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 |
---|---|
Potence | 2 |
Auspex | 2 |
Dominate | 1 |
Mental 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 Blood Point and 1 Action, once per night, the user may refresh all of their mental traits.
Discipline Name | Discipline Level |
---|---|
Dominate | 3 |
Obfuscate | 5 |
Auspex | 5 |
Additional Requirement: Subterfuge 3+
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
Protean | 4 |
Vicissitude | 5 |
Prerequisite: Protean 4, Vicissitude 5, Celerity 2, Flesh of Wind and Water
When you shift change into a physical transformation form. Vicissitude mods on yourself to something else of the same point cost or less on to the new form.
System: If you have Flesh of Wind and Water, you can spend an extra blood as you change, it changes your Vicissitude Modification(s) temporarily in your forms as you change. Once the form is done changing they can't be changed unless you shift again. Your Vicissitude Modification can't be more then what you have in point value.Example: each 5 point merit gets you 5 or less in one merit not 5 points of merits one for one exchange.
Discipline Name | Discipline Level |
---|---|
Dominate | 5 |
Auspex | 4 |
This combination allows a possessing vampire to access via a subtle telepathy, the unconscious mind of the mortal being possessed. Doing so causes the vampire to speak with the accent and inflections of the mortal (or ghoul), as well as to be able to utilize some of their abilities and memories as if they were their own. This is done to complete a ruse as to that the person possessed is in their own and right minds, and to dissuade questions if the mortal is ‘acting strangely’ due to being possessed.
System: The vampire makes a normal challenge to possess the mortal in question. When in possession, the vampire spends the requisite number of mental traits in order to utilize powers of the blood available while in Possession. In addition for each mental trait spent, they also can access the abilities and memories of the mortal, per the chart below. When accessing said abilities, they access the mortals abilities, not the possessing vampires, so they vampire may have access to abilities that they themselves do not have. If the vampire possesses the abilities themselves, then the mortals abilities supplement those of the vampires. In any case, the vocal patterns, mannerisms and other personal affectations remain those of the mortals, not that of the possessing vampire.
Further, the possessing vampire can pull memories out of the unconscious mind of the mortal, so that the illusion of control is complete. Should the vampire be asked a question that only the mortal could answer, the vampire spends a mental trait, and knows the answer necessary to maintain the ruse.
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1 mental trait: 1 ability category
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2 mental traits: 2 ability categories
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3 mental traits: 3 ability categories
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4 mental traits: 4 ability categories
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5 mental traits: 5 ability categories
e.g. For instance, if the vampire had no dots in computers, but spend a mental trait to possess a mortal with 4 dots in computers, the vampire while possessing, will have 4 dots in computers.
Discipline Name | Discipline Level |
---|---|
Dominate | 4 |
Presence | 4 |
Ventrue's are kings. Their authority stands out more than any other kindred. With this combo the king invoking its power uses their will and their rule becomes unquestionable. Less kindred can try and resist the might of clan ventrue, but this combination of powers gives the king a powerful edge.
System: This power is always active. When engaging as the aggressor in any challange the retest is Intimadation, Leadership, or Ettiqutte the user may spend a willpower to gain a retest. In games where retests may be cancealed with the 'like' retest this would be cancelled with the targets defensive willpower retest.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Thaumaturgy - Sielanic | 3 |
The Blood of the Telyavelic Tremere is tied forever to the god Telyavel. It gives them strength and purpose. Members of the bloodline developed this combination discipline to draw on that connection and gain strength from their god for a small amount of time. Once used, the Telyavelic Tremere takes on aspects of the God and their form will even shift and change to reflect it.
System: The character spends 3 blood traits to activate this power which lasts a scene or an hour. During that time the character gains 3 bonus traits to distribute among their attributes as they see fit. Once selected these bonus traits may not change categories and this power may not stack.
Only Telyavelic Tremere Characters May learn this Combination Discipline
Discipline Name | Discipline Level |
---|---|
Celerity | 3 |
Potence | 3 |
The strength of the Ironclad as an army comes from this combination discipline they developed. By combining their skills and mastery in supernatural strength and speed the vampire physically grows stronger and tougher. The vampire themselves grow in height and in muscle mass for a time.
System: The character spends 2 blood traits to activate this combination for the next scene or an hour. During that time the
character gains the following physicals traits: Brawny, Brutal, Deadly, Fierce, and Tough. Additionally all Brawl and Melee attacks the character makes during this time have their damage increased by one.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Potence | 3 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 5 |
Malkavians have been known to melt the minds of their victims. With this power the malkavian can not just melt minds, but destroy them completely. What more, those that suffer from madness succumb to this power ten fold.
The player spends a willpower and engages his opponent in a mental challenge. If the player succeeds against his opponent the target suffers one unsoakable bashing, plus one additional bashing for each derangement the opponent has.
Discipline Name | Discipline Level |
---|---|
Dementation | 3 |
Fortitude | 5 |
Eyes of Chaos has many applications, but also some potentially disruptive side effects. Some enterprising Malkavians have created a way to both improve the basic uses of this power, and to provide protection against those side effects.
MET Mechanics: When performing an Eyes of Chaos test to determine someone's nature, or to discern complex patterns (ST discretion, as this use is more flavor text than rule in the book), if the Malkavian fails the test, they do not become entranced by the patterns of chaos, they simply get no result.
When using Eyes of Chaos to avoid surprise, the Malkavian may spend a temporary Willpower Trait to have the power last the night (as opposed to a Mental trait per scene/hour).
The Malkavian may still choose to employ Eyes of Chaos without the added benefits and protections from Mind's Eye of Chaos.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 5 |
Obfuscate | 4 |
Description: A Kindred using Mindworm creates a series of increasingly sophisticated data algorithms (Firewalls) which weave a contagious madness into the mind of anyone attempting to hack through or interpret the code. Using Mindworm, Malkavians can make the target of their power insane and/or confused/forgetful of what happened when they encountered the code (Firewalls).
The Malkavian uses Mindworm to embed the specified Dementation power for each Firewall into computer coding. Normally this is Coding of computer security software algorithms but it may also be used on regular software such as a Microsoft Word documents, PowerPoint presentations, etc.. Once triggered, each Dementation power works the same as the Discipline in MET with the same requisite tests, retests, etc.
Unlike Madman's Quill, Mindworm has three consecutive levels or “Firewalls.” Below are the Dementation powers embedded in each:
Firewall 1: Dementation 2 (The Haunting)
Firewall 2: Dementation 4 (Voice of Madness)
Firewall 3: Dementation 5 (Total Insanity)
MET System: To introduce Mindworm into software, the user must have at least Computer Ability 4 and also have at least one dot of either Crafts: Coding/Programming (or similar name) or Crafts: Hacking. The process of actually writing/embedding the code takes a number of nights equal to the encoded power’s. This time is NOT cumulative. Taking 5 nights to apply Firewall 3 applies all three levels of Firewall. Note that each individual software application (computer system, individual program, laptop security file, etc.) is considered a SEPARATE application of Mindworm and requires the full time dedication for each application. The coder can choose which level of Firewall(s) they want to employ; they do not have to encode all three.
Once encoded, Mindworm Firewalls are permanent. Subsequent attacks by the same hacker or other hackers would still have to breach them as described. Destruction of the embedded code (such as completely scrubbing infected programs from the device and reinstalling from the original source) will get rid of Mindworm. The coder may also choose to remove the Firewall code at any time, thus ending the effect. Destroying the creator renders all Firewalls inert and ends any lingering effects. The duration of each Firewall’s Dementation effect is the same as the base Dementation power’s duration.
At the time of encoding, the item should be noted with the coder’s mental traits (adding Obfuscate levels) AND Social traits for use in the challenges outlined below.
When first encountering the Firewall, the target makes a Social challenge versus the coder’s traits (retest Empathy). If they fail, they are affected by the Firewall’s Dementation effect. It is perfectly possible to get through all 3 Firewalls, fail the Test against each suffering all the effects or a combination thereof and STILL actually access/get to the program/software that the Mindworm was protecting (though there would still remain any normal Computer defenses).
Anyone encountering the code who *resists* the power(s) can make a Mental challenge (difficulty is the coder’s traits + obfuscate; target may add Auspex levels to their traits) to notice there is something “off” about the code (retest Investigation or Awareness). This test is applicable for each level of Firewall. (If they fail to notice Firewall 1, they can still notice Firewall 2.) This gives the victim the option of stopping at each Firewall...or at least going forward knowing the risks. If the victim of the Firewalls does not have Auspex, they cannot test at all (since the code is embedded with Obfuscate). Exactly what they determine about the code is left to Storyteller Discretion.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Chimerstry | 2 |
Master of Illusion and confusion, some Rogues have developed this discipline technique to confuse and confound their enemies. By creating illusionary copies of himself, the Ravnos Antitribu can appear to have an army of himself at his beck and call. Though these illusions can not actually harm or truly interact they make for a great distraction and frightening ones enemy.
System: For 1 Willpower, the wielder of this power can create up to his Subterfuge ability rating in intangible copies of herself. These copies of herself can cause no actual physical harm or damage, but can cause a great amount of confusion against attackers. For the remainder of the scene or an hour the Rogue gains 1 free retest to use in combat challenges equal to the number of illusionary copies of himself. Once a retest is used, it is expended and this power may only be activated once per scene. With Obfuscate 4, this power allows the character to disappear, leaving between 1 or more of the intangible images in her place. This effect grants the Rogue a free retest on all Obfuscate challenges to vanish only.
This Combination Discipline may only be learned by Ravnos Antitribu