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 |
| 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.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 2 |
| Animalism | 2 |
The very nature of the Path of Death and Soul is an obsession with Death and the true power it has over every soul. In their research vampires of this path developed this combination discipline to better understand the soul of another. By combing the arts of auspex and the understanding of the beast brought on by animalism the Cainite with this combination discipline can know what morality their target follows for their own studies.
System: Once purchased this combination discipline is always considered active. When you use the power Aura Perception you may now ask the following questions and get an honest answer:
• What Morality do you follow and what level is it?
• What are your Virtue Traits and their level.
This combination discipline only works if the character is on Path of Death and the Soul.
| Discipline Name | Discipline Level |
|---|---|
| Assamite Sorcery - Dur-An-Ki | 4 |
| Quietus | 5 |
Anima Elementorum (Soul of the Elements)
Dur-An-Ki Elemental Mastery: 4
Cruscitus: 5
Experience Cost: 7xp
A warrior who has unlocked the powers of the old blood is without a doubt a force to be reckoned with but when bolstered through an ascension through the heavens and a keen understanding of the world's true structure they come to a realization. All objects and all of reality is but a reflection of the Umbra and its spirits. All objects have a will among them and through combining the mastery of the old ways with ascension of self along the Ladder of Heaven the Warrior has learned to allow these spirits to inhabit his body briefly to exert their power on the world like the Sorcerers of old
System: Expend a Willpower Trait and a Blood Trait. As you do so you welcome the elements to house themselves within your own body to extraordinary efficiency. You may combine up to Two Elements within yourself to produce different combinations of effects based on the table below and last for a Scene. This is considered a form power and follows rules for such.
Air: Gain a retest on all Stealth Challenges
Earth: Gain 3 Levels of armor that cannot be Ignored
Water: Gain an extra 3 Steps of Movement per Action
Fire: When physical contact make a simple test, on a win or tie deal an additional Fire Based Damage
Additional effects for other elementals are at ST Discretion
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Obfuscate | 3 |
Anticipatory Fear allows the Kindred to appear as whomever the target most fear to see in a given circumstance . The character herself has no control over who she appears to be, and may not even be immediately aware of what form she's taken .
MET System: Expend a Blood Trait and makes a static Mental Challenge versus the target, retesting with Investigation. If successful, you assume a Mask of a Thousand Faces of someone the target fear the most for that situation. You are not aware of the mask you wear, nor do you gain any insight to the personality or memories of the person you are disguised as through use of this power. It can be pierced just like a normal Mask of a Thousand Faces.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Obfuscate | 3 |
Anticipatory Fear allows the Kindred to appear as whomever the target most fear to see in a given circumstance . The character herself has no control over who she appears to be, and may not even be immediately aware of what form she's taken .
MET System: Expend a Blood Trait and makes a static Mental Challenge versus the target, retesting with Investigation. If successful, you assume a Mask of a Thousand Faces of someone the target fear the most for that situation. You are not aware of the mask you wear, nor do you gain any insight to the personality or memories of the person you are disguised as through use of this power. It can be pierced just like a normal Mask of a Thousand Faces.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Dominate | 3 |
| Celerity | 3 |
Similar in function to Quick Study, this combination focuses on the physical. More than simple mimicry, the Kindred who utilizes this Discipline tears the physical experience of learning, the “muscle memory,” from his victim and imprints those pathways into his own brain, leaving his victim incapable of performing skills she may have mastered years before.
System: Like Quick Study, this Discipline combines Auspex and Dominate to identify and isolate, but adds Celerity to allow for the theft of physically oriented abilities. The Kindred enters the mental challenge to identify and isolate one skill set desired per two temporary Willpower traits currently possessed, then spends a blood trait to initiate the theft. The thief must then spend an equal number of physical traits to the number of physical ability traits being stolen. The character may, again, immediately spend two experience points for every trait he wishes to acquire permanently, and the target must possess more permanent traits in the ability than the PC at the time of the theft.
Because this combination relies on Dominate, it will only work on vampires of equal or higher generation than the user and the challenger must expend a temporary Willpower trait before blood traits are used. Victims’ ability traits are restored at the same rate that the creature heals aggravated damage.
Because the vampire learns these abilities by imprinting memories, he suffers from the active derangement Sanguinary Animism for one hour for every trait stolen. If multiple abilities are taken from the same individual, this time is cumulative. If abilities are stolen from multiple targets, the time overlaps, but the Kindred suffers this derangement for each victim and may result in too many active, albeit temporary, derangements to be allowed to live.
The use of this Discipline is tantamount to psychic rape. Player Characters following the Path of Humanity should, at the Storyteller’s discretion, test to maintain their Humanity when acquiring abilities in this manner.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 5 |
| Thaumaturgy - Path of Blood | 5 |
Magic is the power of will made manifest, and magic is channeled through the power inherent in symbols of all types. Those symbols can be used to identify, create, bolster, or destroy the things they are linked to. By completing his understanding of the unchanging nature of the Kindred body, and the power inherent in vitae, the thaumaturge can protect himself from the creation and strengthening of those connections, most often referred to as sympathetic links.
Sympathetic magic, the magic involved in accessing and manipulating the connections between things, can be a great boon to a thaumaturge, and a great hindrance when it is used against him. This power renders almost all such connections useless; and unless specifically noted below, covers all such supernatural connections created after the power is learned, as well as all connections from mundane sources. Rituals and powers that specifically create such a connection, like the ritual “Enchant Talisman” or “Transubstantiation of Seven” will still create that connection.
Hair, fingernail clippings, blood (as in DNA sequencing used by mortals) cannot be forensically traced back to the possessor of this power, if the item is question is harvested before the power is learned.
Those mundane connections are not strong enough to maintain themselves in the face of the Apathetic Link. Blood from the possessor of this power cannot be used to ghoul or embrace unless this power is deactivated for a number of turns equal to the time involved to perform the action, plus one, or unless the blood was removed and stored before this power was learned. The cost to temporarily deactivate
this power is a temporary Willpower per turn. For example, to ghoul or to embrace generally takes a minimum of two turns worth of deactivation (plus the blood needed). On the first round the power of
the symbolic connection is re-established, on the second, the actual ghouling or embrace occurs. Additional time may be necessary as per the ST.
A ghoul that is already blood bound that is fed by the possessor of this power will remain a ghoul, and will maintain the blood bond, as that connection is being maintained and not created, and the power of
blood to maintain someone as a ghoul is inherent to vampiric vitae, not to any inherent supernatural connection.
Blood taken from the thaumaturge by supernatural means (such as Theft of Vitae) is still lost, and still counts as blood, but will not increase (or create) any blood bonds.
Mechanics: This power is active once learned, unless a temporary Willpower is spent to negate the power for a single turn.
This power does not stop someone from Blood Bonding the possessor of this power (Blood Bonds, LotN:R, p.211). All mechanical effects of a Blood Bond take effect. However, the RP aspects of the Bond
are considered to be at one drink less, and while this power is active, it counts as “having absolutely no contact” regardless of the contact that occurs. It is the full 12 months, regardless of the amount of
permanent Willpower the thaumaturge possesses, and does not begin until a full (3pt) blood bond is established. Permanent connections of this nature are not affected by this.
Acts that would create a new, supernatural connection from the possessor, require at least two turns to enact, more at Storyteller discretion.
This power does not negate already existing supernatural connections (blood bonds, the Kindred’s blood stored somewhere, etc.) it simply prevents any new supernatural connections from forming (blood
bonds to the possessor, new ghouls, new embraces).
The sorts of connections found using mortal forensics (DNA, etc.) are not capable or being maintained in the face of this power, from links taken after this power is learned. For example, if, for some reason, a Kindred’s DNA were on file, and two blood samples taken from a crime scene were tested, both samples would test as coming from the same individual, but would not be able to be traced back to the Kindred.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Presence | 5 |
With this power the player don't need to make simple test anymore to Beckoning animals, is considered he always won, as mastering of the power of Animalism Beckoning.
he still have to do the proper Roleplay like souds and descretion of it, them the animal he want to call, will come to him.
if the vampire has somekind of flaw that make him a trheat to a animals security, this power won't work.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 4 |
| Fortitude | 4 |
Aphrodite's Blessing (11-pt Combo)
Requirements: Dominate 4; Fortitude 4; Denial of Aphrodite's Favor; optional Presence 3
MET: When a Cainite with this combination Discipline is successfully targeted by any kind of emotionally-affecting power, he may spend a Social Trait to receive an automatic retest, even if the power normally does not allow a retest. Regardless, he is automatically aware of any attempts to influence his emotions as described above, even if he does not defend against them successfully, though the source is not necessarily obvious. In addition if the user has the requisite Presence and has been instructed in the advance techniques of this Discipline by a suitable tutor, he may spend an additional Social Trait whenever he successfully defends against such a power to reflect it back against the original wielder. (The wielder receives a normal test to resist the reflected power and is considered to win all ties in such instances.)
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Animalism | 3 |
Aphrodite's Untamed Favor
Requirements: Dominate 3, Animalism 3, Denial of Aphrodite's Favor, Self Control 3
XP Cost: 11 (willing to go to 12 if you want Dylan)
Description:
Ventrue have refined their ability to withstand Presence. This ability extends that defense to other disciplines. A Ventrue who knows Denial of Aphrodite's Favor, is able to extend their defense to Animalism as well.
System: This power applies the Generation Limiter of Dominate to the first three levels of Animalism. Making one immune to Animalism up to Quell the Beast as long as the defender is of lower generation then the user. However, this is a double edged sword, as you are immune to Quell the Beast even in Frenzy.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 5 |
| Auspex | 1 |
(Also Requires the Magic Resistance Merit) Spend one hour in meditation, focusing on the weaknesses in your own aura. Once afterwards on the same night you may spend one blood and one willpower to gain ties against offensive Blood magic that targets you for one scene or hour.
