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 |
---|---|
Thaumaturgy | 5 |
Thaumarturgy Mastery of Mortal Shell | 5 |
Tremere Only Combination Discipline, must have a Binding Agreement with the Tremere Coordinator's office to have this combination discipline (or it can be covered as part of an existing Binding Agreement if in certain Tremere Secret Societies).
Requirements:
Hermetic Thaumaturgy Path - Movement of the Mind x5 (Tremere version only)
Hermetic Thaumaturgy Path - Mastery of the Mortal Shell x5 (Tremere version only)
Cost: 18 exp
This combination is a carefully guarded secret of House and Clan, only utilized by those who have approval from the Inner Council of Seven themselves. Of course, should a Tremere misuse this power or attempt to teach without permission, the Inner Council of Seven can and will execute their own sense of consequences upon the magi.
The user must declare a target that is within line of sight, make a grip-like gesture with one or both hands, and spend a single blood and temporary willpower to activate. Once activated, the user makes a contested Mental (User’s) vs Physical (target’s Stamina) challenge against the target. If successful, the target lifts into the air and is crushed (potentially to death).
At the start of each round thereafter, the target may make a contested Physical (Target’s Stamina) vs. Mental (User’s) challenge against the user to break free of the hold. For each round of being crushed, the target takes 2 lethal damage (soakable with Fortitude) and is completely unable to speak, breathe or move.
This requires the full focus of the user unless Dual Thought was activated prior to this power being used. The victim is unable to speak for the remainder of the scene or hour once affected by this power as their throat and lungs are forcibly crushed. This power prevents blood magic that requires a spoken component from being cast by the target for the scene or hour. As the target is also immobilized while being crushed, they are unable to use any powers or items that would require bodily movement or hand gestures. The target is also unable to utilize any physical disciplines or actions while under the effects of this power (excluding Fortitude for the use of damage reduction). If the target does not have any Fortitude, they are unable to resist the use of this power upon them. If the target is able to shift to a non-corporeal form (mist/fog/blood/etc), they may escape from this power, but are still affected by the loss of speech as written.
Discipline Name | Discipline Level |
---|---|
Potence | 1 |
Fortitude | 1 |
Dominate | 1 |
You have unearthed a level of mental prowess unusual in vampires. Where others would find their mental abilities lacking, you redouble your efforts. By combining these disciplines a Cainite can refresh and fortify their mental capabilities, restoring all Intelligence related mental traits lost. You must restore all of them at once. Using Force of Mind costs nothing, and it does not count as an action; it may be done at any time. This may only be done once per night. Additionally, your resilience granted by Fortitude now partially extends to your mental interactions. By spending a Willpower and a variable amount of Mental Traits you only have to risk additional traits according to the chart below. This last for one hour or scene (whichever is longer). While this power is active you may reflexively spend more Mental Traits in order to change how many Mental’s have been spent on the chart below (It is necessary to log how many Mental Traits have been spent for this power with a Storyteller). This power does not prevent you from acquiring Negative Mental Traits. Any Negative Trait that is called on you that you do not have to bid due to this power does not force the individual calling it to bid an additional trait.
No Mentals spent in order to decrease the amount of negative traits that will force you to bid an additional trait:
1 Negative Trait = Bid 1 additional trait
2 Negative Traits= Bid 2 additional trait
3 Negative Traits= Bid 3 additional traits
4 Negative Traits = Bid 4 additional traits
One Mental Spent:
1 Negative Trait= Bid 1 additional trait
2 Negative Traits= Bid 1 additional trait
3 Negative Traits= Bid 2 additional traits
4 Negative Traits = Bid 3 additional traits
Two Mentalss Spent
1 Negative Trait= Bid 1 additional trait
2 Negative Traits= Bid 1 additional trait
3 Negative Traits = Bid 1 Additional trait
4 Negative Traits = Bid 2 Additional traits
Etc.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Potence | 2 |
Thaumaturgy | 5 |
Long have Thaumaturges sought a way to empower Constructs conjured with their magicks. Through careful study, and perhaps shrewd observation of other Blood magic practitioners, a way has been found to share a Vampire's supernatural strength and durability with conjured Constructs, if only temporarily.
System: After successfully conjuring a Thaumaturgical summoned Creature/animated Construct using one of several Paths of Hermetic Thaumaturgy, the caster can then spend one (1) temporary willpower and 1-5 points of blood to activate this power, up to their permanent Occult rating. For every point of blood spent when this power is activated, the Caster shares one (1) level of Potence or Fortitude with their Summoned Creature/ animated Construct. The Caster may only share levels of Potence or Fortitude that they possess. Once shared, the Caster cannot adjust which levels they have shared without spending another willpower and an appropriate amount of blood to effectively reset their Summoned Creature/ animated Construct.
Summoned Creatures/ animated constructs which have been enhanced by Biothaumaturgy cannot be affected by this power. This power only works on Creatures conjured through Hermetic Thaumaturgy. If this power is used in combat rounds, the generational limitations for blood spent per round still apply.
This power lasts for one scene/hour or matches the normal duration of the summoned Creature, whichever is shorter
Discipline Name | Discipline Level |
---|---|
Potence | 1 |
Fortitude | 1 |
Presence | 1 |
You have unearthed a level of social prowess unusual in vampires. Where others would find their social abilities lacking, you redouble your efforts. By combining these disiplines a Cainite can refresh and fortify their social capabilities, restoring all Charismatic related social traits lost. You must restore all of them at once. UsingForce of Personality costs nothing, and it does not count as an action; it may be done at any time. This may only be done once per night. Additionally, your resilience granted by Fortitude now partially extends to your social interactions. By spending a Willpower and a variable amount of Social Traits you only have to risk additional traits according to the chart below. This last for one hour or scene (whichever is longer). While this power is active you may reflexively spend more Social Traits in order to change how many Social’s have been spent on the chart below (It is necessary to log how many Social Traits have been spent for this power with a Storyteller). This power does not prevent you from acquiring Negative Social Traits. Any Negative Trait that is called on you that you do not have to bid due to this power does not force the individual calling it to bid an additional trait.
No Socials spent in order to decrease the amount of negative traits that will force you to bid an additional trait:
1 Negative Trait = Bid 1 additional trait
2 Negative Traits= Bid 2 additional trait
3 Negative Traits= Bid 3 additional traits
4 Negative Traits = Bid 4 additional traits
One Social Spent:
1 Negative Trait= Bid 1 additional trait
2 Negative Traits= Bid 1 additional trait
3 Negative Traits= Bid 2 additional traits
4 Negative Traits = Bid 3 additional traits
Two Socials Spent
1 Negative Trait= Bid 1 additional trait
2 Negative Traits= Bid 1 additional trait
3 Negative Traits = Bid 1 Additional trait
4 Negative Traits = Bid 2 Additional traits
Etc.
Discipline Name | Discipline Level |
---|---|
Dementation | 3 |
Presence | 3 |
Dementation and Presence solidify one’s personal Magnetism. It is simply a Might-like power for social challenges.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Protean | 3 |
Animalism | 5 |
This is a carrier attack which costs 1 willpower to activate and requires either you or your victim to be touching raw soil as per Earth Meld. Upon a successful physical challenge you may engage your victim in a social challenge (retest Animal Ken). If you win the social challenge your beast is thrown into your victim and drags him down into the earth, where he remains aware of his surroundings. He remains there for the duration of a scene, hour, or you decide to end the power prior to the end of the scene or hour. While this power is active, you have the drawbacks associated with Drawing Out the Beast including having to "convince" your Beast to come back to you, as well as the inability to Earth Meld yourself. This power cannot be activated within one hour of sunrise as your beast will simply not allow you to kill yourself.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Temporis | 4 |
Normally, looking into the future is difficult, since free will and random happenstance make it a veritable spiderweb of outcomes. With this power, however, the Kairos can glance into the future just a fraction of an instant. While not far enough to make any truly momentous changes, it does allow the Kairos an extra split second to defend himself should he need to.
System: The character spends 1 Blood Trait and 1 Mental Trait to activate Foresight for the remainder of the turn. During the turn Foresight is active, the Kairos may use their Potence to defend against Physical Challenges relating to speed or toughness, as the glimpse into their immediate future provides them with enough warning to muster their strength in their defense.
Discipline Name | Discipline Level |
---|---|
Quietus | 4 |
Auspex | 3 |
Flavor: The Crafter has learned how to take their very blood and imbue it into their crafting process. To a lesser extent they understand how the grooves and steel function, and how to best utilize their quietus blood with their weapon. By doing such they can increase the length in time a blood enhanced weapon can hold its edge, or even create an enhanced blade from the very beginning.
Mechanics: This power has two functions.
The first can be utilized by anyone who has learned this power. By expending a Temporary Willpower, and the standard costs for Scorpions Touch or Baals Caress, the user may enhance any bladed weapon they possess. Any such applied blood trait follows all the standard rules for Quietus, and lasts for a scene or hour, whichever comes first. (IE: No need to reapply or apply multiple traits.) Each use of this power requires the Willpower trait to be spent, as such to enhance two weapons at the same time, two willpower would be needed.
The second requires the user to be a skilled crafter. No weapon of less than Crafts x5 can receive the benefit of this secondary power, the user must be the weapons crafter, and the power must be applied during its creation. By expending 1 Permanent Willpower during the creation of an bladed weapon, the user may impart Scorpions Touch or Baals Caress on the weapon. This affect is forged into the blade with a portion of the users willpower, and remains affixed. The weapon continues to function as per normal, however anyone's whose blood was used during the weapons creation is considered 'attuned' to the weapon. At any time someone so attuned may expend one blood and one willpower to enact the poison the blade was created with for one scene or hour. This allows a user without the possession of this combo power, or even quietus, to activate Baals Caress or Scorpions touch for the full duration, based on which discipline was used when the blade was created.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Dementation | 4 |
Discipline Name | Discipline Level |
---|---|
Obtenebration | 4 |
Potence | 5 |
Form of the Abyssal Beast lasts for one scene or one hour, but can be deactivated early by the user.
Discipline Name | Discipline Level |
---|---|
Dominate | 4 |
Fortitude | 1 |
Description: A Kindred utilizing this power has learned to harness the awesome power of his toughness and extend that to his mind.
Mechanics: The vampire adds 1 trait for basic fortitude, 2 for intermediate, and 3 for advanced or beyond. Defensively to resist mental challenges, this power is always active once learned even in torpor.