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 | 3 |
| Obfuscate | 3 |
Mask of Authority
Presence 3, Obfuscate 3
Cost: 6
This Combination Discipline causes mortals within a given area to regard the character using this ability as a local leader of a given establishment. With the waive of a "badge" or similar action indicative of authority, would be subordinates fall in line, answering questions and providing assistance where they can. Examples of potential uses of this power include taking over a crime scene as the lead detective on site or being handed a megaphone to handle negotiations during a hostage situation. System: Spend one Blood and indicate your authoritative role to the mortals you intend to effect. This can be flashing something akin to a badge or simply announcing what department you're associated with. Then make a Static Social Challenge, retesting with Leadership against eight traits. If successful, the crowd reacts appropriately, whether providing you details on the crime scene, staying out of your way or putting their hands up to surrender. This Combination Discipline does not allow a character to bypass standard regulations, if he claims to be with a department that has no business on the scene, they can be in for a rude awakening. This Combination Disciplines lasts until the end of the scene, or the character takes some overt action inappropriate of their position of authority, such a violent acts, outlandish comments and Masquerade violating disciplines. This power may only be used once per scene and has no effect on Kindred and other supernatural creatures such as Mages and Werewolves but may individuals such as Ghouls normally.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 3 |
| Obfuscate | 3 |
Mask of Authority
Presence 3, Obfuscate 3
Cost: 6
This Combination Discipline causes mortals within a given area to regard the character using this ability as a local leader of a given establishment. With the waive of a "badge" or similar action indicative of authority, would be subordinates fall in line, answering questions and providing assistance where they can. Examples of potential uses of this power include taking over a crime scene as the lead detective on site or being handed a megaphone to handle negotiations during a hostage situation. System: Spend one Blood and indicate your authoritative role to the mortals you intend to effect. This can be flashing something akin to a badge or simply announcing what department you're associated with. Then make a Static Social Challenge, retesting with Leadership against eight traits. If successful, the crowd reacts appropriately, whether providing you details on the crime scene, staying out of your way or putting their hands up to surrender. This Combination Discipline does not allow a character to bypass standard regulations, if he claims to be with a department that has no business on the scene, they can be in for a rude awakening. This Combination Disciplines lasts until the end of the scene, or the character takes some overt action inappropriate of their position of authority, such a violent acts, outlandish comments and Masquerade violating disciplines. This power may only be used once per scene and has no effect on Kindred and other supernatural creatures such as Mages and Werewolves but may individuals such as Ghouls normally.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Obfuscate | 3 |
This Discipline essentially creates a continuous, low-level illusion surrounding the Cainite, fueled by subliminal suggestions created by Dominate. Any auras that would be projected by the Cainite (such as from a Path of Enlightenment or True Faith) may be nullified or altered to match another that the Cainite has knowledge of. Should the Cainite engage in a gross violation of the Path they are projecting the aura of or seek to actively use True Faith in the instance of nullifying that aura, the illusion is broken. As with Mortal Skin, Cainites of lower generation automatically see through the deception, and Auspex may be used to attempt to see through it as well. This power costs a Temporary Willpower to activate per aura being nullified or modified. It should be noted this power does nothing to change what can be perceived by Aura Perception, only the Auras that radiate based on Paths and certain Merits or Flaws.
| Discipline Name | Discipline Level |
|---|---|
| Dementation | 4 |
| Obfuscate | 3 |
Dementation ●●●●, Obfuscate ●●●
Often for members of Clan Malkavian an otherwise ordinary outside appearance hides a truly disturbing menace that lies just underneath a façade of sanity. Even for those Malkavians who make little effort to conceal or even openly revel in their derangements, the full measure of the danger presented by such a fractured mind is not apparent to most. Such is not the case with this power.
The inner demons of the Malkavian are brought to the surface and given form in the minds of those around her by channeling them through Mask of a Thousand Faces. This altered visual appearance is reinforced by a resonating Voice of Madness which encourages bystanders to succumb to fear and madness. What onlookers experience is a fully realized representation of the terrible insanity that drives every Malkavian. This representation will vary from Malkavian to Malkavian as no two minds are fractured in the exact same way. The end result is an obvious otherworldly appearance that is disturbing to mortals and can even make Kindred and other supernaturals nervous.
Game Mechanic:
Activation of this power costs two Blood Traits, takes effect after the course of a full round, and lasts for the scene or hour. The exact appearance of Mask of Insanity varies but generally contains manifested aspects of every permanent derangement you have. A character with Pyromania may have flames shining in their eyes. A Malkavian with Crimson Rage could adopt a sharp predatory countenance. The exact details are left up to Player input and Storyteller discretion.
Once active, you gain the social Traits Intimidating x2 while radiating this eerie aura. Mask of Insanity also allows you to make a Social challenge (Intimidation Restest) against a victim of your choosing. If you are successful, the victim gains the negative Traits Cowardly and Submissive for the rest of the scene or hour. Subsequent uses of this power directed towards the same victim do not stack additional negative Traits.
Being an Obfuscate-based power it will not show up on recorded media, but it is very off-putting to those who personally witness it as you take on a disturbingly mad visage. As such, you suffer a three-Trait penalty in all Social Challenges with mundane mortals you are not attempting to frighten or intimidate. This power cannot be transferred to others using Cloak the Gathering, although you can use Cloak the Gathering as is otherwise normal while using this power.
When Mask of Insanity is active, all your permanent derangements become active and you may not suppress any of them as the power essentially requires that your madness is brought forward for all to see. Eye witnesses to this power with the Empathy ability may make a static Social Challenge against you to gain a general sense of some the madness inside. This information should not take the form of a specific diagnosis, but rather a clue as to what may make you tick. If you wish to use this power more than once in a single evening, you must make a standard Courage check against 3 traits or else fall victim to your own inner demons suffering Rötschreck.
| Discipline Name | Discipline Level |
|---|---|
| Necromancy - Voudoun | 3 |
| Vicissitude | 3 |
(Necromancy: Bone path x3, Vicissitude x3)
By expending an additional blood for each zombie their bodies are restored to a fresh state, without rot or damage, as they raise. Though clearly not alive to the trained eye these zombies can often pass for living. THos ewho would notice pallor or skin or lack of breath can figure it out with observation.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Obfuscate | 5 |
Those that follow paths of enlightment tend to trigger red flags in certain settings. By spending a willpower the user may appear to still be on the path of Humanity and as humane as they desire. The user is still subject to the tentants of their path. If someone is given reason to suspect the user is not on humanity, they make make a mental challenge as normal to break through the obfuscate.
| Discipline Name | Discipline Level |
|---|---|
| Serpentis | 4 |
| Necromancy - Voudoun | 5 |
| Voudoun Wanga | 5 |
A malevolent and unbound wraith in Vodoun folklore, this creature is the substance of nightmares.
A practitioner of Wanga may learn this combination discipline from Baron Kriminel, the loa of murderers and vengeance, provided that they possess the prerequisites of Serpentis: Form of the Cobra and Wanga: Bone Path: Daemonic Possession OR Wanga: Voice of the Wild: Mantle of the Beast and Wanga: Bone Path: Daemonic Possession.
By invoking Baron Kriminel and beginning a full transformation while welcoming into themselves the essence of the Shadowlands, a disturbing change begins. Black tendrils of darkness and decaying, targeted shroud wrappings erupt from the subject's body with violence and envelope them, almost inverting them, Finally, the cocoon rips open as a rotting skeleton spectral form cloaked in a writhing shroud of undulating darkness and tattered strips of cloth appears, hellish blue flames burn from empty sockets and rusted and burning chains crisscross its hovering form.
Rumors indicate that this power was first invoked by a True Serpent of the Light who survived the Sabbat pogroms and was gifted to the Loa and Death Deities on the pledge that they use it in exchange for maintaining the balance of Creation.
Mechanics:
In this form, the user gains the social traits Intimidating x 2 and Threatening x2 with the negative social traits of Ghastly x2. All attacks deal damage to creatures both in the Shadowlands and the earthly plane and a successful attack gives the victim a Clumsy trait. Additionally, the chains may be used similar to the single additional attack of Black Metamorphosis and deal aggravated damage.
This form power may not be combined with any other form power and costs a blood and a Willpower.
An additional damage level is taken from fire and those in this form take no damage of any sort from another in this form, since it is a gift from the same being.
Though the spectral form floats, movement is not impeded, but it may not go higher than ten feet from any surface. Though it may move along any surface. With the expenditure of a Willpower, it may move through a solid object.
Duration:
This power lasts for a scene or an hour.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 4 |
| Protean | 4 |
| Discipline Name | Discipline Level |
|---|---|
| Protean | 4 |
| Vicissitude | 4 |
Although visually this power can be confused with "Shape of the Beast's Wrath", an attentive character could identify, as ST discretion, the clear relationship between the disciplines combination and the Horrid Form, as this last one with some "cosmetic" changes.
Master Splinter, a.k.a. Horrid Beast, was developed as a tool to increase fight power holding up the animal characteristics from Shape of the Beast in an amalgam to the monstrosity of Horrid Form, creating a biped battle horrid beast. This combination of discipline requires Instantaneous Transformation as a prerequisite, this power grants a catalyze effect that combines Protean and Vicissitude in this transformation combo power (according to MET: LoTN page 170, Vicissitude cannot be used when Shape of the Beast is active). The Cainite will assume a combat shape that implements the advantages of both the two powers of transformation, although it also mixes part of its disadvantages.
When the Master Splinter is active, the Cainite body wraps, changes and grows to a full eight feet in height, the skin becomes slimy and rubbery while the transformation takes place. Nails grow in claw shapes, sleek fur covers cainite full body and the face gets a snout, soon is possible recognize the physical characteristics of animal fight form from Shape of the Beast, as some animal behavior from it. Inlaid in the body, almost hidden by the long fur, sharp bony spikes protrude from bony joints, such as wrists, elbows, knees and back.
Game Mechanics: The player must make a Physical challenge against 11 traits - retest Survival - and spend the normal cost associated with the both shifts (one blood point for Shape of the Beast and two blood points for Horrid Form). If successful, the change takes three turns, summing the transformation turns of the two both powers. Failure indicates that the shift takes only the standard form associated with Instantaneous Transformation.
Successful transformation to Master Splinter grats to cainite:
- Six bonus Physical Traits (as Horrid Form): Brawny, Dexterous, Enduring, Ferocious, Quick and Stalwart;
- Two bonus Mental Traits (as Shape of the Beast): Alert and Attentive;
- Three Negative Social Traits (as Horrid Form): Bestial, Feral and Repugnant;
- You inflict lethal damage in brawlin combat and score an extra health level of damage on all such attacks (as Horrid Form);
- Those unused to such sights Horrid Beast or at least Horrid Form may need to make a Courage test.
Also, cainite gain inability to speak (as Shape of the Beast) and gains no improved running speed, as this bonus granted by Shape of the Beast is based in a quadruped form. In Master Splinter form, you can use any of your normal Disciplines except Necromancy, Serpentis, Thaumaturgy and Vicissitude (the inability to speak may make Dominate difficult, of course).
Cainite remains in Master Splinter form until the next dawn, or until decides to change back.
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Presence | 1 |
Prerequisites: Attunement, Potence 3, Presence 1
Description: “This is too plain. It’s missing something. I got it! If I add some scrollwork here, and a splash of blue… Yeah, this will really make it look gorgeous!”
System: The crafter gains a retest on all challenges that use a craft they possess. In addition, this power allows a crafter to spend up to three social traits for additional bonus traits to craft an item, on a one for one basis. The item in question must be designed to be aesthetically pleasing for this benefit.
In MET, this power costs 9exp traits
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 3 |
| Potence | 3 |
Description: “His hands began to vibrate, becoming so fast that they stood still once again. Carefully, he took the metal rod, and as his hand moved along it, the metal began to flatten like it was a piece of soft clay.”
System: Spending a blood for a scene negates the need for a craftsman to use tools, so long as the task can theoretically be done with bare hands. All craft tests made while using this power are considered to be two traits more difficult. Alternatively, if this power is used while within the crafters workshop, the power is considered to be an additional assistant, with the same crafts levels as the user, not subject to normal limits. Additionally, if used in conjunction with the combination discipline Burning Wrath, this power makes the user immune to frenzy tests against all types of fire and reduces all damage done from fire by one, to a minimum of one, as the users hands are wreathed in fire themselves. This is an inadvisable combination for any project that may be flammable.
In MET, this power costs 9exp traits
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 5 |
| Fortitude | 5 |
