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 |
---|---|
Vicissitude | 3 |
Protean | 2 |
Allows you to make your claws into something other than claws. (A little knife/scalpel, lock picks, tweezers, a little saw, screwdriver, a little spoon, pokey tool, etc...) The tool must have the same relative mass as the claws.
When retracted them they retain whatever shape they are currently holding resulting in the ability to pop out a tool at any time. (Standard cost of 1 blood. Tool activates at the end of the round.) Due to the fact that they are no longer claw shaped they are no good as weapons anymore and deal no damage if used in a combat challenge. (This includes claws that have been shaped into scalpels and small blades and similar items.)
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Obfuscate | 3 |
Dementation | 2 |
Requirements: Auspex 4, Obfuscate 3, Presence 2, Dementation 2
Drawing on what truly terrifies your target, you appear to them to be an image of terror from their own nightmares. They can do nothing but cower before you until you decide to release them from the horror or you are interrupted.
Sword: pulls from the mind of the target, and uses obfuscate to wrap up as the nightmare. This is potentially visible to others.
Shield: projects it into the mind of the target, but not is not visible to others; telepathy and the haunting give a targeted, personalized experience.
MET System: Spent 1 WP and select a target within line of sight as well as which option (sword or shield). If you win a social challenge (retest Intimidation) against them, in their eyes you become something they fear immensely. They can initiate no challenges, but can defend normally, as long as you maintain line of sight and concentrate on using this power. You can take no additional actions but can defend normally. If either you or your target takes damage, the power ends. For the remainder of the scene, your target suffers a 2-trait penalty against you in all challenges.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
Through prolonged use of Conditioning and Telepathy, the user is able to create a link between their mind and that of a Symbiant created with Biothaumaturgy and Biothaumaturgical Experimentation. The user may use the body parts of the linked Symbiant as if they were their own as long as it remains in contact. Symbiants must be purchased as Retainers. As semi-living organisms created by House Hypocratius, Symbiants may not be further enhanced or altered by any magic or discipline other than Hermetic magic, any such attempt will kill the symbiant
The Conditioning required takes one month to complete, and must be completed by the user. The symbiant can be transferred to someone else with this Technique, but they must then condition the Symbiant themselves. All Symbiants require 1 blood per month of upkeep.
Activating the link requires the expenditure of Mental and/or Willpower traits which must be listed on the item card representing them. Think link remains active until the Symbiant is removed from the host. Any traits spent to activate the link cannot be regained until it is.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Chimerstry | 2 |
Combining Chimerstry and Auspex, the user imbues the aura of an item they have personally crafted with the knowledge and experience of an ability they know. Anyone who uses The Spirit's Touch on this item gains the benefit of this knowledge and experience, receiving a single free retest when using the imbued ability over the course of the remainder of the evening. A user may only be under the effect of this power once a night, even if there are multiple sources of the power. A user may apply Sympathetic Inspiration to a max of 5 items at any time. If another item is imbued after that, the user must choose one of the previous items to lose the effect.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Chimerstry | 2 |
The Ravnos are known for being able to cause illusions and pain. Some say it adds to their mystery, their danger, or even confusion as to what is and isn’t real. Either way, the end times have brought upon higher threats than swords and spears. This version of Sympathy instead forces the wielder of powers to fear what backlash may return.
System: Much like Sympathetic Agony, this power requires the user to be targeted by a power of some sort (not to include physical strikes. Though, carrier attacks that require touch do work). With the expenditure of a blood and a content challenge, using Chim rules (which is a neutral social challenge not influencing, altering, or swaying the target) the wielder may return the power back at its user. All powers and effects also affect them (damage being like Agony; instead causing wound penalties). This follows all the rules of Chim, which means a contested challenge (against the user of this power as the defender) and this power can be disbelieved
Discipline Name | Discipline Level |
---|---|
Quietus | 2 |
Potence | 3 |
Discipline Name | Discipline Level |
---|---|
Abombwe | 5 |
Auspex | 5 |
Fortitude | 4 |
This power once learned is considered always active. When invoking Level 5 Abombwe, the user must spend a willpower, otherwise it fails to function. The user gains perception relation mental traits of the victim in the same fashion they gain traits normally from invoking level 5 Abombwe.
Discipline Name | Discipline Level |
---|---|
Dominate | 2 |
Presence | 5 |
Spend 1 Will power allows user to force those within the room/ scene to attack them where it be verbally or physically depending on the characters motivation at the time. Requires the expenditure of a willpower and a test against the users socially to not be affected. The affected person(s) will continue to attack the user of Taunt until otherwise provoked. In combat this could be something as simple as someone else hitting them or someone in a leadership position making a leadership test to snap them out of it. As for verbal attacks, person or persons will snap out of if otherwise engaged by another character. This can also be broken by the user of the Combo discipline with the expenditure of an additional will power.
Discipline Name | Discipline Level |
---|---|
Anarch Sorcery - Hacktivism | 1 |
Auspex | 2 |
Technomancy 1, Auspex 2, Hacktivism Mentor 5, 6 XP
This power is a digital refinement that combines the principals of Thaumaturgical Sight with Analyze, allowing the Technomancer to project an analysis field and scan their surroundings.
System: The Technomancer performs a static Mental challenge, retest Awareness, to activate this power. Once activated, they may scan a digital area or device to gain an array of information, such as the digital layout, an area or device's inhabitants, and their natures. Hidden data, such as concealed ID codes or Arcane-cloaked icons, may raise the difficulty accordingly.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Presence | 5 |
Additional Reqirements: Must have mastered 15 art forms
"This combo allows the artisan to temper their creations with their awesomeness"
System: spend one willpower while crafting an object it gains a number of charges equal to its crafts level. Each time that the object would be permanently destroyed instead one of its charges expended and whatever would have destroyed is negated.(damage, magic, ....)
Discipline Name | Discipline Level |
---|---|
Temporis | 3 |
Potence | 3 |
By using their potence and focusing a small temporal disruption into a weapon or unarmed strike, the wielder causes their strike to pass through the target without causing physical harm, but will instead cause a target to suffer from temporal flux, momentarily blasting the targets being with a shock of compressed time as the past, present, and future all converge and ripple around the victim. The victim of such an attack perceives the effect as a splintering of reality, as multiple time streams chaotically converge and overwhelm their perceptions with near-infinite sensory input. Mechanically, the wielder declares the use of this power and makes a normal attack that will deal no damage with the attack, but if the attack hits it will cause the victim to lose one or more actions on the next round. The wielder may attempt to strike the target's head if they choose, performing two simple tests which if successful, cause the target to be completely unable to act on the next round. In all cases (regardless of simple tests to strike the head), if the attack hits, the victim will lose one action on the next round. If the same target is struck multiple times in a round with this power, the loss of actions will stack. No matter how many times a victim is struck with Temporal Shock, even if multiple called shots are successful, in no case will the effects of this power extend beyond the next round. Lastly, a target who is unable to act is still able to dodge or soak attacks made against them - they simply cannot activate powers or attack.
Discipline Name | Discipline Level |
---|---|
Presence | 3 |
Potence | 3 |
The Brujah are often known as the warriors and front-line fighters of the Camarilla. While it’s true the Brujah do love to fight; some members of the clan have gone above and beyond to excel in this fact. By combining their speed of celerity into the might of their fists; the Brujah becomes an unstable rage filled warrior on the battlefield.
System: The Brujah spends 1 willpower trait to activate this power for the next immediate Physical challenge. During that time the Brujah may add their Celerity/Temporis discipline rating in Bonus Traits to their next Physical challengea. This combination Discipline may only be learned by members of the Brujah Clan.