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 |
---|---|
Presence | 5 |
Fortitude | 5 |
With the expenditure of a willpower, the Kindred activates Majesty. With the expenditure of a second willpower trait, the Kindred can give up to 3 friendly targets inside his/her Majesty range an additional trait for all challenges. This trait cannot be lost. It fades immediately as the "Caster" drops his/her Majesty, as it is tied to that power.
Character must also have 6+ appearance traits.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Protean | 2 |
The character spends a Blood Trait and a Willpower Trait, focusing the unrelenting rage of their Beast into their fingertips. The Gangrel's claws ignite in an ethereal, smoky blue fire which gives off no heat, and cannot ignite fires or provoke Rotschreck.
System: The Gangrel's claw attacks become able to strike and grapple with opponents who have assumed immaterial or incorporeal forms, such as Psychic Double, Astral Projection, or spirits and wraiths manifested into the material plane, as if they were still wholly physical. As a result, Mist Form and similar powers also no longer offer protection against the physical assaults of the character. These Ghost Claws persist until the user puts them away or for the scene or hour.
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Fortitude | 3 |
Ghost Shirt uses some of the protecting power of Mist Form without having to sacrifice your physical form. When active your body takes on a grayish white appearence and the edges of your physical form seem to blur or become unfocused and mist trails behind you as you move.
Mechanics: By spending a Blood trait and a Willpower Trait you are able to use some of the protective power of Mist Form without losing your physical form. While Ghost Shirt is active you take one less damage from all incoming ranges attacks. Further damage may be tested down with Fortitude as normal. This power is active for a scene or hour, whichever comes first.
(You must be able to trace your learning back to Joseph Hook in order to learn this combo.)
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Fortitude | 3 |
Ghost Shirt uses some of the protecting power of Mist Form without having to sacrifice your physical form. When active your body takes on a grayish white appearence and the edges of your physical form seem to blur or become unfocused and mist trails behind you as you move.
Mechanics: By spending a Blood trait and a Willpower Trait you are able to use some of the protective power of Mist Form without losing your physical form. While Ghost Shirt is active you take one less damage from all incoming ranges attacks. Further damage may be tested down with Fortitude as normal. This power is active for a scene or hour, whichever comes first.
(You must be able to trace your learning back to Joseph Hook in order to learn this combo.)
Discipline Name | Discipline Level |
---|---|
Quietus | 5 |
Assamite Sorcery - Dur-An-Ki | 4 |
Ghostly Prison
Sorcerer Quietus 5, Spirit Manipulation 4 (10xp)
The deathly nature of vampiric vitae is a powerful force of entropy throughout the many realms of existence. When coupled with the sorcerous ability to entrap disembodied entities in physical forms, it was simply a matter of time before this technique was developed by enterprising Assamites of the sorcerer caste, who were already accustomed to using their blood as weapons against the immaterial.
System: The Sorcerer spends 1 Blood Trait and makes a declaration that they are spitting at the dematerialized spirit or similar creature (Abyssal, Astral, Bygones, Daeva (Creatures of Smoke and Shadow), Demons, Djinn, Fallen without a Host, Umbral and Wraiths). The sorcerer engages the entity in a contested Mental Challenge, retest Occult. This can affect the entity even while it exists in another realm, though the user must be able to perceive such an entity before they can target it.
If successful, the entity calcifies into an obsidian statue resembling its former self and falls through the barrier between worlds to land at the sorcerer's feet. In this state, the sorcerer can question the entity within, though only they can hear it's answers. This doesn't mean they are forced to answer the sorcerer's questions either and can indeed lie. It's up to the sorcerer to come up with their own means to discern the truth.
The entity remains suspended in this state either for a scene or hour, until the sorcerer releases it, or until the statue is broken. If the statue is broken the entity is forcefully returned to its realm of origin, regardless of where it was when it was captured.
At the storyteller's discretion, the powerlevel of the trapped Entity could cause the amount of time trapped to be adjusted
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Elemental Mastery | 3 |
Thaumaturgy - Path of Mercury | 2 |
This power allows the thaumaturge to swap two non-living objects within the thaumaturge’s line of sight, up to 50 yards, via teleportation, by spending 1 blood point. Objects that can be repositioned with this power cannot exceed the mass and dimensions of something the user would be able to hold with both hands, besides the target agreeing with the use of this power. To swap something held by an unwilling target, the user must make a mental challenge vs the physical traits (retest: Occult or Sacred Geometry) of the one who has possession of or is holding the object. In the case of trying to exchange objects between two unwilling targets, the test must be performed against the possessor with the highest temporary Willpower at the moment.
Discipline Name | Discipline Level |
---|---|
Celerity | 1 |
Fortitude | 4 |
Description: By using your lightning reflexes and supernatural toughness, you have learned to anticipate incoming blows and move your body in just the right way to lessen their impact.
Mechanics: This power is automatically activated whenever celerity is activated. It allows the user to ignore the first level of damage from each incoming attack that designates the target as the point of impact (punches, bullets, swords, stakes, cars, etc). This power doesn't work on attacks without a point of impact, such as sunlight or a flamethrower.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Temporis | 5 |
Cronus was the master of Time, and so too does the mastery of exerting one's control over the internal stasis come true in this. By altering the force of stasis and time within the undead body, they create images of themselves that seem to bend, twist, move and change depending on the user of this power. Even a strike may altogether miss a target, or seemingly hit the target, only to be nothing but an image, making the user that much more difficult to hit as they never seem to be in the same place where anyone might expect them.
System: Activate Glimpse of Cronus by spending a blood and making a Simple Challenge, Retest Occult. On success, the character receives Ties on Defensive related Physical Challenges. This would apply to line of sight challenges that are against your physicals, but not area of effect powers.
Discipline Name | Discipline Level |
---|---|
Melpominee | 3 |
Presence | 3 |
Created by Lorena Novaz.
*Taught only to Daughters of Cacophony
In this condition, the Siren learned to combine her disciplines to reach a divine level of existence. Now not only she conducts the crowd’s feelings, but she also takes them into the deepest level of inspiration.
System: To use this combo, the Siren must spend 1 blood point and must obtain success on a static social test against 10 traits for one target and 2 more for each additional target (to a maximum of 5 targets, varying between 10 and 18 traits) to be under the influence of the song.
Performance: Sing can be used to reroll. In case the Daughter of Cacophony succeeds, the target feels inspired by the alluring melody, gaining the following temporary traits:
Mental: Creative x 2 or Social: Empathetic x2, (depending on what the Siren desires to, and all the targets get the same traits).
Only targets that can hear the Siren sing can be affected, and nobody can be affected more than once a night. The duration is one hour or a scene, whatever finishes first.
Approved by Jessica, Toreador Coord on July 1st, 2021.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 3 |
Mechanics: At the beginning of a fight or scene, call out one enemy. Make a static chop vs 10 + level of rating difference (physical or mental depending on desired results). Retesting is willpower. On a win, if that enemy is 2 rating better (lower in number)(IE Generation/Rank or equivalent) or more, gains 5 brutal physical traits or 5 disciplined mental traits while fighting that enemy.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Potence | 4 |
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Animalism | 4 |
When this power is activated the user marks the forehead with one trait of blood in a short ritual calling for the unity of the pack. The power may only be used on a willing subject. Once the ritual is complete, the target will be able shift over the next three rounds into a form the Gangrel could themselves turn into with Protean. The subject will be under the same traits restrictions of the form they take as if they were the casting Gangrel, and they may spend to quickly shift back to normal under the transformation rules of protean The power last for the night if not ended earlier by the subject.