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 |
---|---|
Quietus | 2 |
Serpentis | 4 |
Quietus 2 & Serpentis 3/4
Venom Exchange
Discipline Name | Discipline Level |
---|---|
Necromancy - Western | 4 |
Potence | 5 |
Cost: 24 XP to learn
Activation Cost: 2 Blood, 2 Willpower, 1 Lethal (unsoakable damage)
Matthias Giovanni developed this power after a need to push more than just mundane objects through into the Shadowlands for certain long journeys.
Tearing through the shroud, the Necromancer forcefully pushes an object or person (willing or not) through into the Shadowlands. The experience is a bit harrowing for both the user and the subject considering where they are going. The Necromancer's hand disappears for a split second while the subject is pushed through. As the Necromancer pulls his hand free from the Shroud, it is covered in a thin layer of ice, usually with frost whisping off the hand and forearm of the Necromancer from the sheer excertion of force required to pull off this sort of feat.
MET Mechanics: To activate the power the Necromancer must spend 2 blood, 2 willpower, and take 1 Lethal level of unsoakable damage. Make a physical versus physical challenge with the subject. If the Necromancer is successful, the subject is forced into the Shadowlands. If the Necromancer fails, he still expends the activation cost and takes the damage accordingly as his hand goes into the Shroud but the subject had far greater strength and resisted the force trip across the Shroud.
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
Obtenebration | 4 |
Mechanics:
Spend one temporary blood trait. For the next scene or hour, the Cainite may fly and adds steps equal to their levels of Obtenebration each movement. While in effect, shadows blur and trail behind them, giving a retest to defensive combat actions but causing an obvious breach of the Masquerade. While this power is in use, the user may not initiate Social Challenges other than intimidation.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Potence | 5 |
A kindred that possess this power has learned to tap into the powerhouse that is their 'Beast'. As it is separate yet part of the kindred self. With this connection the kindred may channel the supernatural energy that is the beast into their natural attacks (punch, kick, bite or claws). This appears as a slight blue electrical arc on the kindred's attack evoking additional damage to their target and its beast if they posses one.
System Mechanics- The player focuses and spends a blood trait to activate this power. For the next scene or hour attacks (punch, kick, bite or claws) will do one additional level of damage to target. If the target is under the effects of Animalism Quell they will either suffer an extra level of damage on top of the one already or two submissive social traits users choice.
Discipline Name | Discipline Level |
---|---|
Sadhana | 1 |
Chimerstry | 1 |
View the Maja
Sadhana: Asura-Raja (Spirit Manipulation) O, Chimerstry O
With this power you can perceive the realms of the Maya, allowing you to gaze deeply into it, or perceive nearby chimera as a hazy overlay on the material world. This power does not allow you to see into the lands of the dead or into the rest of the Umbra.
You may activate this power at will and automatically see any chimera or changeling seemings close by (mechanically you should be considered enchanted as by a changeling). If you wish to gaze into Maya itself, you must spend a Mental Trait; you may then see into Maya (the dream zone/the Dreaming) for the duration of the scene. While looking into Maya, you must bid an additional Trait on any challenges in the physical world due to the difficulties caused by divided perceptions. You may terminate this power at any time.
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 |
---|---|
Dementation | 4 |
Presence | 3 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 4 |
System: The nurtured bond and strong connection enables those with this power to expend temporary Willpower on the other’s behalf. Attempts to force this (mundanely or supernaturally) will always fail. Effects stopping the use of Willpower by one does not prevent the other from expending such (e.g., if ‘Person A’ is Quelled, then ‘Person B’ may expend a Willpower so that ‘Person A’ may activate Majesty).
This power was developed by the PCs, Julian Baynes and Lydia Trent. Being taught this power requires the merit ‘Closer Than Blood’ (LS 2 pg. 37) with another character and tutelage from this pair or another pair that can trace their learning back to them.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Presence | 3 |
Many Serpents of the Light serve as priests to their mortal community and herd in a religious sense. They are ridden by the various Loa and Orisha to grant insight and answers to a variety of powers. As priests to their gods, the Serpents often find the need to present themselves as such to others. This combination discipline was created by members of the bloodline by combining the arts of Obfuscate and Presence to present a more divine image to others.
System: When using the power Mask of a Thousand Face the characters gains the Social Traits Divine x3. These traits may not be used against any character who sees through your mask of a thousand faces.
This Combination Discipline may only be purchased by Serpents of the Light
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 2 |
By spending a temporary willpower trait and mixing into paint a point of his blood, the Malkavian artist may transfer a bit of his enlightenment into a piece he is creating, allowing those viewing the work to share in his vision while the piece comes to life. Onlookers must view the painting for 30 seconds - 1 minute in order for the painting to come alive on the canvas.
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.