Custom Combination Discipline / Technique
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.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Obtenebration | 2 |
Obtenebration presents a difficulty in combat, as only the user can see through it -- while it makes it easier to act against the enemy, it also leaves one's allies blind and unable to effectively target the enemy. By establishing a mental connection, the wielder of the abyss can mitigate this issue by permitting another the ability to see through and within the darkness.
System: Spend one Willpower at the same time you spend Blood to create your Shroud of Darkness. Initiate a Mental Challenge against your target with an Occult retest. Your target must be within line of sight. Success permits them to see through your Obtenebration and thus not be subject to the usual penalties and retests of Shroud. This power lasts as long as they remain within line of sight.
Discipline Name | Discipline Level |
---|---|
Dementation | 3 |
Obfuscate | 3 |
“To say that the Call is one of the most feared powers of the blood would be an understatement. It is the sound of absolute power met with unabated carnage; the last sound heard at the end of all things. It is the trumpet that plays as the 7th seal breaks. Even the mere whisper of it is to invite a terrible, lurking dread that will never leave your soul, and I should know, because it has never left mine. Not since that creature…in the jester mask…whispered into my ear everything he was capable of doing. How all of us in that room existed at his whim and his whim alone and how he could snuff every one of us on a whimsey…simply if the mood struck him. I watched in terror from the corner I retreated to as he made his way around the room, whispering into each person's ear; some joined me, hid under their tables, or outright ran out while some began to…follow him. Their eyes became wide, with a greedy, insatiable hunger that seemed only The Jester could satiate. After he had whispered to the last sane person, he just…left, along with twenty-seven people…friends…that I’ve still never seen again to this day. Right before he walked out those doors though he stopped, turned and looked right at me. He opened his grey coat, did a little curtsey that made the bells on his mask jingle, waved to me and left. Not a night goes by that I do not think of that Jester, and not a moment…not a SINGLE MOMENT…goes by where I don’t hear those damned bells.”
-Nicolas Antonelli, Brujah Elder, 5th Generation.
Mechanics: The User whispers into his target's ear, speaking of and describing in detail a power that they possess of unfathomable strength. The actual “name” of the power spoken can be anything the Malkavian wants.
The User engages in a Social Challenge against the target, using Subterfuge as a retest. If the User succeeds, another chop is made between the User and the Target. (Note that this secondary chop is just to determine which of the two effects of this power are triggered in the Target, therefore Retest may not be used.)
-If the Target beats or ties the second chop, they become utterly terrified of the User. They immediately make a Fear Frenzy test, and for the rest of the night the User may claim the Negative Trait: Terrified x 3 against the target in all challenges.
-If the Target loses the second chop, they become obsessed with learning this power from the User. The Target gains the permanent Derangement: Obsession/Unhealthy Fixation (Ponzi Scheme), becoming more and more willing to acquiesce to ridiculous demands made by the User in order to pay for teaching this power.
(Note that while RP should be the determining factor, it is recommended that Ponzi Scheme be taught to the Target after they have performed a few minor favors/one major for the User. The Target always has the option to spend Willpower to suppress the derangement as normal to try and ignore a request.)
When this power is finally taught to the target, the Derangement is removed for free, and they will be able to purchase Ponzi Scheme for 0xp. Those who know this power become completely unaffected by it, and should role play a slight solemn bond with one another, as they have now had revealed how the eternal quest for ultimate power is just a hollow, empty lie.
(Note that situations may arise where the Target of this power either cannot be taught, or cannot use, Ponzi Scheme once it is taught to them. In these instances, while the power would still be unable to be used by the Target, it would still grant immunity to further uses of it and still create the bond that forms between those who know it.)
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 5 |
Requirements:
Creator must suffer from the Toreador clan flaw. Combo requires Auspex 4, Prescence 5, and crafts: painting (or equivelant) 5 .
The possesor of the combo discipline creates an idealized work of art of the subject in a lively and innocent depiction - which causes the subject to appear more humane.
Mechanics:
The possesor of this combo discipline must make a craft 5 painting. For each crafting challenge the combo holder works on the painting, the subject must embue the work with one temporary will power each night it is painted (spend a temporary will). When the painting is finished, and the last will is spent, the combo will go into effect. When the combo goes into effect, the subject will appear one humanity higher (they may appear no higher than humaity 5) if they are on a path or road of humanity. If they are on an alternate path of morality, this combo does not effect them. If the painting is destroyed, the subject of the painting will lose a permanent humanity.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Potence | 4 |
Effect: Spend one blood and remain in a 4 point crouching position for one round. After the round of preparation the vampire is able to release the tension in a burst and launch themselves 3 feet multiplied by their potence level.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Thaumaturgy - Path of Blood | 3 |
Discipline Name | Discipline Level |
---|---|
Presence | 2 |
Protean | 4 |
Sabbat, Anarch, and Independent Only
“The feral and bestial nature of the gangrel is put on terrifying display, part of their inner Beast manifesting itself briefly to dare anyone to challenge it in a flash of eyes and fangs and a bellowing roar of territorial hatred.
This power was created by gangrel antitribu after a leyline disruption, showing the adaptability and tenacity of the clan. This power is only able to be taught to members of the Sabbat, Anarch Movement, or those who are Independent of sect.”
System: The gangrel spends 1 Blood and 1 Willpower, manifesting an aspect of the gangrel curse of their Beast form: gnashing fangs, glinting eyes, sharp claws, etc. and engages one opponent within 30’ in a Willpower challenge. During this challenge, and only this challenge, the gangrel can choose to add on either half their Bestial or half their Feral traits, rounded up, to the challenge. Bestial and Feral traits cannot be called as negatives on this challenge.
Success on the challenge allows the target to still act aggressively towards you, however, once under the influence of Predator's Magnificence and inside this range, the opponent is reluctant to fight and is down a number of traits in all challenges equal to the Gangrel's Bestial or Feral Traits. The effects of Predator’s Magnificence last for the Scene or Hour, or once the gangrel physically attacks a target under the effect of Predator’s Magnificence. Once the declaration of a physical attack is made, the target is no longer under the effects of Predator’s Magnificence.
The gangrel can affect a total number of targets up to their max Courage traits, however they can only affect one additional target per turn.
Failure on the challenge prevents the target from being subjected to Predator’s Magnificence again for the night.
The retest for this challenge is Intimidation.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Daimoinon | 1 |
Obfuscate | 4 |
Developed by a Baali specialized in infiltrations, this Technique was developed so that the most common questions asked of them were always correct and true, so far as anyone could tell.
System:
At the beginning of a game session, the player defines answers to up to three questions - one answer to each or a predetermined text. For the remainder of the evening, the vampire can give these answers without fear of any deception being tracked or noticed. For example, the vampire may choose the question: "What Clan are you?" and the response "Gangrel." When asked that question - or a reasonable variant of phrasing, as judged by the Storyteller - the vampire may answer 'Gangrel' without fear of the lie being uncovered via Aura Perception, a Bone of Lies, Truth of Blood or similar powers.
Activating this power requires the expenditure of 1 Willpower and a Static Mental Challenge against 8 Traits, plus 2 times the amount answers defined.
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Presence | 5 |
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Auspex | 5 |
Toreador only.
Martially minded Toreador often find themselves forging their own weapons. Some Toreador have even learned to pour their heart and soul into their crafts and performances. This discipline combines these tendencies of the blood. Created by one such Toreador who had poured his heart and soul into a number of blades, this power allows a Toreador who is wielding a melee weapon they created, using the enhanced Crafts levels suggested rules in the Toreador Clan Packet, at Crafts 6 or higher, to know their blade so well that that they are able to strike truer.
Mechanics: When using a melee weapon they have crafted using the suggested rules from the Toreador Clan Packet, i.e. at Crafts 6 or higher with the expenditure of Permanent Social Traits, the Toreador may spend a Willpower to gain a bonus of half the Crafts Rating of the melee weapon in Physical Traits, rounded down, in addition to the normal bonus traits for the weapon. This bonus lasts for the combat. However, being so attuned to their personal weapons, the Toreador that has made such a weapon is down 1 trait when forced to use a weapon they did not craft.
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Fortitude | 5 |