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 |
---|---|
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 |
---|---|
Auspex | 4 |
Chimerstry | 4 |
The ability to lie is key to unlife. Deception, half truths, and variations of such are just a part of the night. Everyone has their own tricks and ways, but a wielder of Smoke and Mirrors has taken deception to an entirely new level. They may deceive not only someone interrogating them, but possibly even an entire room if the need arises. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.
System: This power costs one blood to use per target, and calls for a standard chim challenge (social, retest subterfuge) and lasts for a scene or hour. If successful, the user of Smoke and Mirrors may expend a social trait per deception to appear as they wish. This even causes physical ques (such as a finger bone turning black, bubbling blood, etc.). If the user has the optional pre-req, this power may be used reflexively in response to a power being used on them.
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
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Auspex | 3 |
Combining the powers of Spirit's Touch, and Shape of the Beast, a Gangrel with this power can literally sniff out the trail of a target. The Gangrel must smell a track, or item from their target, and the leftover oils, skin cells, blood, etc. are absorbed into the nasal cavity of the character.
The Gangrel then makes a mental test against the target's physical traits. If successful, the character then can follow the track of the target. Supernatural creatures are actually easier to track, as they are rarer, and leave more of a trace. It is important to note that this power is dependent upon the sense of smell.
The Gangrel gets a bonus to track corporeal, living supernatural creatures (Changelings, Changing Breeds) of +2. Vampires being dead, and not leaving oils or much to trace, are tracked with a +1 bonus. Wraiths can also be tracked, but only those that have left a physical manifestation (+1).
If an individual was obfuscated, it can throw off the track, and the Gangrel must make a standard Auspex v. Obfuscate challenge to keep the trail. This power can also be fooled by Chimerstry.
The difficulty to find the target goes up after more time has passed. After a week, the difficulty increases by +1. 2 to 8 weeks, and it increases by an additional +1, after 3-6 months it is +3, and within 6-12 months the difficulty goes up to +4. Beyond a year, and the trail is impossible to find.
The power may be foiled/spoiled by measures taken to literally cover tracks (vinegar, anise, etc.). Said bonus to the target could gain is up to the storyteller. Conversely, the tracker could get bonuses if the prey is particularly 'foul' or strong smelling (various flaws).
This power can only track one target at a time.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Dementation | 4 |
Presence | 5 |
Social Disorder-
In a room full of vampires the right words can create total chaos. The user spends a willpower and defeats their target in social challenge. The user begins to speak to their target, and while they are speaking the no one may take an actions against the user as long as they speak and take no other action. At the end of the speech the target will enter into a frenzy, the target may spend a willpower to avoid the frenzy. If the target spends a willpower in this way they become subject of the second part of the power. The target then becomes compelled to provoke those around them into frenzy. This continues till the target is successful or the 10 minutes to remove themselves from the target of their frenzy has passed and they frenzy themselves. Those that the target attempts to cause to frenzy may also spend willpower to avoid frenzy normally.
Discipline Name | Discipline Level |
---|---|
Potence | 1 |
Dementation | 3 |
Social Graces allows the kook to reset their social appearance by peering into and pulling an unused version of themselves from within the cracks of reality.
Mechanics: This power allows the kook to refresh their social attributes (beguiling, commanding, ingratiating, persuasive) once a night. Using social graces costs nothing, does not cost an action, and can be done at any time. This power functions like Prowess except that it affects the social attribute category instead of the physical attribute category.
Discipline Name | Discipline Level |
---|---|
Flight | 2 |
Potence | 2 |
Fortitude | 2 |
Sonic Flight (Flight ••, Potence ••, Fortitude ••)
The power of flight is one of the reasons that the Gargoyles have existed for so long. Usually, they can only fly at a speed regulated by their mastery of Flight. This combination allows them to apply some of their other natural skills to allow for high sustained speeds for travel purposes only.
System:
Discipline Name | Discipline Level |
---|---|
Quietus | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Auspex | 5 |
Fortitude | 5 |
Vicissitude 3, Auspex 5, Fortitude 5
18 points
After many casualties at the hands of the Giovanni's greatest weapon, a method was devised to utilize the skills of Vicissitude to graft one's soul to their body so it cannot be removed by any means.
System: You may spend one blood to graft your soul to your body. This process happens immediately however you loose one temporary willpower in the the process, if you have no temporary willpower when you activate this power you fall into torpor. For the next hour, if your soul would leave your body for any reason you instead take one level of unsoakable lethal damage and your soul remains in your body. While in effect, this power would prevent the user from uses Astral Projection, Subsume the Spirit, or Possession.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Auspex | 5 |
Fortitude | 5 |
Vicissitude 3, Auspex 5, Fortitude 5
18 points
After many casualties at the hands of the Giovanni's greatest weapon, a method was devised to utilize the skills of Vicissitude to graft one's soul to their body so it cannot be removed by any means.
System: You may spend one blood to graft your soul to your body. This process happens immediately however you loose one temporary willpower in the the process, if you have no temporary willpower when you activate this power you fall into torpor. For the next hour, if your soul would leave your body for any reason you instead take one level of unsoakable lethal damage and your soul remains in your body. While in effect, this power would prevent the user from uses Astral Projection, Subsume the Spirit, or Possession.