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 |
---|---|
Dominate | 5 |
Thaumaturgy - Elemental Mastery | 4 |
Once possessing the object, the Kindred may move / control the object in the same way that it would normally moved (a motorcycle could drive, a wheel barrow could roll) as well as animating it in a fashion similar to Animate the Unmoving (chairs could walk as could statues or dolls). The Kindred may spend Mental Traits as per Possession to utilized disciplines. Should the Kindred spend enough Mental Traits to utilize Dominate, he may also speak via the object though and may be able to utilize Dominate should the object have features that mimic eyes sufficiently (a motorcycle with its headlight or a statue with their eyes would work, but a chair, unless it had a face drawn on it, would not work)
Physical traits would be based upon the size of the object with the following guidelines:
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Protean | 2 |
Protean is the all purpose survival tool of disciplines and the Gangrel clan has always been able to take its adaptability to new heights. Gecko Cling allows the vampire using it to flatten their fingers and toes out into thick pads with small "hook" like hairs on the underside. This allows the user to "stick" to walls, ceilings and other surfaces as if they were standing on flat ground.
Gecko Cling and Feral Claws may not be activated at the same time. Activating one power supersedes the other.
Discipline Name | Discipline Level |
---|---|
Fortitude | 1 |
Presence | 2 |
Forged in the battles of Gehenna and the Final Nights, some members of the Sabbat developed and discovered this unique ability. By not fleeing at the sight of the ancients or turning from their sacred duty as Sabbat, the Cainite combines their arts of Supernatural Resilience with their own Presence to create an aura of defiance. The cainite gains an ability to defy almost impossible odds and gains a slight edge against the ancients for a time.
System: Spend a Willpower and a 1 Blood to activate this power for the next scene or an hour. Vampires of 5th generation or lower are almost unable to act directly against the vampire. The character gains a number of Bonus Traits in all challenges against those from the above qualifications, equal to their Presence rating. Additionally, those characters from the previously listed qualifications must bid an additional number of traits equal to the user’s Path rating (halved, round down). Characters must maintain a Sabbat Morality rating of at least 8 to use this combination discipline. This combination discipline will not reveal to the character if there is of lower generation or not, that is simply an OOC mechanic.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Thaumaturgy | 4 |
According to Aristotle, a philosopher in Ancient Greece, "the whole is greater than the sum of its parts". This observation was adopted to explain human perception by the Gestalt psychology school of thought in the twentieth century. The Tremere have known this for centuries, and this combination power may be why.
System:
The user spends a point of blood and a point of willpower to activate this power. By focusing his attention on those in his field of vision and maintaining concentration for a full turn, and spending one mental trait per intended target (per telepathy) the user can grant himself and those around him that he can see at the time of activation the benefits of Readiness (Focused Mind 1). If he chooses to spend additional mental traits in addition to the activation costs (from one to a maximum of three), he can add the benefits of Centering (Focused Mind 2) to the targets in the equivalent traits that he chose to spend during activation.
The maximum number of individuals the user can choose to grant all the benefits of this power can be equal to or less than the value he has in the occult ability (maximum 5) and even in a crowd, he can choose exactly who will receive these benefits. This power lasts for a scene or hour or until the user leaves the target's presence, whichever comes first.
This power requires Path of the Focused Mind 4
Discipline Name | Discipline Level |
---|---|
Celerity | 1 |
Potence | 1 |
This combo allows the Brujah to add their Celerity rating with their Potence rating when hitting for foe for distance. When Brujah spends blood for celerity
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Fortitude | 5 |
With the expenditure of a willpower, the Kindred activates Majesty. With the expenditure of a second willpower trait, the Kindred can give up to 3 friendly targets inside his/her Majesty range an additional trait for all challenges. This trait cannot be lost. It fades immediately as the "Caster" drops his/her Majesty, as it is tied to that power.
Character must also have 6+ appearance traits.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Protean | 2 |
The character spends a Blood Trait and a Willpower Trait, focusing the unrelenting rage of their Beast into their fingertips. The Gangrel's claws ignite in an ethereal, smoky blue fire which gives off no heat, and cannot ignite fires or provoke Rotschreck.
System: The Gangrel's claw attacks become able to strike and grapple with opponents who have assumed immaterial or incorporeal forms, such as Psychic Double, Astral Projection, or spirits and wraiths manifested into the material plane, as if they were still wholly physical. As a result, Mist Form and similar powers also no longer offer protection against the physical assaults of the character. These Ghost Claws persist until the user puts them away or for the scene or hour.
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Fortitude | 3 |
Ghost Shirt uses some of the protecting power of Mist Form without having to sacrifice your physical form. When active your body takes on a grayish white appearence and the edges of your physical form seem to blur or become unfocused and mist trails behind you as you move.
Mechanics: By spending a Blood trait and a Willpower Trait you are able to use some of the protective power of Mist Form without losing your physical form. While Ghost Shirt is active you take one less damage from all incoming ranges attacks. Further damage may be tested down with Fortitude as normal. This power is active for a scene or hour, whichever comes first.
(You must be able to trace your learning back to Joseph Hook in order to learn this combo.)
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Fortitude | 3 |
Ghost Shirt uses some of the protecting power of Mist Form without having to sacrifice your physical form. When active your body takes on a grayish white appearence and the edges of your physical form seem to blur or become unfocused and mist trails behind you as you move.
Mechanics: By spending a Blood trait and a Willpower Trait you are able to use some of the protective power of Mist Form without losing your physical form. While Ghost Shirt is active you take one less damage from all incoming ranges attacks. Further damage may be tested down with Fortitude as normal. This power is active for a scene or hour, whichever comes first.
(You must be able to trace your learning back to Joseph Hook in order to learn this combo.)
Discipline Name | Discipline Level |
---|---|
Quietus | 5 |
Assamite Sorcery - Dur-An-Ki | 4 |
Ghostly Prison
Sorcerer Quietus 5, Spirit Manipulation 4 (10xp)
The deathly nature of vampiric vitae is a powerful force of entropy throughout the many realms of existence. When coupled with the sorcerous ability to entrap disembodied entities in physical forms, it was simply a matter of time before this technique was developed by enterprising Assamites of the sorcerer caste, who were already accustomed to using their blood as weapons against the immaterial.
System: The Sorcerer spends 1 Blood Trait and makes a declaration that they are spitting at the dematerialized spirit or similar creature (Abyssal, Astral, Bygones, Daeva (Creatures of Smoke and Shadow), Demons, Djinn, Fallen without a Host, Umbral and Wraiths). The sorcerer engages the entity in a contested Mental Challenge, retest Occult. This can affect the entity even while it exists in another realm, though the user must be able to perceive such an entity before they can target it.
If successful, the entity calcifies into an obsidian statue resembling its former self and falls through the barrier between worlds to land at the sorcerer's feet. In this state, the sorcerer can question the entity within, though only they can hear it's answers. This doesn't mean they are forced to answer the sorcerer's questions either and can indeed lie. It's up to the sorcerer to come up with their own means to discern the truth.
The entity remains suspended in this state either for a scene or hour, until the sorcerer releases it, or until the statue is broken. If the statue is broken the entity is forcefully returned to its realm of origin, regardless of where it was when it was captured.
At the storyteller's discretion, the powerlevel of the trapped Entity could cause the amount of time trapped to be adjusted
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Elemental Mastery | 3 |
Thaumaturgy - Path of Mercury | 2 |
This power allows the thaumaturge to swap two non-living objects within the thaumaturge’s line of sight, up to 50 yards, via teleportation, by spending 1 blood point. Objects that can be repositioned with this power cannot exceed the mass and dimensions of something the user would be able to hold with both hands, besides the target agreeing with the use of this power. To swap something held by an unwilling target, the user must make a mental challenge vs the physical traits (retest: Occult or Sacred Geometry) of the one who has possession of or is holding the object. In the case of trying to exchange objects between two unwilling targets, the test must be performed against the possessor with the highest temporary Willpower at the moment.
Discipline Name | Discipline Level |
---|---|
Celerity | 1 |
Fortitude | 4 |
Description: By using your lightning reflexes and supernatural toughness, you have learned to anticipate incoming blows and move your body in just the right way to lessen their impact.
Mechanics: This power is automatically activated whenever celerity is activated. It allows the user to ignore the first level of damage from each incoming attack that designates the target as the point of impact (punches, bullets, swords, stakes, cars, etc). This power doesn't work on attacks without a point of impact, such as sunlight or a flamethrower.