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 |
---|---|
Protean | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Obfuscate | 3 |
Protean | 4 |
This combination discipline modifies the animal form of a vampire using Protean: Shape of the Beast to something more akin to a lycanthrope in its hybrid form. To the untrained eye you appear as a terrible werecreature. The vampire's muscles roil and boil as they take on this form, their body stretching and contorting until the Metamorphosis takes hold fully.
System: When activating Protean: Shape of the Beast the vampire may spend a temporary willpower in addition to the normal cost for Shape of the Beast. The Vampire's animal form retains its normal mass, but has an upright stance that allows it to walk on two legs, two arms instead of front legs or wings, and hands in which the fingers end in claws. In this form the Vampire gains all of the normal benefits of Protean: Shape of the Beast along with the drawbacks. This power may be used in conjunction with powers or merits that speed up the transformation time of Protean: Shape of the Beast. While this power may fool some, this power will never deceive the spirits, the shifters, nor their kin.
Discipline Name | Discipline Level |
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Auspex | 3 |
Dementation | 3 |
This power enhances both Auspex and eyes of chaos to allow the user to become a master investigator with little physical effort. While the user has successfully activated Demetation 3 (eyes of Chaos) in a scene to "read the patterns", they no longer need to touch things to use Auspex 3 (Spirit's touch), seeing them, and being within a few feet allows the power to work. The player still needs to spend the mental traits to activate the power and it otherwise functions by book.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 3 |
Psychic Vampirism (Dementation 3, Auspex 4, Eat Food)
To internalize something is to understand it; blood is the essence of a person; by eating the body, it is possible, with the right kind of hunger, to consume the mind. When feeding, for every 2 blood traits (or 1 damage in flesh eaten), you may drain 1 mental trait OR 1 Willpower trait from the victim for the night, and ask 1 question about the victim or something they know. Once per victim per night, you may swallow a non-blood body part (minimum some hair or nails) and a personal effect such as a scrap of clothing, in order to drain 1 more trait and ask 1 more question. This happens automatically if you are feeding on flesh. Traits may only be increased to 3 mental and 1 willpower above gen limit, but theoretically any number can be removed from the target. As the hungry Malkavian cannot partake of a mind without imbibing its madness, you gain one of the victim’s Derangements for the night (if none, Sanguinary Animism instead). Since this power requires successfully feeding, there is no challenge and it cannot be “resisted”.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 3 |
This ability allows for a more fine tuned use of Spirits Touch. After touching an object, location or person for a period of 5 minutes a static challenge is made against 10 traits for locations and object or the target's mentals if a person. If successful the user instead of perceiving emotions or imprints of an event may instead experience an event as a bystander. Further he may choose to expend a willpower to view a specific event tied to the object if he knows some of the event in question. Failure however has the user experience the worst event tied to the person, object or location. Such events at ST discretion can cause a temporary or permanent derangement.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Quietus | 2 |
To use this power the user must engage his/her target in a static mental challenge (retest with investigation). After succeeding in the challenge the user may expend a mental trait to find out if his/her target possesses the power of Quietus. By expending an additional mental the user may find out what level of Quietus his/her target possesses.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Celerity | 5 |
Fortitude | 3 |
Disciplines Required: Auspex 5, Celerity 5, Fortitude 3, Humanity 3
Like Salvador Dali once said “The desire to survive and the fear of death are artistic sentiments”, same is true regarding the undead. Upon facing certain death on the hands of his slayers the vampire can use his connection to his undead heart to make it beat on devastating vibrations that can splinter even the toughest wood. This drastic major comes with an extortionate cost for it consumes great part of the blood is stored around the heart. System: After a stake or other wooden objects penetrates the skin of the vampire he can use a reflexive action to active the power (even if it’s not his turn) to shatter the stake. The power costs half the vampire current blood points to a maximum of 5 (this blood spend can surpass his generation limit per turn). The heart keeps beating in this overwhelming vibration to a number of turns equal to the vampire humanity trait. The vampire can use this meta once per night.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Potence | 3 |
Temporis | 1 |
By focusing his/her heightened awareness and physical prowess, a kindred can "feel" for which of the physical gifts of Caine another Kindred may have learned. Potence manifests as a vibration of the muscle, Fortitude generates a cold rigidity in the body, Celerity causes a brief feeling of vertigo, and Temporis causes loss of time.
System: To learn which of the four disciplines another character possesses, the player must succeed in a static mental challenge against the target character's Mental Traits. If he/she succeeds, he/she may spend one Mental Trait per Discipline to learn what level the target has of each.
Discipline Name | Discipline Level |
---|---|
Quietus | 5 |
Fortitude | 3 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 3 |
The user of this Discipline never lacks for knowledge provided there is a nearby target with the skill set required. By invading the target’s mind, the Kindred can remove and assimilate a lifetime of learning in moments. Victims of this power are commonly thought to suffer varying degrees of dementia as their minds slowly struggle to recover what was lost.
System: The Kindred first engages the target in a mental challenge to establish the telepathic link and identify/isolate the desired skill set (the user can identify one ability set per two temporary Willpower available) and then spends one blood trait. Second, the vampire spends one mental trait per ability trait being stolen to extract that knowledge from the ensnared mind and may immediately spend experience points at a cost of two per trait to make the acquisition permanent. To steal and permanently acquire an ability, the victim must possess more permanent ability traits than the Kindred at the time of the theft. Any ability not purchased is forgotten at a rate of one trait per hour. Using this Discipline for an ability already known to the vampire temporarily destroys the victim’s ability to use the skill with no benefit to the thief.
As this power requires the use of Dominate, it can only be used on Kindred of equal or higher generation, and a temporary Willpower trait must be expended before any blood traits are used. Regardless of the victim’s nature, supernatural or otherwise, the mind regains its ability traits at the same rate as the creature’s body heals aggravated damage. Because the vampire is essentially imprinting memories from another being, he suffers from the active Derangement Sanguinary Animism for one hour per ability trait stolen. This time is cumulative provided multiple abilities are stolen from a single person. If the vampire steals abilities from multiple targets, then he takes on the Derangement for each victim and, if reckless, may find himself with too many active, albeit temporary, derangements to be allowed to live.
The use of this Discipline is tantamount to psychic rape. Player Characters following the Path of Humanity should, at the Storyteller’s discretion, test to maintain their Humanity when acquiring abilities in this manner.