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 |
| 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 |
|---|---|
| Sadhana | 5 |
| Auspex | 5 |
Deva Only
Deva Sadhana users are protectors of the gods and their will on earth. As such members of this faction were either blessed by the gods themselves in creation of this combination discipline as a reward of service, or crafted it for their battles against the Asura long ago. The power itself wreaths the Deva vampire in divine armor from their faith, that takes nearly any form they desire, though its use is always unmistakable. It allows appears of ornate and elaborate plate armor of some sort that offers them protection and prevents others from ever trying to hinder their movement or will enact divine justice as needed.
System: The character spends 1 blood trait to activate this power. Once activated the character may spend 1 temporary Mental Trait for a corresponding number of Armor Health Levels to a maximum of their permanent Sadhana Blood Magic rating. This armor may not be pierced by any armor piercing effects. Additionally, the user’s movement while this power is active may not be impaired in any way or stopped, this includes any uses of the Path of Prapti. This power lasts for the next scene or an hour.
| 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 |
|---|---|
| Auspex | 1 |
| Presence | 1 |
Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Charismatic Impact is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Charismatic Impact can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned.
Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Charismatic Inspiration will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.
System: The player spends a blood point and makes a Static Social Challenge difficulty 10 retested with Performance, and risks 1 to 5 Social Traits in the challenge. The number of traits risked in the challenge determines how many people are affected, as noted on the chart below. If there are more people present than the character can influence, Charismatic Impact affects those with lower Willpower ratings first. The power stays in effect for the remainder of the scene or until the character chooses to drop it.
Traits Risked Result
1 Trait One person
2 Traits Two people
3 Traits Six people
4 Traits 20 people
5 Traits Everyone in the vampire’s immediate vicinity (an entire auditorium, a mob)
Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every scene for as long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to the traits risked, he shakes off the Awe completely and remains unaffected for the rest of the night.
| 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.
