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 |
---|---|
Dominate | 3 |
Presence | 3 |
The Ventrue are often known for their mastery of Dominate. By combining this art with the emotional powers of Presence; the Ventrue’s Dominate powers become near undeniable. As such this combination discipline grants the Ventrue the mastery to maintain their own power base and command over others.
System: The Ventrue spends 1 blood trait to activate this power for the next scene or an hour. During that time the Ventrue player gains 3 retests to use on any Dominate, Presence, or Fortitude challenge. Once called upon these retests are lost and this power may not be stacked or activated again in the same scene. This combination Discipline may only be learned by members of the Ventrue Clan.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Presence | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Presence | 2 |
With this power, the user may draw upon their mastery of crowds and animals alike to apply their normal uses of the first two levels of Animalism to swarms of insects and other arthropods, such as arachnids. Nosferatu seem to have a more intrinsic understanding of these creatures, however; non-Nosferatu suffer a 1 trait penalty to uses of this power.
Discipline Name | Discipline Level |
---|---|
Augury | 3 |
Auspex | 3 |
Mechancis: This combo allows for the user to embed a life-like, interactive memory in an object for another to experience. The object can not be larger than a breadbox (i.e. a doorknob, pocket watch, or necklace? Yes. A House, cat, car, mattress, chair? no) and the user must expend a temporary willpower to copy the memory into the object (the user still retains the memory). The user can not omit or change any part of the memory intentionally. After the memory is bestowed, the next cognitive creature to touch the object (mortal, kindred, mage, hunter, garou? yes. Rat, Spider, Pigeon, Robot? No) must engage in a static social challenge against the user (retest with Empathy). Should they lose, they will experience the memory. If the target wins the challenge, the object awaits the next to touch it. An item card recording derangements/effects, social traits, and the highlights of the memory should be created whenever this power is used.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Obtenebration | 3 |
Spend a Blood and a Willpower to activate this power for the Night. Angel's, and character’s with True Faith or on truly Pious Roads/Paths are almost unable to act against the vampire. The Vampire is up traits in all challenges equivalent to their Obtenebration rating. Additionally the Angel etc. must Bid extra traits equivalent to the user’s Path/Road rating.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 3 |
Approved Feb 9, 2012:
Lucid Dreamers can exert incredible control over their own dreams, delving into their own subconscious, dredging up insights, and controlling their meditative states more effectively. Similarly, those with knowledge of Telepathy can catch glimpses of others dreams and even interact with them in a limited fashion, so long as the telepath is actually awake. Those who know Opening the Gates of Horn and Ivory, however, are able to do far more.
If the user is in close proximity to a sleeping target, either physically or on the Astral, they may initiate a Mental Challenge in order to merge a projection of themselves (and potentially, their own dreams) into the sleeper's dream state, effectively falling asleep themselves and creating a shared dream realm through which the sleeper and the user of this power can interact. From this point until the target wakes, the user of Opening the Gates ofHorn and Ivory may perceive the target's dream and guide those dreams, including allowing the target to remember their dreams with perfect clarity upon waking. Note that the cycles of dawn and dusk do not interrupt this power.
The real strength of this power is to allow for additional roleplay opportunities, to hold intimately private conversations, to perform psychological or psychic feats of various sorts, or to teach across great distances while sleeping. The remaining paragraphs serve to offer guidance around those parameters, which are ideally worked out by the user and the target OOCly.
If the user of this power makes radical shifts in the target's dream state, the target may make a single Mental Challenge against the user to eject him from the dream, as his subconscious pushes against the foreign presence; if this Challenge is failed, however, the target's dreams are at the mercy of the user of this power; at a minimum, the target may be forced to suffer the effects of the Nightmares flaw. If the target has the Lucid Dreaming ability, however, they may make such a Challenge whenever they become aware of the user or notice a significant shift in their dream state; if they succeed, they may force themselves awake, severing the connection.
Otherwise, this power may be used to probe for deep memories per the description of Telepathy. The user is also considered to have the target's eye contact and attention for the purposes of Dominate, Presence, and Dementation, all of which can be used to effect drastic changes in the target's dreams (and, thus, the shared dream space). The user is considered to be able to spend his own blood, as his consciousness is within his own form, sharing a dream space with the target. This connection lasts as long as the target sleeps or the user wishes to maintain the connection, and, during the day, both user and target may elect to use their Lucid Dreaming scores in place of their Morality Traits for the purpose of determining trait caps. The target may only relent to challenges if they implicitly trust the user of this power, are Blood Bound to the user, or possess the Lucid Dreaming ability
Discipline Name | Discipline Level |
---|---|
Dementation | 2 |
Quietus | 2 |
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Protean | 3 |
The embrace of Ennoia, the cold waterfall of the Gauntlet, blood of the old ways, or whatever connection it may be; many people occasionally sense the spirit world waiting just out of reach. It takes something of the former for that tenuous connection to call back. This birthright is home, it is lure, it is temptation and it is danger. Some believe that their ancestors or their gods retreated beyond the reach of this world and into that other. This connection to the Middle Umbra allows them to go further through that shallow connection between worlds than any other, stepping back out into the realm of the gods.
System: The Character spends one Blood Trait and makes a static Mental Challenge retested with Survival against triple the local Gauntlet rating then takes three full turns (each additional Blood Trait spent lowers the time by one turn, to a minimum of one turn with three Blood Traits). If successful the Character melds with the Gauntlet over the course of that time, completely entering the chilled void of the Gauntlet at the end of the final round. About ten minutes later the character steps through. He can spend one Mental Trait to reduce this time to a minute or two to make it 30 seconds. Failure doesn't bar the Character from trying again, but each successive failure within one scene raises the difficulty by six Traits, up to a maximum of 30. In addition, on a failure, make two Simple Tests. If both fail, the character becomes stuck in the Gauntlet, lost to a spirit storm or otherwise seriously inconvenienced. Storytellers shouldn't get sadistic with these complications - make them story hooks, not death traps - but botching a sideways step is a bad thing. Returning is equally difficult and requires all the same challenges. Unlike a Garou the character may not act as an Opener of the way, being able to take only clothing and small personal possessions with him. Disclaimer: Nothing about this power inherently changes the reaction of any entities encountered; if recognized for what it is most non-bane spirits are immediately hostile to the undead. This Combination Power costs 18 experience traits.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 5 |
Communicate the words: "You should be a better at-" and apply the description of an ability to your intended target. Then engage in a Contested Mental Challenge, retest is Empathy. Your target may not relent to this power. For the remainder of the night,you do not have access to the ability lent, as if you had expended them as retests, regardless if the power was successful or not.
On success, the Malkavian using this power may implant as many or as little of a single category of an ability into their target for the rest of the night. The max of the ability that your target can receive is up to 5. This does not stack with their current rating of the same related ability. But it can refresh those abilities previously used.
You MUST HAVE the related ability on sheet & unspent to lend it. For example if you have used 1 Occult out of 5, then you may only "lend" up to 4 Occult. The target also gains a random temporary derangement for the rest of the night that MAY NOT be suppressed by Willpower expenditure.
Discipline Name | Discipline Level |
---|---|
Thaumaturgy - Custom Path | 5 |
Obfuscate | 5 |
Discipline Name | Discipline Level |
---|---|
Dementation | 5 |
Presence | 3 |
Fear can be paralyzing and even attractive from a Malkavian. Magnetic phobia causes a paralyzing effect on the target's mind and their body moves towards fear. The caster rolls Intimidation (with a retest for Empathy). One success causes the target's mind to become paralyzed with fear, and their body to move toward the caster. The target can only be stopped if there is a mental attack from another member on it. The target may attempt to resist with a Willpower test.
Discipline Name | Discipline Level |
---|---|
Melpominee | 5 |
Presence | 5 |