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 |
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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 |
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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 |
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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 |
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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 |
---|---|
Animalism | 3 |
Dementation | 5 |
Description:
The vampire channels the maddening power of Dementation through body language and eye contact alone, removing the need for spoken words. By invoking the Beast’s primal presence, the Kindred may activate Dementation powers that require verbal communication with simple, unnerving gestures or piercing, silent stares.
If learning Optional Variant (which also requires Auspex 4 and costs 12XP):
Description:
An evolved expression of the original power, this version allows the vampire to channel the effects of Dementation directly into a target's mind via an active telepathic link. With the Beast riding the current of thought itself, words become entirely unnecessary—even gesture and gaze are discarded. Only the mind needs to touch the mind
System:
Once activated, the user may utilize Dementation powers that typically require speech, using nonverbal cues instead.
This allows for silent use of Dementation in situations where speaking would be dangerous, impossible, or undesirable.
Line-of-sight or eye contact is still required, based on the individual Dementation power.
Does not enable silent communication of concepts—only replaces the verbal trigger.
Optional Variant Telepathy:
System:
The user must first establish Telepathy (Auspex 4) with the intended target.
For the remainder of the scene, any Dementation power that would require spoken words may be delivered telepathically through that link.
This allows full functionality as long as Telepathy remains active.
Powers must still follow their normal challenge rules, ranges, and durations.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Obfuscate | 3 |
Also requires: Psychology or Empathy Ability
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 |
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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.