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 |
|---|---|
| Chi’iu Muh | 4 |
| Equilibrium | 4 |
By embracing the transformative power of Equilibrium and the Purifying might of Chi'iu Muh, a Wan Kuei uses their dharmic growth to fulfill their spiritual duty. For those capable of seeing the flow of Chi, the effect is truly spectacular.
By spending one Yin and one Yang Chi, the Wan Kuei's focus narrows to a single target. If the Wan Kuei makes a successful attack on most opponents within the same scene of the expenditure on the target, the additional damage dealt is equal to the Wan Kuei's dharmic rank.
However, the Wan Kuei are meant to combat the forces of the Thousand Hells and their agents, and in doing their purpose, this technique truly (often literally) shines. If used against the forces of Yomi and their agents, as well as other infernal creatures, the Wan Kuei's attack deals an additional level of aggravated damage. A direct agent of Yomi loses supernatural tempers equal to the Wan Kuei's dharmic rating as the forces of Heaven and the Hells clash in a cataclysm of prismatic light (often resulting in spectacular color for those with Chi Sight active). A character struck with this attack makes a simple challenge or suffers Blind Fighting rules until the end of their next action.
| Discipline Name | Discipline Level |
|---|---|
| Vicissitude | 2 |
| Potence | 3 |
Through the strength of Potence, the flesh crafting mastery of Vicissitude, and the knowledge of being hit in unfortunate places, a Cainite is able to take advantage of the most vulnerable part of any man (no not that) – the back of the dome. By concentrating on the power of Vicissitude in his fist before he strikes the back of the luckless victim’s noggin, his knuckle turns into a fine point that with the ferocity of Potence, delivers a very devastating attack.
System: To activate this power, the Cainite must spend a blood before he punches the target. He must be able to punch the back of the target’s head. Perform the necessary Physical Challenge to punch the target as normal and if successful, the punch does an additional three levels of damage. The attack must be a punch and cannot be used with weapons.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 5 |
| Animalism | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Vicissitude | 4 |
The Bratovitch family is known for both their strong sense of loyalty as well as their ferocious outlook on life. This ability was developed by Vladimir Rustavich's personal lineage to highlight this ferocity and bring about an advantage to the truly violent nature of the Bratovitch while distilling out the crutch of sorcery that has taken over much of clan Tzimisce.
Systems:
Once this Combination is learned it is considered to always be active.
The Bratovitch's zulo form has become more monsterous and violent than normal. When activated, their Horrid Form possess Ferocious ×3 in ADDITION to the normal benefits of the power.
The Bratovitch are known for their mastery over breeding and being in touch with their animal natures. The Bratovitch may call for a free retest on any challenge using the Animalism Discipline. They may use this retest a number of time per night equal to their level of Animalism.
Drawbacks:
This Combination Discipline may only ever be learned by those of the Bratovitch bloodline, revenant or vampire.
While in possession of this Combination Discipline, the Bratovitch may not learn Koldunic Sorcery. Should they choose to learn Koldunic Sorcery, they will immediately lose this Combination Discipline
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Presence | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 1 |
| Thaumaturgy | 5 |
Requires Advanced Movement of the Mind
Effect: As one of the few Clans with none of the Physical Disciplines at their innate disposal, the Magi of Clan Tremere are often extremely vulnerable when they find themselves attacked in close combat, especially given that most Tremere focus on their Mental prowess over Physical. This technique allows such physically frail Tremere to defend themselves against conventional attacks by covering themselves in a telekinetic bubble.
System: Spend 1 Blood. For the rest of the scene, when the user of this technique is the target of a physical attack (Bullets, Blades, Claws, etc.), they may choose to bid a Mental Trait instead of a Physical Trait in defense. If they choose to do so, they defend using the trait pool they would use when utilizing Movement of the Mind: Control, and retest with Occult rather than Dodge or other traditional defensive abilities. Note that as the Tremere is bidding a Mental Trait, they do not gain any benefits from Celerity or other Disciplines/Techniques that amplify physical defensive ability. Furthermore, while the Tremere's mind is the source of the defensive power, attacks against their Kinetic Barrier do not count as 'Mind-Affecting', and as such this power does not benefit from powers/effects that provide resistances specific to mind-affecting powers.
This Combination Discipline requires Tremere Coord Approval to be learned by anyone other than Camarilla Tremere.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 1 |
| Serpentis | 3 |
A tongue-in-cheek reference to Ventrue and Setites who have found common grounds, this discipline draws upon the particular legacies of resilience of both clans to make it's possessor nearly impervious to the Serpent's birthright; toxins.
Any time a kindred possessing this discipline is affected by the deleterious effects of a toxic substance such as poisons, venoms, or toxins, those effects are negated at the end of the scene as the kindred's body adapts and produces anti-bodies. In addition, the kindred may reflexively spend a blood trait when such a substance enters their system to adapt immediately, ignoring the effect of that substance for the rest of the scene. In the case of supernatural substances, their unique nature means that this expenditure will protect the bearer from a single source of the toxin, such as all the extract gathered from one crop of a supernatural plant, or the repeated poisonous bites of a single Naga. In the case of disciplines that have multiple levels which would fall under this immunity, each power of the discipline (I.e. level 1, level 2, etc.) Is considered a different source for the use of this power.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 4 |
| Presence | 4 |
| 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 |
