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 |
---|---|
Necromancy - Western | 4 |
Auspex | 4 |
Thaumaturgy | 4 |
Requires: Path of bones x4 or Spiritual Thaumaturgy x4, Auspex x4
Special: Only members of House Saturday can learn this combo.
With this power, the conjurer can force a wraith to connect with their own soul, confusing their adversaries when they attempt to see their aura or read their mind.
System: Once the caster is in the presence of a wraith, he spends one willpower point and makes a mental contest against the wraith to activate this power. If successful, the wraith's body overlaps with the caster's body, creating a situation that gives the impression that the wraith is linked to the caster's very soul. The aura reading shows two overlapping auras. Every time someone tries to read the caster's mind while this combo is active, the checks are made against the wraith, and the reading reveals information of the wraith's mind alone. This power's duration is one night or a maximum number of mind readings equals to the caster's level of the Occult ability.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Presence | 2 |
The vampires of the Path of Cathari seek to be the darkness to counter the light. They are the test of virtue with sin. Members of the path seek to corrupt others and bring them low. However, some people are simply too stubborn to corrupt. As a result vampires who follow this path created this combination discipline to influence the very nature of a person and force them to confront the darkness.
System: To use this combination discipline the character must engage their target in a contested Social Challenge retested with Empathy. If the user succeeds they may spend 1 permanent Social trait to permanently change the targets Nature to one of their choosing.
This combination discipline only works if the character is on Path of Cathari.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Visceratika | 2 |
This technique was developed shortly after the Revolt as the children of Virstania fled Ceoris and the other chantries, hiding in any cave, rock formation, and stoney crevice Europe had to offer. On rare occasions, Grotesques would experience the presence of otherworldly beings living side by side with them in their mountain retreats. One such event saw a Gargoyle Scout use her Aura Perception while scrying a cavern to determine its viability for settlement, upon doing so discovering strange presences within the very walls. The presences were in fact beings similarly made of stone, but entirely natural: Elemental spirits embodying the rock and the earth.
System: This power is always active once the Gargoyle has developed her connection to the pure essence of stone, triggering whenever she uses Scry the Hearthstone. She can see, feel, and interact with spiritual beings, from earth elementals to terrible demons to mortal ghosts, which house themselves within or are anchored to this world by a building, cave, or other structure. If the spirit is using other means to hide, this power will only reveal them if the Gargoyle wins an a Mental challenge, retest investigation, vs the being’s Mental traits, retest stealth.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Assamite Sorcery - Dur-An-Ki | 5 |
By mastering both the powers of Auspex and Dur-An-Ki the vampire may analyze the aura of another to learn the secrets they may hold. An ashipu skilled in this art can learn what covenants the target has made and with whom upon the ladder of heaven. Such information may be of value to the ashipu later.
System: When using the Auspex power Aura Perception you may now also ask the question “What are your covenants?”; which the player must answer. They must detail what those covenants are and to whom. If the target of this power have no Dur-An-Ki; they may answer “none”.
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).