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 | 5 |
Quietus | 5 |
A new discipline technique has been discovered among the children of haqim since his passing. Some among the assamites believe this combination discipline to be a final gift from their clan founder. With it, an Assamite can dive into their own blood and seek answers to the mysteries of themselves and their clan. By projecting their consciousness into their own clan blood, the Assamite may travel into the past memories of nearly any member of the clan. While they Assamite can not choose whose memories they may experience; the blood will guide them on the journey to answers they seek. The combination is not true time travel in the sense. The past can not be changed, but with this ability an Assamite may learn of the past through the memories of their vampiric ancestors.
System: The character spends 1 blood trait and 1 willpower trait to activate this power. The character must have a question in their mind they wish to have answered. Once they do the characters body enters into a comatose state like that of astral projection. However, unlike Astral Projection the character’s consciousness will travel back in time similar to the ritual “Turn Back the Skies” but instead of a mortal who worships Mithras, they will embody the body of an Assamite. This power allows for the storyteller to tell a story for the Assamite character to relive the lives of Assamites from across time. While the combination discipline itself will lead them along the right path or grant them the answer they were seeking to the question they wanted. This answer only comes at the conclusion of the story run by the storyteller for this combination discipline use. It be can used to answer any question that clan assamite as a whole may have experienced or know themselves. Such scenes, stories, and answers are decided by the storyteller.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Protean | 5 |
Requires a Ghouled Horse.
Antitribu version: Appropriately Prepared Motorcycle, Protean x5, Obfuscate x4; 14xp
Description: In modern nights, the term “Ghost Rider” elicits imagery of a ghostly rider mounted on horseback forced to forever hunt in the old west. An earlier story would have people believe in a “headless horseman.” Earlier tales from Europe talk of whole hosts of ghostly huntsmen on a wilde jagd or “wild hunt.” This often presaged a great battle or plague and those who crossed path with it are never seen again. In many cases this host was on the edge of a great storm. The Norse called it Odin’s Ride. After Christianity paganized it, the story became of a demon on horseback preying on the souls of the dead.
All these tales have one thing in common; they are based partly on truth. Using this power, a rider and mount become the embodiment of this legend. Both become incorporeal as with the Protean power of Mist Form, but their movement is fixed at a ghostly gallop. The pair takes on a spectral appearance and some say the wind caused by their passing carries a faint cackling laughter or the hooves of multiple riders can sound like the front of an incoming storm.
In recent nights, a more perverted version of the power has been developed by the antitribu using blood to coat an “iron horse” to travel in this spectral fashion.
System: The rider has to stay mounted on the ghouled animal while at a gallop. During this time three traits of blood and one trait of willpower are spent to activate this power (as limited by the character’s generation). At the end of the round in which all the necessary expenditures are completed, the “ghostly form” takes effect. The rider may change back instantly at any time with the mount. The pair is immune to mundane physical attacks in this form, and they take one less level of damage from fire and sunlight automatically. They are still affected normally by mystical attack, though of course they have no blood in this form, so some Thaumaturgy is useless against them. Though the pair cannot affect the world physically, the rider can still use Disciplines that do not require a physical form (the rider cannot use Dominate, for instance, because it has no eyes, but the rider could exert Presence). The rider must remain mounted and the mount must move at a “gallop” (12 steps per round) in order initiate and maintain this power. This means it is not possible to activate in enclosed spaces where a galloping pace cannot be reached. This power only lasts until the end of the scene or one hour, whichever is shorter.
The antitribu version uses a motorcycle instead of a ghouled beast of burden. The rider must spend one month occasionally putting a trait of his blood on the motorcycle to attune it to him. This attunement period can be shortened by using human sacrifices. In other respects, this version works the same as the animal one.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Valeren | 3 |
Obfuscate | 3 |
Lesser safe passage
Obfuscate 3 presence 4 Valerean 3
Cost ??
Effects: this power costs one blood to activate and last for the hour or scene. It may be activated in response to a surprise attack but if this is done there is a will power vs will power challenge. If 5 or less non supernatural mortals in a group actively attempt to harm this PC they will chicken out and leave the general area. They will not attempt to go back with intent to harm for at least 24 hours. This power does not work on hunters with active conviction sight and they do not count towards the 5 person activation threshold. If a group of greater than 5 non supernatural mortals begins to attack this PC and they lose enough to only have 5 or less attackers they make a contested willpower challenge to see if they will continue the attack or flee
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dominate | 3 |
Temporis | 4 |
The core principle of this power is to permanently remove Out of Clan Temporis from a willing subject. Whether the subject was misled and learned it in error through misinformation or misconception of the power or them willingly wanting to relinquish their ability to manipulate time.
~Mechanic: The subject must be willing to give up their Out of Clan Temporis. The subject must be of equal or higher (weaker) generation to the user. The subject may not be coerced or manipulated into it through use of any powers or disciplines. The user must make physical contact with the subject. The user then spends as much temporary willpower as the subject has levels of Temporis (1:1). This will permanently remove the discipline and any blood bonds as a result of learning it from the subjects sheet. It will then be up to the subject's Home Chronicle's ST's whether the XP will be refunded for it.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 2 |
Mechanics: Spend two mental traits to throw a static mental chop against 15 - levels of tactics. Only on a win, a Cainite with this power may double the effectiveness of his tactics ability. He grants two retest instead of the standard one per level of tactics
Discipline Name | Discipline Level |
---|---|
Obtenebration | 4 |
Voudoun Wanga | 5 |
Chango's Grace 5, Obtenebration 4
A character with this power wreathes their black metamorphosis in bright crimson lightning. Doing so causes
devastating effects as the Cainite formed of living lightning and animated shadow hovers a foot off the ground and
whips lightning about them erratically.
System: When activating Black Metamorphosis, the character may spend an additional point of Blood to activate
this power. By doing so, the character gains the following benefits in addition to what is provided by Black
Metamorphosis. The character takes an additional two steps when moving and is immune to effects that would cause
them to be knocked down. Furthermore, the Cainite's unarmed attacks deal an extra level of lethal damage, and
mortals the Cainite comes into contact with find that their hearts are stopped. Lastly, as a normal action, the Cainite
can direct the lightning wreathing his form to lash out at a target within 30 yards with a successful Mental vs
Physical challenge that the victim can only attempt to soak. If successful, the ragged bolt of empowered lightning
inflicts two levels of lethal damage, and ignites any flammable materials it comes into contact with.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
By combining the powers of Telepathy, Conditioning and Mesmerism, the user is able to place a hidden triggered mesmerism command deep in another's psyche. Allowing this command to triggered multiple times over an extended duration.
The user of this power must successfully engage with their target, followed by a Mental Challenge, following the same rules as Mesmerism. Upon success, the user may expend a number of mental traits, to a maximum of 3, to increase the duration and effectiveness of this power, based on the table below.
0 - Single Trigger, as per Mesmerism
1 - Once per Week, Duration of 3 months.
2 - Once per Day/Night, Duration of 6 months.
3 - Twice per Day/Night, Duration of 12 months.
The rules for Conditioning apply for escaping contact with the user, and may shake this power by avoiding contact as per Conditioning. As the command is planted via telepathy, no words need be spoken, but the image of the command must be placed. This is covered my forgetful mind, but as such it can be discovered using the same methodology as other altered memories.
Only one such trigger may be applied to a single subject, as per Mesmerism, and a trigger created by this power is considered to be a Mesmerism trigger for the purpose of maximum Mesmerism triggers.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 4 |
Serpentis | 1 |
Lingering Gaze
Powers: Serpentis 1, Chimerstry 4
Resources: 1b & 1w
Cost: 8xp
Challenge: Social, Retest Subterfuge
With but a gaze you can freeze someone in their tracks, but sometimes you need to have your attention focused elsewhere. This power lets you create Chimerical eyes, that only the victim can see, that illusion will keep the serpents gaze / enchanting gaze power active against the target. Because this power creates eyes from illusions, you need not have eye contact to invoke this power but the potential victim still must be within your presence when activated. As per the base power, it lasts until the invoker breaks Lingering Gaze, the illusion eyes are a victim of true sunlight, or a scene/hour has elapsed. As this power utilizes "Permanency", you may target any number of victims with this power. In all other events, this technique follows all other rules of Serpents Gaze / Enchanting gaze (Social challenge, retest Subterfuge) as well as the advantage/drawback of Chimerstry with regard to merits/flaws/powers.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Fortitude | 1 |
Cost a blood and a physical trait. The Nosferatu with this ability is able to coat walls with their blood by vomit. As long as a wall is coated in this substance the nosferatu with this gains an extra 2 defensive traits when hiding or using obfuscate. As long as the wall is in shadows they also gain a retest to resist detection while hiding. If exposed to sunlight the substance quickly disappears and provides no benefit.
Discipline Name | Discipline Level |
---|---|
Dominate | 1 |
Presence | 1 |
Prerequisites: Dominate 1, Presence 1, Lifesong (Clanbook Revised: Ventrue, p 77), 6XP
Ventrue are undisputed masters of manipulating Kine society. This power is the culmination of centuries of collected tips and techniques which make their use of Dominate nearly irresistible.
When you target mortals with the Dominate Discipline (or another Combination Discipline with Dominate as a prerequisite), you may use Dominating as your bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus, you may continually use Dominating in successive tests of this sort. Only if you are forced to risk multiple Traits - such as due to wounds or Negative Traits - do you risk losing any of your other Mental Traits.
In addition, you may make a single additional retest on any challenge where you bid Dominating. Once you invoke this retest, it is the last test of the challeng
Both parts of this power may only be used against mortals, including "part-supernaturals" such as Ghouls, Kinfolk, etc., but not against any full supernatural creature type, such as Vampire, True Mage, Garou, or Changeling.
Discipline Name | Discipline Level |
---|---|
Visceratika | 4 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Obfuscate | 3 |
Description: Some animals are normally forced to communicate with one another through auditory vocalization. Doing so offers little understanding to those who are unable to interpret animal linguistics. This combination power allows the user to speak in a normal, intelligible human tone while subsuming an animal.
Mechanics: The user spends a Mental Trait causing any target(s) who are able to audibly discern the animal to clearly hear human words when the creature is verbally communicating. Anyone wishing to break the deception may make a Mental Challenge against the user. Those who win their challenge against the user hears the normal sounds that the animal makes when it attempts to be vocal. The user may add her levels of Obfuscate to her bid and defensive retests are made with the Stealth ability against the Investigation ability.