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 |
---|---|
Presence | 5 |
Auspex | 3 |
A weapon and armor are considered to be an attack and defense equipment. However, some items are created so exceptionally that they convey a kind of defensive aura, which makes it more difficult to be transposed by any melee attack, either by obfuscating the attacker, intimidating him or, maybe emanating a feeling that makes the opponent realize it power and feel unable to act safely in combat.
System: Your weapon or armor has a kind of aura that conveys insecurity to enemies, every time you are targeted by a melee attack, you get a free retest that cannot be "cut" by the attacker. The Arcane Shield must be inserted during the creation of the melee weapon, shield or armor. It affects opponents within a radius of up to 3 meters, being useless against distance attack weapons. To be effective, your opponent needs to be fully aware, that means he can’t be in a frenzy. By producing a kind of aura, the effect works even in total darkness or against opponents who don’t see it. The effect of Arcane Shield is not cumulative, if used on a sword and armor, the effect is only applicable once. The use of this power is only defensive and cannot be used to attack or to cause any kind of damage. To insert the Arcane Shield in the item, the creator must win or draw a social challenge (can be retested with the ability “craft”) and 1 blood trait.
Discipline Name | Discipline Level |
---|---|
Dominate | 2 |
Presence | 2 |
The Knights of the Sabbat are some of the most inspirational warriors of the sect. They hold to a dark code of honor and are the first to volunteer for battle. Many legendary knights have rallied their fellow Sabbat to Crusade and watched as their will was near insurmountable. This comes from this combination discipline developed by members of the path. Their master over their own mind and emotions makes their will near unbeatable.
System: A character with this combination discipline may spend 1 willpower trait to automatically win any single willpower challenge they have to make. This combination discipline may be used once per scene. This combination discipline only works if the character is on Path of Honorable Accord.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Potence | 3 |
This power allows the wielder to give their social disciplines and combos to another regardless of generation. This power works as per inspire greatness.
Discipline Name | Discipline Level |
---|---|
Quietus | 4 |
Potence | 4 |
The tattooist lights incense around the Kindred receiving the tattoo, then the tattooist uses a small fire to purify the needles, The tattooist utilizing the power quietus of baal's caress mixes that into the blood. Once this is done the ink is infused with the alchemical portions of both blood and the poison. Calling upon the strength needed to drive the ink deep into the subject's skin, it allows the alchemical creation to last on the Kindred permanently. The bonding of the alchemical solution to the skin of a Kindred is due to the acidic-like qualities via Baal's Caress.
Mechanics:
Effect: This combination power requires the target be tattooed (which can be the character using this combination discipline or another), which cannot be done in combat, and costs the character using the combination a temporary Blood and Willpower trait per use. This combo will allow the character being affected to gain up to three, bonus, named traits that can be bid and lost as usual. The character being affected takes double the amount of bonus traits in aggravated damage that cannot be reduced in any way. If the character being affected uses the power of Aegis the tattoos disappear along with the bonus traits. A character may only have one use of this power active at any time (Example: Greg the Gangrel uses this power to gain the Physical, Strength related traits Brawny x3. Greg cannot benefit from a second use of this power and also gain the social traits Alluring x3 or the Stamina traits Enduring x3). These traits are limited through a character's generational caps and do not bypass such limits. This power can only be used on vampires.
Discipline Name | Discipline Level |
---|---|
Dominate | 3 |
Fortitude | 2 |
The vampire exudes an appearance of being unbeatable, as if his fortitude is so intense that any and all attacks against him are futile. He becomes frightening to behold, an undefeatable bully and monster. Vampires of particular Generation (8th or lower) appear to grow taller and darker, whereas Vampires who posses Protean may appear to have skin made of stone or wood. (A combination of the two is possible.)
System: The character spends 1 blood and 1 willpower trait to activate this combination discipline for the next scene or an hour. During that time the character gains a number of Bonus Social Traits to all Intimidation related challenges equal to their level of fortitude.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Potence | 2 |
Obfuscate | 1 |
Intellectual Prowess (Auspex 2, Dominate 1, Obfuscate 1, Potence 2, 4 XP) - By focusing your mental faculties and calling upon the strength of your Blood, you can refresh your mind once a night. By spending 1 Willpower Point and 1 Action, once per night, this power operates as Potence: Prowess except for Intelligence-related Mental Traits.
(This replaces mental prowess due to the issue of allowing a trait refresh across all categories of mental traits)
Discipline Name | Discipline Level |
---|---|
Dominate | 3 |
Auspex | 3 |
Members of the Tremere clan are known for their intellect and wisdom. Some members of clan Tremere have developed this combination discipline to focus their mind and senses into their mastery over the minds of others. As they do so, their own mental fortitude and tapping into the wellspring of self-grants members of the clan great clarity and insight for a time.
System: The Tremere spends 1 willpower trait to activate this power for the next immediate Mental challenge. During that time the Tremere may add their Auspex discipline rating in Bonus Traits to their next Mental challenge. This combination Discipline may only be learned by members of the Tremere Clan.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Fortitude | 5 |
Interrogator's Denial
Auspex 3 Fortitude 5
12XP
Through the sheer strength of ones beast coupled with the knowledge of the powers of Auspex and base in clan knowledge of Dominate. The Beast has learned to ignore powers of Auspex when it finds its blood is better then the enemy.
Mechanics: This power works against targeted Auspex powers that are being used against the character. The power is considered to be a passive similar to other Ventrue combination powers. If the one using the targeted Auspex powers are of a higher Gen then the one with this power, the power auto fails like a generation check in a dominate challenge.
Further more the player may spend a mental trait and engage the one who attempted the Auspex challenge in a static chop. If they lose they know nothing, if they tie, they know a power went off and if they win, they know who used the power against them.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 4 |
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Presence | 2 |
Discovered by the Nosferaru Ferro Romono to help maintain the Masquerade, this technique allows the removal of the Masquerade Breeching aspects of Presence: Dread Gaze. You no longer are required to bear your fangs and hiss at someone when you are using Presence: Dread Gaze. Replace the words in the first line of Presence: Dread Gaze in Laws of the Night (Revised); "By bearing your fangs and allowing your vampiric features to rise" with "With a threatening word, gaze or action"
When invoking this option for Presence: Dread Gaze, you must bid the Social Trait Intimidating. If allowed by House Rules to use the Ability Intimidation as a retest for Presence: Dread Gaze instead of Ability Leadership, when invoking this option for Presence: Dread Gaze, you MUST use the Ability Intimidation as the ability retest for this use of Presence: Dread Gaze.
This technique does not remove any other potential Masquerade Breeching aspects other than the one normally required as a part of Presence: Dread Gaze
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Fortitude | 4 |
After years of training and learning how to raid houses and havens this was developed.
Discipline Name | Discipline Level |
---|---|
Dementation | 5 |
Presence | 5 |
Após dominar o nível avançado da demência e ser capaz de influenciar toda uma plateia utilizando a presença, o detentor dessa técnica consegue expandir a loucura para aqueles ao redor, fazendo-os compartilhar, em menor ou maior grau, a sua perturbação.
Usando um ponto de força de vontade e um ponto de sangue, você consegue impingir todos ao seu redor com uma perturbação que você possua. Eles sofrerão da perturbação escolhida pelo período de uma noite. Mortais são acometidos automaticamente. Criaturas fantásticas podem tentar evitar o efeito, mas precisam gastar uma característica de força de vontade e vencer uma disputa social contra você. Uma falha significa que o alvo não pode tentar escapar novamente na mesma cena.
É encorajado que você possa descrever como a mente dos alvos recebe a perturbação, tornando a experiência o mais imersiva quanto possível, respeitando que cada indivíduo assimila e vivencia seus traumas de maneira subjetiva e particular. Procure SEMPRE a opinião do narrador para mediar essa descrição.
As perturbações adquiridas através desta técnica não podem ser suprimidas.
NOTA: Você precisa traçar seu aprendizado até Ladslaw Marjorie, Cassandra Montenegro ou Anthram Cockroft para aprender esta técnica.
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After mastering the advanced level of Dementation and being able to influence an entire audience using Presence, the holder of this technique is able to expand madness to those around him, making them share, to a lesser or greater degree, his degeneration.
Using a point of willpower and a point of blood, you can impose everyone around you with a degeneration that you have. They will suffer from the disturbance chosen for the night. Mortals are automatically affected. Fantastic creatures can try to avoid the effect, but they need to expend a willpower characteristic and win a social dispute against you. A failure means that the target cannot attempt to escape again in the same scene.
It is encouraged that you can describe how the target's mind receives the degeneration, making the experience as immersive as possible, respecting that each individual assimilates and experiences his / her trauma in a subjective and particular way. ALWAYS seek the opinion of the narrator to mediate this description.
Degeneration acquired through this technique cannot be suppressed.
NOTE: You need to trace your learning to Ladslaw Marjorie, Cassandra Montenegro or Anthram Cockroft to learn this technique.