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 |
---|---|
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 |
---|---|
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).
Discipline Name | Discipline Level |
---|---|
Vicissitude | 4 |
Fortitude | 5 |
Bone Clad Avatar
Vicissitude 4, Fortitude 5
Xp Cost: 16
Requirements: a pile of Bones, 5 blood
Duration: Scene / hour which ever comes first. Can dismissed at any time.
Silence breaking
System: as you add the bones to your form make a physical challenge vs. 8 retest body crafts. As you spend 5 blood to go into a monstrous form.
Gain the following: Beastial, Feral, Repugnant x2, Slow, Brawny, Enduring, Ferocious x2, Stalwart x2
Also gain 10 Bruised Health levels temporarily. The health levels are lost as the bones break. There is no repairing these bones.
Your speed is halved. Upon the first time viewing this form there is a Courage test against 3 traits.
No social challenges can be done except for intimidation. And you deal an additional lethal damage with Brawl attacks. Immediately followed by a mass Trauma challenge.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Fortitude | 3 |
The powers of Vicissitude have long been used to create weapons and armor from flesh and bone, but with precision a thin coating of hardened vampiric bone can be applied to such items - or even themselves - giving them a porcelain-like appearance and greatly increasing their durability.
System: To coat an item in bone, the player makes a Static Dexterity-based Physical test with a difficulty of 9 (retest with Body Crafts), and take one health level of unsoakable lethal damage for every four square feet of surface area which must be covered, as they extrude their own bone into a thin sheet. If successful, the coating hardens immediately and can not be entirely broken unless by a supernatural power of a level exceeding their level of Vicissitude at the time of use. If unsuccessful, they still take the levels of damage, but the coating turns to ash immediately. The coating can only bond with organic surfaces (bone, leather, wood, etc.) and if placed on metal or other inorganic material, the coating turns to ash.
When applied to armor, the wearer gains a Resilient physical trait. Additionally, once per round, they gain a free retest on one Fortitude challenge, as the bone coating deflects some of the blow. Note that while the armor can not be entirely destroyed except by powers exceeding the user’s Vicissitude level, they still take damage once the armor levels are depleted.
When a coated weapon is used to make a successful physical attack, the wielder may make a simple test. On a win or tie, the weapon deals an additional health level of damage.
When undergoing a full-body Vicissitude shape-change (whether entering Horrid Form, or returning to their normal form from another Vicissitude form,) the user may make a Static Stamina-based Physical test with a difficulty of 9 (retest with Body Crafts) as a free action. If successful, the form is coated as though it were armor (though gains no actual armor levels,) and natural attacks are considered to be coated weapons. However, the form gains an alien, porcelain-like surface, making interactions with mortals exceptionally difficult - for the purposes of mortal interactions, they have the negative social traits Eerie x3, in addition to being an obvious breach of vampiric secrecy. If unsuccessful, they take two health levels of unsoakable lethal damage.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Animalism | 3 |
Description: The nature of the beast can be quelled beneath some of the powers of Animalism when exposed directly to them. The social aspects of Presence can exert itself upon those who are in the proximity of the user. When used together, the beast and self discipline of a target can find itself subdued with but a glance from the aggressor.
Mechanics: This power allows the use to inflict Animalism: Quell the Beast on a target without the need of making eye or physical contact. The user simply needs to be able to see the target in order to attempt to quell his beast. Additionally, this power may function similar to Presence: Majesty in that it may affect multiple targets who are in the users proximity. The user must spend one Willpower as to activate this power and engage the target(s) in a Social challenge. A Social Trait must be bid for each target and each test is made individually. On a success, the target(s) are affected by the rules of Animalism: Quell the Beast.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Chimerstry | 5 |
It is well renowned in history for the benefits of the Eye of Hazimel. After constant contact with the eye, the wielder of this power has learned how to temporarily tap into the benefits of the Eye itself. The power has drawbacks as well as rewards, as channeling such a powerful relic is beyond the control of most vampires. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.
System: This combination power costs a willpower and a blood to use. It calls for a static social challenge, difficult 7 to activate, and may only be used once per night. Once activated, the user takes a +1 penalty to frenzy challenges, and may not benefit from any power to negate frenzy nor expend willpower to subdue it. The boon lasts for one scene or hour. The boon grants three uses of a temper based retest (willpower, rage, etc.) that may be called upon during the scene, even beyond powers that prevent the user from using such tempers (but not for permanent expenditures). In the case of defensive powers that require someone to have a specific trait to make the challenge (such as rage and a hamonry flute), the user may instead use one of these defensive traits to force the challenge to be thrown as if they had one level of said trait.