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 |
Animalism | 3 |
Expenditure: 2 or 1 willpower
Note: as with quell so long as there is at least one supernatural creature the expenditure for this power is two willpower. Otherwise the normal expenditure is one willpower.
System: By making the appropriate expenditure the user is under the effects of Majesty and an aura radiates from the kindred using this power, one of peace. The aura is a 20 foot radius around the kindred. Should any person within the radius wish to take a hostel action towards another in the radius they must spend a willpower and make a social challenge with the user of the power, rebid Leadership. If successful they are no longer affected by the aura and can act normally. Should they fail in this challenge they remain under the effects of this aura and can not attempt to break it again for the rest of the scene or hour. The use of supernatural powers against others in the aura is considered a hostel action. This would not include people Obfuscating themselves. The user of this combo can still use her Mental and Social powers and long as they don't cause direct harm, as per Majesty.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Presence | 3 |
The kindred has learned the ins and outs of how the personal form is affected by supernatural powers on the emotions and that of their beast. So they have taken it to the next level. They have learned how to target and affect their very own beast with the entrancing powers of Presence along with the soothing effect of Animalism. They no longer give off the supernatural effects of being low humanity or walking the philosophy of Path/ Road. They appear as a regular person among the population.
System: The user of this power will meditate and focus the combining effects of Entrancement & Quell on their own beast to lower the outward effect of the Kindred condition. With the expenditure of a willpower trait the kindred will be under the effects as if they were Humanity 3 for MET rules or 6 for table top rules for the night. The kindred loses any previous aura bonus from Path/ Road while this power is active. Also any use of Animalism: Drawing out the Beast will require an additional trait to be bid as your beast is soothed beyond its regular state.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Obfuscate | 5 |
Presence | 3 |
Through intense training a Kindred can condition their mind and body to be focused to mask themselves above the capabilities of normal Obfuscate. Kindred uses mind tricks and hyper awareness of their surroundings to make it very difficult to find them. They train their muscles to flow like the wind so their motions blend with the background and do not stick out.
Mechanics system:
When the kindred has mastered this combo-technique, they will gain a few benefits.
First, they will win on all ties that are dealing with any stealth challenges. This includes abilities, disciplines, and other combo-techniques.
Secondly, they will gain one free stealth retest per turn. This includes abilities, disciplines, and other combo-techniques.
Once this combo-technique is learned it is always on.
Discipline Name | Discipline Level |
---|---|
Flight | 5 |
Potence | 5 |
Visceratika | 5 |
Like the strength and certainty of stone, a truly powerful Gargoyle is an implacable foe, possessed of an unbelievable resilience, and the unstoppable force of an avalanche.
By learning how to tap into their Innate magic that grants Flight, the Gargoyle is able to draw upon their raw thaumaturgical power. The result is that the Gargoyle’s movement cannot be stopped short of elder disciplines, with a slim chance to overcome their forward momentum by any other means.
Solid walls they cannot otherwise smash through normally will stop their movement. (drywall no, giant steel doors yes)
Mechanics.
If the Gargoyle lost the challenge to an effect that stops him from free movement, the Gargoyle can immediately call for 2 simple challenges. On 2 wins or ties the effect ceases. This power can be activated reflexively at any time in a round, and does not cost an action to use.
Costs a Blood & Willpower to activate.
Lasts for a scene/ hour.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 1 |
Potence | 3 |
Many Ravnos fortunate enough to have survived the Week of Nightmares owe their survival to their capacity to fight, rather than their mastery of chicanery or dharma riddles. Placing faith in tools over trickery, they’ve nonetheless managed to blend their illusory arts with their martial skill in unexpected ways.
Mechanics:
Expend 1 point of Blood and use a simple action to enhance a weapon you are using with a potent and potentially harmful illusion. You may select a Special Weapon Capability of the appropriate type for your weapon from either the melee or ranged Special Weapon Capability list (Dark Epics: pg 82). This Capability can be applied even if it would normally break the mundane rules for that Capability. For example, using Illusory Augmentation, you can grant the Spray Capability to a ranged weapon with an Ammo Capacity of 6. For the next hour, your weapon has the Capability granted by Illusory Augmentation in addition to its normal Capabilities. As with other Chimerstry powers, this illusion may be pierced by use of Auspex or similar powers. If the illusion is pierced, you cannot utilize the Special Weapon Capability against the individual who successfully sees through your illusion. As this power is illusory, it has no effect against a nonliving target. The weapon retains the illusory Capability as long as it remains in your hands; should you be disarmed or attempt to hand it to another, the effects immediately cease. No weapon can benefit from more than a single application of this power. Should you activate this power while it is already active, the previous application ends. As a reminder, you cannot benefit from the same Capability twice, regardless of the source. Using this power in combination with your attacks does not enable the use of the merit Clear Sighted.
Discipline Name | Discipline Level |
---|---|
Temporis | 5 |
Presence | 5 |
Utilizing the ability to exude your will on people in the surrounding area, an acolyte of Temporis can turn Clotho’s Gift outward into the immediate area to foes and allies alike. However as with all Temporis the cost is far more taxing than using such a gift on yourself. This power was discovered by an individual during great times of duress and danger. Often needing to save others as much as himself, or give his enemies momentary pause.
System: Spend a willpower trait and engage in a mass social challenge against those within your Majesty’s radius you wish to affect. All within your radius must participate in this challenge relenting is not an option. (Or Stand Against the World, Faith and Fire). If successful they may then cause each individual target to become suspended in time for one action. Each action you suspend in this fashion causes one level of unsoakable lethal damage to you. Thus if you attempt to suspend 3 targets for 1 action that round, it will cause 3 levels of lethal damage to you. Attempting to slow down or suspend time for use of this power is an action.
While suspended the target can not be harmed or affected in any way. Fire ceases to burn them, physical objects do not interact with them, they are temporarily removed from the time stream. This can be useful in saving a burning ally or pausing an enemy to set up a better ambush. Powers such as Celerity, Rage, Time Magic may make controlling an individual and shutting them down for a turn difficult, but you may take additional lethal on a one for one basis per action against those targets. All follow up actions will still happen as they all move at the same “time”.
If Clothos Gift or Time Magics that remove one from the time stream are used on persons under the effect of Illustrious Infinity they are shunted from the time stream and able to affect each other normally while everyone else in the area is unable to affect them.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Assamite Sorcery - Dur-An-Ki | 5 |
Acutally Requirment is ANY Blood Magic at a 5
The mystical crescent moon mark of the Black Hand has many legends and myths associated to it. Some claim the Seraphim can use the mark to affect it agents; speaking to them or even casting their powers upon them. Some rumors even claim that through the mystical crescent moon tattoo the Seraphim can call to them any who bear it or slay any they desired. While these are many of the legends among the Black Hand; this Combination discipline does call upon the mystical nature of the Black Hand tattoo.
System: Those who know of this combination discipline can bestow upon those who undergo it with some of their mystical might. The recipient of the Combination Discipline must possess no Blood Magic themselves in order to benefit from it, and obviously most also be members of the Black Hand (as one of the key components of the ritual requires the crescent moon tattoo). Once a member of the chosen is selected to undergo this power the magi performs the Japanese art of Irezumi (the tattooing art of placing ink underneath the skin). This painful form of tattooing requires an hour to perform and the recipient must perform a Self-Control/Instinct challenge at difficulty of 4 to endure the pain (failure means the power fails). The Magi mixes his own blood with the ink he inserts into the crescent moon tattoo. Once finished the magi may then cast one of his blood magic powers (not path, just one level of it, and only one at a time) upon the recipient. This spell remains dormant in the recipients tattoo until he decides to activate it. Once used, the recipient would need to undergo the process again to have another use of the spell or an entirely new one.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Potence | 4 |
Mechanics: When entering any Mental challenge, you may use "Logical" as your bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus you may continuously use "Logical" in successive mental tests. Only if you are forced to risk multiple Traits---such as due to wounds or Negative Traits---do you risk losing any of your other Mental Traits. If you run out of Mental Traits, you cannot use this Discipline. Once you have been completely exhausted, you can no longer enter challenges. This combination discipline only works on standard mental challenges or with the disciplines, auspex, dominate or obfuscate. This lasts for an hour, or scene storytellers discretion.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 2 |
Imprint"
Animalism 3 + Auspex 2
Cost - 7 exp
The user's beast leaves it's imprint on it's willing target's aura. A successful Aura Perception challenge on the target's aura will reveal a slight 'taint' from the user's aura/beast, showing the 'imprint'. This is something visibly noticeable only to successful Aura Perception challenges on the target, like that of faint diablerie veins. This is not seen deadly or threatening, like that of fresh veins or infernal taint. This 'imprint' reads as Kindred/Canite, since it can only be inflicted by one who has a beast. The target must willingly accept the mark on their aura.
Once marked, the user will be able to sense the 'imprinted ones' if they are within the same chronicle's limits as she is currently within.
If the target is within bounds of the same area (city or chronicle, up to ST discretion), the user can sense the physical and emotional well being of their beast.
--The user will know if their beast is close to frenzy; if their target falls into torpor, or is staked; or if the target is in excessive danger/stress that riles their beast.
If the target is not within the same area (city or chronicle, up to ST discretion) the user will ONLY sense if they have been staked, fell into torpor, or have met final death.
In either case, she will feel the same 'loss of attachment' like that of a weakened blood bond breaking, or a weak viniculium rating dissipating.
--This power does NOT tell the user the details of what happened, but that something did happen to her target.
--This does not give the effects of blood bond or of viniculium to either party. This serves as 'the user has a feeling of the aura of the state of being of the 'imprinted' target, knowing the target is well and not in danger'.
The user may mark the number of targets equivalent to their dots of Generation. The user and target may remove this fixed mark by expending a permanent willpower to sever the tie. The permanent willpower spent may be purchased back at a later time. Otherwise, the mark is considered permanently affixed to the target's aura.
The target may only be 'imprinted' upon by 1 user at a time. To gain the mark of another, the target must break their previous bond.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 2 |
Imprint"
Animalism 3 + Auspex 2
Cost - 7 exp
The user's beast leaves it's imprint on it's willing target's aura. A successful Aura Perception challenge on the target's aura will reveal a slight 'taint' from the user's aura/beast, showing the 'imprint'. This is something visibly noticeable only to successful Aura Perception challenges on the target, like that of faint diablerie veins. This is not seen deadly or threatening, like that of fresh veins or infernal taint. This 'imprint' reads as Kindred/Canite, since it can only be inflicted by one who has a beast. The target must willingly accept the mark on their aura.
Once marked, the user will be able to sense the 'imprinted ones' if they are within the same chronicle's limits as she is currently within.
If the target is within bounds of the same area (city or chronicle, up to ST discretion), the user can sense the physical and emotional well being of their beast.
--The user will know if their beast is close to frenzy; if their target falls into torpor, or is staked; or if the target is in excessive danger/stress that riles their beast.
If the target is not within the same area (city or chronicle, up to ST discretion) the user will ONLY sense if they have been staked, fell into torpor, or have met final death.
In either case, she will feel the same 'loss of attachment' like that of a weakened blood bond breaking, or a weak viniculium rating dissipating.
--This power does NOT tell the user the details of what happened, but that something did happen to her target.
--This does not give the effects of blood bond or of viniculium to either party. This serves as 'the user has a feeling of the aura of the state of being of the 'imprinted' target, knowing the target is well and not in danger'.
The user may mark the number of targets equivalent to their dots of Generation. The user and target may remove this fixed mark by expending a permanent willpower to sever the tie. The permanent willpower spent may be purchased back at a later time. Otherwise, the mark is considered permanently affixed to the target's aura.
The target may only be 'imprinted' upon by 1 user at a time. To gain the mark of another, the target must break their previous bond.
Discipline Name | Discipline Level |
---|---|
Dominate | 5 |
Obtenebration | 4 |