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 |
|---|---|
| Animalism | 5 |
| Presence | 4 |
Needs to have Magic Resistance and tracked teachings from Arjak.
This power allows the user to impart his arcane resistance into an ally or unsuspecting foe.
System: By making spending a willpower and making a social challenge retest animal ken the user may throw their beast into their target along with it the users magic resistance. Targets that have magic resistance gain a further +2 bonus traits vs magic those that dont are now effected as if they had magic resistance for the scene/hour. This means the ally/victim is unable to activate further blood magic while under the effect.
The user may make end this power at will and summon their beast back but the beast returning is angry and the user needs to make an immediate self control test difficulty 5 as the beast is not pleased with being cast out.
Note: the user of this combo may never learn blood magic as it requires magic resistance to use successfully.
| Discipline Name | Discipline Level |
|---|---|
| Protean | 4 |
| Fortitude | 4 |
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Auspex | 2 |
| Dementation | 1 |
Just as Malkavians can instinctively know one another on sight, the Kindred with Beast Sight recognizes the Beast in others.
System: The PC spends a blood trait for the round to affect the transformation, gaining his Beast's eyes. Once Beast Sight is active, the PC can see the Beast in those around him. All creatures with the ability to frenzy, including humans with the Crimson Rage derangement, appear as the monster within to the eyes of the vampire using this Discipline. Lupines always appear in Crinos form to Beast Sight, though deciphering individual Tribs is not possible without sufficent Lupine Lore. Beings incapable of frenzy appear as normal. This power last for a scene or an hour, whichever is shortest.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Potence | 3 |
| Presence | 3 |
Description: As with your ability to strip away other peoples willpower, and your ability to entrance people, you dig within the physical reserve to refresh your socials.
Mechanics: Once a night you may refresh all of your Social Traits for free, or touch/focus on someone to refresh their Social Traits at a cost of three (3) Social Traits & one (1) Blood for touch or one (1) Willpower expenditure for focusing. This also may only be done once a night per target. May only use on people who you are blood bound to or have their blood in your system actively (thus being at least somewhat bound). May not benefit from this multiple times per night. i.e. if you refresh yourself, then others you cannot then refresh you again later.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Fortitude | 5 |
Also requires: Ability - Meditation x3
A kindred that possess this power has learned to tap into the powerhouse that is their 'Beast'. As it is separate yet part of the kindred self. With this connection the kindred can extend their Fortitude resilience and resistance though the energy of the beast. To overcome levels of injury beyond their base ability to do so equal to their threshold of Animalism.
System Mechanics- The player focuses and connects to their beast's power through meditation and spends one blood in payment at the end of the meditation period. Till the kindred slumbers for the daylight period they may test additional levels of damage equal to their Animalism discipline categories; Basic one level, Intermediate two levels Advanced three levels, Elder four levels, and so on. Challenges for testing down the damage type will continue to use survival. In addition this power is subject to the effects of the Power 'Skin of Steel'.
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Animalism | 3 |
| Presence | 2 |
he Iconoclast Brujah wants to hit hard and fast. The Individualist Brujah has taken the time to learn how to strike where it counts the most. Developed with fear in mind, a Brujah employing Beastial Wrath strikes terror into the hearts of their opponents.
System: The player spends a blood while establishing either physical or eye contact, and then makes a Social Challenge with Intimidation as the retest. If successful, the subject gains the negative Physical Trait Cowardly, which can stack up to five times, for the rest of the scene.
Beastial Wrath may be used multiple times in a single round, as long as the player spends the requisite Blood Trait for each attack.
In MET, this power costs 11 experience traits.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
The user must spend a blood and defeat her target in a Path Rating test (compare path ratings, in case of a tie compare Conscience/Conviction ratings) with Meditate as the appropriate retest. If successful the target's path and virtue ratings become equal to that of the challenger. The effects of this power last for one scene or hour, whichever is longer. During this time, the affected character must spend a Willpower for each action he wishes to take that violates the Path Rating. If he cannot spend the Willpower, he is unable to take the action.
The Character on the same path as the user of this Discipline only needs to make path checks for sins which violate his actual Path Rating. If the power is used on a Character following a different path, they need not make any path checks for violations of their actual path while under the effect of Beatitude.
If the Kindred attempts to use this power on someone with a higher rating on the same path as herself, the power fails and the Kindred loses a Willpower and may not initiate any challenges for the next round as she is overcome at her own feelings of inadequacy and guilt of judging one who is more advanced than herself.
The character cannot use this Discipline more than twice as many times per night as her Path rating. The power may also be used on mortals, ghouls, and supernatural creatures without Path ratings at ST discretion, but the effects are generally more subtle.
NOTE: This power is not dependent upon Generation.
ROLEPLAYING NOTES:
Some characters affected by this power may be overcome with guilt over past actions, while others experience moments of truth and tranquility. While they may react differently, the conversion is truly a genuine shift in perspective and values. Furthermore, although the player may know that the effects last only a short time, the character does not. Players should be encouraged to role play the conversion accordingly.
| Discipline Name | Discipline Level |
|---|---|
| Chimerstry | 3 |
| Presence | 5 |
Additional Requirements: lore: Fae 3
You are a waking dream walking in the moonlight
No photographer can capture
No painter can portray
No medium will do
Only dreamers can fathom the depths of your beauty
System: Your Presence powers now effect creatures of the dreaming that would normally be immune because of creature type, magical items, merits, powers, or... This includes but is not limited to Kiths, Gallain, Nuunehi, Thallain, Menehune, Inanimate, Clurichaun, Piskies, Selkies, Gillhe Dhu, Kinain, Adhene, Spriggan, River Hags, Oba, Hsien, The Mer, Chimera, or others using things that come from or that are derived from such creatures. it should be noted that this doesn't stop them from gaining ties or bonus traits it only stops immunity even if it is just because they are a creature that presence would not normally effect.
| Discipline Name | Discipline Level |
|---|---|
| Chimerstry | 3 |
| Presence | 5 |
Additional Requirements: lore: Fae 3
You are a waking dream walking in the moonlight
No photographer can capture
No painter can portray
No medium will do
Only dreamers can fathom the depths of your beauty
System: Your Presence powers now effect creatures of the dreaming that would normally be immune because of creature type, magical items, merits, powers, or... This includes but is not limited to Kiths, Gallain, Nuunehi, Thallain, Menehune, Inanimate, Clurichaun, Piskies, Selkies, Gillhe Dhu, Kinain, Adhene, Spriggan, River Hags, Oba, Hsien, The Mer, Chimera, or others using things that come from or that are derived from such creatures. it should be noted that this doesn't stop them from gaining ties or bonus traits it only stops immunity even if it is just because they are a creature that presence would not normally effect.
| Discipline Name | Discipline Level |
|---|---|
| Dementation | 3 |
| Dominate | 4 |
Becoming Ana’s BFF is both a traumatic and ultimately, comforting experience for the target.
To use this power requires that the Kindred knows the target’s Nature, which is necessary for the power to take effect. Bidding an incorrect nature causes the Kindred to automatically fail the challenge, as well as pick up a random temporary derangement related to the target (if the target is unusually angry, Crimson Rage might appropriate), or where the target is the object the derangement (Obsession, etc.).
To enact the power, the Kindred bids a Social and a Mental trait, and makes a Social challenge against the target (retest with Leadership). Only one challenge can be made per evening. If three attempts in a row are successful, the target becomes “Ana’s BFF” and suffers the following changes:
1. Similar to the Path of Corruption 4 (Addiction), for every 3 nights that she is forced to go without a fix, she must bid an additional Trait on all challenges she participates in - the longer she waits, the worse her condition becomes, unless resolving a task specifically requested by the Kindred who used Ana’s BFF.
2. The target gains a permanent derangement either related to the Kindred who used Ana’s BFF, or where the Kindred is the focus of the derangement.
3. The target is always considered Submissive towards the Kindred who successfully enacted this power.
4. The target is under the effects of a 2pt blood bond without the benefits of the blood, and is subject to intense jealousy of any other creature under the effects of this power, similar to the jealousy felt by ghouls serving the same master (crazy senses its own).
For the Kindred using this power, they get someone who shows up as a normal (if insane) member of their natural species, who intensely craves the attention of, the approval of, and recognition by the user of this power, and will do almost anything to get it (it will take more work to make a Caregiver kill than a Monster, or a Masochist to hurt others, but we have to be willing to change for the most important person in the world, right? RIGHT?). This power will affect full supernaturals.
| Discipline Name | Discipline Level |
|---|---|
| Obtenebration | 4 |
| Protean | 4 |
The vampire takes on the form of a Hungry Shade from the Abyss, draining a bit of his psyche into the primordial nothingness. He spends 2 Blood Traits, 1 Willpower Trait, and expends 5 Mental Traits. At the end of the round the vampire's body collapses into itself and reforms as a giant semi-solid eel with four writhing tentacles. The enhanced form grants the vampire the Traits Wiry, Tenacious, Lithe, and Intimidating x2, and the negative trait Warped x3. The Shade form cannot use weapons, but can strike with its tentacles. A strike with a tentacle does 2 Lethal and (if the user wins or ties a simple test) a Willpower Trait is drained from the victim and added to the Shade's totals. Any WP above the user's maximum fade away at the end of the round. The vampire's semi-solid form is resistant to physical attacks, reducing all physical damage taken by one level. However, the Shade form takes double damage from sunlight and fire. Additionally, the vampire is suited for life in the Abyss, able to see in all forms of darkness, both magical and mundane.
| Discipline Name | Discipline Level |
|---|---|
| Akhu | 4 |
| Koldunic Sorcery | 2 |
Becoming the Storm
Immanence of Set 4: Lord of the Storm
Way of Water 2: Watery Haven
A Lichter Priest strives to free themselves of the chains of the Aeons and do so with the teachings of Set left behind as their guide. They who are revered for many of their accomplishments, this power specifically calls upon one, Set's command over Storms. Lichter Priests who study secrets of Sobek's Fury may invoke the Immanence of Set against those principles and temporarily shed the chain of their physical form, becoming one with a Storm.
System
This power is activated against a storm either one naturally occurring or one created by supernatural means and lasts for the natural duration of that storm or until supernatural influence disperses or seizes control of the storm. If the storm's control has been seized by supernatural means, or naturally disperses, the character is abruptly forced out at a location of the storytellers choosing within the storm's influence.
The character remains awake and aware. You may attempt to shape it or manipulate its intensity at storyteller discretion, challenge and difficulty. "Awareness" should be limited to anything that occupies the same physical space as the storm. Depending on the situation/environment the character may potentially be able to observe from the storms vantage point. The character travels with the storm's natural direction and may choose to "exit" the storm and rematerialize at any outside location affected by the storm. Abilities which "use" the storm, but do not disperse or control it, such as "call the storm" or "lightning strike" work as normal. This power doesn't affect their usage, nor do they affect this power, as they are only calling on the storm's power.
Any power (not items) which the setite had active before they become one with the storm remains active for their specific durations. The character may not activate or use any "new" power or items, while they are melded with the storm, with the exception of heightened senses. Any previous active power that is delayed or hung that has the potential to be later triggered against a target, cannot have physical requirements and now requires a perception challenge at a difficulty set by the storyteller in addition to any challenge that effect may need.
This power does protect the character from sunlight, and the character may spend blood & willpower to heal damage while melded; per normal rules when dealing with watery haven / earth meld.
Transformation: 3 rounds, concentration not required.
Cost to activate: 2b
