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 |
---|---|
Celerity | 5 |
Potence | 5 |
Presence | 5 |
MET System: You need only spend a Blood Trait and a Willpower Trait to invoke this power. You must then make a Self-Control/instinct test verses 3 traits. If the player fails they fall into Frenzy and the power fails to activate as the beast takes them over.
At the end of the turn, the character's inner passion overtakes them, and their skin will turn blood-red, and heat will be felt by anyone within 3 steps of the character. You gain the bonus traits of Burning x3 and Social Traits of Intimidating x2. The character's eyes will glow white-hot to the point that their gaze will be felt physically (but not damagingly) by anyone he sets his eyes on. Mundane and Supernatural fire and flame do not invoke the same level of fear for the character, so they get a free retest against Rotschreck due to such effects.
During this time, the character will deal one additional level of aggravated damage on all hand to hand strikes and will deal 1 aggravated damage per round to anyone in direct physical contact (such as wrestling or grappling with, but not just striking) the character.
Summoning up the inner passion of a Brujah in this manner also makes them more prone to the violent nature of his soul, giving him the negative mental traits of Violent x2 while the power is active. This should be role-played appropriately. The Brujah is also considered down a Self-Control/Instinct trait while the power is invoked as they are holding their passions close to the surface.
Note: This power inherently makes you interact with your environment, so it will break Obfuscate (except Mask of 1000 faces), and is inherently offensive to those around you (so it will break your own Majesty).
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Thaumaturgy - Path of Blood | 5 |
Discipline Name | Discipline Level |
---|---|
Presence | 3 |
Akhu | 5 |
Pre-Reqs
Akhu – Path of Corruption: Dependence (MET: Laws of the Camarilla P. 42)
Presence: Entrancement (MET: Laws of the Night Revised)
Challenge Type: Social
Retest: Subterfuge
Difficulty: Contested
Notes:
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This combo is considered to manipulate Emotions, but not manipulate the mind, when comparing it against other powers where this is a consideration.
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As Serpents Due is a Presence combo it is effected by the merit: Quiet Heart, and the Combo: Denial of Aphrodite's favor, as well as other instances where this is a factor; although not listed.
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As Serpents Due is an Akhu combo power, it is effected by Magic Resistance, as well as counter Magic. As well as other instances where this is a factor; although not listed. The target however will not have "magic Sparkles" in their aura during its duration, only when the power is invoked, this is also true for the Setite who invokes it.
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Setite Citizens who belong to the Cult: “Hands of Ash”– is assumed to have a teacher for this combo, but should still log their learning of it with MIlwaukee Nocturnal Rapture.
Restrictions:
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Setite Citizen only (if a Citizen becomes Ordained, the power is lost and XP should be refunded)
Requirements:
Although you do not need to know any actual specific information about the target, the more information you have, generally it is easier to manipulate them, at the very least a brief conversation. This power relies on social interaction and manipulation, as such it is not appropriate to use during combat.
Mechanics:
Engage the Target in a Social Challenge (Retest: Subterfuge). If successful, the target’s Emotions become bonded with the idea of an outstanding Debt (and how to repay it) for one night per Permanent Social Trait, the citizen posses. The target feels no particular way towards the Citizen in specific, only to their outstanding debt. With this psychological addiction to the debt, as a constant reminder, the Target must bid an additional trait in all challenges when not pursuing its repayment, until the debt is paid. This effect will fade gradually once it is.
Refusal:
The Target has the free will to refuse to pay the debt, but to do so is a dangerous betrayal. In addition to the effects mentioned above, the Setite who invoked the Serpents Due, gains an additional five social traits against the target, in any challenge that asserts their authority. IE: Dominate, Presence, Subterfuge, or Leadership – Other additional disciplines/powers, or abilities at ST discretion. Finally the target is unable to regain any willpower traits, unless they are actively involved in repaying the debt.
Limitations:
A Citizen may only call upon a Debt from the same Target after a period of 5 game sessions, or if the ST’s feel the Citizen has taken sufficient actions to place the target again in debt to the clan/Citizen.
Continuously calling upon this power, is severely looked down by other Citizens as it weakens its strength, especially if used frequently on the same target. As such in these extremes an ST may declare the Target & their Forefathers no longer owe a Debt to the Clan – which usually ends harshly for the Citizen at the hands of their fellow Citizens.
Discipline Name | Discipline Level |
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Potence | 3 |
Animalism | 3 |
A creep who masters this combination discipline learns to tap into their own clan curse for strength and power. The Nosferatu Antitirbu calls upon his beast to enhance his own monstrous appearance and form. The Creep grows in strength, size, and deformity. Each Creeps form is different from one another, as the creep can select new Nosferatu deformities when this form is taken. This combination discipline is often used by the Nosferatu Antitribu to help build their own urban legend among mortals, to hunt and kill.
System: The character spends 2 blood traits to activate this power for the next scene or an hour. During that time the character gains the Physical Traits Deadly, Vicious, and Brutal. Additionally the character gains one of the following Nosferatu merits for the next scene or an hour:
Lizard Limbs, Long Fingers, Oversized Fangs, Piscine, Slimy, Gaping Maw, Projectile Vomiting, Tough Hide, Foul Blood, Patagia, Monstrous Maw
If the character already has the selected merit when using this power, double the mechanical effects it grants if any. I.e. If a Nosferatu Antitribu already has the Tough Hide merit, and selects Tough Hide again, They would gain an additional bruised health level on top of the normal one the merit grants. This power is a shape changing power.
This combination discipline may only be learned by Nosferatu Antitribu characters.
Discipline Name | Discipline Level |
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Fortitude | 4 |
Presence | 2 |
O sangue de um rei é a prova de sua nobreza, ele é sagrado pois tráz consigo o peso de sua linhagem. Como na lenda da Bainha da lendaria espada Escalybur, esse don foi desenvolvido para preservar o sangue dos reis. Ao atingir o dominio sobre seu proprio corpo o rei faz com que qualquer tentativa de afetar seu sangue seja falha, ferimentos não sangram, tentativas sugar o seu sangue são frustradas, até mesmo a magia se furta tamanha a grandeza deste poder. Este poder não detém custo para ser ativado e é considerado sempre ativo, toda vez que uma habilidade ou poder for afetar o sangue do detentor do Presente de Avalon (Gift from Avalon), este deve ser submetido a um teste simples em caso de vitoria o alvo perde uma caracteristica fisica (Temporaria) para cada ponto de sangue que seria afetado, em caso de empate ou derrota nada acontece. O sangue do alvo so pode ser afetado, quando o mesmo não possuir mais nenhuma caracteristica fisica (Temporaria).
Discipline Name | Discipline Level |
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Auspex | 2 |
Animalism | 3 |
Presence | 3 |
Who knows what evil lurks in the hearts of cainites? Only one whom has plumbed the very depths of the unholy themselves, and emerged still whole. From those righteous souls forged in hellish flames, no sin can be hidden. They can see the marks of corruption lurking beneath as surely as they have once felt it on their own flesh.
System: To use this power, the cainite must spend a round staring at their victim. This is not a casual glance, your eyes are very clearly (but not literally) burning into your target, and that much is obvious to any onlookers. You must then bid a number of traits and engage the target in a Social Challenge, nudging their will and drawing forth what the sins they conceal within.
For one Trait you may learn a Negative Trait the target possesses, or perhaps the circumstances of a Morality Check they have made recently. With two Traits risked you may assess the strength of their Morality Path, and which Path or Road it is that they follow. For three Traits, you push deeper into their inner heart, and may learn a Derangement they possess or a crime of their society that they have committed. For Four traits their entire soul is laid bare and you may become aware of truly monumental sins they have committed, that their very lives depend on keeping secret.
Note that this power requires the assistance of a Storyteller to use, both to ensure that the information received matches the severity of the risk, and that it is presented allegorically to the user of this power rather than literally. Against Elders or beings of power above and beyond PC level, the effectiveness of this power is entirely at the Storyteller's discretion.
Discipline Name | Discipline Level |
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Potence | 5 |
Obfuscate | 5 |
Mechanics: 1 Blood, on any successful grapple this round you may engage in a mental vs mental challenge against your target. If successful both you and your victim are immediately under the effects of Vanish from the Minds Eye as long as the grapple is maintained. Mental vs mental challenge, aggressors retest is stealth and defenders is investigation. Onlookers get a normal vanish challenge to maintain sight. The user of this power must make a simple test to continue it's effects if his target speaks while under it's effects.
Discipline Name | Discipline Level |
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Auspex | 5 |
Valeren | 5 |
To activate this power, the Salubri must have eye contact with their target and engage them in a Mental challenge, retest Medicine, adding each of their levels of Valeren/Obeah/Watcher Valeren (maximum 5) to their traits for this challenge. The effects of this power are instantaneous, as the combat or conversation that ensues will be at the speed of thought.
Upon success, the Salubri's third eye opens and glows a baleful red as they bring their target into a dreamscape that they may describe upon entering. It may not be larger than 100x100 meters and the landscape is completely static, it may have dramatic flares to it at ST discretion based on the mood of the user of this power. The Salubri may use this power to speak to their enemy for a time or convey messages to someone in combat, or in some instances, take a moment to say goodbye to a close friend. The Salubri must spend a willpower for every thirty seconds of conversation, if out of combat. Due to the protections afforded by their physical forms, most targets may not be harmed while in the dreamscape. However, creatures without a physical manifestation are more susceptible to the soul-bending effects of Valeren, and may be attacked. For example: A human being or a spirit bound in an object may not be harmed, while a Vampire in Astral Projection may.
Any combat that happens inside of the dreamscape uses the dream fighter's social traits plus their Valeren ratings but the combatants otherwise incur no benefit from supernatural powers other than pre-existing, stat-related boosts, successfully attacking in dream combat confers one level of "damage" represented by the loss of a single unit of an appropriate resource (Essence for Spirits, Willpower for Vampires in Astral/Soul Steal). Exerting the necessary power needed to attack within the dreamscape is extraordinarily difficult for the Salubri using this power, and as such it comes with its risks. Every round spent in combat costs a willpower from the Salubri using this discipline. If the Salubri's willpower is reduced to 0 through this expenditure of otherwise taking damage, they become incapacitated. Once the dreamscape in which there was a fight has ended, the participants are down whatever resources they lost and the Salubri (aggressor only) is unable to act again until the beginning of the following round. Spirits reduced to 0 Essence are destroyed. If this power was used for combat purposes, the Salubri may not activate Valeren-related powers for the next scene or hour due to the significant strain they have put on themselves.
Discipline Name | Discipline Level |
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Animalism | 3 |
Presence | 3 |
The rill of the hunt itself gives vampires who follow the path of orion great strength and purpose. Its followers of this path made sure to develop this combination discipline to reflect they are the supreme hunters of the vampire world. The vampire channels their own emotions for the hunt and mastery of their beast to give them amazing skills during their hunts.
System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour. During that time the character gains a number of bonus traits in all challenges related to a hunt equal to their morality level of Path of Orion halved (round down). These bonus traits only apply when the character is making challenges related to a prey they are hunting.
This combination discipline only works if the character is on Path of Orion.
Discipline Name | Discipline Level |
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Obtenebration | 3 |
Potence | 3 |
Celerity | 3 |
Spend One Willpower Trait and One Blood Trait To activate the power for One Scene or Combat (whichever is shorter)
Spend One Social Trait per attack
You may choose to forego any or all your physical action(s) (Normal, Alacrity, and followups) to produce a glistening dagger of abyssal darkness that you may then throw at your foe at range. Targeting your foe requires a mental vs physical action and retests with Occult you you and either dodge or survival for your target (as appropriate to their risked trait for the challenge). The dagger disappears after the action it is thrown regardless of the success of your challenge to hit.
If you are successful, your target takes two levels of aggravated damage that bypass armor. They may soak or reduce this damage normally.
Discipline Name | Discipline Level |
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Celerity | 4 |
Potence | 4 |
Description: You have learned to apply the lessons behind Burning Wrath in different ways and are able to channel your chi into your strikes. With this power, your punches or kicks compress and ionize the air in front of them. When you connect with your target, this causes an electrical discharge, and a loud popping sound, which gives the power its name.
Mechanics: Spend one blood to activate for a full round. When you hit with an attack that uses hard style martial arts, or brawl, you stun your target momentarily and cause them to lose their next action. While this power is active, your applicable attacks gain the negative trait Loud and you gain Scent of Ozone (treat like Smell of the Grave).
Restrictions: This power can only be taught by Brujah with Burning Wrath. To learn this power you must have Hard Style Martial Arts x3 (or Brawl 5 with a specialty in a martial art for games that don't allow martial arts).
Discipline Name | Discipline Level |
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Auspex | 2 |
Voudoun Wanga - Serpents of the Light | 5 |
Requires: Chango's Grace 5
A true imitation of Oya's dance across the battlefield, Thunder Step allows a Cainite to surge forward and cover great distance by transforming themselves into living lightning. This power can be used to increase 'jump' distance or height, as well as to attack an opponent who is out of normal melee range. When moving, you can cover six yards of distance per level of Auspex. In order to attack an opponent in this way, a normal physical challenge is still required, though the resulting attack cannot be dodged and must be soaked due to the speed at which the Cainite is moving. This power requires a normal action to use.