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 |
---|---|
Fortitude | 3 |
Obtenebration | 2 |
Void Weaving (10XP)
Requirements: Obtenebration 2, Fortitude 3, Crafts 5 (Tailoring)
Items must be made within a Shroud of the user’s creation in a lightless room
A loom which can handle such intense and intricate work (crafts 5)
Controllable Night Sight (either merit or ritual) to properly stitch the shadowy threads perfectly.
This is something that can only be done at item creation.
Crafting Cost per item created:
3 Blood and 1 temporary Willpower
Effects:
The item with have 3+ health levels as per Reinforced Vest (LotN p. 206)
Due to superior craftsmanship, one of the negative traits will be removed
2+ bonus to stealth. To use, it cost a blood to activate should the bearer choose to conceal themselves (for stealth/ranged combat). Lasts for a scene or hour, whichever ends first.
The crafted item can be used as a one-time emergency shroud. If activated, a 10-foot stationary shroud will surround the wearer. The shroud is that of the creator and the user has no control over it. The shroud will affect the user as a normal shroud would. Once activated, however, the iten is of no further use ans the fabric has torn/unwoven and the shadows are gone.
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Obtenebration | 2 |
Void Weaving (10XP)
Requirements: Obtenebration 2, Fortitude 3, Crafts 5 (Tailoring)
Items must be made within a Shroud of the user’s creation in a lightless room
A loom which can handle such intense and intricate work (crafts 5)
Controllable Night Sight (either merit or ritual) to properly stitch the shadowy threads perfectly.
This is something that can only be done at item creation.
Crafting Cost per item created:
3 Blood and 1 temporary Willpower
Effects:
The item with have 3+ health levels as per Reinforced Vest (LotN p. 206)
Due to superior craftsmanship, one of the negative traits will be removed
2+ bonus to stealth. To use, it cost a blood to activate should the bearer choose to conceal themselves (for stealth/ranged combat). Lasts for a scene or hour, whichever ends first.
The crafted item can be used as a one-time emergency shroud. If activated, a 10-foot stationary shroud will surround the wearer. The shroud is that of the creator and the user has no control over it. The shroud will affect the user as a normal shroud would. Once activated, however, the iten is of no further use ans the fabric has torn/unwoven and the shadows are gone.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Thanatosis | 4 |
Voodoo Shmoodoo” While the Samedi have been tied to the powers of Voudoun and the Loa for many a year, it is not ALL they encompass. Once upon a time, the bloodline was more known for their proficiency as assassins and bodyguards. It is with this in mind that The Baron lets some of his children “off the hook” while they are out kicking ass over dancing and worshiping.
. System: Once this Combination power is purchased it is always considered in effect. While the Samedi possess this power, The Baron will not possess them, and (at ST discretion) may even show up just to shoot the shit and heckle those around them. The Samedi also receives a three trait bonus to defend against the Voudoun magics of their fellow Samedi….because The Baron thinks it is funny. If the Samedi with this combination power ever learns Voudoun Necromancy, they IMMEDIATELY lose this power.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Potence | 5 |
Custom Combo -
Voracity - 12XP
Vicissitude 3
Potence 5
Damage dealt by the user gets a carrier 'high caliber' challenge.
--If loss, nothing extra.
--If tie, +1 Agg to base damage dealt to the target.
--If hard win; engage an extra challenge of the user's physical traits vs target's willpower.
-----If this additional challenge is successful: the target loses the limb that was attacked.
>Retest for the user is body crafts, Might (Potence 2), or other merit-like retests.
>Retest for target is willpower, or other merit-like retests.
----This can be aegised if applicable.
Attacking of the head and chest is up to ST discretion.
Consider the rules similar to that of Thanatosis 4: Wither; with the added physical flair of 'losing the limb'.
When a huntress latches onto her prey, her voracious hunger compels her to mutilate and devour the weak.
Her body is a deadly weapon for destruction for displaying her savage ferocity.
With her strength and skilled understanding of the physical form, she has immense potential to break through her prey's willpower in order to sever the damaged limb; likely for later consumption for nourishment.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Potence | 5 |
Custom Combo -
Voracity - 12XP
Vicissitude 3
Potence 5
Damage dealt by the user gets a carrier 'high caliber' challenge.
--If loss, nothing extra.
--If tie, +1 Agg to base damage dealt to the target.
--If hard win; engage an extra challenge of the user's physical traits vs target's willpower.
-----If this additional challenge is successful: the target loses the limb that was attacked.
>Retest for the user is body crafts, Might (Potence 2), or other merit-like retests.
>Retest for target is willpower, or other merit-like retests.
----This can be aegised if applicable.
Attacking of the head and chest is up to ST discretion.
Consider the rules similar to that of Thanatosis 4: Wither; with the added physical flair of 'losing the limb'.
When a huntress latches onto her prey, her voracious hunger compels her to mutilate and devour the weak.
Her body is a deadly weapon for destruction for displaying her savage ferocity.
With her strength and skilled understanding of the physical form, she has immense potential to break through her prey's willpower in order to sever the damaged limb; likely for later consumption for nourishment.
Discipline Name | Discipline Level |
---|---|
Sadhana | 5 |
Chimerstry | 1 |
Walk in Maya
Sadhana: Asura-Raja (Spirit Manipulation) OOOOO, Chimerstry O
The height of Brahminist transactions, you can now fully interact with Maya. When you activate this power, you exist on both planes simultaneously. You can pick up objects in the material world and place them in Maya or vice versa. The beings and landscapes of both worlds are solid to you, and you may interact with them as you please. You can even use Sadhana and other Disciplines in either world. Still, it’s not a walk in the park - a journey such as this is not without its dangers, and a single mistake may leave you trapped in Maya with no way home. There is no blood to be had in Maya, after all.
Walk in Maya may only be used while you are in the physical world. While this power is in effect, you are vulnerable to attacks from both worlds. You are considered to be in the physical world, as far as basic physics and common sense are concerned - for example, if there’s a road in the physical world that leads over a chasm in Maya, you may walk across the chasm just fine.
To activate this power, spend a Willpower Trait and make a static Social Challenge vs 7 traits. If successful, you enter the spirit world without leaving the physical world. Before going further, make a Simple Test. If you lose, repeat the test a second loss means there was a backlash and you were ripped out of the physical world and thrown into Maya. Whether or not there is a way back to the physical realm is up to the Storyteller.
If the entrance was successful, and you’re not trapped in Maya, you now determine how long you can remain. Make Simple Tests until you lose -the number of tests won determines the duration of the effect. After the power has been activated, you must bid two additional Traits on all challenges as long as Walk in Maya remains active; perceiving two realms can be distracting, making even routine tasks an exercise in concentration.
Wins Duration
0 One Turn
1 Three Turns
2 Ten Turns
3 Ten Minutes
4 Remainder of the scene
For mechanical purposes, Maya should be considered to follow rules for the Dreaming. It is not, however that realm, but is rather a sub realm. It is related to and metaphysically similar to it. Either Fae or Spirits or Chimera may inhabit this world as the Storyteller sees fit. The Maya is not an entrance to the Dreaming and while all realms in the Umbra interconnect, this power is not intended as a gateway into the Dreaming. The landscape and beings that inhabit Maya are decidedly Hindu in flavor and origin.
Discipline Name | Discipline Level |
---|---|
Assamite Sorcery - Dur-An-Ki | 3 |
Quietus | 1 |
After many years of fighting the Infernal in its various forms a group of Dragons looked to enhance their effectiveness in the field by augmenting one of their more potent Dur An Ki paths with their ability to create a moving field of silence. Before when they had used the Dur An Ki power they or their Reaper were subject to a location from which the enemy could retreat from easily. This reduced the effectiveness of the power and the one within it. But that changed with this augmentation and now they may pressure their enemy once again.
MET Mechanic: Spend a Willpower and 2 Blood to Create an area around the user with the mechanics of Ex Inferis: Adversor. In addition to the normal mechanics of Adversor, the following is also true for this power.
- This Sphere is allowed to move with the individual.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Presence | 4 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Mytherceria | 3 |
After years of study into protecting objects and tomes of lore the Kiasyd realized something important, their mind held all the same information and if someone could not get to the treasured manuscripts, they would likely force their way into the mind to obtain what they seek. With this realization the weirdlings turned their wards inward protecting the mind as viciously as they protect their books.
When the character who possess this power is engaged in telepathy, they may reflexively spend a willpower activate this power. The other party engaged in telepathy with the warded mind puts the other party at a -2 trait penalty while telepathy is engaged. Attempts to dig may only be made after facing the normal rules for Chanjelin Ward. A loss immediately ends telepathy and leaves the victim under the effects of Chanjelin ward until they are reminded of where they are.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Protean | 4 |
Presence | 2 |
"Every hammering of steel is almost like a chant of the ancestors; the puff of the bellows, the glowing ember that dances on the coal, warms not only the blade but the heart and soul of the cutler.
At the sound of the crackling of the ember and the tinkling of steel, carbon is extracted almost like an intruder from the ores. Noble or noble, they now grow strong and form the rarest and most ferocious weapon of all.
Every step, every day, the Vitae must be spent, the disciplines activated, the actions redone, and the steel hammered. For 3 months, the cutler must carefully search for imperfections and pour its blood into the blade's forge.”
Description: The feral roar of Animalism is the most common chant between placing and removing the blade from the glowing ember, the eyes that see in the dark help to find the exact place to be molded.
Upon completion, a test must be made, if successful the weapon will be unique, it cannot be reproduced otherwise, rituals and disciplines can simulate, but it can be easily discovered by a goal holder by a simple test (mental test with retest in Crafts against 5 traits).
The weapon and its bearer will have a primal bond, which will be recognized for their ferocity on the battlefield. The weapon can be used by any individual, but will have changes in its dynamics.
When unsheathed, the sword will shine and draw opponents' attention to itself. All those on the battlefield must make a static Mental check against 10 traits so as not to focus the fighting efforts on its bearer.
When activated, the blade's hiss will sound like the alpha of a pack summoning its pack and the opponent will feel as if he's surrounded by a pack of wolves, like prey, and the predator is waiting for the right moment to pounce.
In the Gangrel's hand, when activated, it will emit the sound of the Gangrel's primal animal when collectively, for example. The Gangrel's form of warfare can be a wolf, so it will be like a pack of wolves growling, growling, or howling in the ear of the opponent, driving the prey to terror and despair on the battlefield.
Weapon Statistics:
Bonus Traits: Same as original weapon
Special: the wielder spends 1 temporary Willpower point and makes a social roll against the target, if successful the target has traits cowardly x1, docile x1 and submissive x 1.
NOTE: Important to remember the double betting system when summoning traits and how the target would have to bet 8 more physical traits to fight, but would be discouraged by the intimidation that Submissive grants.
Another sword can be present in the same city with this goal, however, only one can be active (alpha), the one that was activated first, that is, the others will lose the bonus becoming a normal blade.
System: When forging the weapon, the Gangrel must use 2 blood points when forging the blade, make 2 Rotschrek checks against 4 traits (1 for forge fire and 1 for handling glowing steel), plus the Physical check with Craft retest against 10 traits and/or 1 additional retest per Auspex.
In addition it takes: 1 Animalism check 5 for your Beast to be channeled into the weapon's forge.
Discipline Name | Discipline Level |
---|---|
Quietus | 4 |
Potence | 4 |
**Requisites: Combo - Blood Tempering and Assamite: Warrior Cast only**
The warrior no longer needs to concern themselves with carrying weapons, for with this power they become a personal forge from their body and blood. Spending willpower and blood will allow the warrior to force his blood to create a weapon from the palm of his hands. The weapon created will be created with blood and hardened by combining power of Blood Tempering, Potence and Quietus to make a metal like look and feel. These weapons will have a red tint because of the blood what was used to create them.
After weapon has been created the warrior may spend 1 blood for Scorpions Touch or Baal’s Caress that will travel from the warriors had to the blade. *Both cannot be applied at the same time*
Creation Riles: 1 Willpower + 3 Blood for a 1-Hand Weapon
1 Willpower + 5 Blood for a 2-Hand Weapon
Bonus Traits: Rules by Dark Epics
Damage: Rules by Dark Epics + 1 damage for Blood Tempering
Negative Traits: None do to its part of your body
Special: Puissance Resistance, Dismisses on will of the caster, Unbreakable
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 5 |
It is the hallmark of any good musician to be able to improvise and follow the leader at any given point in a performance. Musicians with a deep familiarity with one another can easily improvise, trade off parts and shift gears with minimal or no communication.
This power substitutes kindred's force of personality for that familiarity. With the combined use of Auspex and the pull of Presence to varying degrees, the kindred performer is able to pull together the best of performances with mortal musicians on any stage without having to have known them for any length of time.
Mechanics:
At the cost of 1 Willpower and a static mental challenge vs. 7 traits, the kindred has the ability to direct tempo, key changesand shift from one song to another with mortal musicians as their band. This only works against mortals. If the kindred fails in their static challenge, the retest is Leadership. A complete failure of the test will leave the mortal musicians confused and lost, unable to perform to the standard and create unease and ridicule from the audience.