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 | 3 |
Dementation | 3 |
With a slight bit of effort, the user is able to see into Astral Realm without leaving her body. The land appears very similar to the real world, except that it is pristine and shimmering and the user is able to see both the creatures and events in the Astral Realm (such as Kindred using Psychic Projection) as well as the real world in a unique blending of the two. The user is easily able to determine which event is occurring in which realm and does not suffer any penalties for this unusual double-vision. To activate this power, the user simply expends a mental trait and the power remains active for the remainder of the scene or an hour, whichever passes first.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Potence | 1 |
Animalism | 3 |
Anyone with high levels of Auspex can tell you that using the power is taxing on one's force of will and it's difficult to restore. Reservoir allows the user to hold a pool of strength in reserve that can be tapped into later. The pool holds 5 bonus willpower that refreshes as normal. This willpower is stored in the character's own spirit and can only be used for Discipline costs (i.e. the Willpower required to be used to go Astral). Additionally, this pool can be accessed even if the character is normally unable to spend Willpower (such as when they've been afflicted by Quell the Beast), but ONLY for activating Auspex powers, or powers within the XX combination discipline tree.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Fortitude | 4 |
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Dominate | 5 |
Animalism | 4 |
Note: The Dominate 5 & Animalism 4 requirements are either/or, NOT both. There is no way to enter optional requirements.
Discipline Name | Discipline Level |
---|---|
Quietus | 4 |
Potence | 3 |
The control over one's own blood is a highlight to someone in possession of this power. By the nature of Quietus, the very supernatural essence of one's blood is a focal point, in combination with the precision application of Potence. By forming a cohesive bond between the two, the user is able to force their blood into the dead veins of their body in such a way, focused on the very strength that it holds over the nature of the supernatural existence, and crystalizing within the musculature of form. By this, the held Vitae is no longer fleeting, but forms bonds that are more capable of retention for longer periods of time.
Users of this power are seen to have more rigidly defined muscles, as the crystallized blood bonds within them. Their skin takes on a ruddy crimson, no matter it's color.
Mechanics: Whenever a blood point is spent to gain a "bloody" trait, they are maintained for up to a scene or hour, whichever ends first. The "bloody" traits thus maintained may be held into a maximum of one's Potence rating for the duration. Thus, someone with a rating of Potence 5 may hold a total of five "bloody" traits.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Fortitude | 5 |
Requires: Ihai Creation Ritual, Running Monkey, Clarity of Form
Both the Running Monkey and Clarity of Form technique teaches a vampire to refocus and center themselves. This final technique allows for a vampire to take a moment and restore their lost will and self in a second. Something that would normally take ours with normal mediation.
System: This combination discipline may only be used once per night. At any time you may spend 1 blood trait and gain back any number of Temporary Willpower traits that have been spent up to a maximum of their permanent meditation ability rating.
XP Cost: 10
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Presence | 3 |
In today's world of streaming data, 24 hour connectivity and cameras in every pocket it can be extremely hard for one of the Faithful to remain unnoticed and thus free to enact God's Will. It is from this need that the Divine Shroud was created. By focusing on his position as God's servant the Faithful becomes capable of warding off any attempts to capture his image.
System: By expending a Willpower Trait a member of the Faithful with this power can activate Divine Shroud for his Road of Heaven rating in hours. Provided the vampire has a Road of Heaven rating the duration is adjusted by one hour per aura modifier; if negative, to a minimum of one hour. While Divine Shroud is active any attempt to record the Faithful's image only captures a formless blur that cannot be distinguished by any means. This power does nothing to obscure a character from simply being seen by the naked eye.
Divine Shroud may be used in conjunction with Obfuscate, in which case anyone watching the image doesn't notice the blur until after Obfuscate drops.
Discipline Name | Discipline Level |
---|---|
Celerity | 3 |
Potence | 2 |
Kindred live in a world in which the danger of modern weapons have become more dangerous with time between swords themselves and even firearms across the world. Anarchs live in a world in which they face many foes on all sides and only have themselves and their fellow Anarchs to depend on most nights. This power is designed to take the blow of an attack to protect someone close to them or who would otherwise not be able to survive or take themselves.
Mechanics: Whenever another person is within melee range of the kindred using this power, becomes the target of a physical challenge in nature that goes from attacker to a defender. Punches, claws, bullets, Assamite loogies, swords, etc.. . The kindred can reflexively spend blood to swap places with the one being targeted by said physical attack. If the one that the kindred is swapping with does NOT relent, there is an opposed physical challenge to decide if the switch is successful. This challenge is compared with just base physical traits. Weapons or Armor will not apply. Items that boost physical strength can however. The user of this power however does receive two bonus physical traits for the challenge stated.
If the swap is successful then the kindred using this power takes the attack, they cannot dodge but they can still soak IF this is a soakable attack.
This power when blood is spent reflexively does not affect the amount of blood the kindred can spend in a single round.
Discipline Name | Discipline Level |
---|---|
Celerity | 3 |
Potence | 2 |
Kindred live in a world in which the danger of modern weapons have become more dangerous with time between swords themselves and even firearms across the world. Anarchs live in a world in which they face many foes on all sides and only have themselves and their fellow Anarchs to depend on most nights. This power is designed to take the blow of an attack to protect someone close to them or who would otherwise not be able to survive or take themselves.
Mechanics: Whenever another person is within melee range of the kindred using this power, becomes the target of a physical challenge in nature that goes from attacker to a defender. Punches, claws, bullets, Assamite loogies, swords, etc.. . The kindred can reflexively spend blood to swap places with the one being targeted by said physical attack. If the one that the kindred is swapping with does NOT relent, there is an opposed physical challenge to decide if the switch is successful. This challenge is compared with just base physical traits. Weapons or Armor will not apply. Items that boost physical strength can however. The user of this power however does receive two bonus physical traits for the challenge stated.
If the swap is successful then the kindred using this power takes the attack, they cannot dodge but they can still soak IF this is a soakable attack.
This power when blood is spent reflexively does not affect the amount of blood the kindred can spend in a single round.
Discipline Name | Discipline Level |
---|---|
Animalism | 1 |
Protean | 2 |
Created by Silk Sharpeye
Sound travels well underwater, whales and dolphins send long undulating low frequency messages across the miles. Mariners having long lived amoung the sea life have adapted to their more efficient means of communication. Those with this discipline may embed messages into the underwater songs and such messages can carry for miles. To most this song is just another sea mammal vocalization but to those with the Animalism power Feral Speech a voice can be heard in the low frequency cry.
System: A single activation of this Discipline can transmit any message that can be conveyed in one breath, one message at a time.The player spends one Social Trait as the vampire sings to activate the power for the rest of the scene or an hour, whichever comes first, This power can only be used or heard while underwater and the message carries up to 250 miles although the vampire may purposely restrict this distance down to as small as 5 miles. Storytellers may restrict this range if they deem their to be excessive ambient underwater noise in the area.
The visual effect of this activated power is the neck swells up like a bullfrog croaking but not as pronounced.
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Presence | 1 |
Anarch / Patched members of the Sons of Odin
Potance x4 / Presence x1 with a permanent WP rating of 4+ (11xp)
Anarch Coord Approved
This technique hardens the courage and moral resolve of the Anarchs who posses it allowing them to face any danger or violation to their moral code for the sake of himself and his allies. Created by Brujah members of a notorious mercenary gang; the technique allowed them to steel themselves against the pull of their beasts when called upon to perform necessary but sometimes unsavory deeds.
This power allows the user a +1 bonus to any Conscience/Conviction or Courage test they may encounter while this power is active. To active this power the user must spend 1 Will-Power and take 5 minutes of psyching himself up before he makes the "hard choices". This can be done either by meditating, yelling and screaming or head butting a wall to build up adrenaline; this RP portion will vary PC to PC but should be established upon purchasing this power. Once active it's effects will last until the end of combat or an hour of Role-Play. A power to effect ones own resolve such as this may work in combination with the power "Give'em Hell", as well take the user over the usual cap of 5 traits. If the users permanent Willpower drops below 4, their resolve is considered broken and are unable to use this power.
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Presence | 1 |
Don't be a Bitch!
This technique hardens the courage and moral resolve of the Anarchs who posses it allowing them to face any danger or violation to their moral code for the sake of himself and his allies. Created by Brujah members of a notorious mercenary gang; the technique allowed them to steel themselves against the pull of their beasts when called upon to perform necessary but sometimes unsavory deeds.
This power allows the user a +1 bonus to any Conscience/Conviction or Courage test they may encounter while this power is active. To active this power the user must spend 1 Will-Power and take 5 minutes of psyching himself up before he makes the "hard choices". This can be done either by meditating, yelling and screaming or headbutting a wall to build up adrenaline; this RP portion will vary PC to PC but should be established upon purchasing this power. Once active it's effects will last until the end of combat or an hour of Role-Play. A power to effect ones own resolve such as this may work in combination with the power "Give'em Hell", as well take the user over the usual cap of 5 traits. If the users permanent Willpower drops below 4, their resolve is considered broken and are unable to use this power.
Requirements:Must be Anarch, Potence x4 and Presence x1 with a permanent WP rating of 4+.Cost: 11xp