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 |
| Potence | 3 |
must be learned from it's creator, James Norton) - A kindred possessing this power develops an inner resolve in dealing with social situations. A kindred is not easily swayed or affected by the social interactions of others to maintain the clarity of the situation. As Cleopatra was never fully subjected to the power and rule of the Romans, so will a kindred possessing this resolve. Mechanics - User is allowed to throw the bomb is any social challenge. (Exception - May not be used in conjuction with blood magic but may be used in defense against such) MET cost 10 xp
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Obfuscate | 5 |
STs should consider making a mass Mental challenge required to activate this power, such as a Static Mental challenge against all targets involved. The use of Obfuscation 5 is capable of shuffling the appearances of those involved in power, creating distinct or identical images for each covered individual. However, with this additional power, each blood point spent during the activation of Obfuscate 5 in addition to the mental characteristic required by the affected individual, causes an observing target to additionally receive the effects of Telepathy, with the sole objective of reinforcing the illusion projected by the obfuscation, confusing the appearance of individuals covered by it. Therefore, individuals covered by this power are considered to have 5 additional characteristics to resist any observation through Auspexes. This power lasts until the action or scene is completed, whichever is shorter.
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PT
*Nem tudo é o que parece*
Requisitos: Ofuscação 5 e Auspícios 4; Custo 8 XP; Custom Combo;
STs devem considerar fazer um desafio Mental em massa requerido para ativar este poder, como um desafio Mental Estático contra todos os alvos envolvidos.
O uso de Ofuscação 5 é capaz de embaralhar as aparências dos envolvidos pelo poder, criando imagens distintas ou iguais para cada indivíduo coberto. Entretanto, com esse poder adicional, cada ponto de sangue gasto durante a ativação de Ofuscação 5 adicionalmente à característica mental exigida por indivíduo afetado, faz com que um alvo observador receba adicionalmente os efeitos de Telepatia, com o exclusivo objetivo de reforçar a ilusão projetada pela ofuscação, embaralhando a aparência dos indivíduos encobertos pela mesma. Assim sendo, os indivíduos cobertos por este poder são considerados com 5 características a mais para resistir a qualquer observação através de Auspícios. Este poder dura até que a ação ou a cena sejam concluídas, o que for menor.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Obfuscate | 5 |
STs should consider making a mass Mental challenge required to activate this power, such as a Static Mental challenge against all targets involved. The use of Obfuscation 5 is capable of shuffling the appearances of those involved in power, creating distinct or identical images for each covered individual. However, with this additional power, each blood point spent during the activation of Obfuscate 5 in addition to the mental characteristic required by the affected individual, causes an observing target to additionally receive the effects of Telepathy, with the sole objective of reinforcing the illusion projected by the obfuscation, confusing the appearance of individuals covered by it. Therefore, individuals covered by this power are considered to have 5 additional characteristics to resist any observation through Auspexes. This power lasts until the action or scene is completed, whichever is shorter.
STs devem considerar fazer um desafio Mental em massa requerido para ativar este poder, como um desafio Mental Estático contra todos os alvos envolvidos.
O uso de Ofuscação 5 é capaz de embaralhar as aparências dos envolvidos pelo poder, criando imagens distintas ou iguais para cada indivíduo coberto. Entretanto, com esse poder adicional, cada ponto de sangue gasto durante a ativação de Ofuscação 5 adicionalmente à característica mental exigida por indivíduo afetado, faz com que um alvo observador receba adicionalmente os efeitos de Telepatia, com o exclusivo objetivo de reforçar a ilusão projetada pela ofuscação, embaralhando a aparência dos indivíduos encobertos pela mesma. Assim sendo, os indivíduos cobertos por este poder são considerados com 5 características a mais para resistir a qualquer observação através de Auspícios. Este poder dura até que a ação ou a cena sejam concluídas, o que for menor.
| Discipline Name | Discipline Level |
|---|---|
| Obtenebration | 2 |
| Dementation | 2 |
The nature of a Shroud of Night is already pulling upon the dark void of nothingness. By combining the arts of Dementation the vampire can truly drive those who enter into their sphere of darkness mad. Those unfortunate enough to find themselves within the Shroud of Night empowered by this combination discipline hear the haunting calls of the horrors that lie in their own minds. They find themselves confronted by all that they truly fear as voices from the darkness speak to them. Those who do not have the will to fend off the maddening assault find themselves lost within the darkness as long as it remains.
System: When you activate the power Shroud of Night you may also spend 1 Willpower trait to activate this combination discipline. If you do, anyone who enters or is in your shroud of night must make a Static Willpower challenge at a difficulty equal to your permanent Willpower Rating any time they wish to try to exit your Shroud of Night. Those who have the capability to see through or are unaffected by Shroud of Night normally, are also immune to this combination discipline.
| Discipline Name | Discipline Level |
|---|---|
| Obtenebration | 2 |
| Dementation | 2 |
The nature of a Shroud of Night is already pulling upon the dark void of nothingness. By combining the arts of Dementation the vampire can truly drive those who enter into their sphere of darkness mad. Those unfortunate enough to find themselves within the Shroud of Night empowered by this combination discipline hear the haunting calls of the horrors that lie in their own minds. They find themselves confronted by all that they truly fear as voices from the darkness speak to them. Those who do not have the will to fend off the maddening assault find themselves lost within the darkness as long as it remains.
System: When you activate the power Shroud of Night you may also spend 1 Willpower trait to activate this combination discipline. If you do, anyone who enters or is in your shroud of night must make a Static Willpower challenge at a difficulty equal to your permanent Willpower Rating any time they wish to try to exit your Shroud of Night. Those who have the capability to see through or are unaffected by Shroud of Night normally, are also immune to this combination discipline.
| Discipline Name | Discipline Level |
|---|---|
| Potence | 5 |
| Fortitude | 5 |
The Removers of the Chosen are expected to deal with any threat and clear any path needed for the rest of the Black Hand. As a rather dangerous job, Removers are expected to come under a lot of fire and attack. To survive such punishments, the Removers developed this combination Discipline. Calling upon their inner strength and combining it with their supernatural resilience a Remover may shrug off most blows that would bring down a lesser Cainite.
System: This power costs 3 blood and 1 willpower to activate. For the next scene or an hour the user may reduce all incoming damage they receive by one level. Additionally the character is considered to automatically win all tests for the Fortitude powers Resilience and Resistance while this power is in effect.
| 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 |
|---|---|
| Auspex | 5 |
| Obfuscate | 4 |
Through training and spending time in the Astral Plane, you have developed an affinity to it. This affinity allows you to use Obfuscate while in the Astral Plane. With additional training you can even keep your silver cord obfuscated while manifesting or using Physic Double.
Mechanics: When you purchase this combo you need to choose which version you are learning. The standard version allows you to Obfuscate while your consciousness is in the Astral Plane. The obfuscate hides your astral form and your cord. If you manifest or use Physic Double you lose your Obfuscate. You and your cord can be discovered as per the Obfuscate rules. Moving at the speed of thought does not break Obfuscate.
If the greater version is purchased you get all the benefits of the standard version. In addition you can obfuscate your astral cord, when you manifest or use Physic Double. Also you get +2 traits on all Obfuscate challenges while in the Astral Plane.
This combo discipline can only be taught by its Creator Chain Breaker, and only to nosferatu.
One with the Mists (Standard)– Cost 8 XP
Auspex x5
Obfuscate x4
One with the Mists (Greater) – Cost 12 XP
Auspex x5
Obfuscate x4
Presence x3
Physic Double
| 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.
