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.
Nullix
Shiver
When blood magic is used on you, your blood reacts to its presence. Whenever you are the target of blood magic (whether path or ritual), then you may make a static Mental challenge (difficulty of the caster's appropriate traits), to know that someone attempted to affect you and you know the Paradigm.
Retest: awareness.
Reject
Your blood renders itself inert to the effects of minor magic. your blood cannot be used in any basic rituals involving blood magic,whether beneficial to you or harmful to you.
Impede
The very essence of your blood causes you to be less effected by blood magic than other Kindred. You may spend a Mental
Trait to gain an extra retest in any challenge that directly involves targeting you with a path of blood magic.
Halt
Your vitae's resistance to blood magic increases. your blood cannot be used in any intermediate or advanced rituals involving blood magic, whether beneficial or harmful to you.
Nullify
By spending a Willpower point, the thinblood causes blood magic used against him to require more concentration. Any attempt to target the thinblood with blood magic now requires the magician to spend an additional Willpower to activate the path or ritual. This does not replace the normal activation costs for the path or ritual. This power lasts for 10 minutes.
Retest occult
This discipline allows an Abyss Mystic to claim true mastery over the abyss and darkness itself. Since all Obtenebration comes from the darkness of the Abyss; it is a simple matter for a Mystic to offer in a sacrifice of blood to the darkness for its gifts gifted to another to be recalled. Whenever Obtenebration or an Abyss Mysticism Ritual is in use in the presence of an Abyss Mystic with this Path they can choose to call upon their pact with the darkness to revoke its blessing. This discipline has no specific individual levels. Rather levels in this discipline dictate what levels of either Obtenebration or Abyss Mysticism Ritual the user can effect. When a character wishes to counter and negate an active use of Obtenebration or Abyss Mysticism Ritual in their presence they must spend 1 Blood Trait and make a contested Willpower challenge against the target to counter the targeted power. Should they succeed the target’s power ceases to work and would need to reactive it in order to use it again. Level 6 and higher uses of Obtenebration or Abyss Mysticism Rituals cannot be countered with this path of blood magic. This discipline was created in with the same theory as counter magic, but only effects Obtenebration and Abyss Mysticism. Its secrets are long since lost to but a few from the Abyss.
Damkina is the Inceptor who created this discipline, and as such possesses it In-Clan. She is the only vampire able to teach this discipline.
May Counter level one Obtenebration or Abyss Mysticism Ritual
May Counter level two Obtenebration or Abyss Mysticism Ritual
May Counter level three Obtenebration or Abyss Mysticism Ritual
May Counter level four Obtenebration or Abyss Mysticism Ritual
May Counter level five Obtenebration or Abyss Mysticism Ritual
Tiamats Paths of Enchantment
Enchantment
Enchantment - the vocation of crafting (minor) magical talismans - is an art for the patient and those whose talents are not limited to the cerebral. Not only must the enchanter spend days or weeks tending the furnaces, etching the sigils, tying the catgut with the sacred knots, she must also construct the original item to be enchanted. Only a vampire with such intimate knowledge of an object can hope to imbue it with magic.
While the vampire is crafting the talisman, she may set any special restrictions or rules (such as “only works for women” or “activates when the user says “Alcatraz”) she wants upon it, so long as the rules do not increase the power of the talisman beyond her level of understanding. Such conditions add to the complexity of the enchantment and take longer to craft.
Enchantment's associated Ability is Crafts. And use Mental Traits.
An enchantment always begins with the construction of the object to be enchanted. This may be played out, relegated to a series of Crafts challenges or handled in downtime. The better constructed an object is, the more potent enchantment it can accept, so most enchanters put great time and effort into the initial crafting.
Once the object to be enchanted is completed, the actual enchantment is a ritual that takes a week per level of Enchantment. If the enchanter is kept away from his project for more than a few hours at a time, the enchantment fails. All enchantments cost one Willpower Trait per level of enchantment upon completion of the enchantment, whether successful or not. The first time a sorcerer successfully crafts an enchantment, the process has a difficulty one Trait higher than usual. Like Alchemy, Enchantment can be a very costly process calling for rare substances and expensive equipment. The Storyteller may require that an enchanter dedicate one or two Resources Traits to materials and laboratory upkeep, or that he put some effort into obtaining the requisite parts for his bizarre devices.
A personal item may have 1 effect from this discipline and must be crafted to a rating equal to the level of the power used. If the item is made for another they must submerge the item in their blood which it drinks and they must expend a willpower to attune the item to them within 24 hours of the item's creation. Once attuned the item is a permanent sympathetic link until destroyed and will work for no other.
A trap may have a maximum number of effects equal to the character’s dots in the generation background or half the crafter’s craft rating in trapmaking, whichever is greater. All uses and items made or altered via this path are at ST discretion.
All Costs are out of Clan, as it is only taught by Lantla/Tiamat, thus Coord approval, only.
•Vulcan’s Anvil
The enchanter can create a simple talisman that can give 1 bonus something ie: 1 retest, 1 health level, 1 named trait etc. These will refresh the next night if used or in the case of traits when lost. Costs 1 willpower and 1 week to make. (4 xp)
••Wayland’s Hammer
The enchanter can make a lesser talisman that can give 2 bonus something ie: 2 retest, 2 health level, 2 named trait etc. These will refresh the next night if used or in the case of traits when lost. Costs 2 willpower and 2 weeks to make. (4 xp)
•••Gibil’s Fire
The enchanter can create a moderate talisman that can give 3 bonus something ie: 3 retest, 3 health level, 3 named trait etc. These will refresh the next night if used or in the case of traits when lost. Costs 3 willpower and 3 weeks to make. (7 xp)
••••Gobannus’ Will
The enchanter can create a greater talisman that allows their user to surpass human abilities. Such talismans can imbue an item or trap with a Basic discipline effect equivalent to a discipline you possess and will be fueled in a similar fashion once activated by a willpower for a scene. Costs 4 willpower and 1 month to make. (7 xp)
•••••Lothar-wa-Khasis’ Blessing
At this level the enchanter can do formidable crafting. The enchanter can imbue an item or trap with a Intermediate discipline effect equivalent to a discipline you possess, will be fueled in a similar fashion once activated by a willpower for a scene. Costs 5 willpower and 1.5 months to make. (10 xp)
Perseqour
In order to use this power, it requires the user to have had a social interaction with the target for at least 10 minutes or the successful use of a social discipline on the individual being tracked.
Retests with Hunting . User gets +1 trait per level for purpose of tracking.
Wayfind
Basic
Static mental challenge vs the targets permanent willpower, know general direction of target.
Follow
Basic
Static mental challenge vs the target's permanent willpower, on success the user can stay on the trail of target as long as actively follow trail or until the next sunrise.
Locale
Intermediate
Static mental challenge vs the target's permanent willpower upon success the user will know the target's next location that the target went as long as the user is familiar with the targets surrounding area.
Track
Intermediate
Static mental challenge vs the target’s permanent willpower, the user knows the coordinates of target within 500 ft
Zone In
Advanced
Static mental challenge vs the target’s permanent willpower, the user knows the exact location of target, this power lasts for a scene or hour or until the user is within eyesight of the target.
This is a placeholder for any combination discipline that requires another combination discipline to learn it. Please see the writeup for details of which one.
Portalis: Spend 1 willpower to activate the discipline for scene or hour.
Portalis 1: Spend 1 blood to enhance a single held firearm. While enhanced, the weapon fires from any point within line of sight, rather than from the barrel of the gun. This can make it difficult or impossible to tell where the shot was fired from.
Portalis 2: While Portalis is active, you can manipulate simple objects at a distance.
Portalis 3: Spend 1 blood to enhance a single held melee weapon, or your unarmed strikes. Attacks with the enhanced weapon strike from any point in your line of sight as a ranged attack. Lasts a number of attacks equal to level of Portalis.
Portalis 4: Spend 1 blood to transport items within your line of sight. You can grab unattended objects that you could reasonably hold in your arms. Objects held by other characters requires a contested physical challenge. Alternatively you can 'throw' items you're holding. Stakes thrown this way require 3 simple tests.
Portalis 5: Spend 1 blood while enhancing a weapon using another level of this discipline. Attacks made with the enhanced weapon may attack up to three targets within line of sight. Each target beyond the first requires the user to bid an additional trait on the attack. (ex: 1st target 1 trait, 2nd target 2 traits, 3rd target 3 traits). Resolve each target as a separate challenge.
XP Per In Clan Costs. ie (3/3/6/6/9)
Reality Map You are dipping your toes into the vagaries of fate, and it responds. This Discipline uses the Enigmas ability as a retest Upon learning the first level of this Discipline, the character learning it gains the 4 point flaw,
Walking the Twisted Kingdom Danger Tingle
Basic 1: Permanently gain the benefits and drawbacks of the Danger Sense Merit. There was this spider dude once… who had this tingle… it’s kinda like that. All the hairs on the back of your neck crinkle like a spider tickling them… it’s not a good tingle.
Detect Strings
Basic 2: Make a contested mental challenge, if you win you may find out your target's nature, or a merit or flaw or an active derangement. The User chooses the category, the target chooses what information from that category. The target of the power may give the same information in multiple uses. Trying to understand when, and where, and who… watching someone carefully leads to clarity of who and when they are. You need to clarify something, which timeline is this? Let me see you.. Stand still. Yes…. ok… .. AH! Right! You’re that version of you.
Fortune Cookie
Intermediate 3: Make a Static Mental challenge (difficulty determined by ST) if you win, Storyteller will give you a minor piece of information regarding a plot you are involved in. This power can be used once per scene or at ST discretion. You walk down the alleyway to Elysium and ponder about a current path of fate you’re following. You trip over a clue to your investigation in your mind remembering a piece of the report that doesn’t exist yet. This is taking that path tomorrow, today.
Profiling Probability
Intermediate 4: Make a Contested Mental challenge against a Target. On a win You get a single retest against the target on any one challenge for the remainder of the scene. If you tie nothing happens regardless of trait totals, if the challenge is failed outright or by retest then the Target gets a retest vs you on the next challenge they throw with you. Sometimes knowing all the paths someone takes or will take or has taken muddies the waters, both for you and for them. With every decision a new them is created. Even if they don’t know it. When exceptionally focused you can determine which they they are and get the upper hand. This may however backfire, when you pick the wrong they and they are not the they you thought they were and thus they have the upper hand.
Tomorrow, A Better Today, Yesterday
Advanced 5: At the beginning of the session, the user makes a Willpower Challenge difficulty 4 or 2 times their Generation Background, whichever is higher. If Successful the user may spend a Willpower and 2 Blood traits, then spend up to 3 Mental Traits. For each Mental Trait spent the user of this power gets one change marker. A change marker may be used to change the result of a failed challenge into a tie once per action. (Make an Item card to track these uses and have a storyteller sign off on them.) Mental traits spent in this fashion may not be recovered or refreshed until the change marker they were spent on is used. These change markers last for the game session. The path of the evening is exceptionally unclear and you definitely recall more bad todays then good todays occurring. Reflecting on the possibilities, these mental railroad switches help you prepare yourself to guide a bad today down the path of a good today. In some cases, a less worse today than could be today to help ensure there is a future today for you to enjoy.
Repairing the Turtle’s shell - There was really no subset for this, as it is created by a KJ.. and didn't fall into any particular category that I saw... :P
The ritualist carves a Turtleshell out of interlocking pieces of white and red Jade. The ritualist infuses a 1 point of each type of chi (demon chi included) in the ceremony where they call to the guardian’s between the worlds, and carve the spiritual location where the barrier needs to be repaired. This preparation takes an hour and requires the ritualist to be fully aware of the location where the veil needs to be repaired, and which world is spilling into the mortal world. When they take the turtle shell to the location that it needs repaired they throw a mental challenge vs. the difference between the current barrier and where it should be. If there is a power or artifact being used to maintain the destruction of the barrier the challenge is vs. the difference of the barrier plus the level of the power, ritual or artifact. If the ritualist was misled on the world spilling into the mortal world they are down two traits on the mental challenge and nothing will occur if they made a shell for the wrong location
This discipline allows the user to create devices and robotic replacement for limbs and body parts. The user can use a amount of devices and/or body parts at the same time at the level of Robotics plus one.
As a additional effect, if a member with this discipline use any supernatural effect that have a visual effect (like any transformation or blood sorcery), it looks like it is a robotic thing. This is only a cosmetic change, without adding ANY mechanic advantage.
Mechanics: The creation of a Robotic device or body part follows the same rules of Master Level Toreador Craft Productions, using Crafts ability for the craft and the retests, substituting social traits for mental ones.
This devices or body parts have one functionality for each level beyond craft 5 on the crafted item, max 3 and 18 mental traits sacrificed. The devices or body parts can't mimics any supernatural power (Discipline, Gift, Sphere, etc.) and should only give mechanical advantages.
The PC must have a item card for each device of body part.
1. A PC must have a craft ability at level five in the area of the piece be produced and have won the craft challenges for the item to be crafts level five (each game runs these differently).
2. Once a week the craftier may spend six permanent mental traits to increase the crafts level of a piece by one until she reaches one mental trait. The character may not use any bonus traits due to items, vicissitude or specializations for this purpose. Also the Character may not buy any mental traits during this time.
3. Then the player may “kill” the character by expending the PC’s life force for an additional craft level, or stay alive and stop where she is.
4. No discipline can make a PC do this (it must be the player’s free will).
Example: A 10th generation Pander with 12 mental traits and a specialization in Robotics creates a level five body replacement. The Pander then spends a week and 6 permanent mental traits to raise the robotic arm to crafts at level six. The Pander now has 6 mental traits and works another week spending 6 more mental traits to raise the artificial arm to crafts at level 7. The Pander now has 0 mental traits and can’t spend six more traits because the specialization cannot be used and the Pander can only go to negative 5 traits. The player decides to kill the character and spends a week and the life force of the Pander and raises the body replacement to level 8. The character is now dead, but has produced a crafts 8 robotic arm.
The body parts are considered always active and don't require activation. The mechanic devices that isn't body parts must be activated with a static mental test against 10 mental traits, with Science (Robotics) as retest. A failure in the test means that the device will jam and don't work on the entire scene.
The implant of body parts must be made with the Vicissitude discipline and have a mental challenge of 8 traits (Body Craft as retest), otherwise the PC will heal on the next day and the implant won't be able to be usable.