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 |
|---|---|
| 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 |
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 4 |
| Auspex | 5 |
In order to use this power, a vampire must have sent her consciousness into the Astral Plane through the use of Auspex: Psychic Projection. This power allows Kindred to use the Animalism: Subsume the Spirit power through their psychic projection form. With a Static Social challenge against the target animal, a Kindred may temporarily displace the animal's soul as her psychic form possesses and assumes control of it's body. As per Animalism: Subsume the Spirit, additional Social traits may be spent to carry over the use of disciplines. A Kindred's silver cord is not apparent while possessing an animal in this fashion. A Kindred may choose to depart the host body at any time and in doing so, her psychic form reforms in the Astral Plane and may continue moving and acting in accordance to the limits of Auspex: Psychic Projection. If the animal's body is destroyed while being possessed by the Kindred, her psychic form is immediately ejected into the Astral Plane
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Presence | 3 |
Approved Feb 9, 2012:
Lucid Dreamers can exert incredible control over their own dreams, delving into their own subconscious, dredging up insights, and controlling their meditative states more effectively. Similarly, those with knowledge of Telepathy can catch glimpses of others dreams and even interact with them in a limited fashion, so long as the telepath is actually awake. Those who know Opening the Gates of Horn and Ivory, however, are able to do far more.
If the user is in close proximity to a sleeping target, either physically or on the Astral, they may initiate a Mental Challenge in order to merge a projection of themselves (and potentially, their own dreams) into the sleeper's dream state, effectively falling asleep themselves and creating a shared dream realm through which the sleeper and the user of this power can interact. From this point until the target wakes, the user of Opening the Gates ofHorn and Ivory may perceive the target's dream and guide those dreams, including allowing the target to remember their dreams with perfect clarity upon waking. Note that the cycles of dawn and dusk do not interrupt this power.
The real strength of this power is to allow for additional roleplay opportunities, to hold intimately private conversations, to perform psychological or psychic feats of various sorts, or to teach across great distances while sleeping. The remaining paragraphs serve to offer guidance around those parameters, which are ideally worked out by the user and the target OOCly.
If the user of this power makes radical shifts in the target's dream state, the target may make a single Mental Challenge against the user to eject him from the dream, as his subconscious pushes against the foreign presence; if this Challenge is failed, however, the target's dreams are at the mercy of the user of this power; at a minimum, the target may be forced to suffer the effects of the Nightmares flaw. If the target has the Lucid Dreaming ability, however, they may make such a Challenge whenever they become aware of the user or notice a significant shift in their dream state; if they succeed, they may force themselves awake, severing the connection.
Otherwise, this power may be used to probe for deep memories per the description of Telepathy. The user is also considered to have the target's eye contact and attention for the purposes of Dominate, Presence, and Dementation, all of which can be used to effect drastic changes in the target's dreams (and, thus, the shared dream space). The user is considered to be able to spend his own blood, as his consciousness is within his own form, sharing a dream space with the target. This connection lasts as long as the target sleeps or the user wishes to maintain the connection, and, during the day, both user and target may elect to use their Lucid Dreaming scores in place of their Morality Traits for the purpose of determining trait caps. The target may only relent to challenges if they implicitly trust the user of this power, are Blood Bound to the user, or possess the Lucid Dreaming ability.
