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 |
|---|---|
| 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.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Dementation | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Presence | 5 |
| Discipline Name | Discipline Level |
|---|---|
| Protean | 5 |
| Fortitude | 5 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Potence | 3 |
Weapon of the Damned
Prerequisites: Attunement, Potence 3, Auspex 3
Description: “I know you don’t have to add powdered fang to the metal, but this is how my teacher did it. Besides, it came from a shovel head that decided to have a field day on a school bus.”
System: Kindred are solitary killers, the apex predators of humanity. The use of this power during the creation of a weapon causes it to do an additional level of damage as instinct seems to flow from wielder to weapon, creating an even more perfect killing machine.
A weapon with this power must be used in combat at least once a year or lose the additional level of damage. It will always come up as having been used in a violent act, if Spirit’s Touched.
In MET, this power costs 9exp traits
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Presence | 3 |
| Celerity | 3 |
You chose one of the Brujah Stereotypes and you call upon it´s aspects to assist you.
- Spend 1 blood point to activate one Aspect instantly (this doesn´t count agains´t the amount you can spend according to your generation).
- Each aspect gives the use a different category bonus traits and a derangement, according to the chart down bellow.
- The amount of bonus trait gained will change according to the generation.
- Only one Aspect can be active at any time. It will remain active for one scene or hour (whatever lasts longer).
- This is reflexive, so won´t cost an action and might be activated at anytime, but it must making the tests and its effects only will take place after its activation.
- Once one Aspect is called, you can´t change the Aspect during the next scene or hour (whatever lasts longer).
- The Derangement gained through the use of this power will last all night. But they won´t stack. The active derangement will be always the last one to get into play.
BONUS TRAIT/GENERATION CHART
7th gen - +0 trait
8th gen - +1 trait
9th gen - +2 traits
10th gen - +3 traits
11th gen or higher - +4 traits
ASPECTS CHART
Iconoclast Aspect
Perk: physical traits
Derangement: Crimson Rage
Individualist Aspect
Perk: mental traits
Derangement: Rationalization
Idealist Aspect
Perk: social traits
Derangement: Obsession
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 2 |
| Visceratika | 3 |
Said to have been developed by a Gargoyle who observed a Ravnos passing wounds inflicted on her body onto an animal ghoul bound to her (see Lore of the Clans page 183), this power allows a Gargoyle to similarly reflect damage into a stone surface which he has recently bled upon, temporarily ‘ghouling’ it in the process. There are rumors of a more potent version of this combination discipline for those Gargoyle who have an established Haven and have dedicated monthly upkeep similar to one upkeep of a Retainer.
System: The power costs one blood point to activate, and must be used as a reflexive action after right after the Gargoyle has soaked what they can already using Viscerticka and Fortitude. The Gargoyle must also have bled (one blood point) upon the stone surface to be used (‘ghouling’ it) in the same night before he passes damage (an attack that causes them to bleed upon an appropriate surface will make this power possible for the next attack weathered). This surface must be within line of sight for this power to work.
They then make an extended static physical challenge, retest Athletics against 8 until they lose, immediately passing one level of taken damage for each success into the chosen surface. As they do so the stone they channel it into will receive physical damage reflective of that which the Gargoyle would have received: for bashing it will crack and crumble, for lethal great tears will slice deeply into the in surface, for aggravated the stone will violently explode away from the combat, for fire the stone will become scorched or even begin melting depending on the quantity of damage taken, and so on.
Requirements and Limits:
• You may only 'ghoul' one stone surface at a time.
• The stone surface needs to be of significant size to House the Gargoyle through their power of Stone Meld.
• Each blood trait spent to 'ghoul' the stone surface allows for the Gargoyle to create a pool of health levels within that stone equal to the Gargoyle's Survival ability rating which they may send their damage through.
• Each stone surface is limited to a single trait of blood to establish this pool.
• Once that pool of health levels are destroyed the surface used is destroyed and may not be used again until its been repaired.
• You may not use other Disciplines to augment the challenges for passing damage to the 'ghouled' stone surface. (Example: Potence for ties or Might.)
| Discipline Name | Discipline Level |
|---|---|
| Dementation | 5 |
| Auspex | 4 |
| Discipline Name | Discipline Level |
|---|---|
| Quietus | 3 |
| Auspex | 3 |
You can feel the echos of the heart. Any circumstance in which Dagon's Call criteria has been met you may expend a mental trait in order to know where (if at all) the heart is located in a body. This negates the third simple challenge for staking against the misplaced heart merit and also grants a single retest in staking challenges. This retest can only be used once per attempt to stake, not on each simple challenge.
| Discipline Name | Discipline Level |
|---|---|
| Quietus | 3 |
| Auspex | 3 |
You can feel the echos of the heart. Any circumstance in which Dagon's Call criteria has been met you may expend a mental trait in order to know where (if at all) the heart is located in a body. This negates the third simple challenge for staking against the misplaced heart merit and also grants a single retest in staking challenges. This retest can only be used once per attempt to stake, not on each simple challenge.
