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 | 2 |
Presence | 2 |
The followers of Caine are known as Noddists for they are scholars as well as diablerists. They seek the hidden knowledge and secrets of Caine in hopes of strengthen their own personal power. This combination discipline was developed by the Noddists to help them in those efforts. By tapping into their own memories, heightening them and focusing them, they gain an edge over others.
System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character gains a number of bonus mental traits in all challenges related to Lore or the Occult equal to their level of Lore: Noddist ability.
This combination discipline only works if the character is on Path of Caine.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Koldunic Sorcery | 1 |
As Per Mystic Sight in Guide to the Low Clans, aka Thaum Sight in the Tremere Clanbook
Discipline Name | Discipline Level |
---|---|
Protean | 2 |
Potence | 4 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 3 |
Discipline Name | Discipline Level |
---|---|
Presence | 1 |
Dominate | 1 |
Presence 1 Dominate 1
Leader's Mentality
3XP
Player may expend a mental trait and gain an additional retest with dominate challenges. This power would function in the terms of awe but for dominate instead of presence.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Valeren | 4 |
The Salubri Antitribu carry a legacy of death on their shoulders. This rage drives the very fury of the bloodline. This combination discipline developed by them allows them to strike vengeance and pain into all those who sought to destroy their clan.
System: The character spends 1 blood trait to activate this power for the next scene or an hour. During that time the character gains 3 bonus traits on all Melee attacks and all attacks made with a Melee weapon do aggravated damage.
Only Salubri Antitribu may learn this power
Discipline Name | Discipline Level |
---|---|
Potence | 4 |
Einherjar Only
The Great wolf Fenris was a terror to all, twice it was bound in iron and steel and shattered it with its great strength. Only when Tyr risked his hand as a show of trust to Fenris, to guard against the trickery of the Gods, did the silken band of Gleipinir ensnare him.
What the tales do to honor the greater memory of Tyr is to say he risked his ungauntleted hand but the old skalds remember that it was his plated fist not his bare hand, he placed within the mouth of Fenris.
The Einherjar who honored the great wolves were known to terrorize even the heaviest armor clad warriors of the southern lands rending steel as easily as flesh.
System:
Player activates Fenris Talons as per normal and gains the same benefits. Additionally the user's attacks with the talons gain Armor Piercing and automatically wins the simple challenge to inflict an additional damage.
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