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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.

Date of Archival: 21-Feb-2015
Toreador
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.

Date of Archival: 31-Aug-2024
Brujah
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Inceptor:
Retest for the power is "Performance"
 
Level 1: Please Don't Stop The Music
Expend one Blood, summons music into the area for the scene.  You gain 2 social traits of either Charismatic, Seductive, Elegant, Intimidating, or Threatening.  The social trait chosen is based upon the kind of music summoned.
 
Level 2: Can't Get You Outta My Head
Engage your target in a social challenge, they must be able to hear the music that is playing.  Upon success the music starts playing in their head, distracting them from what they're trying to think about.  For the remainder of the scene they gain the negative traits Oblivious and Witless.
 
Level 3: Turn Me On
Engage your target in a social challenge, they must be able to hear the music that is playing.  Upon success they get the compulsion to dance, and as long as they deny this compulsion they gain the negative traits Clumsy and Docile.  While dancing they may not engage in any offensive actions.
 
Level 4: Rhythm of the Night
As long as you are moving (dancing, swaying, tapping your feet, etc) to the music, you gain +3 traits on Dexterity related challenges.
 
Level 5: Dropping the Beat
By expending a Blood and a Willpower, you exert this power on those around you for the duration of a scene or hour.  You must actively dance to the music that plays while this power is active, preventing you from engaging in offensive actions.  While this power is active all of your allies benefit from the first and fourth levels of this power as long as they can hear the music; and all enemies are affected by the second and third levels of this power as long as they can hear the music.  Enemies may attempt to overcome this negative by expending a Blood and a Willpower and engaging you in a Social challenge (they are considered the defenders in this challenge).  Upon success they are no longer subject to this power; however if this power is activated again, they will have to defeat you in another challenge to not be affected by it again.
Date of Archival: 21-Feb-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.)

 
Date of Archival: 07-Jun-2018
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.

Date of Archival: 21-Nov-2023
Ravnos
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Inceptor Discipline (Tenacity)
 Basic
   - Resist the Tide: With Tenacity 1, you may recoup your lost Stamina, restoring all used Stamina Physical traits. You must restore all of them at once - if you have some Traits of the appropriate type unused when you invoke Tenacity 1, you cannot restore them later. Using Tenacity 1 costs nothing, and it does not count as an action; it may be done at any time.
   - The Earth Withstands: With Tenacity 2, you may make a single retest on any challenge of sheer physical stamina. Once you invoke Tenacity 2, it is the last test of the challenge; no further retests are allowed. Tenacity 2 costs nothing to use and cannot be used in conjunction with Fortitude to test down damage. 
 
 
Intermediate
   - The Stone Prevails: When you possess Tenacity 3, you may use the Bomb in challenges of Stamina. The Bomb is a closed fist with the thumb sticking up. The Bomb defeats Rock and Paper, ties with other Bombs and loses to Scissors (the fuse is cut). You are not required to use the Bomb, but you must always state before a Physical Challenge that you are capable of doing so. Using Tenacity 3 costs nothing. Your use of Tenacity 3 requires you to use only your Stamina; your opponent may attack with speed or strength, but his doing so does not prevent you from using the Bomb. Tenacity 3 cannot be used in conjunction with Fortitude to test down damage. 
  - The Boulder Endures: Whenever you enter a challenge of stamina, you may use Unrelenting as your bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can ever be lost; thus, you may continually use Unrelenting in successive tests of Stamina. Only if you are forced to risk multiple Traits - such as due to wounds or Negative Traits - do you risk losing any of your other Physical Traits. 
 
 
Advanced
   - The Mountain does not Yield: With Tenacity 5, you win all ties in tests of Stamina automatically. You need not compare Traits at all, unless some other factor would cause you to lose ties (such as wounds) or give the opponent the ability to win all ties as well (such as Fleetness). Tenacity 5 cannot be used in conjunction with Fortitude to test down damage.
Date of Archival: 18-Feb-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
This is a power that works on Knowledge, starting from character's own collected information.  As this power advances, moving from a subconscious to a conscious level the voices will start to take note
and bring it upon themselves to help.  At its most advanced they reach out into the network to bring to the character what ever they may need at the moment.  This is very powerful but is dangerous as well.  There are those out there who may not wish to be disturbed.
 
Challenge difficulties for this power are at ST discretion.  Depending on the rarity of the information the difficulty can change, the table below is a suggested scale.
 
3 traits - Common knowledge: Driving a stick-shift or basic algebra equations
5 traits - Uncommon or specific knowledge: The proper ratios for an oxyacetylene torch or which Chinese emperor decreed that there be a tax on goat milk
7 traits - Rare or restricted knowledge: proper bomb disarming procedures or the incantations required to perform the Catholic rite of Exorcism
10+ traits- Dangerously specific knowledge, Blackhand code glyphs or which powers are granted to those who deal with the infernal
 
1. Expeditious Retention: the Character gains eidetic memory for all material she has read.  This extends to photographic recall of text even if she does not understand the language.
 
2. That Looks Easy: Rather than spend a willpower to enter an unfamiliar challenge (ie car chase scene in a stick-shift when she has no drive ability) spend a mental trait and then makes a mental
challenge, retesting with academics, to recall enough information to attempt the challenge.  This is only to enter the challenge, gain no retests from this power.
 
3. Well Read: Gain a final additional retest in all academics challenges similar to Might but focused only on academics related challenges.
 
4. Dancing on Cobwebs: The boys have now taken notice.  When the character's need is great they take it upon themselves to reach out across the malkavian network to find and borrow the information the character needs.  The character may spend a willpower and enter a mental challenge to gain one temporary level of any ability or lore.  This level may be used as a retest as usual but if not used vanishes at the end of the scene.  This phantom ability stacks on top of the character's current abilities but can only be used once per ability per scene.
 
Costs of Failure:
 
2. Character gets reality confused with fiction and may enact the plot of the book she got the knowledge from.
 
4.This is a dangerous power rattling around on the cobweb, at the ST’s discretion on a failure the character might still get the information she seeks, but the boys made something angry in the process, and it knows where character is.
Date of Archival: 12-Feb-2015
Malkavian
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
The Lie
The possessor of “The Lie” will henceforth be referred to as “The Liar”. Any individual, group of
individuals, item, device, or thing attempting to determine if “The Liar” is lying, attempting to
force “The Liar” to tell the truth, or even pull truthful information from “The Liar’s” mind will
henceforth be referred to as “The Lie Detector”. "The Lie" is an Inceptor Discipline that enables
the “The Liar” to become a near perfect liar. "The Lie" is a subtle power and is undetectable by
any means. "The Lie" binds with “The Liar’s” very being upon learning it and as such functions
rather or not they are in their own body. Even if “The Liar” were to die “The Liar” would keep
“The Lie” in the afterlife. Allowing “The Liar” their secrets even in death. All static challenges
made with “The Lie” retest with the subterfuge ability.
 
Getting Away With The Lie​ ­ It is almost impossible to tell “The Liar” is lying through
non­magical means. System: ​When any form of non­magical lies detection is successfully used
against “The Liar”; They may make a static mental challenge vs the “The Lie Detector” where
“The Liar” wins on ties, and has one “Free Retest” this retest is always the final retest. Should
“The Liar” win the challenge “The Liar” may inform “The Lie Detector” that “The Liar” is being
truthful when “The Liar” is not. Example: Ji ​ m want to know if Dave is being truthful with him so
he uses the Empathy ability to try and find out if Dave is being truthful. Jim wins the challenge
so The player of Dave would now have to inform the player of Jim that he is lying, but wait Dave
has “The Lie” so he engages Jim in the static mental challenge outlined above and wins. The
player of Dave now gets inform Jim that his character is telling the truth.
 
Becoming The Lie​ ­ When “The Liar” lies even “The Liar’s” soul can help guard “The Liar’s”
secrets. System:​ When “The Lie Detector” successfully reads the “The Liar’s” aura “The Liar”
may make a static mental challenge vs the “The Lie Detector” where “The Liar” wins on ties,
and has one “Free Retest” this retest is always the final retest. Should “The Liar” win the
challenge “The Liar” may inform “The Lie Detector” that “The Liar’s” aura shows no sign of
deceit. Example: ​Jim want to know if Dave is being truthful with so he uses Auspex to read
Dave aura to find out if there is deceit in it. Jim wins the challenge so The player of Dave would
now have to inform the player of Jim that he has deceit in his aura, but wait Dave has “The Lie”
so he engages Jim in the static mental challenge outlined above and wins. The player of Dave
now gets inform Jim that his character has no deceit in his aura.
 
Feeding The Lie​ ­ It is almost impossible to force “The Liar” to tell the truth or reveal they are
lying. System:​ When “The Lie Detector” would successfully force “The Liar” to tell the truth or
reveal that the are lying. “The Liar” may make a static mental challenge vs the “The Lie
Detector” where “The Liar” wins on ties, and has one “Free Retest” this retest is always the final
retest. Should “The Liar” win the challenge “The Liar” may freely lie and “The Liar’s” lies will go
undetected. Should “The Lie Detector” employ a continuous effect the benefits of “The Lie” will
last until the effects end. Example:​ jim believes that Dave has been dishonest with him in the
past and wants to ensure that he won't be able to lie to him so Jim asks Dave to hold a “bone of
ies” and answer some questions. Dave agrees knowing that he has “The Lie” Dave goes to lie
with the “bones of lies” in his hand which would normally balcken signifying that Dave is lying
then force him to tell the truth. But when Dave goes to Lie he engages the bone of lies in a static
mental challenge outlined above and wins. Now the bone of lies does not blacken and does not
force Dave to tell the truth allowing Dave to lie with impunity.
 
Enforcing The Lie​ ­ “The Liar” has become so good at lying that even his mind may lie to “The
Lie Detector” attempting to pull truthful information from “The Liar's” mind. System:​ When “The
Lie Detector” successfully Gains access to “The Liar's” mind, “The Liar” may make a static
mental challenge vs the “The Lie Detector” where “The Liar” wins on ties, and has one “Free
Retest” this retest is always the final retest. Should “The Liar” win the challenge “The Liar” may
give “The Lie Detector” false information for as long as “The Lie Detector” has access to “The
Liar’s” mind. Example: ​Jim wants to get some about Dave and does not want Dave to be able
to Lie to him. So Jim uses Auspex to break into Dave mind. Which normally would put Dave in a
very bad spot because he has been lying to Dave about well everything. However Dave has
“The Lie” and after Jim gains access to he wins the static challenge outlined above so for as
long a Jim has access to Dave’s mind he may feed him false information. Telling Jim that he has
flaws or negative traits that he does not actually have, or even telling Jim false surface thoughts
or not Telling Him the ones he should be having and may continue to do so till Jim loses access
to Dave's mind.
 
Living The Lie​ ­ “The Liar” may maintain composer under any situation it is almost impossible
to break their will. System:​ The torture ability or anything else that would cause “The Liar” to
lose willpower has no effect on “The Liar”. If a power, ability, item... would simply prevent “The
Liar” from using willpower the kindred wins on ties and has one “Free Retest” this “Free Retest”
is always the “The Liar's” final retest. Example: ​Jim wants to break Dave’ will so that he can get
the truth out of him. Jim starts by using Animalism on Dave to quell him but Jim finds this to be
most difficult as Dave has “The Lie” and wins on ties and has a free retest against such powers.
After failing to quell Dave, Jim decides that he will torture him to break his will so that he can’t
help but tell the truth. But after weeks, months, years of torture Jim has gotten no closer to
breaking Dave's will then when started.
Date of Archival: 28-Feb-2018
Anarch
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.

Date of Archival: 20-Oct-2017
Camarilla
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.

Date of Archival: 12-Jun-2015
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
0: Empathetic Resonance – Emotions ultimately drive the goals of all of the creatures of the night. Even those that follow paths that ban such things, the path itself is born from a desire to think logically without allowing emotion to get in the way. When a vampire uses this power, she is able to see the raw emotions that are driving an individual. 
System:  The vampire with this power always sees an aura of emotion around the living things around her. She may spend a mental trait to decipher ones emotions at length, telling her what emotional state the target is currently in. **The ability animal ken allows the user to read animals as well**
00:  Reasonable Doubt – Some say that finger prints are the most unique thing about a person, some say ears or even teeth. Users of this power find that one’s emotional aura is the most identifiable part of them. A vampire using this power may rebid empathy on any tests where the opponent is trying to conceal themselves physically or socially. Mundane disguises are seen through immediately; mundane attempts at subterfuge fail outright as well. **This is not a supernatural lie detector; it can only be used while reading the emotional aura. This does NOT see through Obfuscate or Chimerstry, as the nature of those powers require that the target discount logic and believe what they see**
000: Mother Knows Best – Vampires that use this power on others learn sometimes more than they bargain for. Users with an intermediate understanding of this discipline are able to pierce into the soul of the target. By touching the targets aura the user of this discipline is able to ‘sift through’ certain aspects of the targets soul. This touching may look as if the user is flipping through files, or perhaps just petting, regardless the effect is the same. The user may ask for one piece of information per mental trait spent. Also if the target has any active derangements the user will gain that derangement temporarily.  Every use of this power requires a simple chop. If failed outright, the user is unable to use the powers of this discipline for 10 minutes. (Keep in mind that after relying on this 6th sense, losing it has maddening side effects)**This should be run like a touch attack; if you are unable to run your hands through the users auras for 3 rounds (9 Seconds) then you do not get to see. This power cannot be used while in Obfuscate**
Questions you can ask: 
How long ago did you feed?
How far along are you in your Path of Enlightenment?
How long ago did you last test for Frenzy?
How long ago did you last Path Check?
How long ago did you last test for Fear Frenzy?
How much Willpower do you have left?
What negative mental traits do you have?
Are you blood bonded to anyone?
Do you have the flaw Dark Secret?
Do you have the flaw Phobia?
Are you currently under the effects of another discipline?
Do you have the flaw Hatred?
Do you have any permanent derangements? (Inactive)
Other questions are Storyteller Approval. 
 
**NO SPECIFICS ARE GIVEN WITH THE EXCEPTION OF NEGATIVE TRAITS. For instance you know they have a dark secret, however you do not know specifically what.**
 
0000: Tough Love – By spending two blood, a vampire using this power may now get a firm grip on the targets aura. By the wave of her hand, the vampire is able to impress upon their targets aura. Upon using this power, the vampire must engage their target in a challenge (Mental VS Social). If successful the user may force the target to: 
 
Rötschreck
Frenzy Check
Test to Ride from Full Frenzy
Test Down Frenzy from Ride
 
With the extra expenditure of a Willpower, the user may force the target to:
 
Come out of Frenzy
Frenzy at the User (Breaks Obfuscate)
Path Check
Take Away Emotions for scene or hour (Does not affect Frenzy)
 
Users of this power should be wary as to not use this part of the power freely. Excessive use of this discipline may cause enemies that are very difficult to get rid of. 
 
 
 
00000: Reshape the Enlightened Soul – Those vampires that are able to get to the advanced levels of this Discipline find themselves able to use ‘forceful guidance’.  With the use of other levels of this discipline the user is actually able to use this power to guide a target further through their enlightenment.  This power can even be used to bring a wassailed vampire back. 
 
System: By engaging the target in a Mental vs Mental challenge, the caster is able to reassure the target on their path by yanking on their emotions. Upon use of this power the target is forced to spend 1-5 Permanent Willpower. For each willpower spent the user may increase their path rating by 1 on whatever path they follow.  If the target is wassailed the user gains one permanent derangement per Path Trait increased.  **YOU MUST HAVE TEMPORARY WILLPOWER IN ORDER TO SPEND A PERMANENT**
 
If the target has no Temporary Willpower then they are beyond help.
Date of Archival: 03-Feb-2015
Malkavian
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

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.

Date of Archival: 12-Feb-2015
N/A

Pages