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 |
---|---|
Animalism | 3 |
Protean | 4 |
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Protean | 4 |
Discipline Name | Discipline Level |
---|---|
Mytherceria | 4 |
Presence | 3 |
Chanjelin Ward creates "arcane glyphs that reveal your altered perceptions to others", this power allows the kiasyd to share different perceptions with others by granting Fae Sight to the bearer of the token instead of disorientation.
MET System:
The maeghar must spend one turn tracing the ward on an object with their fingertip. Anyone who holds this token is able to perceive fae things as if they had Fae Sight (2nd level Mytherceria). A Faerie's Token lasts for one night, which may be extended at the time of creation by spending one Blood Trait per extra night.
While active, a token is considered a sympathetic link back to the maeghar that created it, just as a normal faerie token would link back to the benefactor who granted it. The user may only have as many Faerie Tokens active as they have levels in Mytherceria.
Discipline Name | Discipline Level |
---|---|
Daimoinon | 3 |
Mytherceria | 2 |
Discipline Name | Discipline Level |
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Animalism | 3 |
Dominate | 2 |
In charge of the spiritual well being of their fellow chosen; the priests of the black hand created this combination discipline to help members of the faction to steel their beasts in the fires of battle. By reading from the book of nod and conversing with each agent with words of wisdom from caine they wish to aid; the chaplin can quell a vampires beast as they prepare to enter battle. There after the chosen who have spoken with the chaplin need not fear their beasts taking over them at crucial moments. Indeed even supernatural means to provoke a vampires beast fail against those inspired by the Chaplin.
System: The user may spend 1 willpower trait per person they wish to benefit from this combination discipline. For the next scene or an hour those under the effects of this combination discipline cannot frenzy nor be made to do so even by supernatural means.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Celerity | 4 |
Fortitude | 3 |
Very few Lasombra of any generation like to put their faith into any mode of transportation over long distances and in the end have only been able to solidly rely on their own powers and abilities to see them through. This was re-created by a Lasombra who wished to simply remove full reliance on mundane transportation without causing undue public scrutiny or possible danger.
With this power, the vampire becomes a shadow that flies faster than a storm wind which makes the user appear as a flashing shadow arching across the sky. He may use this power to travel large distances in an almost invulnerable form (except for fire and sunlight) in a fraction of the time than normal, or fly through the air to places normally inaccessible.
MET System: The vampire spends two Blood Points and is transformed into a shadow form akin to Obtenebration 5. He may fly at a speed of 250 miles an hour plus One Blood Point must be spent for every hour after the first that is spent as a Falling Shadow (this is the only exception for Blood Expenditures while in this form).
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Potence | 5 |
As Burning Wrath taps into the rage that is part of all Brujah Fanning the Flames of Fury truly embraces the inherent inner fury of the Brujah. Causing your skin and eyes flush red and a bloody steam to come out of your pores as your skin takes on an unnatural heat pushing you physically beyond what you are normally capable of. Spend an additional Blood and Willpower after activating Burning Wrath. For the remainder of the Scene you do +1 Aggravated Damage, in addition you gain the following Physical traits Ferocious, Fierce, Vicious, Savage, and Aggressive. All damage dealt is Aggravated per Burning Wrath.
Discipline Name | Discipline Level |
---|---|
Serpentis | 1 |
Presence | 1 |
The Clan of Kings is at a significant disadvantage in the modern nights. Explosive growth in the number of thaumaturgists and the weakening structure of their national clan hamper the strengths of the Blue-Bloods. One Ventrue channeled the entrancing quality of the Serpents’ gift, and his own ability to toy with emotions and enhance his attractive attributes. After learning this combination, the character’s eyes are permanently flecked with either silver or gold, and have a strangely irresistible quality to them.
The bearer of this combination receives the bonus social traits Fascinating x2 that go above generational maximums.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Animalism | 2 |
A perceptive Vampire can examine another and learn, through a delicate combination of glimpsing the target's aura and inducing just a bit of fear, whether they suffer from any flaws. This has the side effect of allowing the character to learn the target's clan by learning their clan weakness.
System: Engage your target in a contested Social Challenge retested with Investigation. During this challenge the character may risk 1 to 5 social traits in this challenge. Should they succeed the character may gain one of the following from the character per social trait risked in the challenge: Clan Weakness, A Flaw, or Negative Trait possessed by the victim.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Auspex | 4 |
Spend 1 Temporary Willpower. If touched (User does not use the power offensively as a carrier), the attacker(s) is/are subject to agony and suffers Penalties similar to the Wounded Condition. Fortitude or similar powers and abilities does not mitigate these penalties as the pain is not actual damage. This effect lasts for the Scene. If attacker has Pain Tolerance or similar Merit, effect lasts only for 1 round (unless he touches, continues to touch, or is attacked again.)
If used as a carrier attack, Empathy is the retest and it is resolved like any other Carrier Attack.
When activated, anyone using Telepathy or similar power on the user will suffer the affects automatically. This power CANNOT be used offensively, (User cannot have initiated the challenge but can use the power to end Telepathy he did not initiate.)
After scene ends, the user must make an extended Willpower challenge (Current Willpower, not Willpower total,) the difficulty and number of Challenges equal to the number of rounds the power was active. The user is subject to the effects of the power for a number of minutes equal to the number of challenges lost, this time can be lowered by half if the user possesses Pain Tolerance.
Anyone learning this power must have a source of pain, such as Permanent Wound, or be freshly damaged and not soak the wounds, causing a new source of pain to fuel the power.
This Combo costed 36 XP to create through 1 year of role play.
Discipline Name | Discipline Level |
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Presence | 3 |
Fortitude | 3 |
As the true masters of the art of pain, members of the Toreador Antitribu have taught themselves how to deaden their nerves and feelings to such things when inflicted on them. They quite literally feel no pain no matter what causes it. To them, they consider such efforts pathetic as only a Toreador Antitreibu can truly inflict or understand it.
System: Once purchased this combination discipline always considered active. You never suffer the effects of wound penalties regardless of their source or supernatural power that inflicts even the mechanical effects of wound penalties.
Only Toreador Antitribu may learn this power
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Protean | 4 |
Fenrir's Wartooth Talons: (Fortitude 3, Protean 4, Fenrir's Talons) 8xp
The long nights have not been kind to Bulvi, in an effort to combat Loki and his spawn Bulvi mastered the art of Fenrir's Talons and learned a new trick of the Old Wolf or should we say stealing an old trick. With time changing and diplomacy slowly replaced by the calls to war Bulvi knows his time draws near. Realizing giving up is not an options Bulvi set's his mind to the task at hand.
Spending an additional blood will cause an addition Talon to grow from the Gangrels fist it also adds a smoldering flame to the Talons. All benefits from Fenrir;s Talons remain. The new talons removes the need to do a simple test for the additional aggravated damage it is applied without the challenge (base damage is now two aggravated damage). Talons also add two additional aggravated damage and grants Armor Piercing. Fenrir's Wartooth Talons also adds two additional physical traits when disarming.