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 |
---|---|
Potence | 5 |
Temporis | 5 |
Cronus was the master of Time, and so too does the mastery of exerting one's control over the internal stasis come true in this. By altering the force of stasis and time within the undead body, they create images of themselves that seem to bend, twist, move and change depending on the user of this power. Even a strike may altogether miss a target, or seemingly hit the target, only to be nothing but an image, making the user that much more difficult to hit as they never seem to be in the same place where anyone might expect them.
System: Activate Glimpse of Cronus by spending a blood and making a Simple Challenge, Retest Occult. On success, the character receives Ties on Defensive related Physical Challenges. This would apply to line of sight challenges that are against your physicals, but not area of effect powers.
Discipline Name | Discipline Level |
---|---|
Melpominee | 3 |
Presence | 3 |
Created by Lorena Novaz.
*Taught only to Daughters of Cacophony
In this condition, the Siren learned to combine her disciplines to reach a divine level of existence. Now not only she conducts the crowd’s feelings, but she also takes them into the deepest level of inspiration.
System: To use this combo, the Siren must spend 1 blood point and must obtain success on a static social test against 10 traits for one target and 2 more for each additional target (to a maximum of 5 targets, varying between 10 and 18 traits) to be under the influence of the song.
Performance: Sing can be used to reroll. In case the Daughter of Cacophony succeeds, the target feels inspired by the alluring melody, gaining the following temporary traits:
Mental: Creative x 2 or Social: Empathetic x2, (depending on what the Siren desires to, and all the targets get the same traits).
Only targets that can hear the Siren sing can be affected, and nobody can be affected more than once a night. The duration is one hour or a scene, whatever finishes first.
Approved by Jessica, Toreador Coord on July 1st, 2021.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 3 |
Mechanics: At the beginning of a fight or scene, call out one enemy. Make a static chop vs 10 + level of rating difference (physical or mental depending on desired results). Retesting is willpower. On a win, if that enemy is 2 rating better (lower in number)(IE Generation/Rank or equivalent) or more, gains 5 brutal physical traits or 5 disciplined mental traits while fighting that enemy.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Potence | 4 |
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Animalism | 4 |
When this power is activated the user marks the forehead with one trait of blood in a short ritual calling for the unity of the pack. The power may only be used on a willing subject. Once the ritual is complete, the target will be able shift over the next three rounds into a form the Gangrel could themselves turn into with Protean. The subject will be under the same traits restrictions of the form they take as if they were the casting Gangrel, and they may spend to quickly shift back to normal under the transformation rules of protean The power last for the night if not ended earlier by the subject.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Potence | 4 |
Presence | 5 |
Description: Your mastery over your passionate spirit has unlocked new capabilities. Mechanics: The benefits of your Ardent Spirit now apply to all social challenges, offensive and defensive. Restrictions: You must have the Custom Combination Discipline Ardent Spirit to learn this power. In addition, this power can only be taught by Brujah and cannot be learned by characters that do not feel passion.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Iron Heart one of the Brujah's most guarded secrets, meant to steel their resolve against powers that affect their emotions, self-control or reason, and even being able to bestow their resolve unto others, however with this variation, instead of being able to gift this resolve unto others they are able to use it to strengthen themselves against moren than just Presence, Dominate, and Mind Controlling Thaumaturgy, it expands to any mental or social challenge related to any social or mental discipline they themselves know.
System: The Kindred or Cainite in question now wins on ties defensively against any social or mental discipline they know and any social or mental combination discipline derived from the base powers that the kindred knows. This power is always active.
Additionally unlike Iron Heart this may not be given to others.
Special: May only be learned by Brujah.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 2 |
This discipline is an advanced version of Scalpel Tongue which incorporates Telepathy to increase the stunned response. This is a role-play power triggered off a cutting remark. You must make such a remark before using this discipline. Once the remark is made, engage the target in a social challenge declaring the use of Greater Scalpel Tongue. Leadership is the appropriate ability for both the user and target of this power and, as it is a social power, Awe is also applicable. The target may also spend a Temporary Willpower to gain a final retest.
If the challenge is successful, the remark stuns the target into silence and the target is unable to initiate a mental challenge for 5 minutes (2 minutes if the target is a Toreador), 2 rounds during combat, or the end of the scene, whichever comes first. Targets under the effect of this power may still defend against mental challenges normally.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Celerity | 5 |
Developed by the Dominion’s Seconds of the Black Hand, this combination discipline was created to help them to be able to perform their required duties to their liege. Those among the chosen who take up the mantle of the Seconds to Dominions or Seraphim are charged with protecting their charge at all costs. They are their personal bodyguards and right hands. In many ways the Seconds are equivalent to the Paladins of the Sabbat. The main difference however is that should the Second’s charge die under their watch they are expected to die with honor for their failure to protect them. Since their own lives and honor are on the line the Seconds developed this combination discipline to help fulfill their duties.
Using the skill of being able to move with the speed of thought of Auspex and combining it with further speed enhancing abilities of Celerity, the Cainite with this combination discipline can force themselves to pass through the astral realm in nearly an instant to their liege. Do to the nature of the speed being used and the capabilities of Celerity the Cainite actually instantly hurtles himself physically through the Astral Realm to reach his target at the speed of thought. However, this can only be used for their charge. It does not allow them to simple use at a whim on whoever they want. Additionally this combination discipline only works on one with whom the Second has formed a bond with. They must tag their liege so to speak in order to establish the necessary link for this combination discipline to be of any use. Though as an added bonus; due to the nature of the connection the Second is always truly aware of when his charge is in actual danger. This combination discipline is not known outside the Seconds of the Dominions and Seraphim, let alone the Black Hand itself.
System: Once purchased, the ability to sense if your liege is in danger is always considered active. The person with this power is tied to must actively believe they are in danger for the character to be able to sense it. The second aspect of this combination discipline requires the character to spend 1 Willpower and 3 Blood Traits to activate. Once activated the character immediately becomes intangible and transported at the speed of thought to the side of the person they have attached this power to. Once they arrive they immediately reform and find themselves next to their targeted person. To assign a person as the target of this power they must possess a sympathetic link to the target and spend 1 permanent willpower to attune themselves to the target. This link between the two characters is permanent or until the target of this power reaches final death. Additionally, only one character ever may be tied to this power.
Discipline Name | Discipline Level |
---|---|
Presence | 3 |
Auspex | 4 |
A Watch Commander is expected to motivate and lead those agents under their watch. As a result this combination discipline was created by the chosen as means to mystical aid those agents under a Watch Commander. Using the ability to manipulating emotions and force of Auspex a Watch Commander’s words can inspire agents beneath them to accomplish nearly impossible deeds they may have otherwise failed.
System: The user of this power may spend 1 willpower to grant an ally a retest on the next immediate challenge they throw. This retest must be used on the characters next challenge or it is lost. Each time the user of this combination discipline wishes to grant an ally a retest they must spend a willpower trait for each.
Discipline Name | Discipline Level |
---|---|
Dementation | 4 |
Presence | 4 |
You can entrance your victims like the fabled Pied Piper. For as long as you perform, victims will follow you in a dreamlike trance mimicking the art form used to entrance them & remember nothing of the time spent doing so.
MET
Spend 1 blood and make a static social challenge (retest Performance) against a group of non-supernatural mortals, the difficulty of this check is equal to 5+ the number of mortals in the group. If you succeed, your victims will follow you docilely as if in a trance for a scene/hour as long as you continue to perform. The victims will mimick the style of performance used to activate the power as they follow the user but they will not take obviously harmful or dangerous actions while doing so (i.e. a target will not blindly cross a busy roadway to follow, but will wait for an appropriate time; no traffic, the walk sign to activate, etc). This effect ends immediately if the victim is attacked or harmed. Afterward, they retain only fuzzy, dreamlike memories of the experience.
This ability is more difficult to use against supernatural opponents. Spend 1 blood and make an opposed social challenge against each target (retest Performance for the user, Empathy for the targets) you wish to entrance. You may only target up to one supernatural victim per rank of the performance skill used to activate this power, victims who fail their checks will follow you as described above.
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Presence | 3 |
A Brujah blacksmith had the ideal and obsession to produce perfect weapons for his Clan brothers, perfecting his technique over the decades. In the Year of Fire he felt the wrath of his progenitor, bringing an almost imminent frenzy. The fire that burned inside was hotter than the furnace, he hit his head against the wall trying to control himself, but it was in vain. Wrathful, he grabbed an ingot and forged a weapon with part of his blood, his potence and imposing himself on the metal. An axe was forged, the Brujah blood, the fury that consumed it and the resistance to pain were all imprinted on the weapon.
This gave it unique characteristics, giving the feeling of confidence and excitement, as if the weapon was calling him to battle.
He tried to reproduce this effect for years until, having learned to impose his feelings with the presence and understanding of the personality aspects of the Brujahs, he made a new attempt.
Using all his Potence, bathing the weapon in his blood with cuts he has made on his forehead, using willpower and reaching the limit of frenzy recalling what happened in the past, the crafter forges a battle hammer while blood drips onto the weapon, his perfect weapon. His blood evaporates in the heat and leaves only the fury of the Brujah clan.
System: During the crafting process, the forger spends an amount equal to half the maximum blood traits of his generation, representing physical effort, and one temporary willpower trait representing his mental and spiritual dedication. In the end, he throws a frenzy chop with a difficulty of 3. If he fails, the effort is lost. If successful, the player achieves his goal and the weapon gains the following benefits:
- Imbued with supernatural strength (+1 fierce physical trait) and endurance (+1 resistant physical trait);
- Although not indestructible, this item is extremely resilient, loses any negative trait relating to fragility and receives an extra test every time it's about to break;
- The weilder also gains one retest per night in the item's ability due to its precision;
- When carrying the item, the bearer displays a bit of the Brujah clan's heritage, 1 violent mental negative trait. This negative trait does not affect a Brujah;
- If the item breaks, the wearer goes into a frenzy and is unable to resist in any way;
- The item transmits the feeling of battle adrenaline rush;