Custom Inceptor 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: Inceptor Discipline
XP Cost: 0XP
MET Mechanics:

“The road is long, the path uncertain, but the flame of purpose never wavers.”

For those who walk in the service of the divine, faith is more than a belief, it is a guiding force that shapes their existence. A Knight Errant is a soul bound to a higher calling, charged with enacting the will of something greater than themselves. Whether in service to a sacred tradition, an ancient covenant, or a divine presence, these warriors of conviction are relentless in their pursuit of justice, redemption, or salvation. To tread this path is to surrender to purpose, and through devotion, they gain insight and strength beyond mortal comprehension.

You must follow a Path or Road that is related to the divine, for example Righteous Night, Path of Redemption, Road of Heaven and its Variants, Etc, a Code of Honor based on faith, or have True Faith to be able to learn this Inceptor discipline.

• Guiding Force

“A whisper in the night, a flicker in the darkness, a truth that calls out for you alone to answer.”

Some say faith is blind, but for the Knight Errant, it is an ever-present beacon, illuminating the road ahead. A guiding hand, unseen yet undeniable, reaches out to them in moments of need, offering glimpses of people, places, or destinies intertwined with their mission. Whether through divine visions, prophetic dreams, or an inexplicable sense of urgency, the Knight Errant is drawn toward those in need. Each step forward is not their own, but part of a grander design, one that ensures their journey is never without purpose.

Mechanic: Once per night a Storyteller can give you a vision of a person/place/concept in need that will be considered your ‘Goal’ for the purposes of the other levels of this discipline. This Goal can not violate the character’s current Code of Honor, Path or True Faith. help won't go against the current Code/path that you follow. Once per night you gain access to a single ‘Guidance’ retest for the night that can only be used fulfilling their Goal. This retest functions much like a Luck retest but does not count as a Luck retest.

• • Divine Path

"The road winds ever forward, illuminated by a hand unseen. To walk it is to surrender to destiny, to stray is to lose oneself in the darkness."

The faithful do not wander without purpose. Every step taken, every choice made, is another stitch in the grand design laid out before them. The Knight Errant does not merely seek their Goal, they are drawn to it, compelled by whispers of divine insight and unseen hands guiding their path. The world itself conspires to place the right signs before them, subtle and cryptic yet undeniable. A worn pendant in the dust, a name half-heard in passing, a gust of wind shifting an ancient page, all become pieces of a larger truth, waiting to be uncovered.

Mechanic: Spend one Blood Trait. Enter into a Static mental challenge, retest Enigmas, against a difficulty set by the Storyteller. If successful you gain inspiration that comes in the form of some small clue to guide you to the completion of your Goal. This could be an item or some similar piece of clue that would lead you towards your goal.

• • • Mind For Duty

"The righteous mind is a fortress, unyielding against the tempests of deception and doubt. No power, no trick of the damned, shall turn you from your purpose."

A true Knight Errant does not waver in their cause, nor do they allow the whispers of temptation or the weight of fear to shake their resolve. When the shadows claw at their mind, when the will of others seeks to divert them from their righteous course, something stronger takes hold, an unseen force, an unwavering conviction, a divine clarity that shields them from manipulation. This is not mere stubbornness; it is a sacred purpose burning in their soul, an unbreakable tether to the path they must walk.

Mechanic: Spend one Blood Trait, for the rest of the scene you win ties on Mental Challenges to resist any discipline or power effect that would cause you to deviate from your Goal.

• • • • Knight's Shield

"A knight stands not only for their own cause, but for those who cannot stand for themselves. When steel and will are not enough, the light shall rise to guard the faithful."

Those who walk the divine path are never without protection. A force beyond mortal understanding shapes itself into a radiant shield, a manifestation of conviction and duty. It is not merely an object, but a testament to the knight’s oath, to stand against the darkness, to defend the weak, and to never waver in the face of danger. Whether deflecting a foe’s strike or intercepting a blow meant for another, this divine barrier serves as both protection and proof of their higher calling.

Mechanic: Spend one Blood and one Willpower Trait to create a shield made of Divine Light to assist you in the completion of your Goal. This shield gives you two Bonus Traits in hand-to-hand combat, which can add to the Traits that come from a melee weapon. In order to receive these Bonus Traits, the character must have at least one level of the Melee Ability. In addition this shield gains a number of Healthy Health levels equal to your levels in this discipline. These Health levels are removed first, causing the shield to disappear once all of the Health levels are removed, when this shield is employed in combat and any extra damage is then applied to the character. This shield does not benefit from damage reduction effects or powers. Use of this shield precludes the use of a second weapon or the use of a two-handed weapon. If this shield is used to shield bash an opponent it only gains one Bonus Trait and it causes one Bashing Damage. Knight’s Shield also grants you the ability to shield intercept blows meant for others as long as they are within reach. This ability is called ‘Bodyguard’  and when called upon you may intercept any attack meant for another person. This takes the place of a normal action in the round and must follow the Three Step rule as outlined in Laws of the Night Revised pg. 201. This shield may be dismissed at will by the user.

• • • • • Transcendent Light

"The righteous blade cuts through deception, shadow, and illusion alike. When the divine calls, there is no refuge for the wicked."

A true knight of faith does not merely fight their foes, they reveal them, laying bare their hidden forms and forcing them to face judgment in the light. The divine essence that flows through the wielder is not a simple blessing, but a reckoning. Their vision sharpens beyond mortal comprehension, piercing through the veils of reality itself. The weapon in their grasp hums with celestial energy, making steel an instrument of divine will. Shadows dissolve, spirits tremble, and the intangible becomes vulnerable beneath their strike. No sanctuary remains for those who seek to evade judgment.

Mechanic: This power fills you with divine light improving your vision and empowering a weapon in your hand when being used towards the completion of your Goal. It is now the representation of the divine force of this discipline. Spend one Blood Trait and up to three Mental Traits to activate this power. Once activated your eyes and weapon light up with a pure light of the divine and your vision allows you to see your target(s) clearly and any non magical weapon you wield gains the ability to hurt your target(s) in any form. For each Mental Trait spent you can choose which form, realm or discipline your sight and weapon can affect. Be it spirits in the Umbra, wraiths in the Shadowlands, those hiding in Obfuscate or with Chimerstry, those traveling the high planes through Hunter’s Wind or Astral Projection, pools of blood or even mist form, etc. None are safe from your divine light. This activation lasts for the scene and can be shut off at will by the user.

Date of Archival: 03-Oct-2018
Sabbat