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 |
---|---|
Auspex | 2 |
Protean | 3 |
Dementation | 3 |
Beyond the Curtain - Auspex 2, Protean 3 and Dementation 3 - 8xp
The realms of the spirits are obscured from normal perception by the great curtain of the Gauntlet. For most kindred, their sight and hearing are limited to the Material plane although some kindred have powers that touch upon the Gauntlet and can allow sight beyond that.
Auspex can, even at lower levels, afford Kindred the ability to see amorphous Astral forms and ghosts. Protean enhances a kindred’s perceptions by modification of the material focus of their senses (i.e. the kindred’s physical body). While a kindred’s sense organs do not have living nerves or glands, they nonetheless provide a metaphysical channel by which the undead consciousness of kindred is able to perceive the world around them. Protean also ties directly into the Gauntlet itself as it is this barrier between worlds where a kindred is while in Earth Meld. If Protean provides a physical and spiritual connection to the planes adjacent to the Material, and Auspex provides increased mental ability to perceive, then Dementation provides the means by which this increased sensory information can be properly filtered and rendered into the mind’s eye.
You may activitate this power at will for the rest of the scene by spending a Blood Trait. You may freely see and hear nearby spirits and other travelers of the Astral and Umbral realm for the next hour. They will appear as a spiritual overlay on the Material plan. While active, your eyes become translucent as your senses are straddling the barrier between worlds. The power may be ended at any time.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Dementation | 3 |
Fortitude | 5 |
An elder Malkavian's strength lies in his ability to bend the mind of others; but, more importantly, to bend the limits of his own mind and soul. Eventually, an elder trains the mind, body, and soul to work in harmony. When a Malkavian masters his ability to send his mind out from his body, the skill of shirking even the most incredible damage, and eventually masters his soul through madness, a state of higher being can be achieved. With intense study of this higher tranquility, a Malkavian may learn to master himself, making it almost impossible for anyone to separate or affect any component of his form.
Whenever a social power would affect his mind, body, or soul, the Malkavian can spend a permanent willpower trait or 3 permanent social traits to ignore the affect completely. Doing so is incredibly taxing. For the rest of the evening he has acquired the Tactless negative social trait, as the words of a higher being are rarely tempered for the common man. This power can be used retroactively in a similar manner to the discipline level of Fortitude: Aegis, and must be declared immediately following a challenge resolution. Unfortunately, if this power is used, the opponent does not have to wait 5 minutes to use the same social power again. Any negative Tactless traits gained via subsequent uses of this power stack.
This power is usable against Chimestry, Necromancy, Prescence, Animalism, Dementation, and Thaumaturgy powers.
Discipline Name | Discipline Level |
---|---|
Assamite Sorcery - Dur-An-Ki | 3 |
Obfuscate | 3 |
Dominate | 3 |
Obfuscate 3, Whispers of the Heavens 3, (optional
Dominate 3 )
In a world with numerous powers to view the future
or the past, the assassin’s job is extremely difficult. A vi-
sion might reveal, however cryptic, the assassin’s in-
volvement after the fact no matter what precautions are
taken, or even worse provide warning to the target before
the attack is planned. This technique allows the As-
samite to block any vision concerning him or his actions
or even send false visions as well.
System: The player makes a static mental challenge retested with occult at a difficulty of 8. This power lasts for one full lunar cycle (roughly
28 days) from the date it is activated. For the duration,
anyone using any divination power, whether precogni-
tive or postcognitive must deafted the the player in a contested mental challenge retested with occult to gain any insight into the Assamite or his involve- ment in any action. Such powers include, but are not
limited to the discipline powers Oracular Ability, Eyes of
Chaos, Clairvoyance, or the powers of Thaumaturgy in-
cluding Whispers of the Heavens and the ritual Insight,
the Prophecy combination discipline, or any other power
that gives insight into actions either future or past.
If such insight into the Assamite is blocked by this
power, the Storyteller should give a different vision or
give the vision in such a way that the Assamite’s involve- ment is not even hinted at.
If this technique includes the optional Dominate, the
Assamite may also use this to deliberately send false vi-
sions of their own design. To do so, the Assamite makes
a contested social challenge retested with occult against the person using the divination powers, if the recipient loses, they see image the Assamite
wishes them to see, on a tie the Storyteller should im-
prove as normal.
The Assamite must have either a personal object of
the intended recipient, an accurate image of them, or
their True Name to use this power. The intended recipi-
ent will receive the false vision the next time they use
any precognitive or postcognitive power in a fashion that
could receive the false vision (the false vision will not
trigger if using a targeted precognitive or postcognitive
power that does not target the subject of the false vision).
The number of sociak traits spent by the Assamite if he succeeds determines the control he has over the false vision. 1 social trait allows him to give a general idea of the subject mat-
ter of the vision, 3 allows him to set the major themes
and some ancillary details, while 5 gives him complete
control of the vision he wishes to send. False visions sent
by this power are completely indistinguishable from true
visions and the insight gained from them will always ap-
pear in the style of the particular power used to acquire
the insight.
Note: Like any power that includes Dominate, this
power cannot affect those of a lower Generation than the
user. This only applies to the optional clause that uses
Dominate.
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Protean | 3 |
By using a focused application of Protean, the user is able to shift parts of his body to be able to mimic specialized animal organs used for communication, such as infrasound or ultrasound. For a message to be understood, the user needs to make eye contact with the intended recipient, who must know Feral Whispers. If the intended recipient knows Bioacoustics, eye contact is not necessary once they've activated it. This power can be used in any form, as long as that form has physical substance, such as Shape of the Beast or Form of the Cobra, but could not be used in a form that did not possess internal organs to shift, such as Form of Mist. MET System: To activate Bioacoustics, the user must spend one blood trait. It lasts for one scene or hour. This power can be stacked with other form powers as long as they maintain physical substance (see above). The transformation is internal, and thus is not visible from the outside, though any power that detected, effected, or prevented shape changing would apply to Bioacoustics as well. Heightened Senses can detect its use but does not grant understanding, Limited Distance of 10 Yards to hear and understand.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
A Toreador is a master of creation, all things beautiful and complicated. Through acts of blood with hours of turmoil the Rose has found a way to prevent access to objects, rooms, or even items, by using their blood when creating the lock.
Mechanics: The user of this power can supernaturally enhance any form of locking device with which they have an intimate understanding. For this to work the item must be something they created themselves using Hand of the Master Artisan, and they must have at least 3 ability traits in a science or craft related to the mechanism. By expending 1 Temporary Willpower and 3 Blood the user seals, locks, or encodes a mechanism so that it will only open for the user themselves. This power can function on mundane items as well as electronic items, but it can not create barriers, it only functions on an existing locking mechanism created by the user.
Discipline Name | Discipline Level |
---|---|
Quietus | 3 |
Celerity | 3 |
Some members of clan Assamite have learned to quicken their very blood into a more potent poison. With this art the Assamite’s blood moving faster and destructive to any blood it may come in contact with. By focusing their supernatural speed onto the Dagon’s Call, the attack itself becomes far more deadly.
System: Once purchased this combination discipline is always active. When using the power Dagon’s Call, the damage inflicted is now two lervels of Lethal damage for each success, instead of one. This combination Discipline may only be learned by members of the Assamite Clan. This combination discipline only effects the core Laws of the Night revised version of Dagon’s call.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Quietus | 4 |
Celerity | 2 |
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Protean | 3 |
Spend 3 Blood and a Social Trait
The user must make the choice to use this power when he activates Arms or Black Met. His Arms now each now end in a glistening wolf claw, giving them the bonus trait Sharp and allowing them to inflict aggravated damage. This power may not be combined with any other Obtenebration Combo Discipline. The added trait 'Sharp' may only be used when attacking with that tentacle.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Auspex | 2 |
Blazing Shooter: Celerity 4 + Auspex 2 6xp (must have pistol specialization and ambidextours merit)
Twitching fingers and the mastery of the trigger has turned you into a fire belching, lead spewing death machine. Any Terminator would be proud to call you his son.
With the expenditure of a blood trait and risking an additional trait you take an extra shot at the end of each round of combat. This shot can be taken even if shooter has taken an off-hand. This shot can not exceed the fire rate of any pistol. This custom power only works with pistols. This blood combo will not work with any magical weapon.
This combo is unable to be taught.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Fortitude | 4 |
Blessed Guard (Auspex 4, Fortitude 4)
Those vampires who follow the path of redemption often find themselves as adversaries to the forces of hell. In this work they have developed this combination discipline to grant them a powerful weapon against the armies of hell. By focusing on their own devotion to the Path and supernatural resilience the vampires gains an edge over their demonic foes.
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 fighting Demons or the Infernal equal to their morality level of Path of Redemption halved (round down). These bonus traits only apply when the character is making challenges related to combating Demons or the Infernal.
This combination discipline only works if the character is on Path of Redemption.