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 |
---|---|
Obtenebration | 1 |
Potence | 2 |
Description/System: This allows the user to craft their Shadowplay into small trinkets, such as a sphere or a rose. There are no trait benefits from any items created in this manner, and without the expenditure of a temporary willpower, they will dissipate at the end of the scene. Crafting such trinkets requires a static physical challenge, difficulty based on the complexity of what is being attempted, retests as Crafts: Shadows. Anything created in this manner cannot be modified except by this same power being used on it.
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Obtenebration | 4 |
By combining the mastery of shadows with their ability to control animals the vampire may extend their powers over darkness to strengthen their ghouled pets. Those loyal animal retainers are consumed in darkness and when they emerge appear as an emaciated, multi limb creature made of shadow. The ghouled animal gains an additional boost in strength from the darkness, and additionally the vampire may summon forth their arms of the abyss upon the back of the creature to move them about the battlefield.
System: The character spends 2 blood traits and 2 temporary social traits to activate this power. Once activated you may summon a ghoul animal you possess. Once it arrives or is with you the animal gains the following statistics regardless of its actual traits.
Physical: 12
Social: 8
Mental: 8
Abilities: Animal Ken 3, Brawl 5, Dodge 5, Survival 5, Alertness 4
Disciplines: Potence 2, Fortitude 1, Obtenebration 4
Health: 8
Blood: 10/1
Movement: 6 Steps in combat
Willpower: 4
Additionally, when you use Arms of the Abyss and your ghouled animal is within the same scene as you; you may summon your arms of the abyss on the creature and command them. Thus allowing your arms of the abyss to move around a battlefield. The ghouled animal will follow your verbal commands as well during this time. You may only ever have one use of the combination discipline active at a time. Lastly the creature suffers 1 additional level of damage from fire and sunlight.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 3 |
Obtenebration | 3 |
Taking the threads of Shadow and threads of imagination, the creator wove them together to make the tapestry that is this power. The name might feel light a joke, but combining darkness and dream can make it a nightmare.
System: When activating Arms of the Abyss, spend an extra blood and a willpower to use this gift. Make a social test (subterfuge) when creating them versus all who can percienve the arms being created. Failure leads the arms of the abyss to look normal to those individuals it fails against. The Arms of the abyss summoned now each come out looking like a person of the users choice. It could be a doppelganger of themselves, as the gift implies, or could be a gangmemeber, or even the person they are attacking. The restrictions are they can not effect anything outside of the 6foot reach normal to Arms of the abyss. In effect these constructs are your arms of the abyss, having 4health levels and 3 traits, unless other things augment them, they just appear as a person instead of a standard arm of the abyss. While using this, you may spend blood to increase the range the constructs can effect, adding 6 feet to their range for a blood, or increasing their traits. When used, if an extra wp is spent, the shadow clones arrivals can be altered from sudden appearance to more thematic, such as shadows pooling into the being of the person and then changing, or a small smoke bomb going off. The same theme is used as they Shadow Clones are dispelled or destroyed
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Obfuscate | 4 |
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Celerity | 2 |
Discipline Name | Discipline Level |
---|---|
Obtenebration | 1 |
Presence | 1 |
You may store one full outfit per level of Obtenebration you possess inside your shadow and change between the one you are wearing and a stored outfit in a single action by activating Shadowplay and wrapping it around yourself. This may store armor, jewelry and even make up but not weapons.
Depositing or withdrawing items from the stored outfit without 'putting them on' requires a minute of concentration and the expenditure of a blood trait.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Potence | 5 |
Discipline Name | Discipline Level |
---|---|
Dominate | 5 |
Obtenebration | 3 |
Thanatosis | 4 |
Mystic may steal and devour the shadow of another so long as the intended victim's shadow is visible to the Mystic. The Mystic must enter a Social Challenge against the victim, appropriate rebid of Empathy. If the Mystic is successful the victim will feel unsettled, and be unable to spend temporary Willpower for 1 hour. The Mystic's skin grows darker while they are in position of the victims shadow.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Fortitude | 3 |
Celerity | 5 |
SHAKE THE SPINE OF ATLAS - 13XP
(Potence-3, Fortitude-3, Celerity-3)
Willpoer: Once per round, attack the ground resulting in a mass physical challenge (max of 5 targets) within 15 feet of you. Each target that fails the test takes 1 lethal (2 lethal if you have Potence-5). If you have Fortitude-5, anyone who lost the physical test gains the negative trait 'Clumsy' for the round. If you have Celerity-5, any velocity (such as falling) may be transferred through this strike (max of +3 damage).
*The velocity transfer is at ST discretion, though the common equation is 1 lethal for every 10 feet of falling. If falling from heights above 30 feet, every 10 feet would then turn 1 lethal into 1 agg up to a maximum of 5 agg (though the one using Shake the Spine of Atlas would take 8 lethal for falling 80 feet).
Discipline Name | Discipline Level |
---|---|
Thanatosis | 3 |
Necromancy - Voudoun | 4 |
Vicissitude | 3 |
(Necromancy: Bone Path x4, Thanatosis x3, Vicissitude x3)
The Necromancer can place his spirit into a corpse which will mold to take on his appearance. This costs a base of one blood and one Willpower, and so long as he is in this new body his real one will remain in death-like state. In this new body the Necromancer has access to all his power and traits. Upon creation the Necromancer can give as much of his own blood to this new form as he likes so that it may be used in any of the standard ways. The false self can feed, but its bite is not pleasurable (much like the Giovanni curse) and it needs two blood for every one Vitae produced. Should this body be destroyed, run completely out of blood, or the Necromancer wills himself back to his own body it turns to dust and is unusable again.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Protean | 4 |
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Potence | 3 |
Spending the same blood he would to activate Shape of the Beast, he gains the bonuses of his fight form, but in addition due to an burst of strength, is able perform an offhand at the end of each combat round without penalty. This form can glide in the air and when aiming for a target from the sky to divebomb, the user has a +2 trait bonus to hit.
This combo cannot be used to shift to other fight & flight forms as it is keyed to Syd's specific forms, and due to its nature of being an outgrowth of his Gangrel fight & flight forms, this combination discipline cannot be learned by a non-Gangrel.