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 |
---|---|
Presence | 2 |
Auspex | 2 |
History is replete with stories of statues and religious icons that seem to weep tears of blood. This power enables a vampire to lay hands on any depiction of a religious figure - it need not be Christian - and cause the statue to secretly, painlessly steal minute quantities of Vitae from those who pray at or touch it. Laying on hands again causes blood to well up and flow from the eyes of the figure. Any medium can be subject to this power, from stone to canvas to a photograph, so long as the object is short side size is larger. The blood that comes from this manifestation possesses the ability to heal all manner of ailment and to work similar miracles.
System: To empower an object to steal blood from a target, it firstly must be a religious icon of some sort, even blessed items of the faith will work. When doing so the character spends 1 temporary willpower to empower the object for one month of use. There after anyone who touches the item will lose 1 blood trait every 3 seconds outside of combat or 1 blood trait a round in combat; to a maximum of 3 blood traits lost. The blood stolen may be retrieved by the user of this power later but it is no longer the victim’s blood. Instead the blood may now be used to heal any wound or ailment. If the blood is used to heal the target will heal a number of health levels of damage equal to each trait given. A character may only have one Blood of the Faithful active at a time.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Presence | 2 |
Celerity | 4 |
A character with this Combination Discipline elevates their capacity for violence to an awe inspiring rampage. The character instinctively weaves through the worst of a firefight to deliver brutal, pinpoint accurate blows with guns or knives. Their footwork becomes like a dance, coupled with the quick staccato gun shots, most gruesome of fast paced knife tricks and the cacophony of lamentations made by their eviscerated enemies becomes a show stopping sensation that can leave even the most jaded Toreador hypnotized... If they can keep from shying away from all that gore.
System - By spending a Blood trait and a point of Willpower, the character enters a trance. While in this state, the character deals an extra level of damage when making attacks using any gun or knife. Furthermore, attacks with guns may utilize a "Range Retest" by spending a mental trait regardless of how close their target is and whether or not they are able to return fire. Finally, once each turn, the character may spend a Willpower trait to make an additional attack at the end of the turn. This attack must use a gun or knife. A character may not make more additional attacks this way than they have levels of the Performance Ability in a single night.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Potence | 5 |
In nights past, the Knights of the Blood of the Ventrue developed this combination discipline. With some of the Knights of the Blood defecting to the Sabbat they keep the secret of this combination discipline alive among them. They learned to channel the strength of their blood within their bodies to great them a tremendous advantage in fighting for a brief time. Giving the Order of the Blood an advantage over lesser foes. The blood of the Ventrue Antitribu rises to the surface to form blood colored layers of mail armor over the ventrue. In addition their muscle mass increases and their speed heightens to new levels during this time as well.. Indeed seeing a Ventrue Antitribu in the Blood Regalia is a sight to behold.
System: This power is considered a form changing power. The character may spend 1 blood trait for a single armor health level or a single Brutal Physical Trait for the next scene or an hour. A character with this power may spend a maximum of 5 blood for armor and 5 blood for Brutal Physical Traits.
Only Ventrue Antitribu may learn this power
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Path of Blood | 2 |
Thaumaturgy | 3 |
Requirements: Path of Blood 2, Lure of Flames 3
Activation: 1 Blood
Duration: Scene or Hour
XP Cost: 9
The ancient enemies of Clan Tremere are the Tzimisce, well known for their use of blood, and turning into pools of blood, sometimes to acid. The Tremere have taken this advantage and turned it into a disadvantage for their enemies by expanding on their mastery of blood by causing their own vitae to become the bane of Kindred existence the moment it leaves their own body. Expanding on this, Bloodfire can also be used to prevent their own vitae from falling into the hands of their enemies, the Thaumaturge may cause discarded, or stored Kindred blood to catch fire.
This power only works on Kindred Blood.
While activated, the eyes of the thaumaturge will appear to have dancing flames for irises, and their skin will take on a ruddy hue, and with the slightest touch or a focused glance cause Kindred blood to become flammable and ignite as if it was gasoline gaining the incendiary trait.
Should any of the Thaumaturge’s own vitae leave their body, such as from wounds, theft of vitae, or someone drinks their blood, the blood will immediately ignite and turn to ash. Anyone within melee distance of the Thaumaturge must make a static physical challenge (difficulty 7 traits) to dodge (Dodge retest) or take 1 aggravated damage per blood trait from the fire as it burns to ash. The Thaumaturge is magically immune to damage from their own Bloodfire, but is not immune to any subsequent fire the Bloodfire may cause.
If the blood is outside of a body or vessel, such as on the ground, discarded, a pool of blood, splattered on the walls, no challenge is necessary.
If within an inanimate vessel, such as a bottle, a clay pot, a vessel of transference, or principle focus of vitae infusion a static mental challenge (difficulty 7 traits) is necessary for it to ignite as many visible vessels as the thaumaturge’s Occult skill. If the object is in use by another, a mental challenge against the physical traits of the wielder is necessary.
This power cannot be used on a target unless they are a body of blood, such as in Vicissitude: Bloodform, and if so, a physical challenge if touched, or a mental challenge against their physical traits if gazed upon is necessary. If successful the blood will catch fire immediately causing 2 aggravated damage per turn to the bloodformed individual, requiring a rotschreck check at a -2 penalty. This lasts until the bloodformed individual resumes physical shape again.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Auspex | 3 |
Bloodhound Gift
The agents of Apophis are often as elusive as they are bold, frequently hiding in plain sight as they engage in their nefarious schemes. Those who dedicate their nights to repelling this threat have a wealth of experience with ferreting out their enemies, and this experience has coalesced into a technique referred to as Bloodhound Gift, which allows them to scent out the various nuances of corrupted blood while it is still nearby.
System: Once learned, this power is always active. The vampire can smell nearby blood which is tainted by Apophis, even if it is currently within a sealed vessel such as a blood bag (or a body), though the character must be close enough to catch the target’s scent, which is usually within 3 yards unless other factors are in play. Furthermore, they can parse out the subtle differences in scent to glean relevant information about a particular sample of blood. This information does not come automatically, however; the vampire must focus on a particular subject to get anything more than generic corruption. The player makes a Static Mental Challenge (difficulty of 7 traits; retest with Investigation). If successful, the player may ask the Storyteller for a single piece of information from the chart below and receive a truthful answer.
- Presence of absence of drugs, alcohol, or other foreign substances
- Creature Type (vampire / ghoul / bane mummy / etc.)
- Mortal health concerns
- Blood-related Merits / Flaws
- Relative strength (ie. Generation / Rank / etc.)
- Age of a mortal to within 5 years, or of an immortal to within 50 years
- Supernatural subgroup (ie. vampire Clan / garou Tribe / mage Tradition / etc.)
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Celerity | 2 |
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Celerity | 3 |
When Celerity is active, and the full move (Dark Epics) option is taken, rather than multiplying his movement by 2, The Vampire is able to increase his movement by an incredible factor of 10.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 3 |
- The PC must have at least Fame x2 , Academics: Art Criticism x3 and Expression x3.
- Toreador only.
Description:
You know exactly what everyone is expecting when you show up to the exposition. They look with the corner of their eyes while you move piece by piece, and any expression or sound you make people start to guess what you have in your mind. What are you thinking about the Artists and their creations? You finish your visit and go away, but you simply can’t forget about one specific thing you saw there. They were right, EVERYONE must know about this, only you can say to the world what being an Artist really means, and deeply you know: they are all captured by your presence and anxiously waiting for your opinion.
System:
This combo represents the canalization of Toreador’s power to get the attention of the crowd and now use it to point at another subject, highlighting the good (or bad) qualities of an Artist. It manipulates the Auspex ability to perceive the emotions attached to a determined object, using this perception to give to the created piece of critic the desired emotions, that of Awe and Entrancement of the Toreador Presence, to influence the viewer's opinions about the subject.
Touching someone’s reputation isn’t a light task, and demands effort from the one using the power of this combo as well. The use of this demands the expenditure of a temporary Willpower point, to represent the effort of the Art Critic for the production of the evaluation of an Artist’s production. The Art Critic must be exposed to at least one piece of art of the target PC, and then produce an Art Criticism (Role play it!). This production needs to be written by the Player, and must be presented to the public in the words of the Art Critic (eg. send over an e-mail list, read aloud in a live event, etc.) representing the spread of the opinion and the attention being pointed out to the target PC (the Artist).
After that, the target PC is considered to have a +1 level of Fame representing the buzz caused by them with the Art community; Also, a criticism piece contains the opinion about the Artist's competence, and so, how people will perceive them now. The Art Critic must choose a good or bad reputation for the Artist, and in doing so, the target PC will now be perceived with a higher (good review) or lower (bad review) social standing, in other words, the Artist is considered temporarily having the equivalent of the Reputation merit or the Notoriety flaw (with all normal implications of these), and having 1 point lower or higher clan prestige if being a Toreador PC, when on Social interactions. All effects have a temporary duration of 1 month, and the Willpower point expended to activate the power cannot be recovered by the Critic while the effects last.
Restrictions:
- The Combo cannot be used in a self-evaluation.
- The Combo doesn’t strip or add Status/Prestige, it is a temporary and virtual perception (People really want to be around or acquire Art from this person after what has been said about them, for example).
- As this may be used in PCs outside the Critic's chronicle, the effects over the target PC must be approved by their STs to have the mechanical effect (but the STs can’t block the Art criticism from being published or said IC, this is not an automatic cross-chronicle redline tool, only the mechanical effects can be negated if the STs says so).
- The use of the combo doesn’t protect the Art Critic from any consequences of his criticism about the other PCs being said in public at large (so, choose your words and targets wisely).
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Protean | 3 |
Vicissitude | 3 |
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Obfuscate | 3 |
This power allows the Gangrel to temporarily change their animalistic features into their original human form. This power works against all forms of observation or recording.
After spending a Willpower trait, and 1 Blood trait, the user burns a number of Mental Traits equal to the number of Beast Traits/features they wish to disguise. Body Control lasts for one (1) hour, but can be continued for a another hour by spending another trait of blood to fuel the Protean side of the combo. The Gangrel morphs into their original human looking form until this power is 'renewed,' they let it run out or turn it off. Willingly ending this power requires only a thought, but costs nothing.
Anyone using Auspex on the Gangrel will, if they win the challenge, notice that some kind of Obfuscate is being used, but since the change is physical, they will only see a blurry shimmering effect, like heat shimmer over asphalt, surrounding the Gangrel's features.
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Fortitude | 4 |
Body of a Paragon
(6xp, Requires Potence 4 and Fortitude 4)
Vampires are creatures of both physical power and ageless beauty. No two disciplines better represent this than Fortitude, being the pinnacle of the vampire's endurance and timelessness, and Potence, the manifestation of the vampiric body's ability to produce physical power beyond what the materials should be capable of. As a vampire learns to master these powers to the pinnacle of his ability, it only makes sense that he might find ways to increase their effectiveness by combining them.
System: Body of a Paragon grants two benefits to it's master. First, the vampire wins ties when testing down damage without expending a trait, and by expending a physical strength or stamina trait the vampire automatically succeeds in attempts to reduce the damage with Fortitude, with no challenge necessary. Additionally, when refreshing strength related physical traits with Prowess, the vampire also refreshes his stamina traits as well. This power is always on and does not require any special activation. Like other Fortitude powers, it becomes reflexive once learned.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Visceratika | 5 |
Name: Bonded Projection
Requirements: Auspex 5, Visceratika 5, Penultimate Scry
Cost: 12 XP
Upon mastering the use of other levels of Auspex with the powers of Visceratika, the Gargoyle has finally unlocked the ultimate mastery of the two powers combined. She can now Psychically Project while Bonded with the Mountain.
MET System: The Gargoyle must spend a Blood to activate Bond with the Mountain, spend a Willpower to activate Psychic Projection, and spend a Mental Trait. Keep in mind, the challenge for seeing the Gargoyle's physical form, and the damage required to eject the body from Bond (as per Laws of the Night Camarilla Guide p. 72) remain the same. The Gargoyle is not aware that her body has been found or ejected from Bond with the Mountain while in Psychic Projection (unless she is in the same location as their body for some reason and can see it happen).