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 |
---|---|
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.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Presence | 3 |
Potence 3 + Presence 3
MET Cost: 9XP
Emotions run high in Brujah, though meant not to rule they are a prevalent reality. Tapping into those emotions, and grasping at the purest form of anger, drawing it forth in such a way that it becomes as much a part of them externally as it is internally. The user's skin radiates their hot blooded anger, and their presence an inciting fury. This state, however, takes a toll, as anger is drawn to the surface, mental faculties fail and the urge for violence takes root.
Mechanics: The Character spends 2 Blood Traits and receives the following benefits for the duration of the scene: Brawl Attacks deal an additional level of Aggravated Damage, Physical Traits: Scorching x2, Social Traits: Blazing x2. Negative Mental: Shortsighted x2, Violent x2. This power may be turned off with a simple challenge, once per scene, but if reactivated in the scene the effects may not be turned off once again.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Obfuscate | 5 |
Used by the most sadistic of Kindred, this Discipline allows the user to openly stalk his prey, invisible to all but his intended target who is quickly driven mad with fear and paranoia.
System: A subtle manipulation of Cloak the Gathering, the Kindred employing this combination can spend a Perception based mental trait to extend his Cloak to an individual, allowing her to detect his presence as normal without extending his concealment. Additionally, the user may spend a temporary Willpower trait followed by a Manipulation (or Miscellaneous) based social trait to utilize an extra Obfuscate ability while maintaining his own concealment.
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
Potence | 2 |
This power is only considered active whenever any level of the Discipline Celerity is in use/has been activated. The kindred may call upon 'Haste' as a retest for any speed based challenge. This retest costs nothing to use, however it must always be the last test of the challenge; no additional retests may be used.
Discipline Name | Discipline Level |
---|---|
Celerity | 1 |
Obtenebration | 3 |
Flavor. Shadows are known to follow, but sometimes they lead.
Mechanic. Spend a temporary will power, for the scene or hour your arms of the abyss, dark steel arms, and any variant summon at the beginning of he round and may act during the same round they appear.
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Obfuscate | 4 |
Spend a Blood and a Willpower to activate this power for the scene or hour. It puts you up two physicals relating to all Dex related challenges, and gives you a the blind fighting mechanics. Meaning those who act against you must bod two additional Traits on all challenges and have a forced retest on all their successful challenges. These penalties be cancelled via the normal Blind Fighting rules.