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 |
---|---|
Auspex | 3 |
Thaumaturgy - Hermetic | 2 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 3 |
Sentinel's Attunement (Combo Discipline) - This combo allows the creator of an Artist's Sentinel to "attune" another Kindred to receive the psychic flashes of insight if mortals are being harmed by a supernatural creature
Discipline Name | Discipline Level |
---|---|
Presence | 1 |
Auspex | 1 |
With the knowledge of Sentinel’s Patrol, the artist is no longer limited to creating stationery works of art to act as the Artist’s Sentinel. The activation costs are the same, and it can be combined with any other Sentinel power.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 5 |
With this Combination Discipline, a Kindred can offer mortals around an Artist’s Sentinel addition protection against supernatural attack. After successfully determining which Artist’s Sentinel is being affected, the any Kindred attuned to the Sentinel may spend a Willpower trait. Doing so grants the mortals within the range of the Artist’s Sentinel protection against supernatural attacks. For one scene or hour (whichever is longer), supernatural creatures must first spend a Willpower trait before attempting any action that would harm a mortal. All Kindred attuned to the Sentinel may also spend a number of Blood traits up to the crafts rating of the Sentinel. Each trait spent gives all mortals a bonus trait when resisting any actions (Mental, Social, and Physical) from supernatural creatures. These traits apply to all actions, including “helpful” ones such as removing memories of Masquerade breaches with Forgetful Mind.Any mortal who attempts to take a hostile combat action is no longer under the protection of the Sentinel’s Shield, but doing so does not break the power for any other mortal. The mortals are subconsciously aware of this requirement. Note that Sentinel’s Shield only applies to mundane mortals and will have no effect on those with Numina or other supernatural powers.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 1 |
(Note that this Combo requires Presence 1 OR Quietus 1)
This combo allows the creator of an Artist’s Sentinel to “attune” another Kindred to receive the psychic flashes of insight if mortals are being harmed by a supernatural creature.
Attunement Mechanics:
In order to attune a new Kindred, both the original creator of the Sentinel and new Kindred must possess the Combo Sentinel’s Attunement. If the Kindred to be attuned is present at the original installation of the piece, the artist does not need to expend any additional traits. To attune someone to an existing Sentinel, the creator and the one to be attuned most both touch the Sentinel, and the creator must spend a blood trait for each person being attuned. The Kindred being attuned must spend a single Willpower Trait when they initially touch the Sentinel and one Blood Trait per Crafts rating of the Sentinel, which may be spent over successive turns.
The maximum number of Kindred may be attuned to the Sentinel is equal to its Crafts rating. Any Crafts Specialization used counts as an additional Crafts rating for this purpose.
All attuned Kindred to the Sentinel receive the flashes of insight, following the same mechanics as Artist’s Sentinel. Storytellers may wish to add the rule that the PC must be within the Chronicle territory to receive the information from the Sentinel.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 1 |
Quietus | 1 |
Sentinel’s Attunement [Auspex 3, Presence 1 OR Quietus 1]
XP Cost: 2
This combo allows the creator of an Artist’s Sentinel to “attune” another Kindred to receive the psychic flashes of insight if mortals are being harmed by a supernatural creature.
Attunement Mechanics:
In order to attune a new Kindred, both the original creator of the Sentinel and new Kindred must possess the Combo Sentinel’s Attunement. If the Kindred to be attuned is present at the original installation of the piece, the artist does not need to expend any additional traits. To attune someone to an existing Sentinel, the creator and the one to be attuned most both touch the Sentinel, and the creator must spend a blood trait for each person being attuned. The Kindred being attuned must spend a single Willpower Trait when they initially touch the Sentinel and one Blood Trait per Crafts rating of the Sentinel, which may be spent over successive turns.
The maximum number of Kindred may be attuned to the Sentinel is equal to its Crafts rating.
All attuned Kindred to the Sentinel receive the flashes of insight, following the same mechanics as Artist’s Sentinel. Storytellers may wish to add the rule that the PC must be within the Chronicle territory to receive the information from the Sentinel.
Discipline Name | Discipline Level |
---|---|
Presence | 1 |
Auspex | 1 |
With the knowledge of Sentinel’s Patrol, the artist is no longer limited to creating stationery works of art to act as the Artist’s Sentinel. The activation costs are the same, and it can be combined with any other Sentinel power.
Discipline Name | Discipline Level |
---|---|
Presence | 1 |
Auspex | 1 |
Sentinel’s Patrol
[Artist’s Sentinel, Presence 1, Auspex 1]
XP Cost: 3
With the knowledge of Sentinel’s Patrol, the artist is no longer limited to creating stationery works of art to act as the Artist’s Sentinel. The activation costs are the same, and it can be combined with any other Sentinel power.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 5 |
With this Combination Discipline, a Kindred can offer mortals around an Artist’s Sentinel addition protection against supernatural attack. After successfully determining which Artist’s Sentinel is being affected, the any Kindred attuned to the Sentinel may spend a Willpower trait. Doing so grants the mortals within the range of the Artist’s Sentinel protection against supernatural attacks. For one scene or hour (whichever is longer), supernatural creatures must first spend a Willpower trait before attempting any action that would harm a mortal. All Kindred attuned to the Sentinel may also spend a number of Blood traits up to the crafts rating of the Sentinel. Each trait spent gives all mortals a bonus trait when resisting any actions (Mental, Social, and Physical) from supernatural creatures. These traits apply to all actions, including “helpful” ones such as removing memories of Masquerade breaches with Forgetful Mind.
Any mortal who attempts to take a hostile combat action is no longer under the protection of the Sentinel’s Shield, but doing so does not break the power for any other mortal. The mortals are subconsciously aware of this requirement. Note that Sentinel’s Shield only applies to mundane mortals and will have no effect on those with Numina or other supernatural powers.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 4 |
Potence | 4 |
Seraph of Shadow - (Obtenebration 4, Potence 4)
MET Cost: 15XP
Followers of the Path of Night have long delved into the darkest depths to bring terror to humanity, and many have devoted their unlives to acting as devils to mankind, dark angels of judgment that test the morality and strength in the hearts of those who would call themselves righteous. Among these are the Black Angels, many of whom see themselves not just as devils, but as a necessary part of the divine plan. These Angels walk the path between divinity and damnation, and this manifestation of Obtenebration shows this dark side of faith like no other. With this power, the Black Angel can embody its namesake by transforming their body into an Abyssal parody of an angel, complete with a halo or aura of wispy blackness and a pair of impressive, shadow-feathered wings made manifest from the very darkness of the Abyss itself.
System: This power may not be stacked with black Metamorphosis. The Vampire spends two blood points to enact this combination discipline. At the end of the the turn, abyssal wings manifest, allowing for limited flight (at speeds of up to 30mph, +10mph for each additional set of wings, max 50mph). Each wing is between two and three meters in length and the presence of wings grants an additional follow-up action as though to attack with the Vampire's traits and abilities. An Angel can, if so inclined, spend a further two blood points and a temporary Willpower point to manifest yet another pair of adjoining wings and may repeat this action again for a maximum of three pairs of wings, each additional pair so gained grants the Wing Action +2 physical traits. The transformed vampire may engage in mid-air combat without penalty. This transformation lasts until the following sunrise, but may be dismissed by the vampire before that time.
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Obtenebration | 5 |
System: Spend 3 Blood Traits and instantly assume Tenebrous form but only for a single turn. After that turn, the character returns to normal form. The transformation goes into effect the second the character spends the blood to activate this power. While under the effects of this power they enjoy all the advantages and disadvantages of Tenebrous form. However, the user may not leave Tenebrous form until the end of the round and the power ends.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Presence | 2 |
Activation: 1 Blood and 1 Will
Availability: Taught only by Antonio Delatezzia or Ambrose Bierce, or
those who were taught by them. (Antonio Delatezzia has taught no one,
though he has told his Black Hand superiors that he has it and it is
open to any Hand member he is asked to teach.)
Description: You can craft illusions of inky shadow anywhere that you
can see which move about at your mental command. Such illusions would
be unrealistic by the light of day, but they can be quite convincing
in dark settings. This power can instead be used as a more potent
version of Shadow Play.
You can create up to a human-sized illusion of tenebrous blackness
with little effort at no extra cost. If you wish to evoke something
larger, you may expend up to three Social Traits (or four if you have
Elder levels of Obtenebration). Each Trait spent allows you to double
the size of the illusion. Such illusions affect only sight, but the
subtle use of Arms of the Abyss or other powers can add to the effect.
In the darkness, witnesses may attempt a Mental Challenge to determine
that what they are seeing is an animate shadow. By bright light, the
effect is usually only convincing in the distance.
The vampire can also use Shades of Night to fill an area with a cloud
of shadowy madness. Those in the area (except the user of this power)
gain the Negative Trait Clumsy and are three Traits down in any
challenges. Auspex is of no assistance in this roiling chaos. Mortals
may be overcome by these shadows. If a mortal has seven or fewer
current Physical Traits, he begins to suffocate, losing one Physical
Trait per turn, then one health level per turn until the shadows
smother him.
If you want subtlety, you can alternately use this ability wrap
yourself in shadows to grant three extra Traits in situations
involving dodging, intimidation or stealth (pick one). The Shades of
Night last for one combat or scene or until you dispel them.