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 |
|---|---|
| Potence | 5 |
| Auspex | 3 |
Prerequisites: Master’s Focus, Potence 5, Auspex 3
Description: “He spent all of yesterday sitting with that piece of metal in his lap. I don’t understand what he’s doing, communing with the spirits or something, but man does he do amazing work!”
System: This power grants ties on all challenges to craft an item. In addition, this power can be used to remove a single negative trait from an object.
In MET, this power costs 15exp traits
| 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 |
|---|---|
| Fortitude | 3 |
| Presence | 3 |
Also requires Humanity 8+
By refining one's attachment to Humanity and control over the beast, the Conservator may prepare themselves for a challenging confrontation and instill that same determination in their allies.
System: Spend one Social trait and a Willpower, both negative manifestations of Cateline's Lament occur for the user. For the remainder of the scene, the Conservator gains an additional retest on all Conscience checks to retain Humanity, Self-Control checks to prevent Frenzy, and Courage checks to prevent Rotschreck. All nearby allies are up one trait in such challenges.
| 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.
