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 |
---|---|
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;
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Potence | 5 |
Tired of breaking his weapons at full Potence a Brujah Blacksmith developed a way to purify metal by focusing on auspices and Potence leaving his weapon with the resistance of the Potence used in the forge.
System:
By spending a mental trait and focusing on the sound of the blows on the metal, the forger is able to identify the places where his blows with the hammer will purify the metal in the best possible way using his Potence.
The weapon gains the resistance of the Potence level used during forging and only works for melee weapons.
The player must make a Craft/Physical test with retest by the appropriate Craft, difficulty of the Potence used x3 to avoid breaking the item in the forge.
Discipline Name | Discipline Level |
---|---|
Sylvan | 1 |
Vicissitude | 2 |
Hand of Demeter
Sylvan 1/ Vicissitude 2
A vampire using this power can manipulate plant matter in the same way a Tzimisce can alter flesh and bone. They can graft plants and fungus onto living or dead creatures. Patient users of the power have been known to make a plant look like a completely different species. The negative social trait Botanical is appropriate for vampires with lots of plants attached to them.
The ability Crafts: Body Crafting is used for crafting using this combo discipline.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 2 |
Celerity | 2 |
Members of Clan Assamite are known as skilled assassins the world over. Their ability to vanish without a tracer is near legendary in the Kindred world. Some of those of the clan have developed this combination discipline which helps reinforce this belief. By combing the speed of celerity and the vanishing of Obfuscate; the Assamite finds it much easier allude those who might pursue them.
System: Once purchased this combination discipline is always considered active. The assamite character with this power may spend 1 temporary mental trait to retest any use of Obfuscate they are using.
Only Assamite Antitribu Characters May learn this Combination Discipline
Discipline Name | Discipline Level |
---|---|
Potence | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 1 |
Obfuscate | 4 |
The user must spend one temperary willpower and engage anyone he/she wishes to effect with the power in a mental challenge (as if Obfuscate: Vanish from the Mind's Eye). While under the effects of this power the user may spend one temperary mental trait at the beginning of the turn to immediatly reobfuscate after each attack that turn. If the user decides not to spend the mental trait, his/her obfucate is seen through, or is struck with a melee or brawl attack the power ends and must be reactivated.