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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Protean 4
Presence 2
MET Mechanics:

"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.

Date of Archival: 10-Nov-2022
Gangrel, Gangrel