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.

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Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Inceptor Discipline: Approximation
 

Basic

Emotional Control

Make a Static Social Challenge (Animal Ken) versus 16 Traits. If successful, your emotional state appears to all probing as flat, not calm or truthful – just flat for the scene. This power has no effect on any power of Advanced or higher levels.
 

Delayed Gratification

Immediately after failing a test to resist Frenzy or Rotchreck, make a Simple Test. One a Win, you may spend a Willpower Trait and a number of Mental Traits up to your Permanent Humanity Traits to delay the Frenzy as listed below:

1 Trait: One Turn

2 Traits: Five Turns

3 Traits: Remainder of the Scene

4 Traits: The next sunset.

5 Traits: The rest of the night, plus the following night.

If the user does not choose to enter Frenzy before sleeping on the appropriate night, she wakes in Frenzy the following evening. When the user wakes, no level of Approximation may be used to control the Frenzy.

The user may not stack multiple uses of this power. If the user is forced to test for Frenzy for subsequent stimuli the user is forced to retest any successful challenge as the Beast is already straining at its bonds. (Ezra activates Delayed Gratification after Rusty calls Ezra’s mom a goat. Later in the evening, Ezra is forced to test for Rotschreck when Shaw sets fire to the car Ezra just purchased. If Ezra is successful in resisting the fear, he must immediately retest as the Beast struggles harder than before.)

 

Intermediate 

Desensitization

When voluntarily entering Frenzy or succumbing to Rotschreck, spend a Mental Trait and win a Simple Test to activate. When active, the user has much more control over her actions and appearance than normal. She may appear as calm as she wishes, and take actions that require thought and deliberate decision, including the use of certain Mental and Social Disciplines, with the added expense of bidding an additional Trait of the appropriate category when initiating the Challenge. The usable Disciplines are limited to Auspex, Dominate, Obfuscate, and Presence – and is further limited to only as many levels as the user has in Approximation (If the use has Approximation at first Intermediate, only the Basic levels of the listed Disciplines will be available. Yes, this means the user will never have the ability to use Advanced levels of the Disciplines when in Frenzy). Some ‘benefits’ of frenzy still apply, however: the vampire ignores wound penalties, and does not need to risk a Social Trait when defending against Challenges.

From the outside, it is almost impossible to determine that the vampire is in any kind of frenzied state. Supernatural abilities such as Auspex can do so by examining the vampire’s aura, but to mundane observation she appears no different from normal. The kindred has an absolute focus on the target of her frenzy. She can do nothing that she does not judge to be the fastest and most effective way to achieve her end. As the frenzy was invoked voluntarily, the vampire no doubt has an end in mind.

While the frenzying vampire cannot do anything she does not judge to be the fastest and most effective means to her end goal, it does not mean she should spend a long time contemplating options. On the contrary, she must decide quickly from among the options that come immediately to mind. If two seem equally effective, she is free to choose either, as long as she chooses quickly. In cases where the fastest and most effective way to achieve an end might require lots of careful planning, the user must spend a Temporary Willpower Trait – or gain the Flaw: Driving Goal. If the Willpower Trait is spent, the frenzied-state will end as normal (10 minutes after being removed from the stimulus). It is possible to have multiple Driving Goal flaws due to the nature of the Beast.
 

Assimilation

You can blend smoothly into any culture, no matter how strange or unfamiliar it seems. Assimilation doesn’t hide racial differences, but allows you to act and speak like a native and understand the local spoken language. Spend Two Blood Traits, and make a Static Social Challenge. The difficulty varies based on how alien the culture is, and will ultimately be determined by the Storyteller. Some examples may be: infiltrating another Sect of Cainites in a nearby city may require only Seven Traits, while passing as a member of a Black Spiral Hive on another continent may require Eighteen Traits or more. Applicable Abilities should be taken into consideration when determining how ‘alien’ the society is for the user. If the challenge succeeds, you suffer no social penalties while interacting with members of the target culture. Assimilation lasts for one scene. You may choose to spend a Willpower before the Challenge – if you do, and are successful, the effects last for the rest of the night. In addition, the user gains a free Retest when Defending against Social challenges while this power is active, reflecting the amazing ease with which he can manipulate the social expectations of the group.

 

Advanced

Extinction

When involuntarily entering Frenzy or succumbing to Rotschreck, spend a Mental Trait and win a Simple Test to activate. When active, the user has much more control over her actions and appearance than normal. She may appear as calm as she wishes, and take actions that require thought and deliberate decision, including the use of certain Mental and Social Disciplines, with the added expense of bidding an additional Trait of the appropriate category when initiating the Challenge. The usable Disciplines are limited to Auspex, Dominate, Obfuscate, and Presence – and is further limited to fewer levels than the user has in Approximation (If the use has Approximation at first Intermediate, only the first and second Basic levels of the listed Disciplines will be available. Yes, this means the user will never have the ability to use Advanced levels of the Disciplines when in Frenzy). Some ‘benefits’ of frenzy still apply, however: the vampire ignores wound penalties, and does not need to risk a Social Trait when defending against Challenges.

From the outside, it is almost impossible to determine that the vampire is in any kind of frenzied state. Supernatural abilities such as Auspex can do so by examining the vampire’s aura, but to mundane observation she appears no different from normal. The kindred has an absolute focus on the target of her frenzy. She can do nothing that she does not judge to be the fastest and most effective way to achieve her end. As the frenzy was invoked voluntarily, the vampire no doubt has an end in mind.

While the frenzying vampire cannot do anything she does not judge to be the fastest and most effective means to her end goal, it does not mean she should spend a long time contemplating options. On the contrary, she must decide quickly from among the options that come immediately to mind. If two seem equally effective, she is free to choose either, as long as she chooses quickly. In cases where the fastest and most effective way to achieve an end might require lots of careful planning, the user must spend a Temporary Willpower Trait – or gain the Flaw: Driving Goal. If the Willpower Trait is spent, the frenzied-state will end as normal (10 minutes after being removed from the stimulus). It is possible to have multiple Driving Goal flaws due to the nature of the Beast.

A vampire in hunger frenzy must feed to satiation as soon as possible. If the only vessel around is her beloved, she drains him dry. On the other hand, if the two of them are in a hotel room, she can charge out and into the next room, looking for another victim. She cannot, however, decide to take her beloved home first and feed later in the evening. If the vampire enters hunger frenzy while feeding, she can still break off to feed from another vessel, as long as she believes that there is another easily available.

A vampire in fear frenzy must get away from the cause of the fear as quickly as possible. A vampire forced into frenzy by another vampire waving a lighter in her face at a social gathering may make a cutting remark as she turns to stalk haughtily from the room, rather than freaking out and running screaming, but she must still leave. A vampire driven to fear frenzy by a candle could blow it out. Similarly, a vampire terrified by the sunlight coming through a window could duck around the light to close the shutters. If they failed to completely block the light, she would have to leave the room. Fear frenzies are possibly the least restricted, as about the only thing the vampire cannot do is bravely endure the threat; and most Kindred would not risk themselves in any case.

A vampire in anger frenzy must express her anger. She need not, however, do so through physical violence. If the frenzy was provoked as anger with a particular individual, it must be taken out on that individual. If, on the other hand, it was provoked by general frustration, the vampire can choose how to express it. In no case will a vampire with this power involuntarily attack her friends while in an anger frenzy, unless they are disguised as her enemies. A vampire provoked into an anger frenzy in a social situation could choose to take it out in a stream of highly polished verbal abuse, possibly challenging her opponent to a duel. A vampire who enters anger frenzy in combat gets the bonuses of being in frenzy, but otherwise may continue the combat as if nothing had happened.

 

Date of Archival: 02-Apr-2016
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
• Tatemae
 
Tatemae (ta-TEH-my) is the Japanese term for the emotions that one presents to the world, as opposed to
 
what one truly feels. The first Kamen power allows a Kindred to hide his emotions perfectly. This power only 
 
truly allows a Kindred to suggest that his true thoughts match the ones he is displaying. He cannot choose to 
 
look like a loyal servant pretending to be discontent; he must either look like a loyal servant who is displaying 
 
his loyalty or a discontent servant displaying his discontent. This limits the subtlety of the deceptions a Kindred 
 
with this Discipline can practice. The emotion displayed is normally quite general, so that the mask remains 
 
useful for the whole of a conversation. Thus, it would be normal to fake loyalty, friendliness or sympathy but not 
 
amusement at a particular joke. However, faking amusement at a comedy performance would be reasonable.
 
It is not uncommon for Sotoha Kindred to use this power all the time.
 
Cost: —
 
Dice Pool: Manipulation + Expression + Kamen
 
Action: Instant, normally. Characters may contest attempts to use supernatural abilities to see through the
 
Kindred’s mask with Composure + Expression + Kamen. Mundane attempts to assess what the Kindred is 
 
feeling always conclude that the facade he is projecting is wholly genuine. Supernatural attempts may also 
 
be fooled, unless they can overcome the Discipline in an opposed roll. In addition, the Kindred must attempt 
 
to keep the deception up. Actions that clearly break the image also end the effect of the power. Thus, a 
 
Kindred faking interest in a lecture would not continue to appear interested if he started reading a book instead. 
 
However, the power of the Discipline does mean that the Kindred does not need to make a great effort to 
 
maintain the façade. The Kindred using this power need not be faking his displayed emotion. Even when 
 
a Kindred is sincere, it may be to his advantage to definitely appear so. If a supernatural attempt to pierce 
 
the Discipline succeeds, the user knows that it has, even if the emotion revealed is the same as the one the 
 
Discipline was displaying. 
 
Roll Results
 
Dramatic Failure: The character’s true feelings, and the fact that he is trying to hide them, are obvious to
 
everyone. The character does not, however, realize that he is so transparent. He suffers a –2 penalty on all 
 
Social dice pools for the remainder of the scene.
 
Failure: The character must rely on his mundane acting abilities to hide his true feelings. He is aware that
 
his attempt to activate the Discipline failed.
 
Success: The character can maintain one poise perfectly. That is, he can choose to have one emotion look 
 
entirely genuine for the duration of a scene. To change the emotion, however, he must activate the power 
 
(and the player must roll) again. For example, a character makes his act of friendliness towards a Carthian 
 
troublemaker appear genuine. Later, the Prince’s enforcers descend, and the character needs to make his 
 
show of loyalty to the Prince seem genuine. This requires a new roll. 
 
Exceptional Success: The character can change his mask at will for the duration of the scene. Thus, in the
 
example above, a new roll would not be required to make his loyalty appear genuine.
 
Suggested MET Conversion:
 
Emotional Control: You present yourself confidently, repelling efforts to find flaws in your thoughts, read your 
 
aura or otherwise intrude on your mind. This Gift doesn’t prevent supernatural efforts (such as the Discipline 
 
Auspex), though it does hamper them. Make a Social Challenge (retest with Subterfuge). If successful, you 
 
automatically win all ties on normal Mental and Social Challenges intended to probe your mind, examine your 
 
aura, etc. Mundane attempts to determine your current emotional state automatically fail. The effect lasts for 
 
one scene or one hour.
 
•• The Fitting Time
 
The first stage of control over the Beast allows a Kindred to delay entering a frenzy. Ideally, this gives her
 
enough time to get somewhere out of sight of others before relinquishing control, but low levels of success
 
may grant her merely a moment to take some action to lessen the likely impact. For example, a Kindred who
 
delays a hunger frenzy might run from her friends, so that she does not feed on them.
 
Cost: —
 
Dice Pool: Resolve + Composure + Kamen
 
Action: Reflexive. The roll is made immediately after failing to resist frenzy, to delay the onset of that frenzy.
 
Roll Results
 
Dramatic Failure: The frenzy starts immediately, and is less amenable to control than even a normal failure.
 
The Kindred may not spend Willpower to direct the frenzy in any way.
 
Failure: The frenzy starts immediately, as normal.
 
Success: The Kindred can delay entering the frenzy for a certain period of time determined by the successes
 
rolled. She may choose to enter frenzy at any point within that time, but if she has not done so earlier, she 
 
automatically goes into frenzy when the time period expires.
 
Exceptional Success: No benefit beyond being able to delay the frenzy until the following night, as indicated
 
on the table below.
 
Successes Maximum Time
 
1 success One turns
 
2 successes Five turns
 
3–4 successes One scene
 
5+ successes One night. If the Kindred does not enter frenzy before laying down to sleep at dawn, she wakes
 
in frenzy the following evening. When the Kindred does enter frenzy, it is the same as any other involuntary 
 
frenzy.
 
Suggested MET Conversion:
 
Delayed Gratification: Immediately after failing a test to resist Frenzy, make a static Mental Challenge against 
 
the same difficulty as the stimulus that caused the Frenzy. One a success, you may spend a number of Mental 
 
traits up to your current total permanent Humanity or Path Traits. The number of Traits spent indicate how long 
 
you may hold off the Beast.
 
1 Trait: One turn
 
2 Traits: Five turns
 
3 Traits: One scene/hour
 
4 Traits: The rest of the night. If the user does not enter frenzy before laying down to sleep at dawn, she wakes 
 
in Frenzy the following evening. When the Kindred does enter frenzy, it is the same as any other involuntary 
 
frenzy.
 
5 Traits: The rest of the night, plus the entirety of the following night. If the user does not enter Frenzy before 
 
laying down to sleep the following dawn, she wakes in Frenzy the next evening. 
 
••• The Wave Is the Man
 
When a Kindred with this power “rides the wave” of frenzy, she has much more control over her actions and
 
appearance than normal. She may appear as calm as she wishes, and take actions that require thought and 
 
deliberate decision, including the use of Disciplines such as Dominate. The benefits of being in frenzy still 
 
apply, however: the vampire ignores wound penalties, gets a bonus die to all physical dice pools and gets a 
 
bonus to resist attempts at mental domination.
 
From the outside, it is almost impossible to determine that the vampire is in frenzy. Supernatural abilities such 
 
as Auspex can do so by examining the vampire’s aura, but to mundane observation she appears no different 
 
from normal. While the Kindred may choose to behave in a wild manner, she need not, and virtually all Sotoha 
 
choose to remain icily calm even while they frenzy. However, she is still in frenzy, and observers may be able 
 
to deduce that from her behavior. The frenzying kindred has an absolute focus on the target of her frenzy. She 
 
can do nothing that she does not judge to be the fastest and most effective way to achieve her end. As the 
 
frenzy was invoked voluntarily, the vampire no doubt has an end in mind. 
 
While the frenzying vampire cannot do anything she does not judge to be the fastest and most effective means 
 
to her end,that does not mean she should spend a long time contemplating options. On the contrary, she 
 
must decide quickly from among the options that come immediately to mind. If two seem equally effective, 
 
she is free to choose either, as long as she chooses quickly. In certain cases, the fastest and most effective 
 
way to achieve an end might require lots of careful planning, which is fine. However, the Kindred cannot be 
 
distracted from those plans. If the frenzy lasts a long time, the vampire may take reasonable precautions when 
 
she sleeps and feeds, as long as they do not distract from her target. The same applies to any other needs 
 
that she has for survival, since the vampire’s survival is generally essential to achieving the end of a frenzy. 
 
If the Kindred is a Sotoha, the frenzy does not subside automatically when it has reached its end. She must 
 
gain a success on a Resolve + Composure roll to end it, as normal. Fujita Carlos, a Sotoha vampire in Buenos 
 
Aires, is rumored to have been in frenzy for over 30 years. His lord, Fujita Juanita, was killed through the 
 
machinations of the local Prince and Primogen, and Carlos has been waging an obsessive vendetta against 
 
them ever since. While this is not unusual for the Sotoha, Carlos has appeared to shrug off the worst wounds 
 
and has seemed almost immune to fear frenzies, leading knowledgeable Kindred to suspect that he has been 
 
“riding the wave” all this time. Carlos has sworn not to take another lord until he has avenged Juanita, making 
 
him a true ronin.
 
Cost: —
 
Dice Pool: This power requires no roll. It automatically affects any voluntary frenzy that the vampire enters.
 
Action: Reflexive
 
Suggest MET Conversion:
 
Desensitization: As written. Since there is no Sotoha Bloodline, the Frenzy subsides as normal – within 10 
 
minutes of removing/being removed from the stimulus.
 
•••• Face of the Moment
 
The Kindred with this power can fit perfectly into any social situation, even one of which he was completely 
 
ignorant. He knows what the people around him consider to be correct behavior for him in the current 
 
circumstances, and thus he never accidentally breaks the local rules of etiquette. If the Kindred is appearing 
 
as himself, the power is most useful in a new society. If he is in disguise, however, he knows how the people 
 
around him think that the type of person he is pretending to be should behave, and also whether they expect 
 
him to behave properly. This is a great help in maintaining a successful disguise. In addition, lies the Kindred 
 
tells to support any act he is sustaining appear sincere to any mundane examination and to any supernatural 
 
investigation that fails to overcome this power. This power does not help a Kindred keep track of the lies 
 
that he should be telling in a particular situation, however. Most Kindred with Face of the Moment also use 
 
Tatemae at the same time. These two powers may be activated together in a single action, although the rolls 
 
must still be made separately, and it is possible for one to succeed and one to fail. It is, of course, also possible 
 
to use one power without the other. As with Tatemae, some powerful Sotoha Kindred keep this power in effect 
 
all the time.
 
Cost: —
 
Dice Pool: Wits + Socialize + Kamen. Composure + Expression + Kamen to resist supernatural attempts to
 
pierce his lies.
 
Action: Instant
 
Roll Results
 
Dramatic Failure: The vampire appears to all around him as an impostor. If he is in disguise, everyone realizes
 
that he is disguised, although they may not immediately realize who he really is, particularly if the disguise is 
 
supernatural. If he is not in disguise, everyone who interacts with him becomes convinced that he is either 
 
a supernaturally disguised impostor or is possessed by some spirit making his body behave strangely. This 
 
effect lasts for a scene.
 
Failure: The vampire must rely on his other resources to navigate the social reefs of a new environment or to
 
support a deception. 
 
Success: The Kindred can act as if he were long accustomed to his role for a period of time depending on
 
the number of successes rolled.
 
Successes Duration
 
1 success 10 minutes
 
2 successes 30 minutes
 
3 successes One hour or one scene
 
4+ successes One night
 
While the power is in effect, the Kindred suffers no penalties to social dice pools that would normally apply 
 
to an outsider in the society. In addition, he knows what the accepted etiquette is. If he is in disguise, he 
 
instinctively knows how the person he is impersonating would be expected to behave and what would be the 
 
polite behavior for that person. The Kindred’s actions are not constrained. He can choose to be impolite or to 
 
be just barely polite enough to avoid giving an insult. However, such fine judgments do require a die roll, as 
 
they would for someone naturally familiar with the society. 
 
Exceptional Success: The effect lasts for one night, as for four successes. In addition, the Kindred gets 
 
a +3 bonus to all social dice pools, reflecting the amazing ease with which he can manipulate the social 
 
expectations of the group.
 
Suggested MET Conversion:
 
Assimilation: You can blend smoothly into any culture, no matter how strange or unfamiliar it seems. 
 
Assimilation doesn’t hide racial differences, but allows you to act and speak like a native and understand 
 
the local language. Make a Static Social Challenge. The difficulty varies based on how alien the culture is: 
 
infiltrating another gathering of Cainites requires only seven Traits, while passing as a member of a Black 
 
Spiral Hive on another continent requires twelve Traits. If the challenge succeeds, you suffer no social 
 
penalties while interacting with members of the target culture. Assimilation lasts for one scene. You may 
 
choose to spend a Willpower at the time of the challenge – if you do, and the challenge succeeds, the effects 
 
last for the rest of the night. In addition, the user gets a +2 bonus to all Social challenges, reflecting the 
 
amazing ease with which he can manipulate the social expectations of the group.
 
••••• Masking the Beast
 
The final power of Kamen functions like The Wave Is the Man, above, but for involuntary frenzies. No matter
 
how deep the vampire may be in frenzy, she can appear completely calm and rational, taking sensible steps to
 
best achieve the ends of the frenzy.
 
Cost: —
 
Dice Pool: This power requires no roll. It automatically affects any involuntary frenzy the vampire enters. This 
 
power requires some adjudication between the player and Storyteller. It does not make the vampire immune to
 
frenzy, although there are some Kindred who believe that it does. On the other hand, this power is a major 
 
advantage to a frenzying vampire. At the very least, a vampire with this power can use any of her other powers 
 
while in a frenzy, regardless of how much calm and concentration they take, and can always appear calm and 
 
in control. The vampire also has considerable control over her actions, within the limits of the frenzy.
 
A vampire in hunger frenzy must feed to satiation as soon as possible. If the only vessel around is her beloved, 
 
she drains him dry. On the other hand, if the two of them are in a hotel room, she can charge out and into the 
 
next room, looking for another victim. She cannot, however, decide to take her beloved home first and feed 
 
later in the evening. If the vampire enters hunger frenzy while feeding, she can still break off to feed from 
 
another vessel, as long as she believes that there is another easily available.
 
A vampire in fear frenzy must get away from the cause of the fear as quickly as possible. A vampire forced into
 
frenzy by another vampire waving a lighter in her face at a social gathering may make a cutting remark as she
 
turns to stalk haughtily from the room, rather than freaking out and running screaming, but she must still leave.
 
A vampire driven to fear frenzy by a candle could blow it out. Similarly, a vampire terrified by the sunlight 
 
coming through a window could duck around the light to close the shutters. If they failed to completely block 
 
the light, she would have to leave the room. Fear frenzies are possibly the least restricted, as about the only 
 
thing the vampire cannot do is bravely endure the threat; and most Kindred would not risk their Requiems in 
 
that way in any case.
 
A vampire in anger frenzy must express her anger. She need not, however, do so through physical violence. If 
 
the frenzy was provoked as anger with a particular individual, it must be taken out on that individual. If, on the 
 
other hand, it was provoked by general frustration, the vampire can choose how to express it. In no case will 
 
a vampire with this power involuntarily attack her friends while in an anger frenzy, unless they are disguised 
 
as her enemies. A vampire provoked into an anger frenzy in a social situation could choose to take it out in a 
 
stream of highly polished verbal abuse, possibly challenging her opponent to a duel. A vampire who enters 
 
anger frenzy in combat gets the bonuses of being in frenzy, but otherwise may continue the combat as if 
 
nothing had happened. 
 
Action: Reflexive
 
Suggested MET Conversion:
 
Extinction: As written.

 

Date of Archival: 05-Feb-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

O PORTENT

This discipline allows a user to glimpse her place in the tapestry of Fate and can be a helpful guide in finding the resolve necessary to face a difficult decision. By watching the flow of her own Vitae, a sign of some kind representing the character's current position in the world and a possible near future will appear in the mind's eye as she watches the congealing blood. What exactly the sign is ­ and how cryptic it may be ­ are up to the Storyteller, but the affected character feels refreshed and reassured of her place in the tapestry of Fate, and instantly restores some lost measure of will.

Mechanic: The prophet cuts herself (possibly doing a lethal damage) and spills a point of blood on the ground. She then watches the blood pool and settle. She must then spend 30 seconds watching the blood, during this time she may speak but cannot take any other action lest she negate the effects. After 30 seconds, the blood dissolves to dust and cannot be re­used/ reconsumed although the prophet regains a spent willpower. This power may never take the prophet above her current permanent willpower score.

At the Storyteller's discretion, a character who blatantly ignores Fate's advice (e.g., one who walks into a burning building after watching her likeness burn to ash) may not receive the benefit of this discipline, which is instead replaced by a feeling of dread and uneasiness.

OO FORTUNA

The thin­blooded ­ as flotsam caught in the riptides of destiny ­ have little sway over their own fate, but they may use their unique perspective to bestow minor doses of good or bad luck on a target. While a target will not suddenly die or win the lottery, some elements in his life which might have fallen either way will now tip in the direction the prophet wishes.

Mechanic: The prophet spends a blood and a number of traits (up to a maximum of three) in any category. She then engages the target in a mental challenge, retesting with Empathy. If successful, the target is then down a number of traits equal to what the prophet spent in the selected category (i.e. if the prophet spent 2 physical traits, the target would be ­2 on all physical challenges). Alternately, the prophet may choose to bestow a blessing on another. If this is done, there is no challenge and the target receives a bonus in the selected category equal to the traits spent. The effect of this power lasts for one scene or an hour (whichever comes first).

At the Storyteller's discretion, this discipline can have less direct results, although in this case you cannot control what will occur, merely identify which situation the discipline alters. Multiple uses of this Discipline are not cumulative, although those who continually use it to inflict bad luck on others often find find karmic retribution.

OOO REMOTE VIEWING

This discipline allows the user to remotely view distant places or things. While focusing her concentration on a familiar place or a familiar object, the prophet is able to see the events occurring around that object or at that place without actually being there.

Mechanic: The prophet meditates for 5 minutes uninterrupted upon the place or object and spends a willpower and a number of mental traits (one for each sense she wishes to project). Then she concentrates on the place or object she wishes to observe and makes a static mental challenge against 10 traits (retest Meditation). The place or object must be familiar. If given an address to observe that the character has never been to or seen, she has no point of reference. Though being given a picture of the location allows her to focus her senses there. Similarly, the object must be of specific familiarity. She cannot observer "Fred's Bic Lighter" if he she has never seen or held said lighter.

Once the prophet sees an area, she may watch the area for up to an hour (though she can end the power whenever she wishes). She may not change her focus to another place or object without ending the power and initiating a new vision. While watching, no other disciplines may be used to act upon the observed scene. Obfuscated or supernaturally hidden beings remain hidden. While watching, she is unaware of what occurs around her body as she is focused in meditation. A violent push, taking damage, or anything suitably rough enough to break the concentration also ends the power's use.

Date of Archival: 16-Feb-2015
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

You can strike a target in such a way that it disrupts and diverts a victim's blood. By channeling it into the victim's airways and lungs, you can easily drown your foe in their own blood. Make a Physical Challenge to strike your target, using Martial Arts as a retest. If you win, the target's lungs fill with blood. This has several effects:

Against a vampire, whether Kin-Jin or Kuei-Jin, a full point of blood fills their lungs, becoming unusable for anything else (they lose a blood trait). While their lungs are filled, they cannot speak; this means they may not issue commands using Dominate or Obedience, may not use voice-based attack powers like Kiai or Melpominee, and may not use Magic or Rituals which require verbal components. For a vampire, it takes a number of rounds (equal to the Martial Arts Style you used in making the attack) of doing nothing else to cough the blood up and be able to draw breath again. If the target vampire has no Blood Points in their system, this power has no effect.

Against a target who must breath to live (such as a Mortal, Changing Breed, Changeling, or Mage), in addition to not being able to speak as above, the target immediately drops to the Incapacitated Health Level and must win (not tie) a Simple Test each round or take an additional level of Lethal Damage, until they either receive medical attention/healing or die.

Against a Wraith, Spirit, or other creature with no physical body or blood, this power has no effect.

Date of Archival: 09-May-2018
N/A
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Basic  3XP

Makeup

This power allows you to change the details of your appearance. Cosmetic differences, such as varying your eye or hair color, require only a simple test. Significant alterations like modifying your facial features or skin tone require you to spend an appropriate Physical Trait. In general, you may affect any change that could be made with costuming makeup. However because your bone structure and mannerisms remain constant, anyone intimately familiar with you can recognize you by passing a Static Mental Test difficulty your Social Traits. This power lasts until you next sleep, or choose to dispel it.

New Face

This level allows you to take on a completely different appearance. You may change you height and mass by a noticeable amount or even change genders. Each of these alterations requires the expenditure of an appropriate Physical Trait. This change lasts until you next sleep or choose to dispel it.

                Another application of this power grants you one additional appearance related Social Trait, either positive or negative, for each success on an Extended Simple Test. These traits last for the remainder of the game session or until used. You may use this once per game session.      

                When creating a mask with this power you must pass a Simple Test, if you wish to duplicate another person with this power you must pass a Static Physical Test, difficulty is the Target’s Appearance Traits.

 

Intermediate  6XP

Kingdom Animalia

                You are now able to leave behind your human frame behind completely. By spending a Blood Trait, you may take on the shape of any creature found in nature between half and double your normal size. You must select a category of creature you can shift into (Birds, Reptiles, Dogs, Cats, and Bears. Etc.) for each level of Animal Ken you possess. Note that extinct or mythical creatures may not be copied with this power, and the user must have some knowledge of the creature’s existence to assume its form. Venoms and other poisons cannot be copied with this power.

                Each form grants 3 appropriate named Physical traits, up to 2 more can be added by taking an appropriate Negative Trait for each additional 1. Once these Traits are lost they remain so until the next evening. Shifting back into the form does not refresh them.

                There is inherent danger is shedding your true form. If you remain in a form other than your own for more consecutive hours per night than you have permanent Mental traits, you risk losing yourself to the beast inside you. For every hour past your total permanent mental traits you must pass a Static Challenge, if you fail you lose one permanent Humanity Trait and gain the drawbacks as though you failed a Humanity check outright, there is no retest. You may spend a Temporary Willpower to avoid this test for 1 full night. If you spend all of your temporary willpower in this fashion you automatically fall into permanent Wassail as though you lost all of your Humanity.

 

Chimera

 

                Rather than changing you entire form, you may now make functional alterations. Chimera enables you to grow claws that deal one additional level of Lethal damage, enhance the Strength of your legs to leap great distances, sprout wings that allow you to fly (at your normal running speed) etc. Each such change requires the expenditure of a Physical Trait and the effects last for the scene, with the additional expenditure of a temporary Willpower you may sustain these alterations for the entire night. Optionally you may spend a Blood and a Willpower to grant yourself 3 Traits in any one category, or an additional Healthy level for the evening, these traits can be refreshed or healed normally.

                In addition your Kingdom Animalia power can take you to the size of a mouse or the size of an elephant and allow you to refresh your form traits with each shift, these traits must be spent after you have run out of base traits however. Venoms and other poisons cannot be copied with this power.

 

Advanced  9XP

Lose the True Form

               

                With this level you are able to leave behind the living kingdom all together and take on the form of any object you can think of. The size and extinct/mythological/venom/poison restrictions from the previous level still apply however.

                Any solid shape may be assumed at will. With the expenditure of a temporary willpower you may shift into a fluid or gaseous state, taking on the form of water, fog or smoke. When in a gaseous state you become immune to physical attacks and may only be affected by magical attacks, but you are unable to move of your own volition and are at the mercy of natural forces. Currents, wind and fans will buffet you around until you resume a solid form.

                At this level your Kingdom Animalia and Chimera forms grant you six bonus traits to distribute to merits or attribute traits per recorded form. Once chosen these traits are locked in and must be recorded on your character sheet.

Date of Archival: 12-Oct-2016
Gangrel
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Chitinous Inceptor Discipline
Drawbacks: Once someone begins learning this power and buys the first dot of this the user may not purchase the discipline known as Protean. Anyone ever being taught this power will instantly realize this drawback before they buy the first level.

Compound Eyes: The users eyes become compounded like a flies and can see perfectly in the darkness. The User spends 1 blood and for the scene/hour is immune to the darkness retest.

Chitinious Hide: The user spends blood to turn his skin into a chitinous exoskeleton, for each blood spent confers 2 health levels of armor can’t exceed Generational max caps at three blood a turn. This is a minor form power.

Swarm Shroud: User spends a blood and vomits forth a swarm of insects that lasts for the next minute/ combat, an additional willpower with extend this for the scene. These insects cloak the user’s body and nearby area (everything within 6 steps of user). This confers the darkness penalty to everyone inside including the user as well as the negative trait oblivious. Penalties happen at end of round after power is used. Area of Effect Damage ends this effect at the end of the round the damage hits the swarm.

Chitinous form: The kindred transforms into a horrid hybrid insect. Cost 1 blood and 1 willpower to activate for the rest of the evening. The kindred gains 4 physical traits for determing ties and overbids, inflicts an additional lethal with unarmed strikes, and can walk on walls. While this power is in effect the kindred automatically enacts level 1: Compound eyes. The kindred cannot initiate non intimidate based social challenges and is repugnant X3. This is considered a greater form power in regards to stacking.

Infestation: User spends 1 Blood and 1 willpower to initiate this power. The user of this power converts a portion of his blood into flesh eating insects that attempt to burrow in and devour their target from the inside. Mechanics: this is a carrier attack. If hit with this power the user may spend 1-5 social traits. The person hit with the power loses 1 physical trait and 1 blood trait each round as well as takes a lethal each round this damage/loss happens at the end of the round. In addition the victim must succeed in a static Mentals + Survival vs the targets Physicals + Survival in order to use any social or mental power during this time, starting on the turn the person was infested, This power lasts for a number of rounds equal to social traits spent

Date of Archival: 18-Dec-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Cling

This odd inceptor power is sometimes called 'crazy glue' or Peter Parker's curse. Not exactly strength, and definitely not ‘magic’, this power causes a adhesion between the character and surfaces that his or her flesh touches. These powers may NOT be stacked with Potence.

Basic:

o Ant Walk: This allows the thin-blood to walk across walls and other vertical and even upside down on horizontal surfaces. This power is passive, and always ‘on’. However, it does require exposed skin adhered to said surface to be utilized effectively, so wearing boots or gloves precludes the ability to walk or crawl on vertical or horizontal surfaces. The kindred cannot carry with her more than half her bodyweight while utilizing this power. The Kindred cannot move faster than a walking pace while doing this power. Retests for this power when applicable, are Athletics.

oo Monkey Grip: By making a simple physical test (difficulty 5 traits, retests Athletics), a character will not lose control of anything held in his hands, so long as it’s not larger than the character in question, and there is a part that the PC can grip an entire hand around. This allows for violations of physics (and thus the Masquerade) so long as an object is within the ability for a character to lift via their strength, it may be picked up by the character. Any object may be lifted within a character's strength limitations, despite any lack of leverage. Only foes with equal or greater levels of physical traits may attempt to break this character's grapple, disarm him, or otherwise stop the user of this power from holding onto something that he wants to hold onto.  Again, Potence will not stack with this, the items able to be carried/lifted are limited to the PCs normal strength.

Intermediate:

ooo Tenacity:  A variation on Ant Walk, the character can do everything like the basic version, but the carrying capacity is doubled for the duration of the scene. This requires a spend of willpower to use however. The Kindred cannot move faster than a walking pace while doing this. Retests for this power are Athletics.

oooo Death Grip: Like Monkey Grip, except spend a physical trait. It will allow a character to hold onto anything that allows him purchase, such as a speeding car, kindred in Celerity, or rampaging werewolf. Whether or not you’d WANT to hang onto any of these however, is another story. Only foes with equal or greater levels of physical traits may attempt to break character's grapple, disarm him, or otherwise stop the user of this power from holding onto something that he wants to hold onto. Potence, as usual will supersede this power.

Advanced:

ooooo The Claw: By grabbing onto something, you may do a single level of aggravated damage by squeezing it tightly in your hand. Note that this damage ONLY comes from the grip, and may still be opposed by Potence. Retest for this power is Brawl.

Date of Archival: 07-Feb-2015
Anarch
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

This power is an Inceptor discipline designed specifically for an NPC and is not ever going to be taught to anyone. This is not a shopping list item. 
 

No (basic) - Spend a Willpower and all supernatural powers around you are dismissed and cannot be activated. Lasts 10 Minutes. Range 20 Yards. 
Uh-Uh (basic) - Range increased to 100 Yards
Negative (intermediate) - Range increased to 1/2 Mile
Never (intermediate) - Range increased to 1 Mile
Nope (advanced) - Range increased to 2 Miles

Date of Archival: 09-Oct-2017
Anarch
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Defensive Inceptor Path: Cybermancy

This path will not work if an electronic device is “dead, not charged, or plugged in.” All uses of this discipline have a “show” component in that pops up of the information that is being viewed or downloaded is shown on the computer screen at a rapid rate. The Inceptor’s eyes also pick up a matrix code scrolling down his eyes. (Retest is Computers & Security).  This costs In-Clan Costs for the Pander.

  1. Tech Analysis = The inceptor touching an electronic device can
    gain information from a systems analysis of the device with a mere simple
    mental challenge. Can gain access to any file on the drive so long as it is not
    secured. If files are secured, it will take a computers or security test based
    on the object in question to gain access to the information.
  2. Disto-Tech = Can do everything of level 1 at a distance.
    At this level, the inceptor can go above and beyond the mere analysis of a
    machine, now the inceptor can assess the levels of security attached to the
    machine. Such as how much it will take to penetrate the defenses, and what
    kind. Simple static mental challenge to determine the information.
  3. Jump-Drive = The inceptor at this level can now withdraw an
    amount of information on the computer in the amount of 5x the mental traits in
    gigabytes. If you become incapacitated or unconscious before downloading the
    information, it becomes lost. The inceptor must make physical contact with the
    device in order to download, and burn a temporary mental trait per use of this
    level.
  4. Wireless Mind = The inceptor can do all the above but via his
    mind as a wireless computer. With hand gestures the inceptor is capable of
    bringing vast amounts of information up into the air and seeing the actual
    wavelength of information. The inceptor is capable of doing everything listed
    above but wirelessly, by using line of sight on the computer. Another benefit
    of this level is you are now capable of adding your level of your discipline to
    any computers or security checks. (Think Alphas)
  5. Full Sync = Now will the expenditure of a willpower, the
    Inceptor is capable of entering the electronic devices (like Astral). The
    Inceptor becomes an Avatar within the Information Highway and is now capable of
    diving into more Networks and combating security programs, and downloading
    massive amounts of files quicker than would be through wireless mind. (Think
    Tron & Johnny Mnemonic)
Date of Archival: 30-Jan-2015
Sabbat
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:

Cybermancy (Pander Inceptor Discipline)

Basic

Connections: (3 Exp) By spending a variable number of mental traits and making a static mental challenge based on the device in question (determined by the ST) the user may interface a device that is computer-controlled. For a number of turns equal to the mental traits spent, the player may interact with that device as if they were in full control. This may require static challenges depending on security of the device, at ST discretion. Player must have line of site to the device, and it cannot be physically controlled. This is merely a wireless interface, allowing for transfer of data, viewing through a camera, listening to a broadcast, etc. If the device is somehow interfaced with another device already subject to Connections, the user may “jump” to the next device by spending a temporary willpower trait.

Customization: (3 Exp) The kindred with this discipline may craft pieces of technology which perfectly match the desired individual’s needs. It requires a number of blood traits of the end-users as well as a single trait of the crafters blood (this means if you are crafting one for yourself you will spend at least two blood traits) to be used in the crafting. When employed by the individual for whom it was designed, a Customized device grants a free retest per end-user blood trait spent, though this retest must be the last one. Only electronically- or mechanically-powered devices may be created with this power. The builder must have enough levels of Crafts to be able to build the device, and must have succeeded on the required crafting challenges. All aspects of this power work only for the individual for whom the item has been customized. The end-user, if different from the crafter, must spend a BGA to be part of the crafting process. Items and devices intended to be Customized must be built with a minimum Crafts level of 3. For our specific House Rules, the items must be Design x3, Aesthetics x3, Structure x3.

Intermediate

Conduit: (6 Exp) With this level, a kindred has sufficiently acquainted himself to technology that he may channel its power as if it were an extension of himself. In essence the kindred may use the electricity in a device as a weapon. The user may call for a mental versus physical challenge with the intended target. The target must be in contact with the device at the time of the attack, and the attacker must have an established connection with the device through Connections as mentioned above. Spend a number of Blood Traits, limited by generational per turn maximums. Each trait spent inflicts one level of electrical aggravated damage on a chosen opponent. You may divide the damage among three opponents, provided they are either being touched by you (make a Physical Challenge against unwilling targets) or they are touching a device you have control of through Connections.

Cellular Senses: (6 Exp) With this power, the kindred may observe and listen to mobile transmissions, viewing them flying through the air like rivers of information. With a mental challenge versus the highest mental traits of conversation participants the user is attempting to eavesdrop on, he may attempt to listen to or track the source of any data stream of which he is already aware. The participants may notice a sudden lag in the signal, static, or some odd echo with a static mental challenge versus the power users’ current mental traits. While eaves dropping, the power user is at a 2 trait penalty to all actions he attempts. Tracking of the signal requires an extended mental challenge versus the participant that he desires to find, number of successes needed is determined by the ST.

Advanced

Riding the System: (9 Exp) With the penultimate level of this power, the kindred may download his essence into the network. Activating this power costs three mental traits and a full round of contact with a device. For as long as the user chooses, up to one day per permanent willpower, his conscience exists within the data streams. For simple things like communicating on a computer screen or turning the lights on or off, no challenge is required. While manipulating technology currently being used by someone, such as changing a message being sent over text or email, requires a mental challenge versus the person using the device; to alter the message after sending requires a static mental challenge. For truly impressive feats or when trying to manipulate very well protected systems, the difficulty of challenge will be determined by the ST, and additional costs in blood or willpower may be required. This power is limited by the actual capacities of a piece of technology; it must be a function the technology could employ on its own if given proper signals. While inside the system, the kindred’s physical body becomes a hollow shell – no awareness or connection exists between the conscience and the body. Returning to the body requires one turn of concentration and a static mental challenge versus the number of days away from the body. If the users body is destroyed, the conscience will continue to exist within the system indefinitely – this will be adjudicated by the ST.

Date of Archival: 03-Feb-2015
Sabbat

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