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 |
---|---|
Potence | 5 |
Celerity | 5 |
Fortitude | 5 |
Due to the Gangrel being used to life in battles and survival plus the habit of changing shape, from the skill of Celerity he develops a way to reinforce his body by accelerating the regeneration of his internal System, creating greater Resistance and more efficient control over his fortitude
System :
Once acquired, this ability is to be used reflexively on normal Fortitude Tests.
Using this combination of disciplines causes the character to absorb 1 more point of physical damage when using Fortitude.
This power can only be used to absorb combat damage.
Sugest cost 18xp
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Auspex | 4 |
Animalism | 2 |
Using the connection of your blood you are able to go to the target of this combo. This combo allows you to call to your blood with in a kindred or bonded individual. This bond with your blood can either be through lineage or blood bond. By spending a blood and a will power you call to the person that you have the bond with. This call forces you to show the face of your beast as it tries to reconnect with the power with your blood. (if seen by those not of the blood it would be consider a masquerade breach.) By howling or calling the name of your target if you succeed your target then responds in kind. Their response however does not cause their beast to manifest and would not be consider a masquerade breach. The target will either howl back or call out the Blood Shepherds name. Allowing you to go to your target like a reverse summons. Blood Shepard will not work if the person has 3 or more blood bonds as your blood is to thinned out. Though it they are of your lineage than it is still possible.
Challenge: A social Challenge verse the target. This challenge works like summons excpet each level of Blood bond gives a bonus trait. If the user of power wins a masquerade breaching howl is let loose. The Target will in turn call out the Blood Shepherd's name. (this how ever is not masquerade breaching). If the target is with in range (the range of summoning) the user of Blood Shepard is drawn to their target like summons.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Presence | 5 |
Over the centuries, the master of this power has encountered countless obscure and dangerous situations. You have battled against and alongside all sorts of supernatural phenomena. You have done every drug, drank every drink, and read every book. This allows you to be prepared even in the face of the most nonplussing stimuli. It may be puzzling or overwhelming to most, but for you it's just another Wednesday. You could (and often do) tell a dozen stories just like it.
System: You win on ties in defense against any mental or social challenge that would stupefy, incapacitate, or stun. For example, these include but are not limited to such powers as Riddle Phantastique, Love, Mind Numb, Requiem, and One-Track Mind. Final discretion is up to the Storyteller.
In addition, you can try to snap out of the effects even if you have already been affected by such powers or stimulants. You may spend a mental trait once per effect per turn, even if normally prevented, to attempt another defensive test to immediately end the active effect. These defenses also work against drugs and venoms.
Discipline Name | Discipline Level |
---|---|
Presence | 3 |
Discipline Name | Discipline Level |
---|---|
Flight | 1 |
Visceratika | 1 |
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Auspex | 5 |
Celerity | 3 |
DESCRIPTION: There are many roles in service to the terrible powers of Divinity, but Heralds are unusual in that their jobs are more ethereal than physical. They must seem to be everywhere and anywhere to carry their Lord's word, and travel is more vital to their purpose than action. To this end a Herald of the dark can learn to fuse the energy of the astral and abyss to better serve as omnipresent messenger.
SYSTEM: when activating astral projection while obtenebration 5 is active you may bodily enter the astral in your shadowbody form. For the cost of an additional willpower on top of the normal cost of astral projection you may activate this power in concert with taking on your shadowbody. This power otherwise works as astral projection.
As a side effect of this fusion, if the Herald possesses the optional celerity when purchasing this power, whenever celerity is active, so long as no physical action is taken that round the Herald may sacrifice their move to instead disappear in a puff of shadow and reappear anywhere in sight within 6 steps in any direction. This is purely a movement effect, and while handy as the intervening space and possible environmental hazards need not be covered, it in no way interferes with any action directed against you.
Discipline Name | Discipline Level |
---|---|
Temporis | 4 |
Fortitude | 2 |
Auspex | 3 |
This power allows the wielder to look at all avenues and plan for the future, preparing themselves for obstacles unforeseen. By suspending their own power in a moment of time, they can call it forth at a later point when it would be most needed.
System: The user can suspend a power in time to activate later. The user must spend one additional blood above and beyond the normal cost of the power. This can only affect powers that have a duration, no carrier attacks or offensive attack powers may be suspended this way. While suspended the user is considered to have one less health level until the power is used. At any point in time after suspending a power, the user may call it back into the normal flow of time. The power immediately comes back as if it had been activated the round it was recalled. No more than the user's Temporis or Fortitude rating, whichever is lower, in numbers of powers may be suspended. This power can not suspend Clotho's Gift.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Obtenebration | 4 |
Discipline Name | Discipline Level |
---|---|
Dementation | 4 |
Auspex | 5 |
offers a free defensive retest against Telepathy and anyone who enters your mind via telepathy suffers the effects of "The Haunting" until they leave your mind or if kicked out. This will cost one blood to activate and will last the night.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Obtenebration | 3 |
Make a Static Social Challenge versus7 Traits and spent a Temporary Willpower to create the Shroud of Absense in the characters own emotions. Anyone seeking to percieve or affect the players emotions must first win a Willpower Challenge against half(round down) the creators Permanent Willpower. The creator can spent Temporary Social Traits to raise his Willpower for the purpose of this challenge, the Social traits must be spent when the power is activated.
The power has a duration of one (1) scene or until the caster chooses to dispell the effect. The caster has the negative trait Callous for the duration of the power.
This power is only effective against targeted Social based effects such as Dementation: Haunting or Presance: Summon, but is not effective against any non-targeted effects such as Voice of Maddness or Majesty.
This power cannot be used in conjunction with the Combo power Shrouded Mind.