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.
Spotlight (Inceptor Power, Can only be used by <Name>, Can not be taught, Can not be used if <Name> is not 14th Generation)
1-Glamour (4 XP)
Because of your time in the spotlight it is necessary for people to see you in an idealistic way and to disguise your true nature. Because you have spent so much time in public concentrating on looking mortal, it comes naturally to you and you can do it more efficiently. When you wake up each night, you can choose to spend a blood when waking up to activate the power. When this power is active you can spend a physical trait to look mortal for a scene or an hour. During this time your skin takes on a natural flush and you breathe subconciously.
2-Rolemodel (4 XP)
You're the kind of person people aspire to be to the point that it comes naturally to you in all your actions. After entering a challenge to take an action and emerging successful, you may make a static Social test against a difficulty of eight traits, retesting with Leadership. You can then choose up to three other characters within your line of sight who will gain an additional retest on one related test within the scene or an hour. The wielder cannot use this Discipline on himself, nor can it be used more than once on the same target per scene, though it may be used multiple times to cover a number of different allies.
3-Pizazz (7 XP)
Your dedication to your art is unrivaled and you are willing to put the whole of yourself into your performances. Upon beginning a performance, you can spend a Willpower to active this power. Once active you can perform above your natural level, being considered a level higher on an ability for a single piece of art performed. Once this performance is completed you take one level of unsoakable lethal damage as your effort takes its toll on your body. This power can only be used to enhance live performance arts and its essence cannot be properly recorded.
4-Fame (7 XP)
In addition to your natural charisma, your fame instills you with a greater sense of confidence that makes you more appealing to others. To activate this power, you must spend a Willpower and have at least one level of the background Fame. When this power is activated, the user is considered to have a number of additional social traits equal to his fame rating for the next hour or scene.
Animalism 5, Presence or Dominate 3.
When the powers Quell the Beast or Drawing out the Beast are used against the possessor of this power, it allows a win on ties. One temporary Willpower is spent to activate the power. Additionally, the power allows winning on ties vs. Fear Frenzy. The affect lasts for a scene. After the power activates, the user is down one Self Control Trait for the remainder of the evening.
Sylvan
This power represents a strong supernatural connection to plantlife. Unlike the practitioners of the Green Path those that exercise this power become more plant like themselves.
Survival is the retest for this power. This is a transformation power.
Level One: Root of Knowledge
Knowledge is an important tool and the practitioners of Sylan have learned to find value in even the most overlooked knowledge.
System: The character spends a point of blood and their hands or feet become darker and more shaped like roots. The transformation takes an entire minute and lasts until sunrise or until deactivated. They may then place their hand or foot on dirt and they sink slightly into it. If they spend an entire round concentrating they can gather information about the soil itself as well as surrounding structures and if anything is buried or hidden in that soil. This power can detect characters using the protean power earth meld or similar protean powers. The character does not know the specifics of who or what is buried only size and approximate location. (within a few feet.) This power can sense foundations and hidden tunnels as well. This power extends out 25 feet in all directions normally but the character may spend a mental trait and extend the reach to 50 feet or two mentals for 100 feet.
When a character uses this power they do not sense movement on the surface. It only senses the movement, displacement, and quality of the soil. This power effects soil and sand. It does not affect stone as the roots cannot penetrate stone.
If this power is being used to sense an earth melded kindred it does not get you an location exact enough to attack but a vague area you may attempt to excavate. You cannot identify who the melded kindred is. If an kindred uses the elder protean power Earthen Flow a character cannot tell what direction the kindred as moved in or where they are while moving but can detect them once they stop.
This power can also detect magical qualities of the soil itself. Because of the rarity of such an issue the specifics of what the character learns and how they are affected will be determined by the storyteller at that time.
Level Two: Blood Pollen
With a pause and an effortless puff, a cloud of red dust floats from the vampire’s mouth. It clings to the eyes and mouths of those caught in its path and deliver a plight most vampires have long forgotten: allergies.
System: After spending a blood the vampire using this power transforms that blood into a mouthful of supernatural pollen. They may spit the pollen upto 10 feet away in a mist. Effecting upto three targets that are within range. This pollen effects mortals, vampires and even other supernaturals. Targeted characters must perform a static physical challenge against the vampire’s current physical traits. If they lose they gain the negative traits Sickly and Oblivious due to experiencing a sudden and severe form of hayfever that blurs the vision of the target and makes them feel weak. This begins at the top of the next round after failing the test. The power’s effects wear off in an hour or scene and the effects do not stack if the power is already active. The affected vampire can spend a full round washing off the supernatural pollen with water or some other liquid.
As this power is activated through a static challenge the user of this power cannot retest the chop. However the vampire using the power does not loose traits if the targets resist the pollen because the test is not against them but the cloud of pollen. Targets can retest with the ability survival.
Level Three: Bat-Thorn Strike
Wooden weapons become even more fearsome in the hands of person with this power.
System: The character spends a blood and bonds to a wooden weapon. This power can convey one of two effects to the weapon they are bonded to. Either the weapon sprouts thorns dealing a bonus point of lethal damage when used to strike your enemies or the weapon becomes and strong like a hardwood. A hardened wood now has qualities more like stone than wood and as such a weapon charged with this power cannot be broken through normal use by a person with Pussiance. These effects last until they release the weapon from their grasp or sunrise whichever comes first. This cannot be used on thrown weapons or wooden projectiles because the effect leaves as soon as the character breaks contact with the weapon.
Level Four: Seed of the Jubokko
This grizzly power is considered a calling card of sorts. It causes young trees to burst from the body of mortals that have been given the black seed. The aftermath is bloody and a true horror to behold for anyone with a shred of sympathy. The resulting trees are referred to as Jubokko or Dark Trees. Trees that grow in this fashion should be a species that reflects the birthplace of the host.
System: This power costs one blood and a willpower in a matter of ten minutes they form that blood into a small black seed shaped object. If this seed is snuck into the food of or forced down the throat off a non-supernatural person or animal. After three days of germinating inside the host the vampire can spend a full turn concentrating to activate the seed. Once the seed is active a sapling of six to seven feet in height bursts forth automatically killing the host in a particularly bloody and brutal fashion.
This power cannot be used on targets that are even remotely supernatural. Vampires, werewolves, mages, face, and even ghouls are immune to this power. The magical in their blood counteracts the invading seed.
If the host is standing on fertile soil when the seed activates the emerging tree sinks its roots into the soil and will continue to grow quickly. Thick roots can be used to grab nearby targets and it can drain animals and people of blood. The tree has between seven and ten traits depending on its size. The tree can store blood in a small sac among its root under the soil. If a practitioner or Sylvan comes near it they can use the first level power to connect their roots to the tree and drain blood from it. STs can make a chop to see how much blood a tree has in it. The maximum a dark tree can hold is four points of vitae.
The vampire using this power can sense the general direction and how near or far the seed is. On the third night they can spend a social causing the infected target to come to them.
Level Five: Skin of the Green Man
This power like most in this discipline stand apart from most. In this case it is because it requires the vampire must be buried in soil to activate the power. Over the course of the day a think unnatural bark encases his body like wooden suit of armor with sprouting leaves and branches from the back. The scent of the forest follows any that have this power active.
System: To activate this power the character spends a willpower and a blood and gains a health level that acts like a level of armor. The power is active once the character is awoken and ends at sunrise. At the time it is activated though the character may spend additional points of blood to get additional levels of health or two additional physical traits. They cannot add on more blood to this power than levels of the survival ability that they have. (A character with Survival 5 could spend no more than 6 blood.) The character must spend this as they lie in the ground and cannot drink more blood in between activation and sleeping.
When this Power is active the character cannot initiate Social challenges, except ones concerning intimidation, while this form is apparent. Also they cannot bid appearance traits while this power is active. The character must retest successful attempts to put out fires on their person while the power is active as they are covered in wood. (Essentially the ST gets a retest against the player when they try to put out a fire on themselves.)
To activate this power the character must bury themselves and spend the day in the dirt. Upon waking they declare how much blood and social traits they have spent to make their wooden form. Each blood gives them one extra health level to be treated as armor. Each social trait spent will give the character an additional stalwart physical trait. They cannot spend more blood or Socials on this power than they have levels of the Survival ability.
When this Power is active the character cannot initiate Social challenges, except ones concerning intimidation, while this form is apparent. Also they cannot bid appearance traits while this power is active. The character must retest successful attempts to put out fires on their person while the power is active as they are covered in wood. (Essentially the ST gets a retest against the player when they try to put out a fire on themselves.)
The unique inceptor discipline of the Ravnos Anti known onl as Kabuki, pulls upon their history of being created in an abomination of kindred blood and technology. Kabuki innately understand and know all forms of technology and manipulate it as well as a fiend does with flesh. This allows the inceptor to become a master hackers far more capable then any mortal. As late no kindred besides tKabukihave ever learned this discipline. While it is theoretically possible it is highly unlikely none have yet found Kabuki and connvinced them to teach it..
•Interface
The first skill the vampire learns is the ability to directly interface with any piece of technology. The vampire learns to bypass any initial logins or security to gain basic access to a device. Their mind and supernaturally abilities simply over power and dominate any piece of technology they touch. To use this power the vampire must physically touch the device they wish to interface with.
System: The character can touch any piece of technology and make static mental challenge against 10 traits for standard technology security for a device, 12 for above average security, 14 for advanced security, and 16 for the most powerful security on a device. This challenge is retested with Computers. If the character succeeds they may for the next scene or hour interface and interact with the electronic device. This power only allows for the initial access to a technological device. Any further hacking or delving into the device requires additionally challenges as normal etc.
••Technical Touch
Once a vampire has learned to interface with a piece of technology she may now attempt to delve further into the inner workings of the device. To a mortal this would be the hacking process of a computer; for a vampire it is all done within the power of their blood and mind. The vampire and the piece of technology become as one. Even if it is now nothing more than a battle between the vampires mind and a computer.
System: The character must first use the power Interface with a piece of technology before he may use this power. The character can touch any piece of technology and make static mental challenge against 10 traits for standard technology security for a device, 12 for above average security, 14 for advanced security, and 16 for the most powerful security on a device. If she succeeds the character gains the ability to repair, use, or modify the device as they see fit.
•••Empower Device
Technology requires a battery or other power source to function. In order to use any of the powers of this discipline the device needs to be turned on; otherwise much of this discipline is useless. With this ability the vampire can now use their own mystical nature as a power source. Guaranteeing that no technological device is beyond their grasp.
System: The character spends 1 willpower to activate this power. For the next scene or an hour the character may power any electronic device as if they were a power source for it.
••••Remote Touch
All other levels of Technica require the vampire the physically be able to interact with the device. With this level of skill the vampire can now interact without such a need. Any piece of technology they can see in their immediate vicinity is now within their grasp.
System: The character can use all of the previous abilities of Technica upon any technological device within 100 feet of themselves without the need to touch them.
•••••Spiritus Ex Machina
The final mastery of Technica goes beyond the material. The vampire can now directly communicate with the very spirits that power all technology. They can converse and learn its secrets or command them to their desire. As a result few security protections offer any sort of defense against this power. Much of the technological world completely opens up to the vampire as their play thing.
System: The character spends 1 willpower and makes a static mental challenge against a difficulty of 10 for simple electronic devices, 12 for normal electronic devices, and 14 for advanced electronic devices. This challenge is retested with computers. If they succeed they may speak to the spirit of the machine. The spirit of the electronic device is friendly and helpful towards the vampire and will generally answer any questions asked. Additionally the character may spend 1 temporary mental trait per command they wish to give the spirit within the machine that is must obey.
Guile level 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.
Tiamatu is the unique Discipline of the Nasaru bloodline of Kindred. It was developed by the line in the nights when it fulfilled its almost forgotten role as warriors against a greater darkness, and gives them power over darkness itself, controlling shadows and eradicating light.
• Sense the Nightfall - the vampire is able to see in total darkness. Spend 1 Blood Trait and suffer no darkness penalties for a scene or an hour. They may also see perfectly in total darkness.
•• Command the Nightfall - reshapes existing shadows, changing their shape, darkness and even causing them to move independently of the objects casting them. Spend 1 Blood Trait and The character can alter shadows cast in a 16-square-yard area, but he may locate that area anywhere within line of sight. The zone of Shadow Play can itself be moved as a reflexive action, if the user so desires.
••• Veil of Nightfall - creates an area of darkness, swallowing and suppressing light, except sunlight. As per shroud of night but fills and entire room or 16 Square yards.
•••• Perambulam in Tenebris - the Nasaru may instantaneously travel between two shadows, stepping into one and out of another. Spend 1 blood trait and 1 willpower trait. The character merely needs to see the shadow where he wants to emerge. (Direct line of sight is required; seeing the spot on TV does not qualify.) The distance between shadows does not count toward the distance the character can move in a turn based on his Speed. So, if he travels his Speed to enter a shadow and dedicates the turn’s action to using this power, he emerges in the other shadow all in the same action. Clothes and objects that can be carried in one hand can travel with a vampire, but other people and objects that require two hands cannot.
••••• Shadow Form - the Nasaru transforms into living two-dimensional shadow, existing in a form not unlike Twilight. Same as per Tenebrous Form, but in addition the character can interact with Spirits in this form. When interacting with Spirits while in this form the character still uses their normal character sheet and challenges, they may now just effect spirits directly. Even if they are in the Umbra.
Inceptor Power
Traveler’s Steps:
The Anarchs are nothing if not survivors. The discipline of Traveler's Steps is an example of an Incepted Discipline created to get a neonate away from the claws of a hungry scourge – the bane of all thin-bloods. Through the powers of the Vitae, a young vampire can learn to bend space and time between himself and his target to allow for instantaneous travel.
Using the intermediate (or higher) levels of this discipline automatically deprives you of any active Celerity effects, and attempting to use Temporus and these powers simultaneously destroys you outright. Learning this power automatically removes any levels of Celerity of Temporis you may have, and learning Celerity or Temporis automatically removes any levels of Traveler’s Steps you may have.
Level One: Know Location
This level allows you to know where you are, as if you had a map of the vicinity handy. (In your head.) The information gained is very similar to having a GPS, as you may gain knowledge of coordinates (Longitudinal and Latitudinal), Elevation, or Street Address. Common directions are also within your understanding, so you can always find the library or a pizza, but the Prince’s haven is off-limits. (Unless you’ve been there since you have learned this power.)
Once learned this power is always active.
Level Two: Haul Ass
Activation of this power increases your ability to get from point A to point B, or to get in a hasty retreat.
By spending a blood the character gains an additional step of movement each action for the rest of the scene. To casual observers, it simply appears as though the individual is combining long strides with a "hustling pace".
Forms that increase movement do so BEFORE applying this power.
Level 3: Teleport Item
This power is the first step in the ability to move objects through space without being affected by time. Any item attuned to the teleporter may be called to his person simply by the use of this power.
Spending a blood trait activates this power and calls forth any attuned item the teleporter chooses. The item quickly materializes in the character’s hand, giving off a faint “puff” as the air is displaced around the object.
Temporarily attuning an item takes one minute and the expenditure of a Willpower trait and lasts for the remainder of the evening. Attuning something permanently costs a permanent mental trait and takes one minute. (This trait can be bought back with experience, as per normal rules.) Those with Awareness can detect that something is amiss with the item, but without possessing this power they cannot know what the item is affected by. The Storyteller always has final say on what items can be attuned and teleported, but items should usually be small enough to be carried. (Like weapons or a backpack.) No more items may be attuned than the character has permanent Willpower Traits.
Level Four: Dimension Step
No longer limited to moving objects through space, the traveler can now teleport to anywhere within 100ft of his current location or 50ft if he wishes to also take an action upon arriving at his destination. (100ft equals 30 steps, 50ft is 15 steps.)
So long as the intended destination is known to the character, he may immediately travel to it by expending a single blood trait. The character disappears and reappears wherever his destination is, with no visual effect but a slight audible “puff” as the air is displaced for the appearing character.
An extra subject being touched may be carried by the teleporter by expending an additional Willpower trait when activating the power. No more than one at a time may be carried. Using Dimension step while grappled frees you of the grapple, but has no ill effect on the individual grappling you, and does not teleport them.
Level Five: Teleportation
This power is the true mastery of the ability to bend space time for the purpose of movement.
By spending a blood and a willpower trait, the teleporter can travel to any location he has attuned himself to. (Use the same attunement mechanics provided in Teleport Item.)
The teleporter may choose to carry another individual with him by spending an additional willpower trait, so long as he has a firm grasp on the subject.