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 |
---|---|
Dominate | 3 |
Fortitude | 3 |
You need to establish eye contact with the mortal (non-supernatural) and spend one blood point to activate this power. If the mortal is subjected to damage that would otherwise be fatal, that damage is automatically converted into bashing damage, and the mortal falls unconscious. Both the mortal and any witnesses will rationalize the event as a stroke of luck or a fortunate coincidence. Massive damage or extreme situations may surpass this power, at the ST’s discretion.
The effect lasts until triggered or until sunrise, and the vampire can protect as many mortals as they have permanent willpower in a single night.
Você precisa entrar em contato visual com o mortal (não sobrenatural) e gastar um ponto de sangue para ativar este poder. Caso o mortal seja alvo de dano que o levaria à morte, esse dano é automaticamente convertido em dano concussivo e o mortal cai inconsciente. Tanto o mortal quanto aqueles que presenciarem fato processarão a situação como consequência de sorte ou uma feliz coincidência, para racionalizar a sobrevivência. Dano massivo ou situações extremas podem superar este poder, a critério do ST. O efeito dura até ser ativado ou até o nascer do sol e o vampiro pode proteger tantos mortais quanto possuir de willpower permanente em uma única noite.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Celerity | 2 |
Also known as Coordinate Overlay Placement for You / Projecting Another to Spatial Targeted Endpoint
By harnessing the powers of Potence and Celerity the user gains the ability to translocate both themselves and one additional person when using their Innate Magical Ability now.
System: The user expends two blood traits ( One counts as user's Celerity spend and one for the IMA: B.A.M.F.) This allows them to translocate themselves like normal but now one additional individual. If the target is unwilling, they must first be engaged in a physical challenge and grappled. The user can then teleport themselves and the grappled target as part of a single action. Normal B.A.M.F. rules apply for both willing targets and those unwilling targets in a grapple.
Discipline Name | Discipline Level |
---|---|
Celerity | 3 |
Valeren | 4 |
Ever vigilant, Seraiah Taylor and Enzo de Leon trained themselves to use Armor of Caine’s fury at a moment’s notice.
System: This power allows the user to instantly activate Armor of Caine’s fury reflexively against an attack. Or, when activating celerity, spend a willpower rather than the normal blood for Armor of Caine’s Fury to activate simultaneously (mentals must still be spent to determine health/armor levels).
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Animalism | 4 |
The Darkness of the Abyss can pull and chill a vampires beast or drain the resolve of any mortal. Those who have spent time in the Abyss may hear the secrets of this ability whispered to them. Those that listen can develop this art and use it against their enemies. As they exert their cold beast cloaked in the darkness of the Abyss; their victims very essence drains off them in small wisps into the darkness. If someone loses to much of themselves to this power they can die or enter torpor.
System: The character spends 1 Willpower Trait and makes a contested Social Challenge retested with Animal Ken. If you succeed the target loses 3 temporary willpower traits. If a target reaches 0 willpower from this attack (and this attack alone) they die if they are mortal and enter torpor if a vampire. This combination discipline may only be used once a round in combat by a character and cannot be used multiple times in a single round by any means.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Animalism | 4 |
Submitted by (Chronicle):
HST Name: Lasombra Coord
Custom Content Name: Call Forth the Shadow
Custom Content Type: Combination Discipline / Technique
Discipline Requirements:
Obtenebration 5
Animalism 4
XP Cost: 8XP
MET Write-Up:
The Darkness of the Abyss can pull and chill a vampires beast or drain the resolve of any mortal. Those who have spent time in the Abyss may hear the secrets of this ability whispered to them. Those that listen can develop this art and use it against their enemies. As they exert their cold beast cloaked in the darkness of the Abyss; their victims very essence drains off them in small wisps into the darkness. If someone loses to much of themselves to this power they can die or enter torpor.
System: The character spends 1 Willpower Trait and makes a contested Social Challenge retested with Animal Ken. If you succeed the target loses 3 temporary willpower traits. If a target reaches 0 willpower from this attack (and this attack alone) they die if they are mortal and enter torpor if a vampire. This combination discipline may only be used once a round in combat by a character and cannot be used multiple times in a single round by any means.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 3 |
The final nights have arrived, bizarre and normally impossible supernatural powers have been appearing far more than they normally would. As a balance to this, some vampires have developed this combination discipline in contrast. The vampire calls upon the lingering energies of the red star and the end times. I'm doing so they may deny and end these new bizarre supernatural abilities that have appeared in the final nights.
system: you may spend 1 willpower trait to negate any owbn custom content that directly affects you. This is spent on a one for one basis. This combination discipline does not negate itself when used.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Thaumaturgy - Sielanic | 4 |
The Telyavelic Tremere carry with them a legacy of their faith from Lithuania. They care deeply about both their mortal and vampiric ancestors. As such, members of the bloodline developed this combination discipline to call up the souls of their deceased ancestors gain knowledge and insight they themselves may lack.
System: The character spends 1 blood trait to activate this power the next scene or an hour. Once activated the character selects 3 abilities he would like access to. These abilities may distributed in any manner and may increase their own abilities beyond their generational maximum as well. Storytellers are the final authority if an ability is allowed to be gained from this power. Additionally, this power does not stack.
Only Telyavelic Tremere Characters May learn this Combination Discipline
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Animalism | 3 |
Spend 1 Willpower, last for the scene or hour. By spending a willpower the player may activate an aura (in the same range of Majesty). Each target in this aura gains one self controll and an additional retest to resist frenzy. Each person under the effect is required to use the retest if needed to resist frenzy. Any offensive action by the user will terminate the effect.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dominate | 3 |
Developed by the Ventrue Antitribu of the Order of the Trinity, these vampires have mastered away to combine the insight of Auspex and commanding power of Dominate to force a vampire to end a fear frenzy. Most vampires who practice this art use it to prove their divinity to members of the church by performing miracles.
System: The character spends 1 Willpower trait and makes a static Mental Challenge difficulty 8 rested with Intimidation. The character using this power need only see his target to use it. If they succeed the victim suffering a fear frenzy immediately ends that frenzy.
This power may only be learned by Ventrue Antitribu
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Valeren | 3 |
This power allows the user to use Valeren or Obeah, levels 1 + 2, on any target within your line of sight, rather than relying solely on touch, by expending a willpower. This does not remove the need for a physical challenge when the subject is unwilling, such as Valeren 2. Engage in the physical challenge normally. This combination discipline also does NOT remove the requirement for expenditures or change the results of a successful (or failed) challenge; it simply removes the requirement to physically touch your subject with your physical body and allows the user to use Valeren/Obeah 1 & 2 at a distance. Lasts for a scene or an hour.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Obfuscate | 3 |
9/16/2010 Combo Discipline Name: Can't Fool A Fool
Origin: Malkavian
Disciplines Required: Auspex 2 & Obfuscate 3
Description: Due to the Cainite's intense focus on seeing the truth instead of perpetrating deception, the Malkavian has learned how to sense on a deeper level. Before their gaze, lies melt away.
System: A player with this discipline wins ties when trying to use Auspex to pierce Obfuscate or a similar Gift/Discipline/Ritual and must declare he/she has the ability to do so before the challenge is resolved.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Temporis | 4 |
THIS CUSTOM CONTENT WAS DECLINED BY THE BRUJAH COORDINATOR IN SEPTEMBER 29th 2016
Description: A Kindred’s ability to exert blood is normally subjective to the potency of his vampiric lineage. This power allows the user to circumvent the usual limitations of his generation by suspending and prematurely allocating her blood pool, placing in a temporal stasis for later use.
Mechanics: The user activates this power by spending one Willpower trait. He may then suspend as much blood as he has in his system for use later in the evening. Each earmarked blood trait remains in a suspended state that may be called on at a later time during the night. This allows the character to draw upon the saved blood without having to adhere to the usual generational limits on the amount of blood spent in a round. The power lasts for the duration of the night, and any blood suspended at the activation of the power is considered spent. Even if the character does not actually use the blood for anything, it disappears from his system at the end of the evening leaving the character with only that blood that was not initially suspended. If the character suspends all of the blood in his system, he will be ravenous at the end of the night, and will likely need to make a frenzy test. A character cannot replace the blood that has been suspended until after that blood has been spent (eg, Joe cannot suspend 4 points of blood, then go and feed to replenish those blood traits).
Note: If a character attempts to use this power during combat, he will be subject to the normal generational limits of blood expenditures.