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 |
---|---|
Celerity | 5 |
Quietus | 5 |
The Assamite power of Taste of Death can be a potent assassins tool of surprise. However, it can often be the last blow used or one that takes some time. By combining the arts of Celerity with Quietus; the Assamites Taste of Death becomes more potent and deadly when used. As the Assamite literally spews much of their blood in a shower over their victims in a rain of acidy death.
System: Once purchased this combination discipline is always considered active. When an Assamite uses Taste of Death; this power now inflicts two aggravated damage per blood trait instead of one. Additionally, the character may now spend up to their generational maximum of blood when using a Taste of Death in an attack.
Only Assamite Antitribu Characters May learn this Combination Discipline
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 4 |
Animalism | 1 |
This power allows you to track a being whose blood you have ingested for that specific purpose (activate this power at the time of ingestion). This power does not protect you from the supernatural effects of any blood you ingest.
Spend a willpower to activate this power and then expend 1-3 social traits. You gain 2 bonus traits in all tracking challenges related to the individual whose blood you ingested. Additionally, each trait spent allows additional tracking information. Each trait spent allows for the previous information as well.
1 trait gives you general direction
2 traits gives you an approximate distance
3 traits gives you an idea of the relative power level compared to your own; additionally, if you have a lore appropriate to the creature type you will know what type of being it is.
Cost: 10 XP
Discipline Name | Discipline Level |
---|---|
Animalism | 1 |
Auspex | 3 |
Presence | 4 |
Discipline Name | Discipline Level |
---|---|
Dementation | 4 |
Auspex | 4 |
Members of clan Malkavian developed this unique combination discipline to attack their victims and drive them even further into madness. Those unlucky enough to be assaulted by a Malkavian with this power find their very will to live to driven away. Worse off, those who suffer from active insanity find its effects even more potent..
System: The Malkavian character spends 1 blood trait and engages the target in a contested mental challenge retested with Empathy. If you succeed the target loses 3 temporary willpower traits and an additional willpower per trait per active derangement they have at the time this power is used.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Dominate | 5 |
Thaumaturgy - Biothaumaturgy | 2 |
This combination technique allows the thaumaturge to use Animalism: Subsume the Spirit or Dominate: Possession on any Biothaumaturgical construct they have either created personally, or sufficiently studied with Thaumaturgical Forensics. Mostly animal constructs require Animalism, while mostly human constructs require Dominate. Truly bizarre combination creatures require both.
System: The Thaumaturge must spend at least an hour studying a construct they have not personally constructed. After studying a construct, the Thaumaturge may then possess a construct with Animalism: Subsume the Spirit or Dominate: Possession, along with appropriate trait expenditures to maintain Discipline use.
Any modifications other than Biothaumaturgy or similar Hermetic magic make a construct uninhabitable, causing this power to fail.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
{Combo w/in single Discipline} | 1 |
Requires Magic Resistance
There are some that can naturally resist magic. For those, this is only a minor benefit in the long run against blood mages and undead Necromancers. The kindred whom learns this power becomes a force of nature that reviles undead magi and juggernauts through their magic barriers as if it were nothing. The user of this power can literally shrug off any kindred magic thrown at them the same way a Gangrel or Ventrue shrugs of damage. However, there is a price for learning and using this power.
System: This power functions as advanced Fortitude Aegis. However, when using your Aegis you become immune to the challenge in which you utilize Aegis within. Any further times you are targeted by magic that round, you are up an additional 3 traits in comparison of ties. Examples include: if you activate Aegis while controlled by Movement of mind you regain control of your body, if you were Soul Stolen by Path of Bones your soul returns to your body, or if you have any fetishes or magical items made by blood magic they turn off and must be reactivated in a round this power has not been used in. This power must be used before the challenge is thrown.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Valeren | 3 |
System: When interacting with an opposing majesty, the user of this power may spend a wp to ignore the requirement of politeness that majesty inflicts upon those in its radius. Upon spending a wp, the user's third eye opens and glows dark blue. While this power is activated the user may continue to roleplay as if unaffected by majesty. To interact with them in any manner that requires a challenge will still require the user to break the majesty (or majesty variant)
Discipline Name | Discipline Level |
---|---|
Animalism | 1 |
Dominate | 2 |
Possess Self-Control as a Virtue
Path/Code of Honor Requirement
In order to benefit from this combo, the character must either follow a path or possess a Code of Honor with the following (or similar) tenet
"fighting the Beast when you should not; not fighting the Beast when you should"
In place of making a Self-Control challenge to resist Frenzy, the character may relent and automatically enter Frenzy. For the duration of this
Frenzy, the character may treat their Self-Control (Including all sources that would modify the character's Self Control) as if it were Instinct,
allowing the character to "Ride the Wave" and all other benefits of possessing Instinct as a Virtue.
This combo may also be activated (Player's discretion) if the character would be forced to Frenzy without a Self Control Challenge, even if the
character did not relent to the challenge that would cause this Frenzy. For example, the character may attempt to resist Drawing out the Beast, fail
the challenge, and still activate this combo.
At the conclusion of this Frenzy, for the rest of the night, the character is treated as being one Self Control less for the purposes of Frenzy
Challenges or subsequent activations of this combo. The penalty is cumulative with each activation of this combo.
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Celerity | 5 |
Fortitude | 2 |
Sempre que estiver usando Velocidade do vento ( rapidez 5 ) o membro pode gastar um ponto de sangue adicional para ativar a fúria trovejante.
A furia trovejante cria uma carga de eletricidade devido a velocidade sobre humana, essa eletricidade provoca 1 nivel de dano letal adicional aos ataques
desferidos pelo membro ( gasta o ponto de sangue adicional ao da celeridade e cada ataque que acertar provoca 1 de dano letal adicional, dura ate o final do turno)
Pode ser feito uso de armas totalmente de metal enquanto este poder é usado.
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
Fortitude | 2 |
Potence | 2 |
Your brawl and melee attacks come as a flurry of blows rather than a single strike to overwhelm your opponents.
Spend a blood and a willpower. For the rest of the scene all of your brawl and melee attacks come as a flurry of attacks and cause 2 additional levels of damage of the appropriate type. Additionally if you make at least 1 physical attack each action on the third attack and every consecutive attack action there after the wind from from your blows forces everyone within 3 steps of your target to make a simple test or be forced to take a step back.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Valeren | 5 |
One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles. Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.
System: The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs. The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack. Meaning Carrier attack powers may now work with Vengeance of Samiel.
Only Salubri Antitribu may learn this power
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Valeren | 5 |
One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles. Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.
System: The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs. The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack. Meaning Carrier attack powers may now work with Vengeance of Samiel.
Only Salubri Antitribu may learn this power