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 | 5 |
Daimoinon | 5 |
This power requires no challenge yet has a preparation time. Absolution takes roughly an hour depending on severity as the Baali and the subject become intimately familiar with the "sin" to be removed. Upon completion the Baali need only to expend 1 wp and 1 blood point as they kiss the feet of their target.
Once the power is used, it can only be used once a night. It will take a number of months equal to half the cost of the “sin” being eaten away, a minimum of 1 month time. Once the time is up the Baali can buy off the “sin” at cost. (not double the cost)
At ST discretion for the sin eater can absolve one of the following things: a derangement, a certain flaw, or negative traits. should the Baali do this, they take on whatever was absolved.
This cannot be used to "cure" Malkavians or remove clan disadvantages.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 3 |
Blood carries many secrets of a person within it, and this combination discipline was developed to allow a vampire to understand the hidden things one’s blood. A vampire so trained in this combination discipline can there after taste the blood of their victim and learn all the weaknesses and faults simply by taking time to concentrate on the stolen vitae in their veins.
System: To use this combination discipline the character must first successfully feed from their target (other willingly or through combat), and mark on their character sheet which of their blood traits is from that target. By expending one of those Blood Traits the character may ask one of the following questions per Blood Trait of the victim’s they spend:
· A Flaw the Character possesses
· A Negative Trait the Character possesses
· A Derangement the Character possesses
· The Character’s Nature
· The Character’s Permanent Willpower Score
· What Path of Morality the Character is on and it’s Rating
The answers must be truthful, but if there are multiple answers to the question, the target may choose which answer the character received.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Melpominee | 3 |
This combo may only be learned by Daughters of Cacophony.
With a simple friendly embrace, kiss on the cheek, pat on the head or even a handshake, the sirens have found that they can bestow their gift, or their curse upon a victim.
MET system: First the Siren must perform some kind of friendly act, a kiss on the cheek, back of the hand or a hug and spend 1 temporary Willpower trait. She then engages her target in a social challenge. (Performance: Singing is the retest for the Siren and Willpower or Awe may be used as a retest for the defender). Please note that if the target of this power is evasive to a touch then the Siren may need to enter into a physical challenge with her target in order to establish contact.
If the DoC wins the challenge, the victim suffers from the cacophany for the remainder of the evening and is Oblivious x2 and is down 2 traits on any perception related challenges. If the victim is a Toreador and is having this power used upon them for the first time, they are entranced by the cacophany for no less than 15 minutes or they may blow 3 mental traits to prevent becoming entranced. Any subsequent time that this power is used upon a Toreador, they are either entranced by the cacophany for 10 minutes or may blow 2 mental traits to prevent from becoming entranced.
Please note that the Siren does not need to audibly sing to enact this power as she is focusing on the cacophany and her voice within it.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 3 |
For thousands of years, cultures around the world have placed permanent paint on their bodies, whether as mystical defense, as a status symbol, rites of passage or simply as personal decoration. The Malkavian clan considers art to be a way of spreading their truth, whether it be on the skin or not. Those who have this combination of Disciplines can create tattoos that remain on the vampire's skin for a certain time and convey their beliefs, legacies, coded messages or something without any meaning through the drawings. System: The tattoo artist spends a temporary point of willpower, and uses a point of blood incorporated into the ink (this will not cause a blood bond) and makes a social challenge for each month this power lasts, being able to retest with Crafts: Tattoo, up to a maximum of 12 months. The tattoo, to be completed, takes a number of hours equivalent to the target's willpower, minus one hour for each mental characteristic spent, with a minimum of one hour. After the tattoo artist manages to finish the tattoo, it can be reinforced, with the tattoo artist giving a specific feeling to his art. Spending a blood point to compose the ink (this will not cause a blood bond) and the expenditure of a social characteristic. The tattoo takes an hour to strengthen using the combination of disciplines. Those who are not part of the MLM must keep Eyes of Chaos (Dementia level 3) active while completing the booster. Once reinforced, the effect of the tattoo becomes active for everyone who sees it. And, for the duration of this power, it will awaken this feeling in those who see it. The bearer of the tattoo receives a bonus trait in all social challenges, against those viewing the tattoo. This power is not cumulative. The reinforcement and its effect last as long as the duration of the tattoo. For those who have Malkavian Time and/or are part of the Malkavian Madness Network (MMN), the tattoo can be recognized with a signature, whether or not the tattooed person is connected to MMN or whether or not they have Malkavian Time. Can be identified or tracked as a Malkavian. Someone with high Malkavian Time (level 4 or more), can make a static mental challenge against a fixed mental difficulty of the tattoo artist, to find out who made the tattoo, analyzing for a turn the tattoo patterns and the feeling created by Skin Madness, If defeated, he suffers a one-characteristic penalty on all mental challenges for the next scene or hour, whichever ends earlier.
Por milhares de anos, culturas de todos o mundo colocaram pinturas permanentes em seus corpos, seja como defesa mística, como símbolo de status, ritos de passagem ou simplesmente como decoração pessoal. O clã Malkavian considera a arte uma forma de espalhar sua verdade, seja ela na pele ou não. Os que possuem essa combinação de Disciplinas podem criar tatuagens que permanecem na pele do vampiro por um determinado tempo e passam através dos desenhos suas crenças, legados, mensagens codificadas ou algo sem nenhum sentido.
Sistema: O tatuador gasta um ponto de força de vontade temporário, e usa um ponto de sangue incorporado à tinta (isso não causará laço de sangue) e faz um desafio social para cada mês de duração deste poder, podendo retestar com Ofícios: Tatuagem, até um máximo de 12 meses. A tatuagem, para ser finalizada, demora uma quantidade de horas equivalente à força de vontade do alvo, menos uma hora para cada característica mental gasta, com um mínimo de uma hora.
Após o tatuador conseguir finalizar a tatuagem, ela pode ser reforçada, com o tatuador dando um sentimento específico a sua arte. Gastando um ponto de sangue para compor a tinta (isso não causará laço de sangue) e o gasto de uma característica social. A tatuagem demora uma hora para ser reforçada com o uso da combinação de disciplinas. Aqueles que não fazem parte da MMN devem manter Olhos do Caos (Demência nível 3) ativo enquanto concluem o reforço. Após reforçada, o efeito da tatuagem torna-se ativo para todos que a estejam vendo. E, pelo tempo de duração desse poder, ela despertará este sentimento àqueles que a veem. O portador da tatuagem recebe uma característica de bônus em todos os desafios sociais, contra aqueles que estiverem vendo a tatuagem. Esse poder não é cumulativo. O reforço e seu efeito, duram o mesmo tempo que a duração da tatuagem.
Para os que possuem Tempo Malkaviano e/ou fazem parte da Malkavian Madness Network (MMN), a tatuagem pode ser reconhecida com uma assinatura, estando ou não o tatuado conectado a MMN ou mesmo tendo ou não Tempo Malkaviano. Podendo ser identificado ou rastreado como um Malkaviano.
Alguém com Tempo Malkaviano alto (nível 4 ou mais), pode fazer um desafio mental estático contra uma dificuldade fixa dos mentais do tatuador, para descobrir quem confeccionou a tatuagem, analisando por um turno os padrões da tatuagem e o sentimento colocado pela Skin Madness, em caso de derrota, sofre uma penalidade de uma característica em todos os desafios mentais pela próxima cena ou hora, o que terminar antes.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Presence | 5 |
This power grants two main effects, one coming from Fortitude and the other from Presence.
After spending a blood point, your skin hardens until it resembles the mesmerizing glow of a cut jewel. For the remainder of the scene or one hour, any damage taken is reduced by 2 levels.
In addition, any attacker who is susceptible to Presence and attempts to launch an attack directly against the user of this power while it is active in a bright environment (such as headlights, streetlights, a full moon, etc.) must win a resisted Social Contest or be fascinated, unable to attack or take hostile action against the user, enchanted by the glow of his skin. If the attacker wins the contest or the user takes direct action against him, he may attack normally, but will suffer a 2 traits penalty while the power is active, due to the distraction caused by the skin's glow.
This power makes any attempt at stealth impossible. Additionally, exposing oneself openly while Skin of Diamond is active may be a violation of the Masquerade, attracting unwanted attention from hunters and other threats.
Este poder concede dois efeitos principais, um advindo da Fortitude e outro da Presença.
Após gastar um ponto de sangue, sua pele endurece até se assemelhar ao brilho hipnotizante de uma joia lapidada. Durante o restante da cena ou uma hora, qualquer dano sofrido é reduzido em 2 níveis.
Adicionalmente, qualquer atacante que seja suscetível a Presença e tente desferir um ataque diretamente contra o usuário deste poder enquanto ele estiver ativo em um ambiente iluminado (como faróis, postes, lua cheia, etc.), deverá vencer uma Disputa Social resistida ou ficará fascinado, incapaz de atacar ou tomar ações hostis contra o usuário, encantado pelo brilho de sua pele. Caso o atacante vença a disputa ou o usuário tome ações diretas contra ele, ele poderá atacar normalmente, mas sofrerá a penalidade de 2 características enquanto o poder estiver ativo, em função da distração causada pelo brilho da pele.
Este poder torna qualquer tentativa de furtividade impossível. Além disso, expor-se abertamente enquanto Skin of Diamond estiver ativo pode ser uma violação da Máscara, atraindo atenção indesejada de caçadores e outras ameaças.
Discipline Name | Discipline Level |
---|---|
Serpentis | 3 |
Fortitude | 4 |
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Fortitude | 3 |
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Temporis | 4 |
Skipping Stones
Obfuscate 5, Temporis 4
12xp
The natural progression of temporal manipulation has always been the ability to traverse linear time forward and backwards. With this art, the Kairos is capable of casting an individual forward in time. While their ability to affect others is less precise, there is a fine amount of control when enacting this power on one's self.
System: The character spends a Blood Trait and engages the target in a contested Stamina-related Physical Challenge. The Kairos retests with Occult, while the target retest with Survival. If successful, the target is cast forward in time. They disappear from where they stand, and reappear in the same location after a number of days equal to the Physical Traits spent by the Kairos. If the target would reappear in a dangerous situation, they reappear in the closest safe place, instead. If used on one's self, the Kairos can determine when they reappear, through it must be within the month.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Celerity | 5 |
Description: Sometimes, you just need to end a fight and take a gamble on one big attack instead of running out the clock. Fortunately, you have celerity and Newton's Second Law tells us that Force equals Mass times Acceleration!
Mechanics: When using Fleetness, or a higher level of celerity, you can sacrifice all your extra attacks that round and channel that speed into accelerating your primary strike, delivering one devastating attack instead of multiple lesser attacks. When you do so, you increase the damage by the total number of celerity attacks you sacrificed (if you gain two additional attacks from celerity it triples your damage, if you gain three additional attacks it quadruples your damage, etc.).
Restriction: This power may only be taught by someone who has both required disciplines in-clan. Because of the way this power functions, it can't be converted to work with Temporis.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Chimerstry | 4 |
When a vampire understands the beast, they can dig into its core and begin to bring aspects of it to the surface, using it to deceive the perceptions of others.
System: With a the expenditure of a Will Power and a static social challenge, difficulty 15 minus their Self-Control/Instinct rating, retest Animalism, the user may commune with their beast and enforce their deception. The beast’s deception cloaking the individual conceals rituals, active Thaumaturgy, alters one’s aura in such a way to conceal deception, emotional state, forms, derangements, and even creature type to a degree. This deception works against powers such as Aura Perception, Mystic/Thaumaturgy Sight, See the Reflected Form, and other such similar powers. While this power is active their aura reads as frenzied; rapidly rippling colors, but no other information may be gleaned.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Animalism | 1 |
As vampires age their blood and beasts become more potent. A trained vampire with this combination discipline can smell the very growing rot and decay of their vital organs and learn the true age of a vampire. They need not even see the vampire, only be able to smell their presence to learn how old a vampire truly is.
System: Whenever you are in proximity of another vampire you may make a static Mental Challenge retested with Investigation against a difficulty of your targets permanent Mental Traits. If you succeed, you may ask the target how old they are as a vampire and get a truthful answer even if they themselves do not know the answer in character. This power grants you the knowledge of how old a vampire is.
Discipline Name | Discipline Level |
---|---|
Serpentis | 2 |
Auspex | 2 |
While the abilities of both Tongue of the Serpent and Auspex allow most serpents to see perfectly fine in the dark; supernatural darkness presents its own problems. As such members of the Serpent of the Light bloodline developed this combination discipline to use their snake tongue to see near perfectly in all forms of darkness.
System: Spend 1 blood trait to activate this power for the next scene or an hour. During that time you no longer require line of sight for any power or ability use as long as the target is within 10 feet of you.
Only Serpents of the Light may learn this power