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 |
---|---|
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.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Fortitude | 4 |
Created by Vigdis Corvid
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 2 |
Animalism | 3 |
Using this combination of disciplines, the vampire uses his telepathic abilities to enter the target's mind and immediately project an image of fear and anguish, causing the target to cowardly in front of the user of power.
Whether it be in physical combat, in a social debate, or even a quiz, the target of power will feel threatened, intimidated, and pinned down in ways you have never felt in life (and post-life), rationalizing, in the powers of Presence, a logical reason for this (a lack of momentary self-confidence, either because the opponent is with several allies around, or because he does not know the limits of the opponent's powers, for example).
TM System: The character must initially spend 1 point of Temporary Willpower and rip 1 Mental Trait to "force" entry into the victim's mind (if it is a vampire, or other supernatural creature. Mental). Then, by invading the mind of the target, and by already "being close to his fears," a Social Dispute against the Mental Characteristics of the target is needed. If defeated, the target will begin to feel uncomfortable and fearful in the presence of the vampire who used the power and the effect will last a scene or an hour. During this time, the target gains 3 Negative Traits, according to the situation: if you are involved in a physical contest, the target will receive Coward x2, if you are in a Social dispute, you will receive Shy x2, and if you are in a mental contest, you will receive Submission x2.
In the case of retesting for Social Dispute, Intimidation Ability is required, and it is also possible to retest by Presence and by Willpower, according to the rules.
** NOTES: The target will only gain 1 type of Negative Trait. If, after using the power, the first strike is a physical contest, for example, the target will receive Coward x2, and if he enters a social contest after this, the power user vampire will need to win a new test so that the target receives Shy x2 .
Discipline Name | Discipline Level |
---|---|
Obfuscate | 4 |
Presence | 2 |
The kindred hisses and bares his fangs when he attempts to vanish. Which causes the targets to recoil for a instant giving the kindred a moment to take advantage of them being startled.
System: This power changes vanish to a Social vs. Mental challenge. Intimidation is substituted for Stealth as the retest. The user of Dread Vanish adds his levels of presence into the total instead of his levels of obfuscate. Both sides may use Will power on this challenge
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Protean | 3 |
Instead of Constricting for Damage after a successful Grapple an Arm of the Abyss may Drink one Blood from the person they have Grappled. They my also reflexively spend this blood to increase it's Size or Traits as normal.
Discipline Name | Discipline Level |
---|---|
{Alternate version} | 3 |
Blood Shintai | 3 |
You can strike a target in such a way that it disrupts and diverts a victim's blood. By channeling it into the victim's airways and lungs, you can easily drown your foe in their own blood. Make a Physical Challenge to strike your target, using Martial Arts as a retest. If you win, the target's lungs fill with blood. This has several effects:
Against a vampire, whether Kin-Jin or Kuei-Jin, a full point of blood fills their lungs, becoming unusable for anything else (they lose a blood trait). While their lungs are filled, they cannot speak; this means they may not issue commands using Dominate or Obedience, may not use voice-based attack powers like Kiai or Melpominee, and may not use Magic or Rituals which require verbal components. For a vampire, it takes a number of rounds (equal to the Martial Arts Style you used in making the attack) of doing nothing else to cough the blood up and be able to draw breath again. If the target vampire has no Blood Points in their system, this power has no effect.
Against a target who must breath to live (such as a Mortal, Changing Breed, Changeling, or Mage), in addition to not being able to speak as above, the target immediately drops to the Incapacitated Health Level and must win (not tie) a Simple Test each round or take an additional level of Lethal Damage, until they either receive medical attention/healing or die.
Against a Wraith, Spirit, or other creature with no physical body or blood, this power has no effect.