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 |
---|---|
Presence | 3 |
Celerity | 3 |
The Unifiers present themselves as the primer leaders of the Sabbat. While they may crave power they do so only through the skills of those beneath them. If they are to succeed then their soldiers in Gehenna must succeed. Building on the Combination Discipline Inspire Greatness; members of the Path of Power and the Inner Voice developed this combination discipline to lend their supernatural speed to those who serve them as well.
System: The character spends 1 blood trait per character they wish to use this combination discipline on. For the next scene or an hour a character who receives the benefit of this discipline may use whatever levels of Celerity you possess as if they were their own for the next scene or an hour.
This combination discipline only works if the character is on Path of Power and the Inner Voice.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Presence | 3 |
The Divine Tide is a holy time for the followers of the Path of Redemption. They let their beast run wild and become monsters for a time. In doing so they hope to gain control and mastery of their beast by allowing it to explore for a time. Vampires who follow this path developed this combination discipline to find and inner strength from their Divine Tide experience. With it is bolsters their own views and will itself.
System: To activate this combination discipline the character must have experienced their divine tide. Once they have done so and for the next month gain Divine Tide Trait that may be spent as follows:
• As A Willpower Trait
• A Retest in any Virtue Challenge
• A Retest in any challenge to defend against True Faith
Once this Divine Tide trait is called it used up until the character experiences another Divine Tide.
This combination discipline only works if the character is on Path of Redemption.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Auspex | 4 |
Noddists often don’t view the beast as a burden or curse. They view it as a gift from Caine. A strength to be channeled and focused. By mastering their own beast through the arts of Animalism and then focusing that power with mastery of their senses; the Noddist gains an inner strength for a time as they allow their beast to ride the edge of frenzy.
System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. While under the influence of Embrace the Beast, the character is not affected by Dominate or Presence. Furthermore, for the duration of the power, the character gains the Physical Traits: Ferocious and Relentless. The Combination Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of the Combination Discipline's use. The Combination Discipline also comes to an end of the character's first physical confrontation.
This combination discipline only works if the character is on Path of Caine.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Celerity | 4 |
System: This power costs 1 blood and 1 willpower and lasts a scene. This power gives you a defensive
retest for either stami na or speed related challenges in which a trait is bid , you must choose which
when you activate the power. This retest may be used once a round and is the last retest you may use in
an y challenge.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 2 |
Presence | 3 |
The Toreador is so laden with emotion that they leave an emotional imprint on an item. This item will forever have the stain of the strength of the emotion within it. This power is only known to be used by one Toreador, Tiffany Cole. It can only be learned from her directly.
MET mechanic: When holding an item, the Toreador spends one blood and one social trait to invest the currently felt emotion into the item. The item will forever bear that emotion through uses of Spirit's Touch. It cannot be "overwritten" by someone else's emotional imprint, without an additional use of this power. The emotion cannot be sensed without the use of Spirit's Touch.
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Obtenebration | 3 |
All manifestations of Obtenebration last until destroyed by Fire or Sunlight. Or dispelled by the one that controls it.
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Presence | 3 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Protean | 4 |
By expending 4 Blood traits and a Temporary Will Power and then spending an hour in meditation, the user may change both form and self to become someone else. This power MAY NOT be used to perfectly mimic an existing person, though a previously assumed persona may be implemented. Any attempts to find the originating persona fail so long as the power is active. The assumed persona is considered its own person for purposes of summons, sympathetic links, and specially bound/attuned items (Though anything the assumed persona may use or have used on them will still link back to the originating persona). However, nothing may impair the properties of vitae, and so blood bonds, viniculums, and the sympathetic nature of blood traits are unaffected regardless of the use of this power.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 1 |
The vampire's connection with animals is such that they can transfer their physical endurance to animals under their control. Such creatures can be made tougher and more resilient with an increase in stamina from the vampire's Fortitude.
System: You must first make a connection to the animal using Feral Whispers. You must then spend a Blood Trait for each level of Fortitude you wish to invest in the animal for the rest of the night. You may not grant the animal more Fortitude than it has Stamina-related traits or than you have Fortitude.
Discipline Name | Discipline Level |
---|---|
Dominate | 4 |
Fortitude | 2 |
Auspex | 4 |
Required Items: Kindred body with a soul
The user has discovered a way to communicate with the soul of a kindred they have just diablerized. This combination power must be completed the night of the diablerie. The user rubs the ashes from the body that was diablerized that night, after completion the user completes static mental challenge vs 8 mental traits; retest is intimidation. Upon completion of the challenge, user meditates for 10 min, convincing the soul to bind with the soul’s own ashes to protect the user.
Mechanics: This gives the user 1 challenge to change from a loss to a tie or tie to win, the soul will burn up in a bright red flash and the user will take 1 level of soakable aggravated damage. Only one soul can be stored at a time: useable once per night.
Extra draw backs: Whenever you stare into a reflective surface, you see the soul leering back at you and red haze in the user’s aura
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
Fortitude | 2 |
Must be able to trace back to Kratos for teachings
Required Items: Kindred body with a soul
The user has discovered a way to communicate with the soul of a kindred they have just diablerized. This combination power must be completed the night of the diablerie. The user rubs the ashes from the body that was diablerized that night, after completion the user completes static mental challenge vs 8 mental traits; retest is intimidation. Upon completion of the challenge, user meditates for 10 min, convincing the soul to bind with the soul’s own ashes to protect the user.
Mechanics: This gives the user 1 challenge to change from a loss to a tie or tie to win, the soul will burn up in a bright red flash and the user will take 1 level of soakable aggravated damage. Only one soul can be stored at a time: useable once per night.
Extra draw backs: Whenever you stare into a reflective surface, you see the soul leering back at you and red haze in the user’s aura
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 Mental 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 Enfeeble Mind Venom 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 Mental 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.