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 | 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.
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.