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 |
---|---|
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
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Potence | 1 |
The Nosferatu's talent for engaging the beast within, combined with
the force behind it, can be enough to cow the beast of another.
Spend a temporary Willpower Trait and make a contested Social
Challenge against another vampire (retest Animal Ken). Success boost's
the target's Self-Control/Instinct and Courage for the scene, but
gives them the negative traits Docile and Meek until the scene ends or
they frenzy anyway.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Obfuscate | 3 |
This combo has the combo Venator in Tenebris as a prerequisite, and the vampire must first use said combo on an individual before enacting this one. Once the vampire has stolen someone's shadow they may choose to wear the shadow instead of eating it. The decision must be made within one minute of successfully stealing the shadow. The vampire expends one Willpower Trait to don the shadow, and chooses to take on either the appearance of the original owner or a portion of their aura. If they choose disguise, this works as a specific Mask of 1000 Faces that can only be tested to see through if the searcher has Auspex 4 or higher. If they choose to take on a portion of the aura, the vampire chooses one factor that can be viewed with Aura Perception and covers their own aura with the shadow aura of the original owner. For example, the vampire could steal a mortal's shadow and choose to have their own aura detect as a mortal's through Aura Perception. This combo lasts until the next sunrise.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Celerity | 2 |
Can only be done in conjunction with someone else who has purchased this combo.
This combo puts the users in perfect synchronization for a single attack that is a lariat. After spending a blood, the users must go on the lowest initiative, and each character must win a brawling physical challenge if successful. The damage of both attacks is dealt to the target as a single source. This combo may be used a number of times a night equal to the user's brawl ability.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 4 |
Potence | 2 |
Fortitude | 2 |
Myths and legends of the great Dragons of old and the tales of ancient Fiends go hand in hand.It is well known that there is a long lost connection between the ancient Dragons and the Tzimisce clan, but few know where fact and myth meet.In the modern nights, there is a Tzimisce who is in possession of one of the few remaining Dragons, who have dwelt in the Umbra as spirits for millennia. Though their Dragon is still young their kinship with the majestic and powerful creature has inspired them to embrace their clan's heritage and experiment with Bogdhanna's essence to attempt to evoke a transformation within themselves that the standard powers of the blood alone could not achieve.System: By spending 2 Blood Points and 1 Temporary Willpower the Fiend evokes a transformation which takes place at the end of the round in which the last blood is spent. Other actions can be taken while transforming however the Fiend is Clumsy x3 until the transformation is complete. The Fiend retains a humanoid shape, however they experience a significant increase in size as their body grows bulkier, to a full eight feet in height. Thick scales ripple across their body and horns protrude from their forehead. Their eyes take on a very reptilian quality. Leathery wings erupt from their backs, however do not offer the ability to fly. In this humanoid form the user gains two Physical traits (Brawny x2), two Social Traits (Intimidating x2), and two Mental Traits (Observant x2). In this form they also suffer the negative traits Bestial, Repugnant, and Impatient.Myths and legends of the great Dragons of old and the tales of ancient Fiends go hand in hand.
It is well known that there is a long lost connection between the ancient Dragons and the Tzimisce clan, but few know where fact and myth meet.
In the modern nights, there is a Tzimisce who is in possession of one of the few remaining Dragons, who have dwelt in the Umbra as spirits for millennia. Though their Dragon is still young their kinship with the majestic and powerful creature has inspired them to embrace their clan's heritage and experiment with Bogdhanna's essence to attempt to evoke a transformation within themselves that the standard powers of the blood alone could not achieve.
System: By spending 2 Blood Points and 1 Temporary Willpower the Fiend evokes a transformation which takes place at the end of the round in which the last blood is spent. Other actions can be taken while transforming however the Fiend is Clumsy x3 until the transformation is complete.
The Fiend retains a humanoid shape, however they experience a significant increase in size as their body grows bulkier, to a full eight feet in height. Thick scales ripple across their body and horns protrude from their forehead. Their eyes take on a very reptilian quality. Leathery wings erupt from their backs, however do not offer the ability to fly. In this humanoid form the user gains two Physical traits (Brawny x2), two Social Traits (Intimidating x2), and two Mental Traits (Observant x2). In this form they also suffer the negative traits Bestial, Repugnant, and Impatient.
The draconic fiend deals 2 additional level of damage with brawling attacks with their horns, bite, and claw attacks.
The Fiend's tough scales ignore the first 2 levels of damage from an attack unless that attack has the Armor Piercing quality.
Draconic Visage cannot stack with other full transformation powers.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Dementation | 5 |
Obfuscate | 5 |
“It had been a decade since the Conclave incident…almost a decade since my Justicar became obsessed with hunting down the Jester…almost a decade that we’ve been tasked with tirelessly searching the world, and every plane of reality, for him. Nothing. Over the years I watch as the hunt consumes my Justicar, overtaking their thoughts and subtly directing every action in the hopes of finding the one responsible for that night. I stand in silence alongside my fellow Archons before our Justicar, seated at his table filled with maps and lines. I watch his face, so very tired, as he goes over the papers in front of him. “Here…” he points to one of the maps and places a red thumbtack into it, but then quickly picks it up, “No…Here” he places it down again. He pulls it up a third time and places it down authoritatively onto another part of the map as a deranged smile forms on his face. “How very clever of you, very cleaver…Here.” He grabs the thumbtack and throws it behind us. We turn to look, and the Jester is there, in the shadows, in our estate, holding it under his foot. We move to attack, but our Justicar holds up a hand “HALT. The Jester is mine, and mine alone.” He rises from the table, the sheer power emanating from him sending a shiver up my spine of pure, cold fear; the Jester has come to his doom. As the Justicar approaches, the Jester pulls a wooden sword out from his grey coat and points it at him, and it becomes ensorcelled with golden light. The two move so fast that I cannot see what is happening. The terror of the situation hits me fully and at once; Who is this Jester to move as fast as a methuselah? After barely a minute, they are standing there once again; my Justicar lifted in the air by his throat, beaten and bloody without a scratch on the Jester. “You…will…never…defeat me” chokes out my Justicar, and as he does steaming blood pours from his orifices as he melts into a pile of ash and heat. The Jester leans down into the pile, and takes a favorite ring my Justicar wore and adds it to his hand…the seventh such ring. He does a small curtsey, waves, and vanishes. Finally, our hunt is over.”
Mechanics: This power can be activated reflexively either during a scene, or at the beginning of combat, by spending a Permanent Willpower. For the duration of the Scene/Combat, every time the user engages in a contested challenge against any other character who has more total Traits than them, they may bid the free Trait “Dragon Slayer” in place of spending another. This ability may be used once per challenge, every challenge, for the duration of this power. “Dragon Slayer” may also be used in place of any other Trait to counter the use of another. (ex. A player shoots a pistol at me and attempts to Retest with Firearms. With this power active, I may spend the free “Dragon Slayer” trait I get per challenge as if it were “Dodge” to cancel the Retest)
Discipline Name | Discipline Level |
---|---|
Valeren | 2 |
Dominate | 1 |
Flavor- This Combination Power allows the user to apply the powers of Morphean Blow against a mortal or Cainite subject, without touch. This was developed with the intention to help limit the destruction caused by frenzying Cainites though it may be used against any subject the Cainite desires. When the Cainite utilizes this power, their third eye opens as it does with Morphean Blow.
Mechanics- The user of this power must expend a blood trait and engage in a Mental challenge (retest Intimidation) against the target while maintaining eye contact. Success allows the subject to fall asleep for a time. This power lasts until the Cainite is disturbed or until 8 hours of rest has occurred per Morphean Blow. Dragon’s Nap cannot be used again on someone who has been awoken from this sleep in the same scene/hour whichever is longer and as this power is Dominate based the user must be of equal or stronger generation then the target for this power to have any effect. The Cainite using this power has their third eye open and glow red as they use it making the power anything but subtle.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Fortitude | 4 |
Expend a Blood and a Willpower your outer layer of skin morphs into a scaly hard covering that grants you the equivalent of three health levels of expendable armor. Activation takes a full round for full transformation, and consumes your action for that round, you can do nothing else while effecting this transformation. The effect lasts until sunrise, or until shifted out of. This power stacks with Gangrel Mixed Blessings, and can be used with or without Shape of the Beast being active.