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 | 2 |
| Thaumaturgy - Path of Blood | 2 |
The powers used for this are: Auspex 2 + Auspex 3 + Thaum 2
With this ability, the user can see magical auras. In much the same way as Aura Perception: the user can see a halo of crimson over any target (items, effects, areas, or people) that possess, or have remnants of, magical properties. This also has the use of allowing the user to view the whorls and eddies of magical power through the world. This sight extends to all paradigms of Kindred magic, although some might show a different color of aura. Generally, the stronger the magic, the brighter the aura will be, but is it hard to gauge the exact power of any magical effect.
System:
This ability is used in much the same way as Aura Perception. The user stares at the target (item, effect, area, or person in question) for a few moments, and may engage in an initial static occult challenge: the user's mental traits vs 7 traits. The user may then choose to spend up to 2 additional traits to the initial risked trait: to gain more insightful information about the magical properties of their target. This is akin to the function of Spirit's Touch. The user must declare how many traits they are willing to risk with the challenge upon initiation of the challenge.
This allows for the user to bid up to 3 traits that are risked per activation of this power, per scene/hour. If this challenge is successful, no traits are lost. If this challenge is lost, then the risked traits that were declared upon initiation of the challenge, are lost as result.
--Upon success of the challenge, with the minimum of 1 trait risked, the user can determine if the target has magical properties, or has had magical properties used on it/them within that evening. The user can also sense and see the flow of magic everywhere in their range of vision; enabling them to see the snaking trails of ley lines and the pooled power of crays.
--2 traits risked: The user accurately gauges whether the sensed magic comes from the target’s own power or if the magic is from an external source. the more bright the aura of the target, the more magic the target has active on them. This also tells the user the magical properties of the enchantment; such as if the enchantment is helpful, harmful, for offensive use, or for defensive use.
--3 traits risked: The user can recognize the ritual/path/base paradigm of power of which the magical properties belong to; so long as the user has seen and confirmed the aura before, or can confirm it with a lore challenge. Targets capable of mortal magic, or other forms of sorcery, glow with crackling sparkles of power even if they are not presently using their power. This calculation also determines if the target is an illusionary effect; allowing for a free retest against the targeted illusion.
Should the user of this power also wish to use Aura Perception, or any other aura-reading powers on the target, the user must initiate a new action to do so.
Each target must be a separate challenge.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 5 |
| Protean | 3 |
By expanding ones consciousness through nature, the user of this power is able to completely free their soul from the confines of their physical form.
System: Spend two Blood Traits and one Willpower Trait in order to invoke this power. The user must be located in a natural setting. A small back yard garden or playground will not do, but a city park, wooded area or golf course would be sufficient. Whenever disembodied, you may move about as though you’re utilising Psychic Projection. The difference is that in this form you are not tethered to your body, and with the expenditure of a temporary willpower, may return to it at any time.
Regardless of natural or man made location, any instance where the possessor of this power’s soul is forcibly removed from their body, they may immediately spend a temporary willpower to return to their body. If they are unable to spend a temporary willpower for this purpose, a permanent willpower may instead be spent to return to their body and prevent it from suffering any negative effects that it suffered during the time the soul was separated from the body.
Whenever separated from their body, the user of Roots of the world Tree is instinctively aware of the location and condition of their body, regardless of where it is. Should the user have a means of knowing if the body is or is about to be disturbed, they may use the mechanics above to immediately return to their body and act as if not surprised.
When activated, this power lasts for one scene.
Purchasing Roots of the World Tree costs 18 Experience Traits.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Protean | 3 |
By channeling the Beast while on the verge of frenzy and focusing on a vampire in torpor.The user's Beast forces the target to awake from torpor with all the rage of the Beast in tow. System: Rude Awakening works similar to Drawing Out the Beast. The user must be on the verge of frenzy or work themselves up to the point of frenzy. The user then engages the target in a static social challenge (retest with Animal Ken) and spend a Blood trait and a Willpower trait. If the user wins the target awakes from torpor in a frenzy. If the target was in torpor because of damage they spend a blood trait to heal a level of damage. If the user of the power fails in the challenge they frenzy as normal for Drawing Out the Beast........which probably isn't good for the intended target.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Akhu | 3 |
Cost: 1 Blood, Which must be spent from a Blasphamy Shrine
Challenge: Social \ Retest: Subterfuge
Duration: Instant
Animalism 5: Drawing out the Beast
Akhu 3: Path of Anubis: Voice of Command
This power targets Equipment only; therefore is only subject to other powers or items which protect equipment.
When on the verge of Frenzy you may force the frenzy upon a spirit held in bonds as opposed to another target. If successful, the Spirit "Frenzies" Shattering its bonds which contain it. The spirit is then free to act normally there after; or be effected by others normally. While the spirit is not required to attack the holder of the fetish (as per a broken activation test) it is an option the spirit has, (at ST discretion.) The Spirit will not "Automatically" attack the invoker of this power, due to its use.
This power is Subtle in its use, much like other powers of Animalism and Akhu. It is not overt or obvious unless being directly being observed and they know what they are "looking for"
The Challenge is against Triple the rank of the Fetish (note, Fetishs are only ranked 1-5 thus Minimum of 3, maximum of 15) The Fetish gains a single free retest to not be destroyed. The Invoker has as many retests as allowed by local House Rules.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 2 |
| Dementation | 3 |
Rummage Sale
| 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 |
|---|---|
| Necromancy - Western | 4 |
| Potence | 4 |
With one blow, the bond between flesh and soul is broken—even if only for an eternal sigh. The eyes of the necromancer flashes with a supernatural light, and his blow is followed by a spiritual whisper of pain. The victim's body falls to the ground, empty, as if the spirit had been ripped from the world for an instant.
System: Channeling necromantic forces through his physical strength, hitting a blow in his victim (what requires a Physical challenge as normal) and spending 1 blood point, the necromancer can initiate a Social challenge (retest with Occult) against the victim (retest with Willpower). If the necromancer wins, the soul of the victim is temporarily pulled from the body. While the soul is out of the body, the victim cannot do any action, effectively "losing" his turn, but passive powers and abilities (like all levels of Fortitude and some Thaumaturgical rituals) still work normally. No ability or power can interact with the soul during this separation. The soul returns to the body automatically at the end of the turn.
A character can be affected by this power only once per night, regardless of its source, and this power cannot affect creatures without an active body and soul, such as zombies, wraiths, automatons, or possessed bodies.
| 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.
