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.
Traveler’s Steps
The Anarchs are nothing if not survivors. The discipline of Traveler's Steps is an example of an Inceptor 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 destroys you outright.
Basic
o 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.
oo 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.
Intermediate
ooo 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.
Attuning an item takes one minute and the expenditure of a Willpower trait. 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).
oooo Dimension Step: No longer limited to inanimate objects, the traveler can now teleport to anywhere within 100ft of his current location. 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 where ever 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.
Advanced
ooooo Teleportation: (This level is pretty much unattainable due to limitations in learning disciplines for Inceptors. It is being provided to demonstrate a logical progression in the discipline.)
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 is familiar with. (Familiarity means having actually BEEN to that place and spent time there studying the surroundings, not seen it through the memories of someone else. Developing this familiarity should only take a moment, but should be role-played.)
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.
Fotitude x 1, Celerity x 5
The victory mark is placed on the member who lost the duel. A willpower point is spent in the duel, and upon winning a mark is placed on the face of such a member, and must wait a month to return to normal. It is just that a lasting effect on the duelist.
Nível 1 Afiado
Com sua perigosa dança Arte “Capoeira” os negros das senzalas eram acostumados a lutar entre si, como forma de entreterimento, e quanto mais lutavam mais sua arte se tornava “afiada”.
Sistema: Devido aos anos de sofrimento, lutas e fugas você adquiriu um dom inato ao combate. Pra cada nível em Warrior Slave você adiciona mais um traço físico em combate, sempre que estiver engajado em uma luta corpo a corpo. Podendo usar habilidade acrobacia para combater
Nivel 2 Pele calejada
Era comum que os escravos dos engenhos sofrerem as piores surras pelos motivos mais fúteis, para que todo e qualquer capricho do senhor de engenho fosse atendido sem ser questionamentos. A um escravo era comum levar 100 (cem) chicotadas e ficar amarrado ao tronco por dias, com sua pele machucada.
Sistema: Devido aos anos amarrado ao tronco você adquiriu uma maior resistência a pancadas devido a sua pele calejada. Você tem dois níveis de vitalidade saudável a mais para resistir a danos.
Nivel 3 Ginga
A Capoeira é uma dança que possui movimentos acrobáticos que podem assustar os desavisados. Com suas acrobacias mirabolantes o capoeirista deixa seus oponentes surpresos com seus golpes.
Sistema: Sempre que estiver “dançando” e utilizando um traço associado a destreza, você pode pedir um reteste fisico em um combate corpo-a-corpo, que pode ser tanto para esquiva como para o ataque dependendo de sua ação na rodada.
Nivel 4 Grande Impacto
Com a força de seus corpos nos movimentos de suas acrobacias aéreas os golpes transferidos no final delas em seus oponentes são devastadores, com um único chute um capoeirista pode levar um mortal a morte, se o golpe atingir uma região vital.
Sistema: Seus golpes giratórios com os pés, como num Martelo Cruzado ou uma meia-lua de compasso são mortais. Sempre que executar uma destas manobras você deve apostar um traço físico ligado a destreza ou força adicional, contudo o dano provocado pela manobra acrescenta 1 nível de vitalidade a mais.
Nivel 5 chute duplo
com um devastador giro no ar antes mesmo de tocar ao chão com uma acrobacia fenomenal o filho da senzala pode chutar duas vezes seu oponente .
sistema: um ataque extra
The Pander to develop this Inceptor overcame the weakness of their thinned blood by training the muscle of their mind. Despite their lack of knowledge, they could replicate other vampire's powers within seconds, to some's horror and to other's admiration.
0- Mental Reboot
With but a thought, the Cainite rejuvenates his mind.
System: Refresh all Mental Traits once a night.
00- Focus
Using the power of his blood, the Cainite concentrates and focuses on the task at hand, vigilant to all that goes on around him.
System: Cainite may spend 1 Blood Trait to gain the Mental Traits Focused x5 for the scene or hour, whichever comes first.
000- Ability Savant
Monkey see, monkey do. The Cainite watches another individual’s action and imitates it.
System: After seeing an Ability in use, the Cainite may spend up to 5 Mental Trait to be able to use that Ability for the night, once per Mental Trait spent. It must be an Ability the Cainite does not already have. The Cainite’s eyes flash white when they use this power.
Discipline Savant
0000- With the force of their will backing their mind, the Cainite can also watch an individual use a Discipline and imitate it.
System: After seeing a Discipline in use, the Cainite may spend a Willpower and Mental Traits to be able to use that power for the scene. One Mental Trait to copy a Basic and two to copy an Intermediate. Advanced Disciplines and Thaumaturgy can never be imitated. It must be a Discipline they don't already have. The Cainite’s eyes flash red when they use this power.
Mind Leech
00000- When a Cainite reaches this level, they can use their body's physical power to strengthen their mind. The Cainite strikes an opponent and their punch makes contact with their flesh, the Cainite also strikes their very mind, taking their opponent's mental prowess for themselves.
System: With the expenditure of a blood and a Willpower Trait, all of the Cainites brawling attacks also strike the mind of the opponent for the round. On an effective hit, the opponent loses two Mental Traits and the Cainite gains them. The opponent may make an Awareness test to attempt to figure out this happened, difficulty 9. While this power is active, the Cainite’s eyes glow a vibrant blue.