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 |
---|---|
Dominate | 5 |
Thaumaturgy - Path of Blood | 5 |
Thaumarturgy Mastery of Mortal Shell | 5 |
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Animalism | 3 |
Cost: 8xp
Occulta Dis
(Latin: The Hidden Push, Pushing the Hidden)
Auspex 3, Animalism 3
During particularly harrowing investigations, there are times when the investigator is made aware that he is being watched either via paranoia or outside factors. It is in this instance that the investigator may psychically force his Beast to Quell those unseen who can see its face. This is a powerful force of will and the user has no choice as to which of the targets are affected.
Discipline Name | Discipline Level |
---|---|
Protean | 2 |
Obfuscate | 4 |
Octopus' Disappearing Act (Protean 2, Obfuscate 4) Exp: 9
A technique designed by Morgan Andros after watching an octopus escape from a foe far larger than itself. As the black ink flooded around it's would be killer he realized just effective it would be against any foe that relied on sight to find it's prey. A foolish revelation in hindsight but it lead to him developing a way to turn his blood into ink and spraying it from the mouth.
Mechanics:
In Water: The Mariner spends a Blood and sprays ink from their mouth. The ink spreads quickly and by the end of the round it has created a pitch black orb of roughly 3 yards in radius. It lowers the traits of any test requiring line of sight by 2 traits unless one expends a dot of Blindfighting or activates an power that allows one to fight undisturbed in complete darkness otherwise granting use of Darkness rebid against them. This sphere lasts the scene or 15 minutes.
On Land: The Mariner spends a blood and initiates their desired target in a physical vs physical challenge, retest Athletics. Should the Mariner be successful, they spray thick black ink into the enemy's eyes and the opponent is blinded till they spend an Action and perform a Static Physical challenge against their own base traits (retest Athletics) and succeed. While the Ink is in their eyes it lowers the traits of any test requiring line of sight by 2 traits unless one expends a dot of Blindfighting or activates an power that allows one to fight undisturbed in complete darkness otherwise granting use of Darkness rebid against them.
This combo can only be taught by Morgan Andros
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Protean | 3 |
For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects you
completely from daylight and allows you to sleep undisturbed. You remain unaware
of what transpires around you, and indeed, you are not fully of the material world at
all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the
surface and showering dirt in all directions. You cannot act during the first turn that
you rise from the soil in this fashion, though if you rise up of your own accord (which
you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Protean | 3 |
Anarch Brujah/Gangrel or Patched members of the SoO
Gangrel Coord Approved
For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects you completely from daylight and allows you to sleep undisturbed. You remain unaware of what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujah, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.
Discipline Name | Discipline Level |
---|---|
Protean | 3 |
Fortitude | 1 |
Odin’s Ironhorse Entombment:
For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects youcompletely from daylight and allows you to sleep undisturbed. You remain unawareof what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.
Discipline Name | Discipline Level |
---|---|
Protean | 3 |
Fortitude | 1 |
Odin’s Ironhorse Entombment:
For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects youcompletely from daylight and allows you to sleep undisturbed. You remain unawareof what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Fortitude | 2 |
System: Spend a point of Blood and a Willpower. For the remainder of the scene, the character may perform Athletics challenges made to perform stunts as a reflexive action. Furthermore, the character isn't impeded by unstable terrain when moving, sliding over the hoods of cars and climbing with the economy of motion they possess in an unimpeded sprint. They rise from prone reflexively. This Combination Discipline may never be utilized for the purposes of attacking and is intended to serve as a substitute for an attack action. Abusive uses of this Combination Discipline automatically fail at storyteller discretion.
Discipline Name | Discipline Level |
---|---|
Celerity | 1 |
Fortitude | 1 |
This power is always considered active, but may be lowered at will.
When the PC possessing this combo kills someone and that person has been declared final death in scene the character may have a short rp scene. This cannot detect if someone has managed to fool others into thinking they have died and this combo cannot be used to save someone from final death it simply allows them to die slower and offer rp to those involved. This power also does not force anyone to rp only gives the option.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Fortitude | 5 |
To battle a character with this power is to face one meant to wade into waves of enemies as though they were nothing at all. They can fight long others would give up and remain hungry for more.
System: The character howls, shouts or otherwise cries out their intention to fight all enemies at once. For each opponent after the first, the character gains +1 courage and 1 level of damage reduction against all sources that are not fire and sunlight to a maximum of 4. The battle lust comes at a disadvantage though, they suffer a -1 penalty to resist frenzy and gain an additional Beast feature should they frenzy. Only Gangrel may learn this power and it costs 2 Blood and 1 Willpower to activate. At last for a scene or hour (whichever is shorter) and cannot be terminated early.
Discipline Name | Discipline Level |
---|---|
Akhu | 5 |
Presence | 5 |
One Born Every Minute: Iron Facade, Majesty, Path of Corruption: Dependence
This power inverts Iron Facade and Majesty, projecting an image of helplessness, leaving the user susceptible to attack. Once successfully attacked, the user may reflexively spend 1 blood to invoke One Born Every Minute, forcing the target to make a Conscience test vs. the user’s permanent Subterfuge rating. If the target relents or loses the test (and the permanent Morality dot), they proceed with their new permanent Morality rating.
If they win the test, they retain their Morality rating and must roleplay the consequences.
One Born Every Minute may be used against multiple attackers, but each target costs 1 blood. This power automatically fails against vampires with Conviction or in uncontrolled frenzy. It may only be used once on a given target per scene.
This power may only be used once per night on a target.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Obfuscate | 3 |
Presence | 3 |