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 |
---|---|
Obtenebration | 4 |
Voudoun Wanga | 5 |
Chango's Grace 5, Obtenebration 4
A character with this power wreathes their black metamorphosis in bright crimson lightning. Doing so causes
devastating effects as the Cainite formed of living lightning and animated shadow hovers a foot off the ground and
whips lightning about them erratically.
System: When activating Black Metamorphosis, the character may spend an additional point of Blood to activate
this power. By doing so, the character gains the following benefits in addition to what is provided by Black
Metamorphosis. The character takes an additional two steps when moving and is immune to effects that would cause
them to be knocked down. Furthermore, the Cainite's unarmed attacks deal an extra level of lethal damage, and
mortals the Cainite comes into contact with find that their hearts are stopped. Lastly, as a normal action, the Cainite
can direct the lightning wreathing his form to lash out at a target within 30 yards with a successful Mental vs
Physical challenge that the victim can only attempt to soak. If successful, the ragged bolt of empowered lightning
inflicts two levels of lethal damage, and ignites any flammable materials it comes into contact with.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
By combining the powers of Telepathy, Conditioning and Mesmerism, the user is able to place a hidden triggered mesmerism command deep in another's psyche. Allowing this command to triggered multiple times over an extended duration.
The user of this power must successfully engage with their target, followed by a Mental Challenge, following the same rules as Mesmerism. Upon success, the user may expend a number of mental traits, to a maximum of 3, to increase the duration and effectiveness of this power, based on the table below.
0 - Single Trigger, as per Mesmerism
1 - Once per Week, Duration of 3 months.
2 - Once per Day/Night, Duration of 6 months.
3 - Twice per Day/Night, Duration of 12 months.
The rules for Conditioning apply for escaping contact with the user, and may shake this power by avoiding contact as per Conditioning. As the command is planted via telepathy, no words need be spoken, but the image of the command must be placed. This is covered my forgetful mind, but as such it can be discovered using the same methodology as other altered memories.
Only one such trigger may be applied to a single subject, as per Mesmerism, and a trigger created by this power is considered to be a Mesmerism trigger for the purpose of maximum Mesmerism triggers.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 4 |
Serpentis | 1 |
Lingering Gaze
Powers: Serpentis 1, Chimerstry 4
Resources: 1b & 1w
Cost: 8xp
Challenge: Social, Retest Subterfuge
With but a gaze you can freeze someone in their tracks, but sometimes you need to have your attention focused elsewhere. This power lets you create Chimerical eyes, that only the victim can see, that illusion will keep the serpents gaze / enchanting gaze power active against the target. Because this power creates eyes from illusions, you need not have eye contact to invoke this power but the potential victim still must be within your presence when activated. As per the base power, it lasts until the invoker breaks Lingering Gaze, the illusion eyes are a victim of true sunlight, or a scene/hour has elapsed. As this power utilizes "Permanency", you may target any number of victims with this power. In all other events, this technique follows all other rules of Serpents Gaze / Enchanting gaze (Social challenge, retest Subterfuge) as well as the advantage/drawback of Chimerstry with regard to merits/flaws/powers.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Fortitude | 1 |
Cost a blood and a physical trait. The Nosferatu with this ability is able to coat walls with their blood by vomit. As long as a wall is coated in this substance the nosferatu with this gains an extra 2 defensive traits when hiding or using obfuscate. As long as the wall is in shadows they also gain a retest to resist detection while hiding. If exposed to sunlight the substance quickly disappears and provides no benefit.
Discipline Name | Discipline Level |
---|---|
Dominate | 1 |
Presence | 1 |
Prerequisites: Dominate 1, Presence 1, Lifesong (Clanbook Revised: Ventrue, p 77), 6XP
Ventrue are undisputed masters of manipulating Kine society. This power is the culmination of centuries of collected tips and techniques which make their use of Dominate nearly irresistible.
When you target mortals with the Dominate Discipline (or another Combination Discipline with Dominate as a prerequisite), you may use Dominating 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 continually use Dominating in successive tests of this sort. 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.
In addition, you may make a single additional retest on any challenge where you bid Dominating. Once you invoke this retest, it is the last test of the challeng
Both parts of this power may only be used against mortals, including "part-supernaturals" such as Ghouls, Kinfolk, etc., but not against any full supernatural creature type, such as Vampire, True Mage, Garou, or Changeling.
Discipline Name | Discipline Level |
---|---|
Visceratika | 4 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Obfuscate | 3 |
Description: Some animals are normally forced to communicate with one another through auditory vocalization. Doing so offers little understanding to those who are unable to interpret animal linguistics. This combination power allows the user to speak in a normal, intelligible human tone while subsuming an animal.
Mechanics: The user spends a Mental Trait causing any target(s) who are able to audibly discern the animal to clearly hear human words when the creature is verbally communicating. Anyone wishing to break the deception may make a Mental Challenge against the user. Those who win their challenge against the user hears the normal sounds that the animal makes when it attempts to be vocal. The user may add her levels of Obfuscate to her bid and defensive retests are made with the Stealth ability against the Investigation ability.
Discipline Name | Discipline Level |
---|---|
Dominate | 3 |
Presence | 3 |
The Ventrue are often known for their mastery of Dominate. By combining this art with the emotional powers of Presence; the Ventrue’s Dominate powers become near undeniable. As such this combination discipline grants the Ventrue the mastery to maintain their own power base and command over others.
System: The Ventrue spends 1 blood trait to activate this power for the next scene or an hour. During that time the Ventrue player gains 3 retests to use on any Dominate, Presence, or Fortitude challenge. Once called upon these retests are lost and this power may not be stacked or activated again in the same scene. This combination Discipline may only be learned by members of the Ventrue Clan.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Presence | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Presence | 2 |
With this power, the user may draw upon their mastery of crowds and animals alike to apply their normal uses of the first two levels of Animalism to swarms of insects and other arthropods, such as arachnids. Nosferatu seem to have a more intrinsic understanding of these creatures, however; non-Nosferatu suffer a 1 trait penalty to uses of this power.
Discipline Name | Discipline Level |
---|---|
Augury | 3 |
Auspex | 3 |
Mechancis: This combo allows for the user to embed a life-like, interactive memory in an object for another to experience. The object can not be larger than a breadbox (i.e. a doorknob, pocket watch, or necklace? Yes. A House, cat, car, mattress, chair? no) and the user must expend a temporary willpower to copy the memory into the object (the user still retains the memory). The user can not omit or change any part of the memory intentionally. After the memory is bestowed, the next cognitive creature to touch the object (mortal, kindred, mage, hunter, garou? yes. Rat, Spider, Pigeon, Robot? No) must engage in a static social challenge against the user (retest with Empathy). Should they lose, they will experience the memory. If the target wins the challenge, the object awaits the next to touch it. An item card recording derangements/effects, social traits, and the highlights of the memory should be created whenever this power is used.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Obtenebration | 3 |
Spend a Blood and a Willpower to activate this power for the Night. Angel's, and character’s with True Faith or on truly Pious Roads/Paths are almost unable to act against the vampire. The Vampire is up traits in all challenges equivalent to their Obtenebration rating. Additionally the Angel etc. must Bid extra traits equivalent to the user’s Path/Road rating.