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 |
---|---|
Obtenebration | 3 |
Potence | 3 |
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Path of Blood | 2 |
Thaumaturgy - Hermetic | 2 |
Protean | 2 |
Requirements:
- Thaumaturgy: Path of Blood - Blood Rage
- Thaumaturgy: Lure of Flames - Hand of Flame
- Protean: Wolves Claws
Exp Cost: 10
Through the development of Blood Rage, stirring vitae beyond the normal reaches of Vampiric blood, Hand of Flames summoning forth fire at the Thaumaturge’s hand, and the raw primal power of Wolves Claws, the raw rage of the caster is summoned forth and channeled into the caster’s fingertips.
When the user of this power activates Wolves Claws, they may spend another blood and activate the Crimson Claws of Rage. Their Wolves Claws glow bright fiery red and elongate another two inches.
When activated, the user gains the physical traits: Sharp and Ferocious, and inflicts an extra aggravated wound from the burning claws. They also gain the weapon trait Incendiary.
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Path of Blood | 2 |
Thaumaturgy - Hermetic | 1 |
Protean | 2 |
Crimson Claws of Rage
Requirements:
- Thaumaturgy: Path of Blood - Blood Rage
- Thaumaturgy: Lure of Flames - Hand of Flame
- Protean: Wolves Claws
Exp Cost: 10
Through the development of Blood Rage, stirring vitae beyond the normal reaches of Vampiric blood, Hand of Flames summoning forth fire at the Thaumaturge’s hand, and the raw primal power of Wolves Claws, the raw rage of the caster is summoned forth and channeled into the caster’s fingertips.
When the user of this power activates Wolves Claws, they may spend another blood and activate the Crimson Claws of Rage. Their Wolves Claws glow bright fiery red and elongate another two inches.
When activated, the user gains the physical traits: Sharp and Ferocious, and inflicts an extra aggravated wound from the burning claws. They also gain the weapon trait Incendiary.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Auspex | 1 |
Requires at least 6 Willpower
Legends are quickly spreading among the Sabbat that members of the Daughter of the Dark Father will not die in battle. The stories claim they have seen a Daughter be brought low to Final Death and keep fighting. This has started to give the daughters the reputation of being truly blessed by caine to fight on. In truth, this combination discipline is something of a variation and new discovery of the Halo of Steel power. The faith and sheer willpower of the Daughter allows them to fight on against their enemy no matter the cost.
System: The character with this power must spend 1 blood and 1 permanent willpower trait to activate it. Once they do, they must name one enemy she is facing battle (one individual, not one enemy army). When they name their enemy, the character will suffer no wound penalties from and source and will not reach final death, until her chosen foe is dead. Once the target’s chosen foe is dead, this power ends (or if the combat scene ends), at that time all effects of damage and or final death take effect. If the character suffered final death during the combat and this power ends, the character dies. The Storyteller also retains the right to decide something has happened to the PC that is so destructive in a scene they do not survive it. This should be a truly epic event that brings them low, but it is possible.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Auspex | 5 |
Requires: Ihai Creation Ritual, Burst of Fists, Chi Strike
The true mastery of the offensive fighting techniques; the Crippling blow takes all that has been learned from the Bursts of Fists and Chi Strike and harness that power into their fists. As a vampire strikes an opponent with this art they quickly learn to force their will into the victim’s body. This forces their muscles and nerves to seize for a moment, even if they are of the undead.
System: After successfully striking a target with their bare fist the user of this combination discipline may spend 1 Willpower Trait and engage their target in a Contested Willpower challenge. Should their victim lose this challenge, they immediately lose their next action in combat. A person can only be effected by this power once per round of combat.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Celerity | 3 |
Through hard knocks, careful cultivation of the Beast’s instincts, and simple meanness, a vampire can learn to fight as if his pack were at his back, even should he find himself alone and outnumbered. His eyes dart from opponent to opponent, and he snaps like a cornered rat at anything that comes too close. This is essentially a supernatural heightening of an instinct common to all animals, weaponized through the power of the blood.
Activating this ability costs one willpower trait, and its effects last for the remainder of the current scene. While this power is active, at the end of any turn in which no ally of the character took any combat action (such as when the only other characters in the scene are enemy combatants, ie. the character with this power is fighting alone), the character recovers one lost physical attribute trait (if applicable) and may take an additional action which must be used to make a brawling or melee attack. The additional action takes place after all other sources of “extra actions” (such as Celerity) have been resolved. Activating this power does not activate any of the character’s other Celerity powers, though normal Celerity may be invoked separately while this power is in use.
This state of heightened aggression is extremely taxing to a character’s Beast, more so even than frenzy. In the next scene following any use of this power, the character suffers the effects of having “lost” his Beast (as per Drawing Out the Beast), save that he will recover automatically at the end of that scene. Additionally, though a character using this power is not in frenzy, and can still frenzy normally while it is active, it is a similar enough state that any effect that would prevent or forcibly end the character’s frenzy (such as Quell the Beast) will end or prevent its use as if it were.
As should be readily apparent, only a character with a Beast can learn or use this ability. Ghouls, dhampirs, and revenants, possessed as they are of weakened or fragmentary Beasts, cannot learn this power, nor can it be duplicated by any effect that does not also make a character susceptible to frenzy.
This combination power taps into the darkness of the Beast as expressed by the Nosferatu clan, and as such can only be learned by Nosferatu characters.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Celerity | 1 |
The Crivelli lineage originated from the Armand de Lamare lineage and developed characteristic traits that make their aura unique. When observed the aura, through the use of Aura perception (Auspex x2), more details are exposed to the Toreador, allowing the reading to show if the blood has been somehow tainted. This metadiscipline works only if used by members of the Crivelli lineage in members of the lineage itself, if used in a Toreador of another lineage or members of another clan, the Aura perception gives normal results, without the extra effects generated by this meta.
System: When taking a Aura perception test, the Toreador expends an extra mental trait (Attentive, Observant or Vigilant), to notice nuances in the target aura of his own lineage. More than one mark can be shown in a Aura perception. It does not give precise details about what is affecting the aura, just a few notions of what may have occurred, according to the color chart below:
Aura with orange veins - the kindred of the crivelli lineage is under the effect of a blood bond.
Aura with yellow veins - the kindred of the crivelli lineage is under the effect of some disease in the blood.
Aura with red veins - the kindred of the crivelli lineage is under the influence of some discipline, blood magic or some blood magic ritual.
Aura with blue veins - The target belongs to the Crivelli lineage.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Dominate | 3 |
MET System: The character must expend a (temporary) Willpower to activate this power (just like majesty) as well as a point of blood and then make a static social challenge against a difficulty equal to 5 plus the number of targets. If successful, every mortal within reach of the majesty aura will instantly pay attention to the character. By then speaking for at least a full minute, the vampire can implant a basic version of the events that he would like the mortals to remember. Each use of this power will alter up to fifteen minutes worth of memories. This power is only usable on normal humans. "Mortals" with numina, ghouls, mages, hedge mages, lupines, etc, are all too strong-willed for this power to work on them (though they could, of course, still be dominated directly).
Discipline Name | Discipline Level |
---|---|
Fortitude | 1 |
Presence | 2 |
By studying another combination discipline of the Lasombra, the Holy Shield, members of Daughter of the Dark Father have adopted and created their own version. By focusing their sheer presence and resilience upon another, they weaken the true enemies of Caine. Rather then a focus upon the infernal this combination discipline focuses on those who worship the Antediluvians and those who follow the ways of the Dark Mother.
System: Spend a Willpower and a 1 Blood to activate this power for the next scene or an hour. Antediluvian Worshippers, and Bahari are almost unable to act directly against the vampire. The character gains a number of Bonus Traits in all challenges against those from the above qualifications, equal to their Presence rating. Additionally, those characters from the previously listed qualifications must bid an additional number of traits equal to the user’s Path rating. Characters must maintain a Sabbat Morality rating of at least 8 to use this combination discipline. This combination discipline will not reveal to the character if their opponent is an Antediluvian Worshipper or a Baharist.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Presence | 5 |
If you succeed in beating your target in the challenge the ferocity of the encounter starts to overwhelm them. As they start to sense you striking at them from the wrong direction. Putting them off balance on how to defend against your real strike. This is accoplished by using the powers of obfuscate to redirect your victims perceptions and force them to sense you coming from another direction by displacing your presence.
Mechanic: Engage in a contested mental test. Retest is Tactics. If you best your target in the challnge you may expend up to three traits to increase your cap for comparison on ties in any challenge with the target for the scene for each trait spent. Further you may gain a fient retest for the scene that can be used against them. This retest can be canceled with Alertness.
Discipline Name | Discipline Level |
---|---|
Dementation | 4 |
Obfuscate | 3 |
“The second I stepped foot into the Conclave, a wave of dread washed over me. Call it whatever you like; Kindred intuition, the wisdom of immortality…the vibes were not chill. As the Justicars took their seats, I and the other Archons moved to our positions and I could have sworn, out of the corner of my eye, that in the corner of the room cloaked in shadows was a…Jester? I know now that my reluctance to investigate at the time was an effect of it as well; no matter, not like it would change what happened. The start of the meeting was uneventful, politics as usual and the discussion of future plans, until my Justicar spoke up and said that the Tremere were moving into our clan’s domains. “What? Where did this come from?” I asked myself. “An improvised power play?” The Tremere Justicar rose out of his seat, shouting “We wouldn’t have to move into your domains if the Brujah would keep to their own!” the Brujah Justicar stood up “We have done nothing of the sort! If anything, we should all be pointing fingers at clan Toreador for performing dark blood rites with the unseelie court for inspiration!” Before I knew it, the entire room was plunged into chaos as accusations flew left and right, and Justicars were at each other’s throats. Some of the Archons leapt to join the fray, but I had enough of my senses still to grab my Justicar and get out of there. As we made our way out the door, I saw the Jester again, in the shadows, slowly waving goodbye to me…
Mechanics: The Malkavian targets another character within line of sight and engages in a contested Social Challenge against them, Retest Subterfuge. If the Target loses, they gain the Derangement: Compulsive Liar in it’s active form for the duration of the night, along with the Negative Social Trait: Untrustworthy x 3.
Discipline Name | Discipline Level |
---|---|
Quietus | 4 |
Auspex | 4 |
With the deadly venom and toxins of your studies, you can transmute your blood into a substance that weaken and poisons your victims. You can then coat weapons with this foul ichor, spit at your foes or simple bring it to the surface of your skin to affect your victim by touch. Unwary Foes may actually drink such tainted vitae
Each Blood Trait that you spend on this power is converted into a dangerous poison. If this tainted vitae touches a victim or is otherwise ingested into her system, she loses one Social Trait automatically. Thus, you can strike someone with your hand (and a physical challenge) and cause the victim to lose an additional Trait due to your venom. You can coat weapons of dagger-size or larger with this poisonous blood or even kiss your opponent. You can even make a Physical Challenge against anyone within 10 feet to spit this blood at a victim.
Any given attack may only use one Trait of blood with this power, though multiple attackers with poisoned weapons could wreak deadly havoc on a single victim. Similarly, you can only spit a single Trait of this tainted vitae or strike unarmed with a single Blood Trait in each action. Altering your blood in this fashion does not require an action on your part – you can strike an opponent with your hand, for instance, and then declare the use of Crypt Rot with a single Blood Trait. You can concentrate multiple Blood Traits onto a single weapon, though each strike uses only one Trait of blood (and thus reduces only one Social Trait from the victim). Of course, preparing yourself thus is a legitimate tactic if you think you will be in a pronounced fight and want a weapon sufficient for several strikes.