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 | 5 |
Obfuscate | 5 |
Requirements are animalism 5 and Obfuscate 5. This will allow you to use up to Vanish in addition to the other powers you are able to use under Subsume. The cost of also allowing you to use Obfuscate is 4 socials, which will also allow you to use the other powers 4 socials gives you. Aura is that of a normal animal.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Vicissitude | 4 |
Auspex | 4 |
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Obfuscate | 5 |
Requires: Ihai Creation Ritual, Stride of the Storm, Silence of the Soul
The mastery of the Stride of the Storm and the Silence of the Soul techniques leads to a final mastery in the art of the Hollow Soul. With this technique a vampire can learn to truly hide and mask their very soul and essence from anyone they do not wish to see.
System: Once you activated the power Psychic Projection you spend 1 additional willpower trait to use this combination discipline. While active the user may not be seen or detected by any means unless they choose to break the concealment or make an attack. This combination Discipline only works while Psychic Projection is active.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Animalism | 3 |
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Potence | 3 |
Description: By infusing her strength into an area as a barrier, the Nosferatu can create a space that resists any form of physical entry. However, this barrier is illusionary and all in the mind of the target. The area might be cloaked or not, as the Nosferatu decides. However, leaving the area requires anyone else to have to push through an apparent invisible force. The vampire can release individuals from this power simply by touch and a thought.
Player Fluff: This power was created to prevent targets from leaving his presence and restricting movement. This power was created as an inverse of Forbidden Zone and draws upon the same abilities that fuel the mentioned power. As the song, "You can check out any time you like, but you can never leave."
System: The vampire makes a Physical Challenge with Subterfuge as the retest at a difficulty of 10 and spends a blood point. If successful, the character makes an extended challenge and for each success may maintain the zone for one hour, although once set up she need not remain nearby. The vampire can create a zone of any size up to a radius of six feet/ two meters for each point of Potence and Obfuscate she has. So a vampire with Obfuscate 5 and Potence 3 could create a zone with a radius of up to 48 feet/16 meters. For anyone except the vampire to leave the zone requires a Challenge of Mental against Mental against the creator. The zone is actually a mental barrier and not a physical one. As it is an enforcement of will, the user of the power may use Willpower as a Retest. Characters already outside the zone may enter it without any problem, but must make the Mental Challenge to leave. The vampire can touch any character and with a thought exclude them from the effects of this power at no cost. Levels of Obfuscate and Auspex cannot be used in this challenge.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Fortitude | 4 |
Members of the Sabbat view humans as little better then food, however, some Gangrel Antitribu take this even further. Members of the bloodline developed this combination discipline in a belief that humans are nothing more then animals. As such, this power always a Gangrel Antitribu to have their gifts of Animalism work on humans as well as animals.
System: Once purchased this combination discipline is always considered active. All levels of the character’s discipline of Animalism now work on mortals as well as animals.
Discipline Name | Discipline Level |
---|---|
Temporis | 4 |
Placeholder for Combination Discipline | 1 |
Hunger of Ages
Hindsight, Temporis 4
7xp
Sometimes, forgotten history is simply too dangerous to be uncovered, hence why it was forgotten. Hunger of Ages allows the Kairos to view an objects history with the Hindsight technique, and literally consume that history, preventing others from observing it later.
System: the player makes the appropriate challenges for the Hindsight combination discipline, then spends a Willpower Trait. The duration of history that they experience is removed from time. Powers or other abilities that would let someone view that object during the time consumed will not register the object's existence. For the purposes of such powers, It is as if the object did not exist during that time.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Same rules as Summons (Presence 4): the user must have been in the presence of the target (or has successfully used Animalism on the target) to be eligible to engage the target in a mental challenge from a distance that would be in the perimeters of a normal Summons challenge.
Instead of the target coming to the user per the rules of Summons; the user of this power is aware of the general direction of the target's aura.
--If the target was within 500 feet of the user; the user will know the location of the target's aura. The physical distance to the target to the user is to the target determines the accuracy of the location.
--If the target target was 'Imrpinted' by the user; then the user will have ties in the initial challenge, and will always know the exact location of the target's aura upon success of this power; the closer, the more accurate the feeling/scent leads the user to the target.
----This power is meant to be used within chronicle/city lines; like that of summon -- with flavors of 'using one's sense of 'smell' or 'intuition' to locate the target.
((Outside of chronicle/city lines, the user may ask a storyteller if it is applicable to activate this ability to engage in the challenge ONLY for their 'Imprinted' ones.
This is meant to be viewed as 'the user knows the general direction of where their imprinted ones are'; and can NOT be used to locate the chronicle they are in.))
After this power is successful, the user may then initiate an additional mental challenge: a static mental challenge vs half the target's max willpower (only retest Ability: Tracking for user, no retest for target) to be able to follow the EXACT & FASTEST route to the target's aura.
--Again, like that of the power of Summon (Presence 4). This second challenge can ONLY be attempted as long as the user has at least 1 dot of Ability: Tracking.
----If the user does not have any dots of this ability left, or any at all, this secondary challenge can NOT be attempted.
The target is completely unaware that they are being tracked/hunted/located.
This power, when active and successful, lasts for the scene/hour; until the target is tracked down; or if the user disengages from wanting to locate the target's aura.
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A huntress will somehow always know where to find her prey, companion, or ally. They may run far, but the hunteress' intuition will always keep track of where the aura travels. Whatever steps the prey takes, the huntress can follow. Wherever they try to hide, the more likely they are to be found.
Run while you can, before the huntress finds you.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Thaumaturgy - Path of Blood | 3 |
It is my theory that expounding on the capabilities of the power of Aura Perception and the knowledge of Blood manipulation, it is feasible to extrapolate the emanating properties of the vitae within a host. Through the studying of the aura and an expenditure of quiescence, a magus could discern information regarding a particular target. This information can contain medical properties like anemia or small amounts of Kindred Vitae resides indicating a ghoul. It can detect the affiliation of gnosis indicating kinfolk. A touch of an Avatar within a mage. A blood borne disease to prevent becoming a carrion. If the mortal possesses any affiliation for natural born merits. Medium, divination, herbalist magics. Things that we can already learn with a sample of the target's blood. Only using our sight and heightened senses to feel the reverberation of the qualities of the blood.
System:
Cost: 1 Blood, plus 1-3 mental Traits, and 1 Willpower if the target is a supernatural creature
The kindred makes a mental contested challenge vs targets Mentals. Caster may retest with Occult. Defender may retest with Subterfuge.
The kindred must expend 1 willpower to analyze a supernaturatural target and can determine if they are Kindred, werewolf, or other creature.
The kindred automatically senses any natural ailments or diseases that a target has and may spend additional traits for more information.
For each mental trait expended, up to three traits, the Caster can discern up to 3 Physical or Supernatural traits, merits, or flaws that the target possesses that is tied to their blood. Such as: Kinfolk/Kinain/Ghoul, Disease Carrier, Unbondable, Thin Blood, Potent Blood, etc. Certain Mental and Social traits may not be appropriate to learn with this power.
The target may make an awareness challenge to be aware of a power being used in their vicinity, but is not immediately aware of who is studying them.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Celerity | 4 |
Quietus | 4 |
(Also requires Chemistry, Herbalism, Hematology, or Pharmacology x3 and Meditation x3 abilities)
Description: Psychotropic substances have been used throughout the world in religious ceremonies, to go on spirit quests, and as corrective medicine for mental ailments. The Children of Haqim, especially the sorcerer caste, has used enchanted psychotropics, such as Kalif, for eons. Whereas Kalif is used to aid a sorcerer in learning new paths and rituals, Hyper-cognitive Analysis used to aid others in quickly and accurately process large amounts of information. This power is achieved by converting vitae into a powerful psychotropic, using Quietus and Celerity, which increases the speed of mental analytical processing, which is controlled via Auspex.
Mechanics: In addition to the discipline requirements, the practitioner must have knowledge of mediation and pharmacology (or related ability). These represent mental training and knowledge of psychotropic substances. To use Hyper-cognitive Analysis, the Kindred must spend a blood point and a temporary willpower. The practitioner then must win or tie on a static challenge. The number of traits is determined by the storyteller based on the quantity and complexity of information. The practitioner may retest with an appropriate ability, as determined by the ST, based on the type of information. For example, analyzing a stream of 1’s and 0’s may require a Computer retest, while attempting to solve a mental logic problem may require Enigmas. Additionally, for continuous processing of information or extremely large amounts, the ST may decide that extra time is required. A Willpower can be spent to extend the analysis. The ST determines the number of extra willpower required.
All processing is logical (unlike Eyes of Chaos), and if information is missing, a complete analysis may not be possible. However, the practitioner that wins their challenge to use this power is aware that information is missing.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Potence | 4 |
Effect :You must be on the verge of Frenzy like Drawing out the beast, user expends 1 Willpower to engage in the social challenge with animal Ken retest. The target comes directly to you, they gain the negative traits of beastial, feral, repugnant. After the first action, the target can make a self control test difficulty 4 to come out of frenzy. The number decreases by 1 each action. The only test for this is self control. Those on instinct paths can make a test after 4 actions to break out and ride their frenzy. The user of this power may make a follow up challenge their next available action to add another set of the same negative traits of beastial, feral, repugnant. If you lose you instead frenzy immediately with no virtue test and gain the negative traits yourself and attack target. Should the victim die while frenzied, the screaming Beast immediately returns to you, requiring you to make a Virtue Test or exercise this power onto another target.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Obfuscate | 3 |
Also requires: Psychology or Empathy Ability