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 |
When activating Armory of the Abyss to create a weapon, you may spend a temporary willpower to activate this power. Upon activation, the weapon created gains +2 damage and all damage is converted to aggravated damage as the weapon is surrounded by Abyssal fire. This power stays active for a number of rounds equal to your levels in Obtenebration and may be reactivated with the expenditure of another willpower when the effects wear off.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 4 |
Potence | 3 |
Concentrate and spend 3 Blood traits and a Willpower trait. Shift is similar to Black Met but all of the body is shrouded with writhing shadow. Gain all the Benefits of Black Met and the Following Physical Traits Wiry x2 and Resilient x2
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Obtenebration | 3 |
Potence | 3 |
At the cost of 1 Willpower and 1 Blood the Mystic is able to create a hardened shell around his Shroud. The Mystic may spend Social traits to harden the shell, adding additional health levels up to their Obtenebration level.
Additional Requirement of Combo: Dark Steel
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Obtenebration | 3 |
Lasombra have seen spirits, abyssal creatures, and other entities infect, inhabit, and possess objects, mortals, and vampires alike. The echoes of these creatures plague those around them all too often. Being no stranger to these dark entities, they have found ways to protect others from such things. Abyssal Exorcism allows the user to 'touch the spirit' to stir an entity or taint infecting or possessing the target and then use the Arms of the Abyss to wrench it out, removing the entity or its taint.
System: Summon Arms of the Abyss and establish physical contact. Make a Physical challenge, retest an appropriate Lore, vs the traits of the entity (e.g. Mental Traits, Pathos or Willpower per ST). Willpower can be spent as an appropriate defensive retest.
A successful test shows the Arms of the Abyss grappling and removing the entity or taint from the target, which could potentially be quite violent, supernatural, and is likely a breach.
Unless the user wishes the entity to go free, the entity is returned to the Abyss with the Arms of the Abyss. Fully sentient entities can only be lost to the Abyss with ST permission. Entities allowed to leave generally return immediately to their appropriate plane or source.
Note that while ejection is the immediate goal, this power allows for the removal of related flaws or effects, such as Animate Shadow, Uncontrollable Night Sight, etc.
If the activation test is failed, make a static Willpower challenge (difficulty 6). Failure means that the entity or residue will instead move to the user (if possible).
The recipient of the flaw removal would be unable to regain Willpower per week equal to xp cost, i.e. a 2pt flaw would be 4 xp and 4 weeks unable to regain Willpower.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Potence | 5 |
This combination power requires those that possess and utilize it be in whole of the "Blood of the Abyss" (Lasombra, Lasombra Antitribu, Kiasyd, Maeghar, or any other clan or bloodline that has Obtenebration inherit to its blood. This does not include any Caitiff, Pander or Thin-blood that somehow begins with Obtenebration as a in-clan discipline.)
Those who could be called "Blood of the Abyss" see the bastardization of their birthright as a foul and disgusting practice that is seen as petty and commonplace in these nights. The vanity and power hungry nature of lesser Kindred has seen them overextend their gluttonous, dirty hands into the darkness and seize hold of such wonders as they can never come to actually understand, and the Darkness itself strives to be free of its unworthy enslaver. To come to the aid of the Abyss, one such Child of the Blood of the Abyss created this power to not only aid his liberation of his stolen birthright but also to show how the Abyss strives to be free of greedy usurpers. When wielded against a usurper, the Abyss itself adds its anger of such subjugation to any damage created by uses of Obtenebration.
System: The power is activated for a scene or an hour by concentrating on the vast wonders of the Abyss and calling on it to imbue them for glorious purpose (a moment of quiet contemplation and the expenditure of 1 temp mental and 1 temp Willpower). Once activated, for the next scene or hour any Obtenebration caused damage to any individual that possesses Obtenebration out-of-clan"causes that person's Obtenebration rating (per level purchased 1-5}) to be added to said damage received.
Example: an Arm of the Abyss deals damage to a person who has 3 levels of Obtenebration out of clan, then +3 damage is added on to the damage of the attack. Base damage of attack + victims out-of-clan Obtenebration levels= total damage from attack.
Note: This power only works against subjects that possess Obtenebration purchased as an out-of-clan discipline.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Obtenebration | 5 |
This ritual was developed by a Lasombra that, like most everybody, was searching out ways to cheat death. By utilizing his ability to transfigure his body into the Tenebreous Form, as well as his abilities to manipulate the shadowy stuff of the abyss he discovered a way to remove a peice of his very Self and lock it away incase of the destruction of his physical body on any particular night.
This ritual lasts 24hrs once cast. If not used in that 24hr period, it dissipates and all stored "Temper" aspects return to the caster at the next sundown, unless, that is, the caster meets their "Final Death".
The caster begins the ritual by choosing a dark place of stationary shadow that never sees direct sunlight. After an hour of reflection, contemplation and meditation bathed in a cloud of incense and smoke from smoldering herbs, they utilizes the Tenebreous Form and forces a portion of their own being to bond with the chosen shadow and seperate from their physical form. The amount that they bond to the shadow decides how long after "Final Death" they reform fully from that dark seed of themself.
By expanding atleast 3 temp Willpower and 3 temp mental traits the user supplants that part of himself in the chosen shadow. If that night the caster meets thier "physical destruction" by any means, they immediately begins to regrow from that seed of themself taking 9months to reach full rebirth. This time can be shortened by 3 months for each additional 3 temp will and 3 temp Mental traits per 3 month period of growth he wishes not to wait through( 3w+mt=9months/6w+mt=6months/ 9w+mt=3months) to a minimum of 3 months gestation time.
All expendatures must be made at time of preparation/casting and the caster does not have access to any of the Temps that are utilized until the next sunrise or until the ritual is successfully completed.
Once cast, this ritual can only be stopped by exposing the casting location to naturally produced sunlight. Meaning light produced by the Sun, not by man made means.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Obtenebration | 5 |
This power was created by a Lasombra who studied the Gangrel combo power shattered fog with some gangrel and had mastered obtenibration. Must have obtenibration in-ate to the blood.
System: Whenever the vampire is attacked, the player may invoke this power by spending one blood point. The vampire instantly assumes tenebrious veil as if employing the obtenibration 5 power.
This power only lasts for the remainder of the turn, after which the character once again solidifies.
Vampires must be able to perceive the attacks in order to evade them with this power, although sudden motion seen peripherally counts as perception.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 4 |
Some member of the Path of Cathari say this combination discipline was developed by member who knew the Blood Magic Path of Corruption. That they created it for those of the path who do not know the secrets of Blood Magic. Regardless, this tool is incredibly useful to followers of the path to aid in their corruption of the vitreous. With it they can addict others to vice and force their downfall.
System: The character using this power spends 1 blood trait and makes a contested social challenge against their target retested with Empathy. To use this power the target character must currently be engaging in a vice of some sort. If you succeed the target gains the flaw: Addiction for a number of months equal to your Path of Cathari Morality rating.
This combination discipline only works if the character is on Path of Cathari.
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Hermetic | 1 |
Auspex | 2 |
Typically through the use of Hermetic Sight, the Magi is only able to view through the veil into the Umbra. However, some Magi who brave the perils of the Umbral realms have found a method to see back into their own realm while inside the Umbra. This power only requires the user to spend a blood to activate, and may peer through the veil with ease regardless of location while inside the Umbra.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 2 |
Any time a Kindred falls into one of these states: Frenzy, Rotschreck, activation of a Derangement, or Toreador Clan Flaw (others may be noted at the discretion of the ST) within the range of the character's normal senses, the player may immediately make a static social challenge against the social traits of the one who has just been plunged into the turmoil of emotions (Retests use the Empathy skill).
If the challenge is successful, the vampire becomes aware of the affliction that is occurring and who is experiencing it (in the case of multiple individuals, a mass challenge will be required) and may spend a temporary Willpower point by chosen target to end the condition immediately if it is something that does not require a challenge to do so (e.g. Toreador Clan Flaw) or grant the target a new test if it is a condition that requires a type of test to end (e.g. Frenzy). If he loses, he will still be aware that something is happening to someone around him, but he cannot determine exactly who is experiencing it.
This power only works when the event begins in the user's presence. You cannot enter a room with vampires in Frenzy and use it to try to remedy the situation. This also does not reveal what specific type of distress is affecting the individual.
A qualquer momento que um Kindred ceder para um destes estados: Frenesi, Rotschreck, ativação de uma Derangement ou Toreador Clan Flaw (outros podem ser notados a critério do ST) dentro do alcance dos sentidos normais do personagem, o player pode fazer imediatamente um desafio social estático contra as características sociais daquele que acaba de mergulhar no turbilhão das emoções (Retestes usam a habilidade: Empatia).
Se o desafio for bem-sucedido, o vampiro se torna ciente da aflição que está ocorrendo e quem está passando por ela (para o caso de múltiplos indivíduos, será necessário um desafio em massa) e poderá fazer o gasto de um ponto de Força de Vontade temporário por alvo escolhido para pôr um fim a condição imediatamente caso se trate de algo que não demanda um desafio para que isso aconteça (ex: Toreador Clan Flaw) ou conceder um novo teste para o alvo caso se trate de uma condição que demanda um tipo de teste para ser encerrada (exemplo: Frenesi) . C
aso perca, ele ainda estará ciente de que algo ocorre com alguém ao redor dele mas não consegue determinar exatamente quem está passando por isso.
Este poder só funciona quando o fato teve início na presença do usuário. Isto também não revela que tipo específico de aflição está afetando o indivíduo.
Discipline Name | Discipline Level |
---|---|
Necromancy - Western | 5 |
Fortitude | 4 |
Aegis of the Void: Fortitude 4, Ash Path 4, Ritual: Grasp the Ghostly
Custom (11xp)
Inspire by tales of an enemy where the weapons of attackers would rot away Santio developed this power, primarly to defend aginst staking. After an inatimate object comes in contact with the Player he may reflexivly spend a blood and make a static mental challenge against the craft rating of the object, retest with the Crafts ability. Use of this power is reflexive; it does not take an action and the blood spent does not cound toward generation limit. If successfull, Necrotic energy violently and instantly casts the object into Oblivion. While this power does nothing to negate damage from a weapon that has struck the Vampire, it does disarm his opponent and prevent him from being staked or otherwise impailed. Those attuned to such things my make a perception challenge vs the users mentals (retest investigation/subtrafudge) to notice a small nihil open at the point of contact consming the object.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Auspex | 3 |
Prerequisites: Master’s Focus, Potence 5, Auspex 3
Description: “He spent all of yesterday sitting with that piece of metal in his lap. I don’t understand what he’s doing, communing with the spirits or something, but man does he do amazing work!”
System: This power grants ties on all challenges to craft an item. In addition, this power can be used to remove a single negative trait from an object.
In MET, this power costs 15exp traits