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 | 3 |
| Obfuscate | 2 |
The Toreador Antitribu are no strangers to fear and its uses. This power is useful for beginning a campaign of fear within a domain. With a few words of worry and dread and a single, unwitting subject, a vampire with this power can spread fear among a populace without appearing to be a rumormonger.
System: The character may spend 1-3 Mental trait to activate this power. For each trait spent the character may present to the storyteller something they want to be picked up by others using the Contacts Background. This may be any rumor they desire to spread.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Celerity | 3 |
Requires: Ihai Creation Ritual
At times a vampire may need to move as directly and swiftly to an opponent as possible. Buddhist vampires learn to harness their spiritual strength within and their connection to objects with Auspex and Speed of Celerity to stick to a surface for a time being. As long as the vampire keeps moving they can avoid nearly any obstacle and run along walls or ceilings.
System: Spend 1 willpower to activate this power for the next scene or an hour. While active the character may move along walls and other surfaces without any penalty or for any distance as long as they keep moving. The vampire will be able to walk along any wall or surface as if it was as sound as the floor naturally.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 5 |
| Protean | 3 |
Using your mastery of Presence, and your control of Protean you can divert people from entering the area where you melded with the Earth. By spending one additional Blood and one Willpower when you Earthmeld, your project an Intimidating feeling that encompasses the a radius of 20' from where you are interred, making no one want to approach the area. To be able to enter, the person must spend a Willpower, then enter into a contested Social challenge. Retesting Leadership or Willpower to break through the effect.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 5 |
| Protean | 3 |
Using your mastery of Presence, and your control of Protean you can divert people from entering the area where you melded with the Earth. By spending one additional Blood and one Willpower when you Earthmeld, your project an Intimidating feeling that encompasses the a radius of 20' from where you are interred, making no one want to approach the area. To be able to enter, the person must spend a Willpower, then enter into a contested Social challenge. Retesting Leadership or Willpower to break through the effect.
| Discipline Name | Discipline Level |
|---|---|
| Obfuscate | 5 |
| Protean | 3 |
The Gangrel can conceal ordinary ghouled and otherwise mystically-linked animals on their person in the form of tattoos, untouched by time or biological need until they are awoken and released, which removes the tattoo.
System: Spending 1 Willpower prepares your flesh for a single turn, allowing your ghouled, blood-bound, or other mystically-connected animal companions to assume the form of a tattoo in their vague likeness on your skin, or to tear free and resume their normal form. These animals can be no larger than the Gangrel themselves, nor can they be a fully supernatural, animal-like creature such as a Bygone. The Gangrel can contain a number of such animals in tattooed form equal to their permanent Willpower, though the animal must be a willing guest in the Gangrel's flesh and as with Animalism 1, a swarm of small creatures such as insects or bats could count as a single animal.
While in tattooed form the animals are in a sort of timeless, suspended animation, requiring no sustenance to maintain themselves, though they remain subconsciously aware of the Gangrel's desires and intentions. During any turn in which at least one animal tears itself free from the Gangrel's flesh, the character suffers a single level of unsoakable lethal damage that cannot be reduced or negated, even with Fortitude.
If an animal's tattoo is destroyed through sufficient damage or some other effect, the animal is instantly destroyed as well. This transforms the tattoo into a permanent scar that can never be physically healed or removed, even by powers such as Vicissitude, Biothaumaturgy, and the like. Specifically attacking a tattoo requires both intention a successful physical challenge, followed by two Simple Tests. If either Simple Test is successful, the tattoo is hit, and accumulating two lethal damage will destroy it.
Should the Gangrel die, any animals currently in tattooed form tear their way free moments later and flee to the four corners.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Fortitude | 4 |
Description: Some Nosferatu Enforcers draw their inspiration from the smallest of underground denizens. Taking their knowledge of the protective exoskeletons of insects, these Nosferatu have learned how to create armor of their own. When using this power, the user forces their blood out through their skin into a hardened exoskeleton. This fearsome manifestation of Beast and Blood grants the vampire a temporary armor.
Mechanics: The user expends a Willpower and a number of blood (up to a max of 3) to activate the power. The blood used then pools over the skin of the vampire for the number of rounds equal to blood spent and hardens into a chitinous armor. Each blood spent in this fashion offers one health level versus physical damage types (but not fire, sunlight or magical sources) and acts similar in fashion to a ballistic vest in that clothing can be worn over it. Blood spent on this power during combat forms armor at the end of the round. The bulky nature of the armor does not allow for armor to be stacked with the use of this power. It is an obvious breach of the Masquerade unless hidden by powers like Obfuscate, etc. This armor lasts for a scene, an hour, or until destroyed. If destroyed, the user may make the same expenditures and time to reform the armor.
| Discipline Name | Discipline Level |
|---|---|
| Quietus | 3 |
| Potence | 3 |
Sanguine Armory:
Cruscitus 3 Potence 3
10xp
By expending blood traits the user is capable of creating a weapon out of their own blood. The weapon lasts for a scene and can be bloodied and altered as normal. The user may employ multiple uses of this power at a time, weapons appear when the blood is expended, as blood seeps out of your skin evaporating into the air only to be crystallized into a weapon within your grasp. Weapons created in this process retain their normal Dark Epics or other source book stat block. When the scene in which these weapons are created ends or an hour passes, whichever is first, the weapons fade into sand that becomes inert and unusable for anything mundane nor magical, making them unable to be used for thaumaturgical purposes.
1 Blood: Small Weaponry such as Daggers, Shortswords, Knuckles
2 Blood: Medium Weaponry such as Broadswords, Spears, and Small Axes
3 Blood: Large Weaponry such as Axes, Greatswords, and Scythes
Note that these weapons are made from blood, so they can never receive the staking special. Also these are examples of weapons but the full extent of what this combination can create is up to the ST's
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Presence | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Potence | 3 |
Fluff:
By calling upon your beast as a weapon you have a terrifying ally in battle, but at a cost. The kindred allows his beast to rise to the surface enhancing their strength. While the beast will give the Kindred enhanced physical prowess it also allows the beast to take control more easily.
Mechanics:
By spending a willpower trait the character wakes his beast up and calls on its power for a scene or hour. While active the character will do one extra damage on all unmodified brawl or melee attacks. However, the kindred is also down two self-control traits and one conscience trait while this power is in effect.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 2 |
| Protean | 4 |
| Potence | 2 |
The Gangrel bearing this power has learned how to summon forth jagged scales. These scales only manifest when the Gangrel is using their fight form, but it makes it a truly terrifying form to behold. Additionally, due to the appearance, without some form of disguise or uses of Obfuscate, the modified form will clearly be a breach of the Masquerade.
To enact this power, the Gangrel must spend an additional blood when shifting into their fight form via Protean: Shape of the Beast. This cost is in addition to any extra blood spent to expedite the transformation. Activating this power is optional, they may still use Shape of theBeast without activating this enhancement. However, if they do so and wish to then add the benefits of this power, they must reactivate both Shape of the Beast and this power. Once activated, the Gangrel receives several benefits: first, due to the increased durability, they gain the bonus Resilient x2. Additionally, they receive 3 bonus Healthy health levels. While in this form, anyone attempting to grapple them, makes a static physical challenge after a successful grapple against the Gangrel's traits, retesting with Brawl. If they lose, they take a lethal damage as they are stabbed by the sharp scales.
The grapple damage would only be once, when the initial grapple happens.
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 3 |
| Fortitude | 3 |
Vampires of the Ironclad are taught to combine their skills in speed and toughness to alter their own undead physiology. By rapidly forcing their own vitae to reinforce their hardened undead flesh; these vampire warriors grow tougher and able to last longer in a fight for a time.
System: The character spends 2 blood traits to activate this combination discipline for the next scene or an hour. During that time, the character gains 3 Healthy Health levels. This power does not stack; nor may it be activated multiple times in a scene.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Presence | 2 |
Nosferatu have a more intrinsic understanding of these creatures, and have found a way to in fuse insects to be seen as scary by speaking with them which allows the insect to do a social challenge on anyone who see it in the next hour or scene using your social traits max for its tested.
System: The Nosferatu spends 1 social trait to activate this power for the next scene or an hour, allowing the insect to make a social challenge using you social traits max for it's test and If successful, the subject flees your presence and tries to avoid you for the rest of the scene or hour. If cornered, the victim will still defend himself, but he will do his best to escape you.
