafter creates a Draba that provides 1 luck based retest per night, or a free retest on any challenge relating to one ability possessed by the Draba’s user.
4) Expend 3 temporary mental traits or 1 temporary Willpower to create a Sorcerer’s Draba. (Ravnos Coord Approval)
Second Intermediate:
Create Intermediate Draba-
The vampire’s knowledge of Draba has grown to the point where they can craft more potent Draba for themselves or others. This level allows for the creation of Draba that fall under the Background 4. Level 4 Draba require Ravnos Coord Approval.
Mechanics:
The costs to create the Level 4 Draba will be determined by the ST and Ravnos Coordinator at the time of creation. This cost may be paid by either the creator or the receiver.
Advanced:
Create Advanced Draba –
The vampire has mastered knowledge of crafting Draba and they can craft the rarest of Draba for themselves or others. This level allows for the creation of Draba that fall under the Background level 5 and require Ravnos Coord Approval.
Mechanics:
The costs to create the Level 5 Draba will be determined by the ST and Ravnos Coordinator at the time of creation. This cost may be paid by either the creator or the receive.
With this discipline, a vampire supernaturally manipulates the electromagnetic fields of the earth to detect creatures and devices by the fields the generate, or how they disrupt the passive EM fields in the environment. With greater mastery, the vampire even learns to utilize the power of her blood to control EM fields and even focus significant energy in a scarlet flash of superheated plasma. Most retests for this discipline may use the Sciene: Physics ability.
O Electrolocation - Senses the electric fields generated by living organisms and electronic devices at a distance of 5 steps per dot of Electrovitae known. This conveys exact location as well as general rough knowledge (ST discretion) of the type of creature or device detected (i.e. can distinguish a cell phone from a taser, a rat from dog or person, and recognize known individuals). This power does not detect the undead or nonliving creatures. Should a viable target be hidden via supernatural means, add dots of Electrovitae as traits total for resolution of challenges (similar to Auspex vs. Obfuscate.)
OO Capacitor Vitae - By manipulating the flow of the earth's naturally occurring electromagnetic field, the vampire can act as a power source. Spend 1 Blood to activate Capacitor Vitae and supply sufficient power to maintain electronic devices at a range equal to the distance detected by Electrolocation (touch is not required.) This power does not provide control of the electronic devices, but merely supplies power to them. The vampire may selectively decide which devices are powered. The total amount of power provided should be no greater in effect than what could be powered by a car battery (ST discretion). This power lasts for one scene or hour, and the effect can be changed for any combination of devices at will (though only once per round). Living creatures can not be affected by this power.
OOO Sever Power - The vampire can now selectively sever or restrict the flow of power to electronic devices, rendering them inactive when within a range equal to the detection range of Electrolocation. Power lines remain live outside the range, and batteries remain charged, but the power is does not reach the devices so targeted by the vampire. The control at this level is fine grained and specific. The vampire may choose to leave a device on but with no additional functionality within ST discretion (i.e. alarm system remains in an armed state, but can not become active and send a signal.) Spend 1 Blood to activate Sever Power, which lasts for one scene or hour. The effect can be changed for any combination of devices at will (though only once per round). A vampire may have both Sever Power and Capacitor Vitae active at the same time, selectively apply the effects to individual devices.
OOOO Plasma Ignition - The vampire has learned to channel and focus electromagnetic forces into a superheated plasma to burn targets with a touch. Spend 1 Blood to activate and lasts for one scene. The vampire must succeed in a physical challenge to touch and apply this effect. The location touched explodes into a momentary, brilliant scarlet plume of superheated plasma, inflicting two levels of aggravated damage total. This power is not additive with any other attacks. This power does not start fires nor explode volatile compounds, the plasma plume is supernatural in nature and lasts the briefest of moments. This attack may be fully used in conjunction with Celerity.
OOOOO Plasma Detonation - Spend 1 Willpower and 1 Blood to activate this power for one scene. The vampire can choose to use this power in one of two ways in any given round of combat, affecting a single target for 3 aggravated damage, or up to 5 targets for 1 aggravated damage each. Range is limited to the range of detection of your Electrolocation discipline. You must win a physical challenge (Dexterity based) against your target. Visually, the vampire flings tiny scarlet ribbons of energy at the target(s), which then erupts into a violent plasma plume upon contact. This power does not start fires nor explode volatile compounds, the plasma plume is supernatural in nature lasts the briefest of moments. This attack may be fully used in conjunction with Celerity.
Basic:
Second Wind: This power allows the Inceptor to refresh a single trait category once per evening as long as that category of traits has not been refreshed yet that night. This power replaces the Willpower refresh that is available for the chosen trait category.
Strength of Skill: To activate this power the Inceptor must throw a Willpower challenge versus four traits. If the Inceptor fails the challenge this power may not be used for the remainder of the night. Once active this power allows the Inceptor to add one bonus trait to his all challenges for each level he/she has in the appropriate Ability used to retest the challenge. This power last a scene or one hour.
Intermediate:
Determination: To activate this power the Inceptor must throw a Willpower challenge versus five traits. If the Inceptor fails the challenge this power may not be used for the remainder of the night. While active this power allows the Inceptor to expend a temporary trait in the corresponding trait category for a challenge to gain one retest for any challenge in that scene. This power must be used before any other discipline retests such as Potence: Might or Presence: Awe.
Master's Focus: To activate this power the Inceptor must throw a Willpower challenge versus six traits. When the Inceptor activates this power his/her eyes glow a fiery red which may not be hidden with Obfuscate or any other power. While active this power allows the Inceptor to choose one non-Supernatural Merit and gain it for the rest of the scene or hour for each activation of the power. This power may only be activated a number of times in a night equal to the levels of Enhancement the Inceptor has. At the end of the scene in which this power was used the Inceptor gains a one trait penalty for each use of this power for the remainder of the night.
Advanced:
Unending Reserves: To activate this power the Inceptor must expend a Temporary Willpower trait and engage in a Physical challenge versus ten traits, retest with Survival. Once active the Inceptor's skin begins to glow a fiery red, this effect cannot be covered up with Obfuscate or any other power. While active the Inceptor must make a Physical challenge versus ten traits, retest with Survival, each round or suffer one level of aggravated damage as his/her insides begin to heat up and liquefy, this damage may be reduced as normal by Fortitude. This power allows the Inceptor to choose one trait category at the end of each round and refresh it, this power may not be used at the same time as Second Wind. This power lasts one round per Temporary Willpower the Inceptor has then may be reactivated.
Entropy’s Touch Inceptor Discipline
Endurance Drain (First Basic): After a successful Melee or Brawl attack you may engage in a static challenge, if you win, not tie, you gain the trait they bid on the challenge and they may not recover it by any means until the end of the scene or hour. If your opponent bid Intense(level 4 potence benefit) you gain a Brawny trait, and your opponent may continue to use the Trait on further challenges.
Theft of Skill (Second Basic): After a successful Melee or Brawl attack you may engage in a static challenge, if you win, not tie, you gain 1 level of a physical ability the storyteller chooses from your opponent. This trait returns to your opponent at the end of the scene or hour.
Impair Healing (First Intermediate): After a successful Melee or Brawl attack you may engage the target in a contested Mental challenge. If successful, spend a Willpower, Your target must pay double costs to heal until the end of the scene or hour.
Steal Vitality (Second Intermediate): After a successful Melee or Brawl attack you may spend a Blood Trait and engage the target in a Willpower challenge, difficulty your target’s temporary willpower. If successful, you recover one health level of damage while the target takes one non-soakable damage. If you have no damage you gain one additional health level. This lasts for the remainder of the scene or an hour. Can only be stacked up to three times over cap.
Vitae Larceny (Advanced): After a successful Melee or Brawl attack you may spend a willpower and engage your target in a Mental challenge, risking up to 3 Mental Traits. If you win you reduce your target’s Blood Pool by the number of traits risked, gain a 1 point Blood Bond with your target and increase your blood pool total by the number of traits risked. These traits last until the end of the scene or hour, at which point they return to the target they were stolen from.