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 |
---|---|
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.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Dementation | 4 |
The Seer begins a performance to enflame the Beasts within others, spreading it like a contagion. In order to use this power the player must expend a Willpower point and engage in a Social Challenge with the target, retesting with Animal Ken. If successful, the target frenzies, and may not expend a Willpower to ignore it. The target may not attack the user of this power unless there are no other targets available.
In subsequent rounds, the user must maintain their performance and spend a blood. Once per round, a target under this power who has made an attack against someone not affected by this power engages them in a social challenge, bidding Frenzy as their trait, and retesting with Frenzy only. The new target may rebid with Animal Ken and any other appropriate rebids. If the Frenzied individual succeeds, the new target also enters Frenzy, again unable to spend Willpower to negate the Frenzy.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Valeren | 1 |
The power of a Salubri Antitribu third eye has always been diverse and never fully understood. Some have learned they can use their eyes to push past this realm and see into others, gain visions from its insight or even use it to heal. This however is but a small portion of its powers.
The person using this power has learn the third eye isn't as restricted as there others. By channeling their eye and unleashing some of the shackles placed upon it it can see at a far greater depth than normal. It is able to project itself through walls, cars, clothing, street etc. As well as Hoyer about them to get an overview of their area.
So the salubri may see their enemies, get a overlook of a battlefield or see traps before they are sprung. This allows the Salubri to attempt to pierce any obfuscate, surprise or stealth attack coming there way when activated as they can see it coming.
Unfortunately the eye cannot travel far from its user as they are still one person. It can only go and see as far as normal eyesight can see in an unobstructed distance. So yes you may be able to see something perhaps a mile away but given the distance it maybe impossible to make out.
System:
Spend One Willpower and make a static mental chop difficulty 5. The third eye opens and turns white. While active the user cannot be surprised and can make a contested chop with anyone in the area attempting to hide from them.
You are able to see in a 360 vicinity around yourself for 1000 ft and pierce the walls, natural darkness etc with your eyes sight. Anything greater than that take a toll on your eye and you must spend one mental per 1000 ft to extend the sight up to 5 total mental traits. Anything over that the eye cannot see as it is too far from the user. In addition anything over the first 1000 ft requires an addition chop difficulty per st to attempt to see through any objects. If you fail the eye can only see in unobstructed views from the user at that distance. Heightened senses and other sight enhancing things cannot be used in conjunction with this power. This power is active until turned off.
Discipline Name | Discipline Level |
---|---|
Dementation | 2 |
Auspex | 4 |
Retest: Performance vs Investigation
Effect: By humming, whistling, or singing a bar or two of a song, you're able to infect the mind of another with the madness of the song that just won't go away.
MET System: You must actually hum, sing, or whistle a portion of a specific song, and the target must be able to hear you, then engage in a Mental Challenge. If successful, the target will have that song stuck in their head for the next hour or scene, and be two traits down for purposes of trait comparison for all Mental and Social Challenges as they're distracted by the persistent tune playing in their own head, over, and over, and over.
Discipline Name | Discipline Level |
---|---|
Protean | 3 |
Auspex | 2 |
While in the earth, spend a WP, you can only move in a 50 yard radius at a brisk walk up to from where you sank into the ground. you are granted awareness within 30 feet radius of where you currently are since dropping into the earth. While you are aware of your surroundings and who may be walking above you, perceiving what is happening comes at increased difficulty as sound does not pierce the dirt easily. Listening to conversations directly by you comes at a +2 trait difficulty. Conversations in cars, or where there is more material separating the earth containing the Gangrel from those speaking increases the difficulty.
Discipline Name | Discipline Level |
---|---|
Temporis | 4 |
Obfuscate | 5 |
This technique is the whisper of time slipping away, a power capable of making an object disappear from the flow of time and the perception of the world, sending it beyond the reach of reality, where time does not touch it and eyes do not see it. The object leaves behind only a void, a vague sensation that something is gone, but without leaving a trace. It now rests in a silent limbo, forgotten by time, but still within reach of those who know how to find it.
System: After that you win the test of Subjective Suspension (Physical or Mental according to the case), you can choose to spend a Mental trait to make the object vanish while suspended. The rules of Subjective Suspension remain, however the object also becomes invisible while suspended from the flow of time. If you spend Two Mental Traits instead of one, the object it is no longer perceived by anyone around while suspended, except for the user of the technique, so the objects are considered to be in another reality on the duration of the suspension. Elder powers are also able to find the suspended object under these conditions.
Esta técnica é o sussurro do tempo se esvaindo, um poder capaz de fazer um objeto desaparecer do fluxo do tempo e da percepção do mundo, o enviando para além do alcance da realidade, onde o tempo não o toca e os olhos não o veem. O objeto deixa para trás apenas um vazio, uma sensação vaga de que algo se foi, mas sem deixar rastros. Ele agora repousa em um limbo silencioso, esquecido pelo tempo, mas ainda ao alcance de quem sabe encontrá-lo.
Sistema: Após vencer o teste de Suspensão Subjetiva (Físico ou Mental, conforme o caso), você pode optar por gastar um traço Mental para fazer o objeto desaparecer enquanto estiver suspenso. As regras da Suspensão Subjetiva permanecem, porém o objeto também se torna invisível quando suspenso no fluxo do tempo. Se você gastar Duas Características Mentais ao invés de uma, o objeto não será mais percebido por todos ao seu redor enquanto estiver suspenso, exceto pelo usuário da técnica, portanto os objetos serão considerados como estando em outra realidade durante a suspensão. Os poderes Elders também são capazes de encontrar o objeto suspenso nessas condições.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Obfuscate | 1 |
Also requires the Merit: Magic Sensitivity
Gehenna calls to you, beckoning you to its embrace. The Warden always seems to find its way to it. However, Warden's are trained to resist and combat it. When dealing with world shattering events, as defined by the ST running the scene, the Warden calls upon their instincts and Willpower to bolster their resolve.
System: When the Warden enters a territory where a world shattering event is occuring, as defined by the ST running the scene, they seem to find themselves pulled toward it. When they reach the designated area they may spend a single point of willpower to activate the secondary effect. The vampire may add half their permanent Willpower in challenges where they are defending against negative world effects. World effects are effects that are not commonplace and are unique to the fight.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Valeren | 1 |
By combining two of the innate disciplines of the Salubri, the user of this power can gain even more insight about a specific scar, tattoo, or other bodily action that has befallen the subject. By making physical contact and spending up to three mental traits, the User may get glimpses or who caused the damage/alteration, their mental states, and sometimes even flashes of the scene itself.