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 | 3 |
Celerity | 5 |
DESCRIPTION: Bowties allows the user to find the rhythm of battle quickly, anticipate the movements, and even to act upon those anticipations quickly enough to ensure ranged attacks strike true.
SYSTEM: Spend 2 blood, this counts as normal activation of Celerity 5 for the round. During the round, you gain the 'Win on Ties' mechanic whenever you make a ranged challenge.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Presence | 5 |
Many see Brujah as nothing more than physical fighters, however that is not the case, they will use anything they can in a fight and they know that to be effective they must be able to use everything to their benefit. By exerting their physical prowress they can use their strength as a means to temporarily bolster their social presence.
Mechanics:
To activate, the user spends a willpower to gain one appearance related social trait per dot of potence they currently possess. The power remains active for a scene or hour, whichever is less.
Once active, the user may expend an additional willpower during combat to gain a Willpower based retest in a social challenge for the round, maximum one such use per challenge.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Potence | 5 |
Description: Developed from the obsession of a Ventrue to bend and destroy even magical items and mystical barriers, this technique allows the user to exert irresistible force against any obstacle, whether physical or supernatural. No chain can hold them, no wall can stop them, and even their opponents feel their relentless will bending them before them. However, this power comes at a high price, as it generates extreme effort when used.
Mechanics: The user can apply Break the Unbreakable when striking:
If the power is used against an object, even if it is considered virtually indestructible or protected by magic, a static physical test must be performed against the object's current Traits (or against the Traits spent in its conjuration). If the user wins or ties, they can choose to spend a permanent Physical Trait to completely destroy the object. If they lose the test, nothing happens.
If the power is used against a character, the user performs a static physical test against the target's current Physical Traits. If the user wins or ties, they can spend a temporary Physical Trait to afflict the target with the negative Trait "Fragile" until the end of the scene. If they lose the test, nothing happens.
Note: This power is cumulative with other powers and abilities activated by touch/strike.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Animalism | 3 |
After working long and hard with his knowledge of the kindred Beast Anthony Brewer looked to combine that with his true skills of presence. He realized that he could use his presence powers to bypass the kindred and get right down to their beast level. He found that he could pull on a kindred beast to bring it back to the form it knew best, it’s human form. This is just a quick deception to the beast as he was only able to make it last a round. Anthony was able to in fact get the kindred beast to return from any form changing powers the kindred was using back to this human form.
Mechanics: The player must be able to see the person he would like to affect. They engage their target in a social challenge retest with leadership. If successful the target immediately leaves all form changing powers they have in use. They may reactivate and return to any form changes after the turn has ended.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 1 |
Fortitude | 1 |
Description: By channeling your chi, you've learned to connect to your beast and siphon its ferocity to reinforce your combat instincts and physical prowess without completely losing control.
Mechanics: Spend one blood to activate for a scene/hour. While this power is active, you gain three bonus traits for determining initiative, which allows you to bid over your generational cap, and all physical attacks deal one additional damage. You also gain the negative trait Impatient. When you activate this power, you may select a number of allies up to your rating in Auspex and spend one additional blood trait for each to grant them the effects of this power as well.
Restriction: This power may only be taught and learned by Buddhist characters with Meditation x3.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Potence | 4 |
Presence | 3 |
Description: Through your meditations, you have mastered the Qigong technique known as Golden Bell Cover, making the fibers of your muscles and the layers of your skin as hard as iron and the color of bronze.
Mechanics: This power is always active. When you test down damage using fortitude, you may test down damage equal to your level of fortitude/2, rounded up. In addition, you may grant the effects of this power (based on their fortitude level, not yours), for one scene/hour, to up to as many allies as you have levels of Fortitude. Doing so requires you to spend one willpower, and then one blood per target, and touch them to align their chi for them. This turns their skin a bronze color until the power wears off.
Restriction: This power may only be taught or learned by Buddhist characters with Martial Arts 5 and Meditation 5.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 5 |
Presence | 3 |
Description: The Buddha is renowned for his resistance to being tempted or swayed from his path and your devotion to his teachings has earned you his blessing. He has tasked Sāgara, the dragon king, to defend you against outside forces influencing you and your allies. Mechanic: This power has two functions. The first function is always active. Whenever you are affected by a social-based power or effect, you may reflexively spend three temporary social traits to negate the effect for a scene/hour. The second function requires activation. Spend a willpower to grant yourself a free retest on all defensive challenges against social-based powers for a scene/hour. When activating this power, you may select a number of allies, up to your Animalism rating, and spend one blood per ally to grant them the effects of this second function as well. Those who have the second effect of this power active upon them have an incomplete orange circle where their “third eye” would be until the power ends. Restriction: This power may only be taught and learned by Buddhist characters with Meditation 5 and Self-Control 5.
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Fortitude | 5 |
This power only works on metalworking.
Description: The craftsman becomes one with the metal as they can sculpt metal with their bare hands. Working the metal from the combined heat of the forge and their hands allows the Brujah to press the metal with their fingers as if it was a hammer strike. The Brujah's hands, which are as hard as steel, combined with the forge allow the Brujah to craft like never before, elevating their craftsmanship and quality.
System: By spending one blood and one temporary willpower, the Brujah can craft metal objects one level greater than their normal level during the item's crafting. Example: A Brujah with crafts metalworking x5 can create craft x6 items. (Please note, this only works on crafting metal items.)
Discipline Name | Discipline Level |
---|---|
Dominate | 2 |
Auspex | 4 |
Prerequisites: Dominate 2 Auspex 4

Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Potence | 5 |
Requirements: Potence 5, Celerity 5, Self-control 5, and at least 1 flexibility-focused merit.
If it walks like a man, and talks like a man...In a time when the masquerade is all important and the quest for humanity is espoused in so much Kindred art, it can be easy to forget that Kindred are not, in fact, living, breathing creautes. They are supernaturally animate undead corpses, more akin to zombies than men. This truth may be unappealing, and even hard to stomach at all, but it has its advantages on the perilous streets of the final nights.
Developed by a stoic Tyrant martial artist intent on pushing every fibre of his body to its vitae-enhanced limits, this technique is not for the faint of heart. Only those prepared to shut out the pain, and (often permanent) damage such exertion exacts upon the body can even begin to master it.
Through the use of this discipline the Kindred pushes their body to its limits in the space of a heartbeat through sheer force of will. The result is the seemingly miraculous ability to twist and contort oneself out of harm's way at the last instant. The cost, however, as one's body screams in protest, is tearing sinews, popping tendons, and even snapping bones. There can be a long road to recovery for the Kindred brave enough to employ this power, but to the iron mind of a Tyrant such burdens pall in comparison to the prospect of surviving another dark night.
SYSTEM: This power functions like aegis, with the following changes;
1. It costs both a permanent Willpower and a permanent Physical Trait to use.
2. It negates only a single attack or power rather than functioning for a full round, but avoids all physical consequences of the triggering effect, rather than damage only.
3. The permanent traits used to employ this power are noted and cannot be used for any other permanent expenditure, (including further uses of this power) but are not otherwise lost until the end of the scene, and may still be used and refreshed for comparisons of ties, temporary expenditures, etc. Just after the scene ends, if the kindred has survived, the full toll of this power washes over them in an awesome wave. They expend all traits spent on this power in a single massive loss, and are down a number of traits on all challenges equal to the number of times this power was used from the blinding, disorienting pain. This Trait penalty eases by 1 every hour as the Kindred adjusts and works it out, and may be ignored for 1 minute through the expenditure of a Willpower per trait.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Celerity | 2 |
Though Buddhist vampires are not aggressive and violent vampires, they are prepared to use violence when no other choice is left to them. This technique was developed for offense rather than defense. Once again, by focusing a vampires mind and body as once using the arts of both Auspex and Celerity; a vampire with this combination discipline can make a quick burst of speed to attack an opponent above what they are normally capable of.
System: The player may spend 1 Willpower to activate this power for the next scene or an hour. During that time the player may spend 1 blood for 1 additional action which must be physical in nature. This action happens at the end of all other actions.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Obfuscate | 5 |
Kindred are well versed in ways of utilizing spirits. Unfortunately these Spirits can be seen and detected by many other entities of the Supernatural Communities acting like a Beacon. This Combo Discipline will help you hide the Spirit from detection.
By expanding one blood trait and one temporary will power You can conceal the spirit presence for the night. Anyone who wishes to pierce the concealment is able to pierce the concealment with an opposed mental challenge with the caster, retest Investigation. Defend Stealth
Each use of this combo discipline only works for one Spirit at a time.
This ability will conceal any bound or entrapped spirit as well.