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 |
---|---|
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
Discipline Name | Discipline Level |
---|---|
Temporis | 1 |
Dementation | 3 |
Temporis is an incredibly powerful and useful discipline. The ability to truly perceive and control the ebb and flow of time itself - it's impressive.
Celerity, on the other hand is a simplistic discipline with one real purpose; move really fast. Not really novel, when you think about it.
But here's the thing; for all the power of Temporis, in an actual fight someone who moves really fast has a decided advantage. Celerity users are always one step ahead, ducking your blow as you make it, and ending up in places you would never expect. And, of course, a wielder of Temporis can never also gain those benefits from Celerity.
So, a Temporis user never moves as fast as Celerity. But what if you could use that perception of time to see, not predict, but truly see where a person would be standing at the end of the round? No matter how fast they move, you would be ready for them. You don't need to be faster than a speeding bullet if you know where the bullets going before it's fired.
Of course, the problem with trying to see the future is that there are so many possibilities. Even just a few seconds into the future, there are a million ways a person could move. A million possibilities that need to be filtered and sorted in a moment. Not unlike the way Dementation can filter possible outcomes out of the chaos that surrounds us.
Mechanics:
The user spends a blood trait and performs a Static Mental challenge, risking a number of Wits related mental traits (Maximum 3). The challenge is vs. double the total number of points of Celerity that the target is using (in the main discipline line only - not including combination disciplines). Retests are performed with Awareness.
On a success, the target cannot benefit from the ability to win on ties due to fast movement against the user for one round plus an additional round for each risked trait.
Discipline Name | Discipline Level |
---|---|
Blood Shintai | 4 |
Obligation | 4 |
Bending Blood to Will
Blood Shintai 4, Obligation 4
Cost: 10xp
The Kuei-jin may now command the very blood in a target’s body, using it to puppet their movements with but a thought. The Kuei-jin must spend 1 Yang Chi and 1 Willpower, then defeat their target in a Social Challenge (retest Empathy). If the Kuei-jin is successful, they may dictate their target’s physical actions for the duration of the Scene - and, in the case of Kindred, their Blood expenditures, as well. Doing this, however, uses up the Kuei-jin’s own action. As a result, opponents with supernatural speed (Rage, Celerity, etc) may be able to ‘power through’ the Kuei-jin’s control if they come to a point in the round where the victim has an action, and the Kuei-jin has none to command them. This power has several other limitations: it will not work on creatures with no blood in their body (Spirits, Wraiths, vampires with no blood left in their pool, Kuei-jin who subsist only on breath or osmosis), and the target may continue to struggle against the Kuei-jin’s control by spending a Willpower and attempting a new Social Challenge every time the wielder of this Discipline attempts to dictate their movements. When such a victim has no Willpower remaining, their body is a slave to the Kuei-jin’s commands for the remainder of the scene. Note that, for purposes of determining whether the user gains the +3 Social Trait bonus from an active use of Authority, this power counts as Obligation.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 3 |
Members of Clan Gangrel are often well known for their control and mastery over animals and thus their own beasts. Some members of the clan have developed this combination discipline to support their mastery over Animalism by focusing the supernatural resilience into the discipline itself.
System: The Gangrel spends 1 blood trait to activate this power for the next scene or an hour. During that time the Gangrel player gains 3 retests to use on any Animalism challenge. Once called upon these retests are lost and this power may not be stacked or activated again in the same scene.
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Path of Blood | 2 |
Voudoun Wanga | 5 |
Requires: Voice of the Wild x5 Mantle of the Beast
Wangateurs often use their powers to aid their allies in combat through the blessings of the Orisha. A crafty Wangateur worked with the Orisha to be able to bestow Mantle of the Beast on others rather than just themselves. The blood shed by caster and target is taken as tribute by the Orisha to allow the effects to happen.
Mechanics - The Wangateur spends one blood and makes a Static Mental Challenge against eight Traits, upon success the willing target automatically sheds a point of blood from their body, however the target also takes on a beast trait of the Wangateurs choosing. Example- Claws created with Mantle of the Beast do one extra level of Aggravated damage. They also grant two additional Traits. Wings allow the Kindred to glide for a distance of 100 yards (further with a strong tailwind), and she can safely fall almost any distance without taking damage. A protective covering like a turtle’s shell or an insect’s carapace adds three Health Levels of armor. Advantages for taking other features are at Storyteller discretion. May only bestow as many effects equal to the amount of permanent willpower of the caster.
Discipline Name | Discipline Level |
---|---|
Celerity | 1 |
Obfuscate | 4 |
Spend 1 Blood allows user to Vanish right away in the alacrity round of combat instead of at the end of the round. You are allowed to flee in obfuscate using Celerity, but as soon as an aggressive action is taken you obfuscate breaks and you can take no more actions this round.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 3 |
Narrative- A professional crafter is just that, someone who takes their job seriously. A master crafter is likewise someone operating at the peak of their profession. Someone who is in fact both, is one who never ceases in learning, adapting, and perfecting their form. Such a person in possession of this power has done exactly that, learning how to not just care for the physicality of an item, but to impress their mastery of their craft upon it, as such that the item itself may carry with it, for a short time, the crafters mastery of the object itself. That mastery manifests physically and in some ways, spiritually, for all to partake in.
Mechanical- This combo power is only compatible with Crafts/Professions that are to be worn, carried, or utilized on a person. Examples would be Crafts: Firearms, Crafts: Blacksmith, Profession: Tailor, or similar at ST discretion. To utilize this power the user of the combo must have a Crafts or Profession rating of 3 or better, in the same Crafts/Profession of the item they intend to use this power on.
The user of this combo power takes the item in question and spends 30 minutes with it. This time spent will require a static craft/profession chop difficulty of 3 x the level of craft level of the item, retested with the craft/profession in question. It should be noted that during this 30 minutes, the user is expected to be working with the item in some fashion, such as trim work, a cleaning, refitting, or similar, likely requiring tools or a workstation.
Success allows the user to imbue the item with a degree of their mastery, manifested in a physical sense. They can choose to elevate the item's craft rating by 1, to a maximum of 7, with no mechanical benefit. In doing so, they may describe and dictate a feeling, emotion, or evocative sensation the person wearing or wielding the item experiences when using or wearing the item.
Additionally, they may provide the item with a static benefit, providing either a +2 Unnamed Bonus to Social or Mental Attributes (not both) which can be used for ties and trait comparisons. While the user may use this power multiple times, no one person may benefit from more than one use of this power at a time even if provided by multiple users of the combo power itself. (No stacking the mechanical benefit/effect from the same or multiple sources) It should be noted that to receive the static benefit of this combo power, the item must be physically on the person looking to receive the benefit.
These benefits last for the night, but at time of success of the power, the user can choose to expend a temporary level of the relative craft/profession and 1 temporary social (1 and 1) up to 3 times to increase the duration. At 1 and 1 the duration extends to 48hrs. At 2 and 2 the duration extends to one week. At 3 and 3 the duration extends to one month total.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Protean | 3 |
Dementation | 3 |
Beyond the Curtain - Auspex 2, Protean 3 and Dementation 3 - 8xp
The realms of the spirits are obscured from normal perception by the great curtain of the Gauntlet. For most kindred, their sight and hearing are limited to the Material plane although some kindred have powers that touch upon the Gauntlet and can allow sight beyond that.
Auspex can, even at lower levels, afford Kindred the ability to see amorphous Astral forms and ghosts. Protean enhances a kindred’s perceptions by modification of the material focus of their senses (i.e. the kindred’s physical body). While a kindred’s sense organs do not have living nerves or glands, they nonetheless provide a metaphysical channel by which the undead consciousness of kindred is able to perceive the world around them. Protean also ties directly into the Gauntlet itself as it is this barrier between worlds where a kindred is while in Earth Meld. If Protean provides a physical and spiritual connection to the planes adjacent to the Material, and Auspex provides increased mental ability to perceive, then Dementation provides the means by which this increased sensory information can be properly filtered and rendered into the mind’s eye.
You may activitate this power at will for the rest of the scene by spending a Blood Trait. You may freely see and hear nearby spirits and other travelers of the Astral and Umbral realm for the next hour. They will appear as a spiritual overlay on the Material plan. While active, your eyes become translucent as your senses are straddling the barrier between worlds. The power may be ended at any time.