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 |
|---|---|
| Dominate | 3 |
| Presence | 3 |
By focusing their powers of mind control into their supernatural sway over emotions; the Ventrue vampire can command a room of others to their side with but simple words. The members of the Ventrue clan developed this combination discipline to help solidify their role as leaders and kings. Thus the Ventrue can get others to follow their lead much easier than others.
System: The Ventrue spends 1 willpower trait to activate this power for the next immediate Social challenge. During that time the Ventrue may add their Dominate discipline rating in Bonus Traits to their next Social challenge. This combination Discipline may only be learned by members of the Ventrue Clan.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 5 |
| Obtenebration | 3 |
Fortitude 5, Obtenebration 3 and combination Discipline Void Shielding: exp cost 12. As this combo uses a faction combo this requires sabbat subcoord approval
Similar to its base power of Void Shielding the Cainite spends two Blood points and a number of Social Traits up to his rating in Obtenebration. Darkness gathers, forming a wall of sorts that the creator can choose the shape of upon summoning, though its shape cannot be altered afterwards. Its size is based on the traits spent while generating it, in yards. This wall of shadow is extremely heavy and those wishing to move it must possess a minimum rating of Potence equal to the user’s rating in Obtenebration. Destroying it is also difficult, as the shield possesses one (1) physical trait for the purposes of aegis and two (2) Health Levels for every Social Trait spent while summoning it. These Health levels can not be ignored such as via armor Piercing/Negation or the Destroy Shield weapon trait. The user may only have this power active one at a time. Multiple users of this combination discipline can stack their shield, causing them to combine the total Physical traits and Health Levels generated for the shield; once combined, anyone who pitches into the power has the ability to declare 'aegis' even using traits put in by others. This combo counts as Void Shielding for the purposes of other combos such as Void Running.
| Discipline Name | Discipline Level |
|---|---|
| Obtenebration | 3 |
| Potence | 2 |
| 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.
