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 |
---|---|
{Combo w/in single Discipline} | 1 |
Thaumaturgy | 5 |
Prerequisite: Seidr Path Flow of Ashe mastery
Using the weave of the threads of fate to better tie their allies goals to their own, The Skalds of the Brotherhood are better able to use their Flow of Ashe to greater use.
The skalds drink made with Flow of Ashe now does the following
- Can be used to cover any activation cost for instead of blood only
- Can heal an additional health level or give DR1 for an hour
- can hold upto triple their occult rating in Flow of Ashe Pastes drinks powders.
Discipline Name | Discipline Level |
---|---|
Thaumaturgy | 5 |
{Combo w/in single Discipline} | 1 |
Prerequisite: 3 or more Seidr Paths of Thaumaturgy one being Flow of Ashe and membership in the Brotherhood of Midgard
The Seidr user knowing the world tree's ties to all makes a token that can be used once allowing the person who used the token is able to use any discipline, combination power, or thaumaturgy level that is imprinted into the token. It can only be used one time only.
The Seidr user can only create twice their occult rating worth of these tokens but it costs double the activation cost to make.
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Obfuscate | 4 |
Moving while celerity is active leaves momentary flickering after images behind, giving a Might-like retest on Dodge chops. This is the last retest that can be called.
This power can be suppressed for a scene at no cost, but cannot be reinabled until the scene is done.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Presence | 5 |
Description: When using this power, the user emits an aura of intimidation to those around them. This feeling permeates through the core of one's being and into their soul. The power draws the ire of those who are engaged in combat towards the user making them the focal point of their assaults.
Mechanics: The user must spend one Willpower to activate this power and then engages the target(s) in a Social challenge. A Social Trait must be bid for each target and each test is made individually (retest with the Intimidation ability). This power allows the user to force a target(s) who has initiated an aggressive challenge in the previous round to attack him instead of their previously intended target. The user may not dictate the means through which his attackers assault him. The user may only attack those individuals who are attacking him while this power is active. A target may spend a Willpower and make a Social challenge against the user to attempt to negate the effects of this power each round. As with Majesty, this power extends from line of sight or at least ten feet from the user and must be perceived. This power lasts for a scene or an hour or until the user becomes incapacitated, succumbs to torpor, or death.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Thaumaturgy | 1 |
Requires: Auspex 1, Path of the World’s Blood 1, Alchemy 1
To master a thing, one must first understand it entirely. Experienced Alchemists developed a deeper sense for the properties and functions of the materials they worked with. When the Telyavelic Tremere left the Pyramid, many left their laboratories and scientific equipment at home. By adapting Heightened Senses and their deep ties to nature and magic, Telyavelic Tremere may study and analyze natural and unnatural elements without equipment.
System: The thaumaturge focuses upon an object and engages in a static mental challenge in order to discern the non-magical physical and chemical properties of the object (mass, chemical composition, drug use effects/side effects, etc.). Magical Properties of an object should be determined using Thaumaturgical Sight. This power does not work on living and un-living creatures, but may provide some insights into robotics at storyteller discretion.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Animalism | 3 |
The Gangrel are a Clan of survivors and wanderers. Some among them have deep ties to the wilderness and the many, varied realms that lie beyond the notice of most. Gangrel who spend their time frequenting these other realms often find a need to understand the strange and frequently dangerous rules which govern these lands. The insight they require is delivered to them by a combination of their Beast’s survival instincts and the preternatural awareness of even the most basic practices of Auspex.
System: The moment the character enters the boundaries of a different realm, the player may make a Static Mental Challenge, retest with the Cosmology Ability, against a difficulty determined by the character’s knowledge of the realm. For example, a realm the character is intimately familiar with would be a 6, while a realm they have heard of second hand would be an 8, and a realm that is completely foreign to them would be a 10. If this Challenge is successful, the player then makes 5 simple tests. Each win or tie on these Simple tests grants the character a relevant fact about the realm, in order of most important to least important. The Storyteller determines which facts are most relevant; for example, if the player wins only a single Simple Challenge in a unique pocket realm, the Storyteller might feel that the most important fact is “while you are in this realm, everything you do can be — but not necessarily is — seen by its creator.” This power only functions once per visit to a realm, and future visits may very well yield the same answers, unless something about the realm has changed. Storytellers should be wary not to allow a character to traipse back and forth across the borders of a realm merely in an attempt to gain a higher number of Simple Challenges. This power is considered always active once learned.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Presence | 2 |
Flavor:
Your mastery of the Beast is so complete that you are able to make yourself seem 'larger than life' and far more powerful, through a controlled loosening of the chains that hold the Beast back. By channeling the feral hunger inside yourself into a presence of command and intimidation; you magnify yourself in a way that may draw the attention of all those around you. It is a risky thing to loosen the chains of the Beast, but sometimes a risk must be taken for far greater reward.
Mechanics:
By spending 1 Blood Trait, the user is able to channel their beast and temporarily gain +3 Social Traits for a short duration of time. This manifests as their beast flaring through their very presence.
If this power is used outside of a combat situation (in a social, non-combat situation) it lasts for 1 minute.
Should combat break out while this power is active; the power is active for the 1st Full Round of combat with no need for additional expenditure to activate.
If this power is being used within a combat situation; spend the 1 Blood Trait (like how one would for use of Celerity), and the power is active for only that round of combat.
Upon activation, the user of this power loses 1 Temporary Self Control/Instinct peractivation; this temporary penalty to Self Control/Instinct is cumulative, and stacks per every activation of this power.
In any round (or any non-combat time) that this power is not active/activated, the user may spend 1 Temporary Willpower to remove 1 level of the Self Control/Instinct Penalty.
The Temporary penalties last per the evening. Spending the Temporary Willpower to restore the Self Control/Instinct traits, or upon waking the next evening: are the only methods which reverse these penalties entirely.
The user may not use this power beyond the amount of Self Control/Instinct traits of which they permanently possess.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Fortitude | 2 |
Potence | 2 |
The artisan throws a mental chop at the difficulty of the crafts level of the item to be created, retested by the appropriate Crafts ability, to obtain the users measures. Alternatively they can roleplay for a scene where the measurements are taken.
If successful the artisan spends one Blood and one temporary Mental traits during the item's crafting process. If the creation of the item is successful, the following benefits are conferred:
- All the negative traits present in the item are removed;
- If the item is a Weapon: gain the Steady Physical Trait and one free retest per night for the Ability of the item;
- If the item is Armour: gain either the Intimidating or Alluring Social Traits and +1 level of Vitality;
- If the item is an Accessory or Clothing: gain either the Focused Mental Trait or an Appearance related Social Trait to be determined by the artisan;
However, in case the item is used by someone other than the individual whose measurements were taken:
- All the negative traits based on the standard item in Dark Epics are present, as normal:
- An additional Clumsy trait is added to the item;
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Auspex | 5 |
A vampire who follows the path of Caine is a serial diablerist. Their hope is to strength their own blood to grow in equal power to Caine. As Caine has no clan and mastery of all disciplines; members of the Path developed this combination discipline to work towards the same goal. By devouring the souls of other the Noddist can steal some of their power they knew in life for their own.
System: Whenever the character diabolrizes another vampire they spend 1 permanent willpower trait to activate this combination discipline. If they do so, the character may change one of their in clan disciplines for one the victim possessed instead. This ne discipline will replace the previous in clan discipline chosen by the user. A Character may do this a number of times equal to their permanent willpower rating.
This combination discipline only works if the character is on Path of Caine.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Animalism | 5 |
A vampire who follows the path of Caine is a serial diablerist. Their hope is to strength their own blood to grow in equal power to Caine. This combination discipline allows the noddist to draw on the strength of the souls they have consumed for their own benefit. The noddist stores a shard of the soul consumed within themselves to be accessed later for power.
System: Whenever the character diabolrizes another vampire they spend 1 temporary willpower trait to activate this combination discipline. If they do so, the character may store part of the soul they consumed to access later for power. The character may store a number of souls in this way equal to their permanent willpower rating. At any point the character may spend 1 willpower and access one of the souls they have consumed for power. They must do this before throwing a challenge. If they do, the user gains five bonus traits for that challenge. Once used, the soul stored with this power is lost. These bonus traits only apply to a single challenge. A character with no souls stored from diablerie would be unable to use this combination discipline for bonus traits until they committed diablerie again.
This combination discipline only works if the character is on Path of Caine.
Discipline Name | Discipline Level |
---|---|
Presence | 3 |
Visceratika | 2 |
With this power, the Gargoyle has honed his connection with structures to the point that he can subsume a single building with his emotional state and impress it on any visitors, the air becoming filled with a sense of dread or security. He may also use a more forceful variant of this power, allowing him a full emotional switch to all its occupants, inflicting on them bursts of rage, fits of hysterical joy or pangs of ravenous hunger.
System: The more subtle use of this power is in effect as long as the Gargoyle is in the structure and wishes it receive his ambience; no roll or expenditure is needed to activate it. Any individual observing or occupying the building in question will feel a palpable sense of the Gargoyles emotional state, irrespective of what emotion they’re feeling. This phenomenon is always in place, and the Gargoyle may not turn it off. Multiple Gargoyles with this power and either viniculum or blood bond to each other can affect the same place. The active use of the power requires the Gargoyle to spend a Willpower point and one social trait per intended target and make a static Social challenge, retest empathy, vs 9 traits If successful, this causes a number of targets in the building, selected by the user, to make a self-control/instinct or courage check based on the intended emotional state. If the intended effect of this power is to cause frenzy, whether Rotschreck or otherwise, the challenge must be opposed by the intended target, rather than static by the user. Those who fail or are unable to resist immediately feel a change in emotion to that of the Gargoyle’s choosing. The floors being targeted must be connected to the Gargoyle’s own story as the emotional shock wave bursts forth. Judicious use of Ambiance may only require the top floor of a building to be affected with fear in order to clear the entire structure, however, as herd mentality takes over and kine flee from the unknown threat that the power’s victims seem to be running from. Gargoyles can also attain a level of security from this power while outside of their Eyrie, as any allies in their Eyrie will receive warning of a change in his emotional state whenever the Gargoyle becomes endangered, and can move to respond to the threat.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Chimerstry | 3 |
Dominate | 3 |
Sometimes words cannot express an experience in a way that does it justice. Some experiences are too sublime or too awful and no matter the skill of the orator the true impact cannot be conveyed. Through use of this technique, the vampire can share his most precious or awful secrets with those he trusts.
MET System: The character is able to share his memories with a willing target. The character must spend one blood trait and one willpower trait. The user of this combination discipline must maintain concentration while sharing the memory. The target of the power may break free from the illusion at any time by spending a mental trait if they wish to end it early (or if they are attacked/facing imminent danger). The target experiences the memories from the point of view of the user including the senses and emotions they experienced. The real world fades away as they are drawn into the story, though it remains just within reach, like a daydream that they can wake up from at any moment. This power cannot be used as justification for the target to spend experience points to purchase something because they experienced the memory of the user learning it. Anyone going through the targets mind and encountering a memory of this power being used will immediately identify those memories as having been created, and not belonging to the target of the power.