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 |
---|---|
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
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Celerity | 3 |
Combo-Discipline: Focused Might
Creator: Gil, Clan Nosferatu
Home Chronicle: Carpe Noctum
Combo Discipline: Focused Might
Cost: ?
Requirements:
Base Disciplines: Potence (Level 4) and Celerity (3)
Abilities: Minimum of 6 points in Brawl, athletics, meditation, or similar abilities
Activation Requirement:
Normal activation: One full turn in concentration to prepare. One blood point to activate celerity. The action goes off on the alacrity action of the next turn
Alternate: One Willpower and one blood point to activate it during the current turn’s alacrity action
Activation Affect:
Allows the user to attempt an open handed strike against a target with the flat of the hand/palm.
Limitations:
The strike cannot be used in conjunction with a weapon or to throw an object. It is intended to be a specific martial arts move.
The user loses all Celerity follow up actions regardless of success or failure
Mechanics:
After activation the using player will declare, “I am potently striking <Target>”
Bonus Traits: 1 bonus trait per level of celerity used
Damage:
Base: One level of aggravated and one lethal damage due to the immense force of the strike
Bonus Damage:
1 lethal for each celerity follow-up action the user would normally have received
1 Lethal if the user has Potence 5
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Auspex | 4 |
Throughout clan history, the Toreador have been gifted with great speed and enhanced senses. Through practice and training, a Toreador named Juno, known for his zealotry to the clan and combat ingenuity sought to combine the clans gifts. Through the practiced focus of the senses, this allows a Toreador to select a single opponent in combat and read their every move. This give the rose a superior advantage in reflexes, both evading and slipping through a foes defense. So focused does the user become on that opponent however, that they are less alert to any others in combat around them.
Artistically, this ability can also be used in certain types of performance or dance where it might be important to impress a single target of the audience. (In this usage it would grant a +1 to the performance ability against that target alone).
MET Rules: This ability costs one temporary willpower to activate and lasts for the scene or one hour. At the beginning of a combat round, a target must be chosen. The user gains three Physical Traits quick against the declared target. However, the user is down one trait against all other opponent's physical challenges that round. Only at the beginning of a new combat round can the target be switched. An additional temporary willpower expenditure is required each time the target is switched.
Used in an artistic performance or dance, it is ST discretion whether this would be appropriate or not. For example a stripper on a pole would work well, but not an orator giving a speech. If applicable, it grants an additional virtual level to the performance on that target only. The performance level may not cross above generational maximum. ( i.e. If normally it is danced with a performance level of three, that target perceives it as a four.)
Discipline Name | Discipline Level |
---|---|
Chimerstry | 5 |
Presence | 4 |
