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 |
---|---|
Obtenebration | 4 |
Dementation | 4 |
Fluff : As the evoker starts there performance those being affected start to feel a sense of resolve or despair begin to penetrate them and the air may begin to feel a wee bit chillier and some may hear lingering whispers in the air reminiscent of the dirge being played for them. As the dirge continues those that observe the evoker of the dirge will seemingly see wisps of shadow and whispers seep out of the performer, these wisps carrying with them either resolve or despair as they float along toward the affected and slowly disappear along the way as they infect the minds of those around with whispers and darkness. Activation : A static social challenge vs. 8 traits , then once the evoker succeeds they need to spend 1 Blood and 1 Willpower . If the evoker should fail the challenge they keep performing with little regard to the world around them for the duration of the power as they are enthralled with there own performance, unless they are in danger (in which case this effect ends automatically) or they spend a mental trait to ignore the effect.
Mechanics : The power last for a scene or an hour and as long as the evoker keeps up the performance. The performance needs to be of a musical nature, (singing or an instrument or something along those lines). When the evoker activates the power they choose either to affect friend or foe. The evoker may affect a number of individuals equal to the number of social traits when they invoke the power, once the subjects are picked they can not be changes unless the evoker activates the power again and reassigns the subjects. As long as the subjects can perceive the performance of the evoker they are subject to its affects. The affects are as follows.
Friend : Those that benefit from the dirge gain + 1 trait bonus on all Virtue challenges they throw, also each subject gains a number of Willpower equal to the evokers dots in the performance ability they are using for the power, for use only to suppress Derangements.
Foe : Those that suffer from the dirge take a -1 trait penalty to all virtue challenges they throw, also they must spend 2 Willpower to suppress derangements. If the subjected wish to try and release themselves from the affects of the dirge they can spend a Willpower and throw a static social challenge vs. the number of traits of the performance, or should they wish to not spend a Willpower they can spend there action for the round and attempt the above challenge.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Visceratika | 2 |
- A Gargoyle may use Heightened Senses to attempt to pierce Obfuscate, including adding her levels of Auspex to her traits for the challenge (Note: this combo power does NOT count as a bonus in said traits);
- A Gargoyle may also use Aura Perception as usual while using Scry the Hearthstone.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Fortitude | 3 |
With the mental acumen brought upon by Auspex and the physical resilience brought upon by Fortitude, the user has learned to shield themselves from magical forces. Once acquired, Fortify is always active and no expenditure needs to be made to trigger its effects. The user gains the benefits and drawbacks of the Merit Magical Resistance: She gains a +3 bonus traits against any form of magic (be it benevolent or harmful effects). Additionally, the user may never learn Thaumaturgy or any other blood magic once acquiring Fortify.
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.