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 |
Discipline Name | Discipline Level |
---|---|
Dementation | 5 |
Auspex | 4 |
Pre-Reqs:
Dementation x5
Auspex x4
Malk Time x4
The mind of a Malkavian can be powerful, unpredictable and even dangerous for those unprepared to go in to.
This power is passive and requires no activation. When the user is targeted in a contested challenge, the mind of the Malkavian automatically moves to defend itself.
(If the Malkavian relents to the initial challenge then only further “digging” triggers the defense)
If the aggressor succeeds in their telepathy challenge, there is an instant social challenge between the target and the aggressor (Defender may retest with Empathy). If the aggressor wins, they obtain the information they are after. If the aggressor fails the challenge however, they are subjected to a derangement chosen at random from the TI deck, lose their telepathy connection, and are affected for scene or hour.
The Malkavian with this power will throw a simple test, retest being awareness, If the Malkavian wins they can reflexively spend a blood to make this derangement last for the rest of the night. (If the malkavian is unable to spend blood then they are unable to make this challenge)
If the aggressor is to win the initial contested challenge and break into the user's mind they can ask the free question (per telepathy rulings) and hear the surface thoughts of the user. If they wish to dig for more information they are subject to another social challenge like before. If the aggressor loses this challenge they are subject to another random derangement (from the TI deck) for scene or hour and the telepathy connection is lost.
The user can throw another simple test, retest being awareness. If the user wins they can reflexively spend a blood to make this derangement last for the rest of the night.
Aggressor may still attempt to dig for information after these challenges but doing so triggers the defense as detailed above to a maximum of three active derangements.
Keep in mind that each attempt to establish a telepathy connection requires an expenditure of a mental trait by the aggressor and each probing question also requires an expenditure of an additional mental trait.
Due to Malk Time being a part of this combination power, Non-Malkavians can never learn this power without exception.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Temporis | 5 |
Caught in the Flux
Potence 5, Temporis 5
10xp
Temporis draws upon the same energy as Fortitude to fuel the Kairos’ time manipulation. That is the reason why damage suffered from the stress Temporis places on the body cannot be reduced with Fortitude. By inflicting the same temporal fluctuations on others as the Kairos experiences, they have found a way of cutting clean through the durability of others.
System: The Kairos bids up to 3 Stamina-related Physical Traits and makes a Physical Challenge against their target. If successful, the target experiences rapid fluctuations in time, and their body tears itself apart from the strain. For each trait bid in the challenge, the target suffers a single level of lethal damage that cannot be tested down, soaked, reduced, or negated in any way, even with Fortitude. If the Kairos fails the challenge, they suffer a level of similar damage themselves as a result of the rebound.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Animalism | 3 |
Name: Caught in the Wake
A mariner uses her advantage to pull along non-mariners in her wake granting them a view of the world they could not see on their own.
Water naturally rejects the dead unless you are made for it. Under this power, those under the influence can go deeper than a normal vampire without suffering the complications due to their guide.
Protean: Shape of the Beast Animalism: Quell
Limit: Mariner's Self-Control/2 number of non Mariners
Cost 10xp
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Thanatosis | 3 |
Caustic Armor - Created in 2010
Fortitude 3, Thanatosis 4
By channeling Necromantic energies over the whole of his body, a Samedi is able to reflexively inflict death and decay upon those who attack him. Fists, feet, and fangs all warp and decay upon impact if the Samedi so desires it. The effect is determined by which power the Samedi wishes to use, from the most basic of powers to the most potent of Thanatological skills.
The Vampire spends the requisite cost for which ever power he wishes to activate (i.e., 1 wp for Wither, 1 blood for Putrefaction, etc) as well as expending a stamina related physical trait.. The power will remain active for a scene or hour and the first person to make physical contact with the Samedi will suffer the effects of whichever power was activated. This can cause obvious problems should the Vampire accidentally shake a Princes hand. While this power is active, the Vampires aura will glow with a sickly purple hue
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Thaumaturgy | 5 |
Centering (Auspex 5, Thaumaturgy 5 OR Orun virtue at 4+, [optional: Fortitude 5]) 8xp
Since time immemorial spiritual cultures, (and more recently, occult organizations) have practiced the art of centering: mystically preparing one's spirit and will for an ordeal. Through the use of this ritual practice a kindred too can benefit from a closer connection to the font of their power: a fortified soul, and a surge of supernatural potency.
System: This power requires a night of meditation and the investment of a point of Willpower which must remain unspent while this power is active. If you choose to use it, this power fails immediately as you lose your center. Each night you must spend 10 minutes in meditation and win a static Mental challenge, retest Meditation against a difficulty of your Path Rating times your Generation background. (ex. Path 5, Generation 4 would be a difficulty of 20 traits). If you fail the initial attempt, you may continue meditating for another 10 minutes and try again. While this power is active, you may spend Willpower to be considered to have additional traits up to a cap of your Path rating when entering a power that compares or tests against Tempers, including ones you do not possess. This may not be used to activate items, such as a Garou Fetish or a Talen. So long as you possess Aegis, you get a free retest against mind/emotion affecting powers.
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Celerity | 5 |
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 3 |
Discipline Name | Discipline Level |
---|---|
Obfuscate | 2 |
Auspex | 2 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Fortitude | 4 |
Requires: Ihai Creation Ritual, Bursts of Fists
Chi Strike is the next step along the ladder of discipline and progress brought on by the Bursts of Fists technique. A vampire with this combination discipline learns to harness their inner spirit and self into their strikes. Such blows are not protected by any means or form armor known; as the blows themselves target the victim’s body itself directly.
System: Spend 1 Willpower to activate this combination discipline for one scene or an hour. While active all Brawl attacks made by the character ignore all forms of armor be it mundane or supernatural their target might be wearing.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Chimerstry | 3 |
Obfuscate | 2 |
This custom combo works mechanically the same as the Vicissitude version, with the exception of covering the aura with illusions rather than manipulating the body itself.
This custom combo was approved by the offices of the Ravnos and Tzimisce Coordinators.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Celerity | 5 |
System: The user spends 1 willpower trait to ignite their sword in black flame. Each use of this power is good for one individual attack. While active, the sword now does aggravated damage. Additionally the user may attempt to remove a target’s limb with each strike. To do so they must first make a successful physical challenge. After which they engage their target in two Simple Challenges (Win or Tie). If they succeed and the target suffers the damage from the attack, the targeted limb is served and reduced to ash. A target may restore their limb once they heal the damage from the blow (or is permanent if the target is a mortal). Those who lose a limb are unable to use said lost limb until the appendage is restored.