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 |
---|---|
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 |
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Celerity | 3 |
Borrowing on the supernatural compulsion instilled by Presence, this technique urges your target to act on their first impulse with utmost haste. In many cases this will simply accompany a Summon challenge, though its uses could be much more complex. The requirement to use this technique is similar to Summon, with a close personal connection required to use it over any distance. A suggestive conversation or motivational speech of significant length should do the trick. The user must then spend one Willpower and defeat his target in a Social challenge retesting with Subterfuge. If successful, the target will appear to act quite hastily for the remainder of the scene. The target is actually only able to act on his base impulse, forgoing any careful planning or strategic maneuvering. An ST or narrator should direct the target to think of the first action that comes to mind in the current scenario and carry out that action as quickly as possible. The target may still spend Willpower to act normally for one turn, though the compulsion will quickly override their ability to function with any forethought. Mechanics-wise, this power should impart the negative traits Shortsighted and Impatient.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Presence | 3 |
Power does not conceal the oogie feeling from Wards
Clothing can be overlooked for 1 social
Clothing can be "altered" (within reason) for 2 social(no platemail to bikini, maybe big warm puffy coat)
Large objects carried can be concealed from attention for 1 social for trenchcoat concealability, unconcealable objects for 2 social.
Hidden objects must be "worn". brandishing a greatsword in one hand is fine if it is not being used to threaten others, basically, try not to bring attention to the object being concealed or altered.
Power Lasts until turned off broken by the user or unconsiousness (such as sleep or torpor)
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 5 |
Premise: So many were embraced into the Toreador clan because they were master crafters or skilled artists. The power to create moving and memorable items has always been core to the clan. However there is a dirty secret the clan never seems to admit. That no matter how skilled or wonderful the artist, their creations will only ever be second best to those whose blood is thicker than theirs. Like a wicked trick pulled to late, this power seeks to harness the critical eye of an artist, and apply that anger towards others crafts, letting them in on the secret.
Mechanics: The target item can be as simple as a knife, and as complex as modern day firearms. The size is intended to be equipment, weapons, or gear of rough size to a standard person or smaller.
The user must be touching the object, possibly requiring a physical attack against the person holding the item. Unattended objects do not require a challenge to be targeted. Once physical contact is established the user expends 1 temporary willpower and engages in a static mental challenge where the difficulty is 3 x the craft level of the item. Retest with a Crafts ability used to create the item itself.
If successful, the item breaks and is unable to be repaired. If the attack fails, the user is unable to affect that item again for 24hrs. In the instance of an item that is deemed unbreakable by supernatural means or otherwise, the weapon receives a free retest to resist breaking.
Discipline Name | Discipline Level |
---|---|
Temporis | 5 |
Potence | 5 |
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Presence | 1 |
You burn with an inner radiance, wearing your heart on your sleeve, or exuding the virtue of your path. Those around you are bolstered by your beliefs.
Mechanic:
This power is always active as long as you have temporary willpower. If you run out of temporary willpower, the effect fades until you regain one. While this power is active you automatically win on any virtue challenge that you double the difficulty of.
Also, anyone within 10 feet of you gains +2 to any virtue challenge they engage in while in this proximity to you. The bonus of this aura affect can not be stacked by multiple applications of this combo power.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Quietus | 5 |
Auspex | 1 |
(Also requires Crafts: Tattooing ability)
Description: In ancient nights when the Children of Haqim were seen as scourges of the other clans, the dark-skinned assassins would mark themselves to signify their warrior prowess. Through intricate lines and scrollwork an Assamite would ritually alter his body to tell the story of the enemies he had defeated, assassinations claimed, and battles won. Some marked themselves with the laws of Haqim or the very medallion of the clan. Others wove complex scenes of unmatched beauty that seemed to move along the very muscles they covered. This power harkens back to that long lost craft and can be used by a Child of Haqim to permanently tattoo the flesh of another vampire.
Mechanics: The Assamite mixes some of her blood with inks derived of natural sources (ash for black, lapis for blue, chalk for white, etc.) until a suitable substance is formed. Then, using a delicate blade, the artist begins the process of tattooing her quarry. This is often a long and painful process as the subject takes a level of aggravated damage due to the Quietus-poisoned blood. This damage is not soakable through use of disciplines and must be healed naturally. Unlike most damage, when this is healed the marks of the tattoo still remain.
Depending upon the intricacies of the image being embedded into the flesh, this process can take anywhere from one hour to several nights to complete. Anything that covers more than 1-square-foot worth of the target's body will do an additional level of aggravated damage per square foot of skin the tattoo covers. However, any piece of art of this size will obviously take quite a bit of time to finish, giving the target time to heal between sessions. If the artist decides to take her time in crafting the piece over multiple nights, she is up +1 trait on her crafts test for each night set aside towards this process, up to 5 nights for a total of +5 traits. While a larger piece may take longer than this to craft, the artist no longer gets bonus traits after that point. Crafts levels are decided as per normal house rules.
Due to the supernatural nature of these tattoos, the ink may at times appear to shift slightly causing the images to move ever so faintly on the body of the target. A banner held aloft may occasionally seem to almost flow in the wind or blood might drip from a knife blade. However, this is merely an illusory image as the ink stays still within the target's flesh.
This power belongs only to the individual who created it and should not be replicated by another PC or NPC.