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 | 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 |
|---|---|
| Potence | 3 |
| Animalism | 3 |
Master of Secrets, your relentless pursuit of information drives members of the Nosferatu Clan to move through every shadowed corner, where a single lie can condemn both body and soul. By provoking your Beast in a perilous pact, the vampire gains the power to deceive and survive situations that would otherwise be impossible, but such power comes at a cost: the Beast, once caged, may find the keys to unlock its prison.
MET System: Spend one blood point reflexively. For the remainder of the current scene or for one hour, you gain a retest on all Subterfuge rolls. Any supernatural effect that automatically seeks to reveal the truth behind your words or actions becomes a contested social roll, with subterfuge retest by you, and with empathy retest by the adversary. If you lose this contest, the supernatural effect functions normally. If you win, your words and actions are accepted as truthful by all observers. Should you lose the contest, the storyteller may call for a Frenzy check at any time for the rest of the night.
Warning: Revealing this power to anyone outside the Nosferatu Clan is a grave taboo and may result in severe consequences, such as destruction. Because of its nature, this power can only be learned by members of the Nosferatu Clan.
| 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 |
|---|---|
| Potence | 3 |
| Presence | 5 |
By drawing out their vampiric natures to superhuman levels of beauty and seduction, Kindred can adapt the innate power of Kindred Vitae empowering one's body through Potence and Presence, you may similarly call upon the ability to use your blood to temporarily boost your appearance. Kindred who have mastered this technique can direct their blood through their body to more than their muscles. Your skin turns pale and gaunt while your lips turn red and cheeks flush, and a glisten of red can be seen in your eyes. This power is a breach of the masquerade, and attempts to hide these obviously vampiric features negate its effect.
System: Once this combination discipline is learned this effect is always active. You may spend blood to increase your appearance traits. The limitations for spending blood for social traits are identical to spending blood for Physical traits as written in Laws of the Night (revised). The term conflict in a social situation does not apply to social prowess and as such lasts for one scene.
One Blood trait can be spent to gain an extra [Appearance: Alluring] trait for the duration of a [Scene]. You can bid this trait like any other, and you can count this trait in ties and overbids. You can spend like this as a reflexive action at any time, not counting as your action, though of course you still obey the limits of blood expenditure according to generation. You can raise your [ Appearance: Alluring] traits up to the limit of your generation for one [Scene]; any additional traits added with blood beyond that remain only for the duration of a single challenge.
By the nature of this power, you are pushing your appearance beyond mortal expectations and is a breech of the masquerade. Any attempts to conceal this power with Obfuscate, Mortal Skin, or similar powers negate its effect and you lose all traits gained from this technique.
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Presence | 5 |
By drawing out their vampiric natures to superhuman levels of beauty and seduction, Kindred can adapt the innate power of Kindred Vitae empowering one's body through Potence and Presence, you may similarly call upon the ability to use your blood to temporarily boost your appearance. Kindred who have mastered this technique can direct their blood through their body to more than their muscles. Your skin turns pale and gaunt while your lips turn red and cheeks flush, and a glisten of red can be seen in your eyes. This power is a breach of the masquerade, and attempts to hide these obviously vampiric features negate its effect.
System: Once this combination discipline is learned this effect is always active. You may spend blood to increase your appearance traits. The limitations for spending blood for social traits are identical to spending blood for Physical traits as written in Laws of the Night (revised). The term conflict in a social situation does not apply to social prowess and as such lasts for one scene.
One Blood trait can be spent to gain an extra [Appearance: Alluring] trait for the duration of a [Scene]. You can bid this trait like any other, and you can count this trait in ties and overbids. You can spend like this as a reflexive action at any time, not counting as your action, though of course you still obey the limits of blood expenditure according to generation. You can raise your [ Appearance: Alluring] traits up to the limit of your generation for one [Scene]; any additional traits added with blood beyond that remain only for the duration of a single challenge.
By the nature of this power, you are pushing your appearance beyond mortal expectations and is a breech of the masquerade. Any attempts to conceal this power with Obfuscate, Mortal Skin, or similar powers negate its effect and you lose all traits gained from this technique.
| 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.
