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 |
---|---|
Auspex | 1 |
Celerity | 1 |
Heart of the Green I
Auspex 1, Celerity 1
Exp: 3
Retests with, science: botany, agricultural, or, crafts: gardening
A kindred is granted a limited ability to communicate with plants with this gift.
MET: A kindred places a single trait of their vitae into the soil around a plant, actives the discipline and waits 24 hours. The vitae in combination Auspex and Presence interacts with the already present elements through the soil, that secrete soluble chemicals into the soil and transporting them along thread-like networks formed by soil fungi.
Via that soil fungi, a kindred may now communicate directly with that plant, limited to the scope, type and manor in which plants normally communicate with each other. The kindred enacts usage of the discipline by touching the affected soil. Effects last for 30 days on the first application, 30 additional days for each application. After 12 applications, the effect is permanent between that one kindred, and that one plant.
Sample plant communication:
Trees warn each other about insect attacks, and begin pumping out bug-repelling chemicals to ward off attack. They manufacture and deploy chemical and other weapons that make their foliage less palatable or nutritious, so that hungry bugs attack. Plants can communicate with insects as well, sending airborne messages that act as distress signals to predatory insects that kill herbivores. Maize attacked by beet armyworms could releases a cloud of volatile chemicals that attracts wasps to lay eggs in the caterpillars’ bodies. Ants, microbes, moths, even hummingbirds and tortoises all detect and react to these blasts.
Note: The plant is not inherently a ghoul, nor does it require vitae past the initial usage. Subsequent generations of plants are increasingly susceptible to this discipline. The resulting plant grows at a normal rate. The vitae is destroyed in this process, no bonds are created.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 2 |
A kindred is granted the ability to create custom plants with this gift.
MET: A kindred places one trait of their vitae in combination with a young plant, or plants. The result is a plant that has revised characteristics, such as:
The combination (hybridization) of two existing plants, much like to work of Luther Burbank
Increasing drought resistance
Increased fire resistance
Making a plant more resilient to pests
Adding or removing thorns
Note: The plant is not inherently a ghoul, nor does it require blood past the initial usage. The vitae is used to guide the first generation of this new plant’s growth. Subsequent generations are produced normally. The resulting plant grows at a normal rate. The vitae is destroyed in this process, no bonds are created.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Presence | 2 |
Blood fruit, a kindred is granted the ability to grow a plant that can produce blood fruit that is consumable by kindred, “Walkerfrutis”.
Note: The plant is not (inherently) a ghoul, nor does it require blood past the initial usage, vitae is used to guide this new plant’s growth. Subsequent generations will require a one time expenditure of vitae in combination with the application of this discipline to grant the plant the blood fruit ability. The resulting plant grows at a largely normal rate. The vitae is destroyed in this process, no bonds are created.
MET: A one time expenditure of one temporary willpower and one viate are spent in order to activate a single plant with this discipline. When the plant is fed human or animal blood, it is condensed down into a vitae like substance, a slightly dark crimson substance that has an almost syrupy quality. Blood fruit has all the normal metallic smells blood should, as well as a sweet citrus smell and taste. The fruit resembles a tangerine, mandarins or tangelos in size and shape, with a orange-red peelable skin and a dark crimson fruit, and a few seeds inside, depending on the base plant selected, which will affect appearance and harvest months. The plant may grow as large as the base species of citrus tree used, it will suffer the same ill effects as a citrus tree in below freezing temperatures. If the seeds of this plant are planted without the use of this discipline, it will resemble a normal citrus tree with no special abilities.
A plant can produce the base fruits over a period of one month, they resemble deflated tangerine(s), mandarins or tangelos. It takes two traits of blood fed to the plant over a period of one month (or more if the gardner in question wishes to spread out the process) to create a blood fruit, which contains one trait of a vitae like substance. One Walkerfruit equals one blood trait of nourishment. The base fruit is grown, then blood is fed to the plant, and absorbed, making the fruit crimson in color, and plump. Additionally, Walker fruits can store / concentrate more blood over time at the same two-in, one-out ratio per two weeks of care / growing time with a fruit being worth a maximum of four blood traits. The fruit is ripe for about two weeks then will start to over ripen on the tree. A plant can not feed upon its own fruit four the purpose of creating additional fruit, though Walkerfruits do make excellent fertilizer.
A single plant can grow a number of fruits at one time, though the total number of fruits is on any one tree is equal to the users permanent occult ability. The total number of fruits that can be grown at one time, by one kindred are equal the user permanent occult rating x5. This number is increased on a one for one basis by the following abilities: agriculture, botany, and gardening. The fruit is in season for approximately two to four months, depending on the base species, IE, Satsuma Mandarins from mid-November, where as a Minneola Tangelos from April to June. Per this formula, any character limited to 5 of any one ability (any player character) would be capped at 40 fruits per season / year, per PC.
If refrigerated, especially in a cold room with the correct type and mixture of air / lack of air, the fruit can remain reasonably fresh for up to three months. Otherwise the fruit only has a three week period of freshness. If processed into a frozen crimson-tangerine like ‘orange juice’ concentrate, and then frozen, the fruit can stay consumable at most one year if properly stored.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 2 |
Hunters on the Path of Orion who cannot control their beasts will always fail in a hunt. They must master themselves and their beasts to gain full control and be calm and alert on a hunt. As a result members of the Path of Orion developed this power to them an edge over their beasts when they might need it most.
System: A character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour. During that time you gain a free retest in all virtue challenges to resist frenzy or rotshreck. This retest is not consumed upon use and may be used in multiple challenges during a scene.
This combination discipline only works if the character is on Path of Orion.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Fortitude | 3 |
A combination discipline for master craftspersons.
This discipline allows the kindred to place a piece of themselves into select items, allowing the crafter to gain additional bonuses when wielding the item. Kindred with less than 50 cumulative points of crafts find themselves unable to learn this discipline. No other disciplines or abilities may be learned or taught while the item is being constructed. The crafter is down one trait on the resolution of all challenges while the item is being constructed, to indicate the desire to focus on this one task. A temporary willpower may be burned to abandon the construction of the particular item, permanent exp spent is expended.
MET Rules: Crafter expends three permanent experience points, along with the necessary time to complete the item. The maker of the item must deposit one trait of their vitae, one per night, for three nights into the component ingredients. The vitae is destroyed and not usable for other purposes. When the item is complete, it will grant the maker extra bonuses above and beyond what is otherwise possible. The craft's level of the item is 6. Additionally, the crafter can choose 2 areas of a weapon to improve, Additional special ability or remove of a negative trait or additional trait above and beyond stated craft rules, or other features approved by the Storyteller (such as an extra health level for armor). This discipline can not be used to directly increase damage, but may be used to add a special ability which may increase damage.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Fortitude | 3 |
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Fortitude | 3 |
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Quietus | 4 |
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Vicissitude | 2 |
This technique was once long ago very common among the Tzimisce clan. Some of the clan
argue it is a simple alteration and mastery of the power of bonecraft and nothing more. However
the truth is that it requires the bestial powers of Potence to complete its attack. The Tzimisce
strikes his target and forces the victim’s own body to turn against him. By focusing on his shape
mastery abilities, the Tzimisce can cause the victim’s own rib bones to bend warp and pierce his
heart. The result of such an attack is a shower mess of blood as it explodes from the victim. No
mortal can survive such an attack and few Cainites can claim to have survived it either.
System: Spend one blood trait and engage your target in a Physical challenge retested with
Crafts: Body. If you succeed, you must throw two simple challenged you must win or tie as per
staking; if you do the victim’s rib bones pierce his own heart. The resulting attack causes the
victim to immediately lose half his current blood pool as it explodes out of his body.
Taken from Bonecraft in TT vampire the Masquerade revised
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Dominate | 4 |
A Kindred using Hedone Touch runs his hands over your target's body to determine how it reacts to touch in each region. Through a massage composed of a series of rhythmic movements, it is capable of awakening sensations of relaxation and/or pleasure (both or just one of them, at the user's discretion) that intensify throughout the process, being able to lead the target to relaxation and lethargy close to torpor or the peak of ecstasy.
System: This power obviously requires prolonged physical contact (between PCs, not between players) and begins to take effect after the first minute. The user then makes a static Mental test (retest for Ability Massage or another similar Ability) after each time interval. Success indicates that the target is under the effect described for that interval. In case of failure, it will be necessary to repeat the last interval to perform a new test and continue with the process. Bonuses or penalties can be applied to the test based on interactions between those involved during the process. The effects are cumulative and last until the end of the night:
10 minutes: slight sensation of pleasure and/or relaxation. (removes 1 negative trait).
20 minutes: reactions of pleasure and/or relaxation become evident in the body, involuntary physical reactions become noticeable (recovers a single attribute trait that was spent that night, user's choice)
30 minutes: the stage of extreme relaxation and/or intense pleasure is reached. (recovers a temporary point of willpower)
Discipline Name | Discipline Level |
---|---|
Presence | 1 |
Obfuscate | 1 |
Dark Thaumaturgy | 1 |
Hellspawn (Presence 1, Obfuscate 1, Dark Thaumaturgy 1), 4 xp
By drawing on ancient techniques and ancestral powers of the Baali, the infernalist empowers their blood in defiance of the Curse of Caine. This power of the blood was only created after the study of demonic Laham and Baali with the blood of demons combining with their already tainted vitae. In the end, the meta-discipline allows an infernalist to call on the legacy of the celestial blood studied by the Baali to empower their own to produce conventional children in addition to vampiric childer.
System: This character is capable of having biological children with humans, as well as vampires with the appropriate ability to have biological children (thin-bloods, certain infernal pacts, etc.). Biological children produced this way are dhampirs (from Time of Thin Blood).
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Potence | 5 |
Celerity | 4 |
By Flexing your muscles as you process through your transformation you are able to grow into a monstrous size of your Fight form.
Spend a willpower and a blood to start your Shape of the Beast transformation then over the next three turns spend an additional blood and take an lethal as you rip and tear your own body from the inside out while you flex the proper muscles during your transformation ending in a monstrous size version of your Fight form. Once the full transformation takes place you get +3 physical traits that align with the traits for your Fight form. These traits must be chosen at the time of purchasing this power and the must be traits granted to you by your Fight form, as such this is not helpful to Non-Gangrel. In addition your primary form of damage in your Fight form gains +1 damage
This transformation can not be sped up by any means. The lethal damage can not be soaked by any means as doing so negates the powers use. You also can not heal this damage while staying in this form, doing so will revert you to your beast form. Seeing this form is an obvious breach of the Masquerade or Silence of the Blood. This power takes full concentration so during this you may not do anything else. Note to Storytellers: Don’t forget that if this is the first damage for the night they have a frenzy test.