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:
• Float
The character may now walk one inch above the ground when moving.  This does mean that they may walk over any solid or liquid surface.  Spikes, water, the ground are all acceptable surfaces, even lava (though there would be other consequences) 
 
•• Zip
The character may take an additional step per action and no longer needs to walk, he may glide forward at a slightly accelerated speed or continue to walk with a “spring” in his step. 
 
••• Juke
As the character’s movement is governed by thought and not physical speed the character gains six bonus traits to dodge any incoming attack that he is aware of.
 
•••• Flight
 
Finally after all that work learning the basics the character can now fly at speeds up to 50 mph.  Carrying as much weight as he could carry while walking.
Date of Archival: 06-Feb-2015
Malkavian
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Fortuna: It all comes down to luck. In most cases, it's a Social challenge, retest with Subterfuge.

Coin Trick: Spend a Blood Trait and make a Static Social against 8 traits to do a minor alteration to probability on an object. Nothing that will actually give a trait bonus, but will alter the roll of the dice, a hand of cards, maybe even as much as a roulette spin. Final interpretation is up to the ST.

Two Strikes: Spend a Blood Trait and make a Social challenge to either give someone a Two trait Bonus or a Two trait Penalty on their next challenge.

Hedging your Bets: Spend a Blood Trait and make a Social challenge to either give someone a free retest on their next failed test or force them to retest on their next successful test. A Willpower point must be spent to affect Supernatural beings.

Stacking the Deck: Spend a Blood Trait and make a Social challenge to either give someone a two trait bonus or a two trait penalty for all challenges for a scene. A Willpower point must be spent to affect Supernatural beings.

Breaking the Odds: Spend a Willpower and 2 Blood Traits and make a Social challenge to either give someone a retest for every failed challenge in a scene or force someone to retest every successful test in a scene.

Date of Archival: 30-Jan-2015
Anarch
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This inceptor power is directly tied to giving sentients to an aspect of a Vampire’s beast.
As Fou’Drake is a separate personality, all its memories are its own. The consciousness of the primary personality would enter a Fugue state while Fou’Drake is in control.
Additionally, when Fou’Drake is in control, all Appearance-based Social Traits become "Intimidating" or "Threatening". This Discipline ceases to function if the beast is removed, suppressed or controlled.

Note: In order to teach Fou’Drake’s Blessing the Teacher must force the derangement Multiple Personalities upon the learning Kindred, which requires training in Psychology equal to the level being taught. In addition, the learning Kindred must consume the blood of the Teacher while Fou’Drake is in control. When in the process of learning or teaching this power, all involved parties are considered to be at 1 Self-Control for the duration of the teaching.

1 - Gentleman No More (basic)

When your blood boils and the anger seeps to the surface, the Beast is ready to come out and play.

System: Spend 1 point of blood to bring out Fou'drake, Gain Vicious Nails which inflict 2 Lethal in Brawl, 2 extra points of Intimidation for use in retests (This does not increase the level of the ability) and Intimidating x2 social traits, and give over control to your alternate persona. You also gain the negative traits Violent x2 and Feral x2.
After the power wears off, the user has no memory of what happened during its use. Taking the first dot of this Discipline gives you the permanent derangement Multiple Personalities. If this derangement is ever suppressed or bought off, access to the discipline is lost.

2 - Fou’Drake’s Ire (basic)

The beast is an angry mistress, and his Ire knows no bounds.

System: While under the effects of "Gentleman No More" you may spend a blood trait to enter a battle frenzy, gaining Brawny x2, Tireless x1, 3x Bruised Health Levels, and suffer no Wound penalties until you reach the Crippled health level. Additionally, your Brawl now does an additional level of Lethal damage, for a total of 3. You may not willingly exit combat while under this effect.
Ire lasts for the scene or until you spend 3 rounds calming down away from combat or physical activity.
You may not wear armor or enter a non-human form while under the effects of this power. Additionally, you are immune to Frenzy and Rotschreck while in this state. Likewise, you may not enter this state if already in Frenzy or Rotshreck. This power may not be used in conjunction with True Berserker or similar powers.

3 - Witness Him (int.)

The roar of an angry beast will send even the bravest soldiers fleeing in terror.

System: Spend a Blood Trait and a Willpower, activating the first 2 levels of this Discipline together and letting out a blood-curdling roar. You may make a social challenge against a chosen target, retest Intimidation. If successful, the target will flee in terror as if affected by Dread Gaze. If you fail, the target takes a -1 penalty to Courage challenges for as long as they remain in your presence. This is considered a Fear-based power, and the defender may retest with Intimidation.

4 - They Call Him Mr. Fou’Drake (int.)

When the beast gets angry, all hell breaks loose.

System: If not already under the effects of " Fou’Drake’s Ire", spend 2 Blood and a Willpower, activating the first 2 levels of this discipline in tandem with this effect.

Otherwise, if already under the effects of Fou’Drake’s Ire, this power only costs a Willpower.
Fou’Drake’s rage burns within, causing your muscles to bulk up, claws to grow longer and your skin to burn hot to the touch. In addition to the previous effects of this power, gain +4 Bonus Traits to Strength-based challenges and 2x Healthy Health Levels. Your nails now inflict 3 Aggravated Damage and have High-Caliber (chop for an additional point of Lethal Damage). When in this form, in addition to the limitations of previous levels, you may not use Social or Mental powers aside from Dementation. You gain additional negative traits of Violent x3 and Feral x3 for the duration of the power, which stack with those gained from “Gentleman No More”.

Due to the physical toll of this power, once this form power ends, you gain Lethargic x3 and Submissive x3 for the remainder of the night. This penalty stacks every time you use this power. If you ever have more Negative traits than Permanent traits in a given category, you immediately fall into Torpor.

5 - My Friend Fou’Drake (adv.)

The beast is Legion, in the end, all shall join the beast.

System: This power confers its benefits based upon the number of other Vampire’s currently under the effects of Fou’Drake’s Blessing. All Vampire’s participating in this power must have at least the first level of Fou’Drake’s Blessing active and must drink 1 point of blood from each other active Fou’Drake After which point, the following benefits come into effect:

-All participants gain a Hive Mind style Telepathy with every other Fou’Drake within line of sight.

-All participants share a single Willpower pool based on their cumulative Willpower.

-All participants gain bonus traits to Perception challenges due to shared sensory input based on the number of participants, up to a max of +5.

-All participants gain bonus traits to Intimidation challenges based on the number of participants, up to a max of +5.

Date of Archival: 02-Mar-2019
Anarch
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Custom 15th Gen discipline. XP Cost same as normal.
 
Guile 1:
Mind trick -  You are so quick witted  that it is hard for you to be fooled by powers of the mind. You are also easily able to recognize when others are trying to pull one over on you. When you are involved in a Mental Challenge, you have an automatic retest. You may only use this power once per Mental Challenge. Like Might, Mind Trick is the last retest you can use in a challenge. 
 
Guile 2:
Believe it or Not - As a creatures of great misdirection and cunning skill, this ability stretches beyond spoken lies. With a successful Mental Challenge, this kindred can make a small object (no larger than a briefcase) appear to look like something of the same shape. For example, you could make a toy gun look like a real one, or paper look like money. This power only lasts while the kindred using it is still present.  
 
Guile 3:  
Aura of Deceit -  You have a way with words, a trustful quality about you that when you speak, other kindred find little reasons to not take your word as the truth. Aura of Deceit works slightly similar to Majesty. You spend a will power to activate the power and then throw chops with the people within the room or a certain radius. If successful they believe what you are saying, until it can be proved wrong. In order to disbelieve the lie they have to expend a will power to start their retest. An example of this might be Prince :"You were seen by a high status member of the court blowing up a building an hour ago?"  You: "No I was nowhere near that area."  They would believe you until there are cameras produced, that obviously prove this to be a lie. It also wouldn't work for things that are extremely obvious lies. Example. Explaining to someone how they are died, (They obviously aren't dead.) or that they are a giant purple dragon, something weird like that wouldn't work as its blatantly not true.
 
Guile 4:
Living the Lie - You have mastered being sneaky to keep your precious secrets quiet.  Whenever you enter a mental challenge, you may use Subtle as your bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus, you may continually use Subtle in successive tests.
Guile 5:

the world as I see it  Deciet has become second nature to you. Your need to hide the truth from others has blurred the lines between your reality and the truth. Powers and Magic that are normally used to detect lies, including those you may not be aware of, no longer have any effect on you. In instances like with telepathy your brain is able to over come the ability allowing you to actively control not only your surface thoughts but what they see when digging deep into your brain. This power is activated by spending a willpower and engage in a mental challenge whomever is attempting to the power against you. if the challenge is won they can then tell whatever story they wish and it is an undisputed fact. In order to gain this advanced level discipline you must also take the negative trait deceitful.

Date of Archival: 09-Feb-2015
Camarilla
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

The word Iatrikē means physical and spiritual medicine in Greek.  This unique Inceptor was developed by the Thin Blood Claire Lockwood who happened to get embraced when a frenzied vampire entered into the Boston Emergency Room.  With Claire’s focus on medicine and helping others her blood developed this new and unique discipline to heal and cure others.  This discipline may only be used on others and not the vampire with it themselves.  Also, due to the nature of the use of multiple blood traits to use many of its levels, the character may need to spend blood traits over multiple turns to use it.  Lastly, in any challenge that may come up when using this discipline its ability retest is medicine. This discipline works on any creature including vampires.

•Simple Wounds
The most basic application of this discipline allows the vampire to call upon their blood to heal the most minor of injuries upon another.  The vampire reaches out and forces the victim’s own blood to rapidly heal and close minor wounds.

System:  The character spends 1 Blood Trait to heal 1 level of lethal or bashing damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

••Complex Injuries
In the next evolution of Iatrikē the vampire can use their blood and the blood of others to heal more severe wounds more efficiently.  Broken Bones mend and stab wounds heal.

System: The character spends 1 Blood Trait to heal 2 levels of lethal or bashing damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

•••Critical Condition
The vampires skill with Iatrikē has reached such a level they may now heal the most severe and deadly wounds upon another.  Those who suffered severe burns of deadly chemical attacks may now have a chance of surviving them when a vampire with this discipline is near by.

System:  The character spends 3 Blood Traits to heal 3 levels of lethal/bashing damage or 1 level of Aggravated damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

••••Flatline
One of the more potent applications of Iatrikē allows the vampire to rapidly heal those closest to death.  By focusing their blood to manipulate the healing properties of others bodies they can bring a person back from the brink of death itself.

System: The character spends 3 Blood Traits to heal 4 levels of lethal/bashing damage or 2 levels of Aggravated damage on a target of their choosing within a radius of yards equal to their permanent willpower score.

•••••Restoration
Not all injuries a person suffers may come from violence or accidents.  Many diseases and poisons can also afflict others.  A vampire who has mastered Iatrikē may attempt to end or cure any disease or poison a person s affected by, even Supernatural ones.

System:  The character spends 5 Blood Traits and 1 Willpower Trait to instantly cure any disease or poison effecting another target.  This power even ends any supernatural diseases or poisons. They may affect any target with this power equal to radius of yards in the characters permanent willpower score.  Supernatural Diseases or Poisons attempting to be cured by this power may require a static Physical Challenge retested with Medicine, with a difficulty decided by the Storyteller.

Date of Archival: 26-Dec-2023
Camarilla
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
 
 
*This discipline works both as physical and mental discipline.  Which ever is appropriate for the system.
 
 
1:  Practiced Breath.  One free refresh of the appropriate physical (or mental) traits per night.  High Caliber weapons always activate.
 
2:  Marksman.  You make make a single retest on any challenge with a ranged weapon.
 
3:  Eagle Eye.  May use the bomb in challenges using ranged weapons.
 
4:  Accurate.  May bid Accurate instead of a physical (or mental) trait using ranged weapons.
 
5:  Sniper.  Win all ties with ranged weapons.  Ranged weapons also do an additional lethal damage.
Date of Archival: 09-Oct-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This power was a reflexive action on embrace. The flight survival kicked in and he woke up half a block away. The power operates off of blood and is held by willpower. For instance a Crawler wanted to open a hole in a guys pocket stealing his keys would spend a blood to open a portal and one will to hold the portal to fish the keys out stealthily. This power never negates challenges. For instance the same senario the crawler may be asked for a stealth check against the victim. Any Physical actions are made against the victims Stamina challenge. Opening any Portal Requires a Mental Challenge vs. Variable against the Dark Matter Resonance (DMR). DMR is up to the ST based on the technology of the area. A Computer Lab having high technology has a challenge rating of 4, while in the middle of Montana Wilderness may have a rating of 10. Some special ratings are Werewolf Cairne are near impossible and require the expenditure of 1 mental per Cairne rating, as well as Holy Places and hallowed ground. Other places are up to the ST but will be known before casting however the initial blood is lost to the cosmos. The retest for Wormholes is Occult. It must be noted that this power is a masquerade breach. Opening Wormholes is not a simple feet. When cast the Crawler throws their Blood to the origin point, upon contact it bursts with Cosmic Energy there is no sound, through the air will feel slightly electrified. There is a swirl of air that will rush into the hole. After the Crawler is through the entrance the opening snaps closed in the same fashion. The exit point can be no more than 50ft in any direction from the Crawler. The Crawler may open a portal to any location he has purposely spilled one blood trait in without regard to distance or their DMR. This point of blood may be clean and the Crawler can still Wormhole in. The only way to stop this effect is for the Crawler to “Clean” the Spot by using Cache’ on the spot. System : ALL levels require the expenditure of one Blood. To maintain a Wormhole requires the expenditure of one Wilpower per turn or 3 seconds except where noted. A player using ANY of this power who runs out of Willpower is sucked into the wormhole he/she tried to summon and destroyed by the Dark Matter they chose to weild.

1. Quick Pick - Small inanimate objects, shoe box or less can move through.

2. Más grande - Refrigerator size inanimate objects can move through

3. Cashe’ - Open a hole in the ground or in a wall or any other relatively flat inanimate surface and place an inanimate object or the Crawler inside up to the size of a Refrigerator. This object is not on any plane but is in a pocket dimension of its own. This power will not disturb anyone in earth meld. In addition, at this level Quick pick can be held open for 10 minutes for a single willpower.

4. Nightcrawler - Open a portal big enough for the Crawler to go through but no one else. In addition, at this level opening Quick Pick stays for scene or hour and Más grande can be held open by a single Willpower for 10 minutes.

5. Parting the Demension - For the price of one blood per person and a Willpower the portal can accommodate others. In addition, The Crawler can hid within the Cashe’ through the Daytime hours for a single Blood trait.

Date of Archival: 20-Jun-2020
Anarch
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Inner Light
Fortitude 3
Presence 1
7 xp

You burn with an inner radiance, wearing your heart on your sleeve, or exuding the virtue of your path. Those around you are bolstered by your beliefs.

Mechanic:
This power is always active as long as you have temporary willpower. If you run out of temporary willpower, the effect fades until you regain one. While this power is active you automatically win on any virtue challenge that you double the difficulty of.

Also, anyone within 10 feet of you gains +2 to any virtue challenge they engage in while in this proximity to you. The bonus of this aura affect can not be stacked by multiple applications of this combo power.

Date of Archival: 03-Jan-2019
Tremere
Custom Content Category: Discipline
XP Cost: 7XP
MET Mechanics:

Make a static Social challenge, difficulty 10, retest with Leadership. Up to 5 physical traits may be spent to equate to one level of Celerity to a maximum of 5.

Date of Archival: 05-Mar-2024
Brujah
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Exp Cost: 7
 

Custom Discipline Requirements:
Presence 3

Obfuscate 3

Rusty (Pistol, +1 trait 2 lethal damage, Negative trait: Loud  Notes: This is a snub nose 38. special 6 shot revolver, rusty and worn with a grip entirely replaced by duct tape. It is prone to misfire.)
 

Met Mechanics:

Items that have long been associated with a Kindred and had meaningful impact in their stories can over time become a talisman of sorts.  The item becomes so associated with them that others simply ignore it's presence even if the item might not be appropriate for the current surroundings. The Kindred's powers of Obfuscate and Presence combine to ensure that the item doesn't draw undue attention.  
 

System:

When others view Rusty, it appears to be a mundane, harmless item of little interest.  Even when the owner fidgets or cleans the weapon, it's 'dangerous' nature is concealed.  Only if the user actively draws attention to it's nature, by using the weapon or threatening to use it, will the illusion break. This power is always active.
 

Anyone attempting to perceive Rusty's true nature must succeed on a Static Mental vs. Mental + Subterfuge challenge.  

 
The link between Rusty and owner is strong, if Rusty is lost or stolen the owner will always be able to automatically sense in which direction it is located.  

Should it ever be permanently lost or destroyed, the Kindred may bond with another firearm by spending a Permanent willpower.  The newly bonded Rusty will have the same statistics as the original, and will gain the same appearance within days.  The psychic link also makes Rusty a strong material link, any sympathetic magic used with it gains a +3 bonus against it's owner. 
As a Will-bound item, it has a high likelihood of translating intact to alternate realms of reality. 
 

Balance Notes.  In many games the obfuscate portion of the power can be accomplished with Mask of a Thousand Faces, so the combo only helps by making the challenge static and by allowing the user to fidget with the item without revealing it.  The tracking radar portion of the power is only designed to help the user find the weapon should it be lost because the sympathetic link drawback makes it imperative to recover it.  The user is never likely to purposely use it as a tracking device because he will never want to be separated from Rusty.  Sts should force the user to spend (multiple) Willpower or simply prohibit purposely using it as such. 

 

Date of Archival: 29-Jun-2017
Brujah
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:


Inceptor Talent: Kindred Cognition
NOTE: To learn this discipline, the character must have the merit: Magic Resistence

By forging a greater understanding of how the Kindred mind works without reliance on a biological brain, one can force their way into alien patterns of thought and attention. This results in not only a new way to think, but a new ability to interact with the world.

First Basic: Pattern Recognition:

By pushing out distractions and putting a fine focus at the task before them, the kindred can process the errors they make and make instantaneous micro adjustments to correct the course of their action.

System: When making any non-overbid retest based on a physical, social or mental trait, the Kindred is considered to hae 2 bonus traits for the purpose of ties. When making an overbid attempt the Kindred is considered to have 4 bonus traits for the purpose of ties and attempting the overbid.

Second Basic: Reset

With a moment of concentration to the exclusion of all else, the Kindred can restore their mind to the state it would be in upon awakening. This momentary lapse in awareness can become disorienting and disconcerting over time, limiting its use.

System: After 1 minute of concentration during which the Kindred is unaware and may take no offensive or defensive action, you refres all currently lost mental traits and one temporary Willpower trait. This may only be used once per gaming session. In downtime this ability may be used for a number of times equal to their Self Control / Instinct Rating,  +1

First Intermediate: Overclock:

Through trial and error you've learned to quickly assess information and how to best use it in the moment without hesitation.

System: This power grants an additional " Overclock " retest on any mental challenge. If this retest is for a mass challenge, you must spend one additional mental traits for each target beyond the first.

Second Intermediate: Firewall

Your mind has altered in a fundamental way, making it difficult for outside forces to alter and interact with it.

System: You win all defensive ties on mental tests. You're considered 2 traits up for anyone attempting to read your mind and they must spend 1 mental trait for each round they do so.

Advanced: Machine Learning

A part of your mind is always studying and assessing your environment and interactions. The data collected over a year is impressive, even for a kindred whose lived centuries it could go beyond their comprehension.

System: You cannot be surprised or suffer penalies from distractions, including the bruised health level. You may call an ability retest of which you don't hae or are out of uses for a number of times equal to your rating in this discipline, per session. You are considered 2 traits up in all mental tests. These traits cannot be used for bidding purposes. At St discretion you may have an easier or faster time learning abilities, disciplines, etc.

 

Date of Archival: 13-Jun-2018
Nosferatu
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Requirements Animalism 3/ Auspex 2 8XP
Description: Using the knowledge of the beastial side of the vampiric condition mixed with the power to calm the beast of others the vampire that learns this power can learn greater control over himself.
Mechanic: The vampire spends a willpower and a full round of concentration. They cannot perform any other actions since hushing one's beast is an act that requires their full attention. The power lasts one scene or an hour whichever is shorter.
Once active the vampire gains a free retest on Frenzy chops. They only get one per challenge. This power does not affect Rotschreck, as the focus is on controlling the beast instilling it with courage. Furthermore the vampire gains the negative mental trait Distracted while the power is active. It is encouraged that the player role play a slight response delay while the power is active to represent the concentration required.
This power was designed by a humane vampire with an understanding of the beast from a humane perspective. The methods of the vampire would not make any sense to a vampire that has moved on to another path of morality. Such Vampires are unable to learn this power.

Date of Archival: 08-Jun-2024
Nosferatu

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