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 | 4 |
Auspex | 4 |
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Thaumaturgy | 2 |
By focusing their senses, you can identify how much Vicissitude an individual possesses.
System: Spend one blood and succeed in a static mental challenge vs the target. If successful you will learn the level and nature of Vicissitude (including combination techniques) and the number and nature of augmentations or alterations on the target.
You cannot learn this power if you possess Viscissitude. If you ever learn Viscissitude you lose this power. If at any time you no longer have Vicissitude you may be taught.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 3 |
A Knight of the Sabbat is only as good as the soldiers around him. His strength comes from his pack and their code of milan. It is this thought process that created this combination discipline. By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.
System: When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour. During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with. This applies only to a mass combat against one target where the character is fighting with allies. This bonus may not exceed 5 traits.
This combination discipline only works if the character is on Path of Honorable Accord.
Discipline Name | Discipline Level |
---|---|
Necromancy - Voudoun | 4 |
Thanatosis | 2 |
In recent nights Soul Anchors and the such, have been a plague on Necromancers and one of their most useful tactics. While once thought to be a rare thing for Vampires to acquire, this is no longer the case. So Final Nail in the Coffin combines the power of Necromancy and Thanatosis to combat these items and rituals, putrefying flesh, and natural material to break their enchantments. Opening up avenues for Necromancers to once again ply their magic without hindrance.
System: When the Necromancer activates Soul Stealing, they must also expend an additional Temporary Willpower and Blood trait to infuse their necromantic energies with that of Thanatosis’ entropic essence.
Should the Necromancer win the challenge to rip the soul from his target's body, but fails due to a Soul Anchor or other magical effects, or items. The entropic energies of Thanatosis seek out and destroy that which anchors the soul. Whatever it is, as long as there is some physical component to destroy. A nail, tattoo, or object that is preventing the soul from leaving the body. Rituals that are cast beforehand, but have no physical component are unaffected.
To destroy the Soul Anchor, or item(s) the Necromancer must win a Static Social challenge against sixteen traits, retesting with Occult. If successful, the object is destroyed. Allowing for the soul of the victim to be removed through any means that allow such a thing.
If there is more than one effect preventing the soul from being stolen, this power must be infused with an additional Temporary Willpower and Blood trait to affect each additional effect that tethers the soul. If your generational limits do not allow for additional Blood expenditure in the round, you must simply recast Final Nail in the Coffin when you are able. Targeting the item(s) or magical effects one at a time. A Static Social challenge must be made for each item or ritual.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 2 |
Potence | 2 |
Few vampires question the Nosferatu's position as the greatest masters of stealth, and the strength with which they can project their Obfuscate is not unrelated.
A Nosferatu with this power gains a retest on challenges to assert or defend their Obfuscate. Cloak the Gathering does not extend this retest to others.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Potence | 2 |
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Potence | 5 |
Custom Combination: Fist of Judgement
Requirements: Celerity 5, Potence 5, Road of Heaven, Secret Society member (His Holy Order)
Cost: 12 xp
Activation: 1 blood, 1 willpower, 1 unsoakable lethal, static physical test vs 9 traits
Flavor: The fists of the Crusader ignite in a flash of Holy Light, allowing for devastating blows.
Effect: The next unarmed attack that connects with it’s target deals damage in the form of unsoakable agg. Damage is added to the strike equal to half Road rating (round down).
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
{Combo w/in single Discipline} | 1 |
Flash Step
Requirements:
Celerity 5
Leaps and Bounds
Flash Step is a refinement of the combination Discipline 'Leaps and Bounds', and allows the user to cover large distances in the blink of an eye.
To activate Flash Step requires the expenditure of 1 Blood, and lasts for the scene or hour. During that time, when the user moves using 'Leaps and Bounds', they can expend a temporary physical trait to travel the distance jumped instantly without taking an action. This expenditure and movement can only occur once per action taken.
From an outside perspective the user of Flash Step seems to disappear in one location and appear instantly in the other, with their movement between the two points happening faster than can be observed with the naked eye. Others operating at equivalent supernatural speed, or using abilities intended to perceive/interact with supernatural speed, can perceive the user's movements, and can attempt to interact with them during that movement normally.
Use of Flash Step repeatedly is dangerously taxing on the body, however, as even undead tendons and muscles are strained past their limits. For each scene where Flash Step is activated, the user gains a cumulative 'Lame' negative physical trait that lasts for the rest of the evening. If the user ever gains more 'Lame' negative traits than they possess Dexterity-based physical traits, the number of steps they can take are halved for the night, and this power cannot be activated further for the night.
XP Cost: 10
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Potence | 1 |
Requires: Leaps and Bounds
Flash Step is a refinement of the combination Discipline 'Leaps and Bounds', and allows the user to cover large distances in the blink of an eye.
To activate Flash Step requires the expenditure of 1 Blood, and lasts for the scene or hour. During that time, when the user moves using 'Leaps and Bounds', they can expend a temporary physical trait to travel the distance jumped instantly without taking an action. This expenditure and movement can only occur once per action taken.
From an outside perspective the user of Flash Step seems to disappear in one location and appear instantly in the other, with their movement between the two points happening faster than can be observed with the naked eye. Others operating at equivalent supernatural speed, or using abilities intended to perceive/interact with supernatural speed, can perceive the user's movements, and can attempt to interact with them during that movement normally.
Use of Flash Step repeatedly is dangerously taxing on the body, however, as even undead tendons and muscles are strained past their limits. For each scene where Flash Step is activated, the user gains a cumulative 'Lame' negative physical trait that lasts for the rest of the evening. If the user ever gains more 'Lame' negative traits than they possess Dexterity-based physical traits, the number of steps they can take are halved for the night, and this power cannot be activated further for the night.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Dominate | 1 |
***DOES NOT REQUIRE DOMINATE, REQUIRES LORE: ABYSS 2 ABILITY***
The Lasombra spends three blood and transforms into a flock of shadow creatures no bigger than a seagull. He becomes a number of creatures equal to the sum total of all three categories of his current traits. No creature may be any further apart than his willpower in yards. Should a creature move further than this, it instantly dies, becoming a black pool of quickly evaporating shadow. The Lasombra loses a trait of his choosing from his largest current category should a bird / creature be destroyed. The Lasombra cannot gesture in this form, but if the creature he transforms into can theoretically speak, he can do so. The Lasombra gets no immunities to any sort of damage, and the entire flock is affected as a whole. He can move at a speed appropriate to the creature he can transform into. The Lasombra can change this form by bathing himself in the juices of a creature. The creature must have this kind of essence in order for The Lasombra to turn into it. The creatures he turns into always looks like a shadow version of the creature.
Discipline Name | Discipline Level |
---|---|
Protean | 3 |
Visceratika | 5 |
Flow Within all Structures
Visceratika 5, Protean 3
Fluff: The new age has been hard to adapt for most older Vampires and especially Gargoyles who rely on the stone to primarily make up the building they lived in for hundreds of years. They have been released and realized that their powers don’t work in the normal buildings of this age. So a change needed to happen and an adaption to the world was created.
System: You may use all of your Visceratika powers that interact with the environment within any structures no matter the material it is made of. To use these powers you must spend an additional trait of blood per activation of the specific Visceratika power.
[[The Visceratika powers this can be used with: Scry the Hearthstone (Basic), Bond With the Mountain (Intermediate), Flow Within the Mountain (Advanced), Various Elder and above Visceratika Powers.]]
Cost: 10 exp