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 | 4 |
| Fortitude | 4 |
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Fortitude | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 5 |
| Dominate | 5 |
Cost: 1 blood and 3 mentals to activate
With this power the kindred can see through the eyes and hear through the ears of any construct they have created that is within 50 miles as if it were their own eyes. They can see and hear clearly through all of them at the same time, similar to the power Read the Winds, but only with Magical Constructs the user of the power created. This power works with creations like Power over Life (Conjuring 5), Homunculi, Cognizant Constructions, Stone Dogs and Razor Bats, and any other creature or crafted construct the bearer of the power has made.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Potence | 3 |
The Unifiers are well known for their skills and expectations of Obedience and loyalty from those beneath them. This combination discipline was created by them to reflect this fact. By combining their mastery of dominate with supernatural strength; few can resist their commands and power of words.
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 traits on all dominate challenges equal to their morality rating in Power and the Inner Voice halved (round down).
This combination discipline only works if the character is on Path of Power and the Inner Voice.
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 2 |
| Potence | 3 |
It's one thing to bite someone in a fight. It's another entirely to tear away a chunk of flesh raw and bloody and potentially delicious.
System: During a round in which you have spent blood for Celerity you may as part of any bite attack tear away a chunk of flesh, increasing the damage by one level. While most kindred would need to spit this grim morsel out, individuals with the Cannibal merit or Nagaraja may swallow and regain one blood point.
| Discipline Name | Discipline Level |
|---|---|
| Visceratika | 3 |
| Potence | 3 |
Mayhem Motorcycle Mastery
XP Cost: 9xp
Disciplines required - Visceratika 3, Potence 3
Write up: Mayhem’s Motorcycle Mastery is the ultimate tool for the traveling member of Mayhem Motorcycle Club. With this combination discipline, the user of this power sinks into stone with their motorcycle, able to sleep mystically undisturbed within the stone. You must be touching stone or concrete and your motorcycle to use this power. You immediately begin sinking mystically into the stone or concrete, taking with you all of your possessions. Using this power protects you completely from daylight and allows you to sleep undisturbed. You remain unaware of what transpires around you, and indeed, you are not fully part of the material world at all. While in this state, you cannot move other than to exit the object at will. The only exception to this is if you have Visceratika level 5 - Flow within the mountain, in which case you then may move freely within the stone if you activate that power. While bonded with the stone, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the stone. Thus, you cannot be readily detected either physically or with spirits. If the stone you are fused with is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting out of the stone. You must spend two blood and take a full round of concentration to activate Mayhem Motorcycle Mastery. This combination discipline is for any patched Anarch member of Mayhem Motorcyle Club that possesses the prerequisites to learn the discipline.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 3 |
| Temporis | 3 |
Med Tactics
Fortitude 3, Temporis 3
6xp
Some abilities of the Changed have been shown to reverse the effects of time on a target. Med Tactics narrows the scope of that ability, focusing it on wounds to affect a sort of specialized healing ability.
System: The Kairos bids up to 5 Stamina-related Physical Traits and engages in a Physical challenge retested with Survival against a difficulty of 8 Traits, plus 1 Trait for each health level of damage currently on their target. If successful, the Kairos can then spend Blood Traits to heal damage on their target at the following rate: one Blood Trait for every two Bashing damage, one Blood Trait for every Lethal damage, and Two Blood Traits for every Aggravated Damage. Only a number of health levels may be healed this way equal to the traits bid in the challenge. If unsuccessful, the target suffers an unsoakable level of Lethal damage, as the temporal power directed at their wounds runs rampant, speeding their progress and tearing them open even further.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 2 |
| Obeah | 4 |
The healing of the Salubri bloodlines is spoken of in mystified whispers and is rumored to have the capacity to remove the scars left by even the harshest treatment of Kindred society.
Physical touch is required either near the wound or simply in friendship, but it must be consensual on the part of both the Healer and Patient or the discipline fails.
Each Blood Trait that the Healer expends "heals"* one point of a Physical or appearance related Social or Supernatural Negative Trait or Flaw.
Alternatively, the Salubri can provide counseling for a minimum of 10 minutes before spending two Blood Traits and making a Static Social Challenge with a difficulty of the subject’s base Mental Traits.
Success removes two points of Mental, Social, or Supernatural Negative Trait or Flaw. For each additional 5 minutes of counseling and Blood point spent, another point of Flaws or Traits may be removed.
This cannot be used to remove clan/tribe/kith etc. mandated Flaws or Negative traits, but it can be used to suppress them for a night.
*The narrative of the power provides a story reason for characters to justify buying off Negative Traits or Flaws, it doesn't mean there is no cost to removing them.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 1 |
| Serpentis | 4 |
| Presence | 2 |
Medusa’s Gaze
11 XP, Auspex 1, Mytherceria 4 OR Serpentis 4, Presence 2
ST Vault – Combo Discipline Compilation pp. 20
The vampire has learned to channel her sight into a gaze so deadly that it turns a person into an actual statue like the Gorgons of myth.
System: The user spends 1 Blood Point, risks between 1 and 5 Social Traits and makes a Social Challenge vs. the targets Willpower, retest with Intimidation. If the user succeeds, the victim finds their body frozen and turned to stone. The victim is unable to move but can still take any normal mental actions. Powers or abilities that require eye sight are unable to function since the body is outwardly turned to stone. The victim is unable to alter their form in any way while trapped in the stone.
The duration of the power is dependent on the number of Social Traits spent. 1 Trait = 1 Round, 2 Traits = 1 Minute, 3 Traits = 1 Hour, 4 Traits = 1 Day, 5 Traits = 1 Year*
The user may end the power early at any time, even if they are not within line of sight to the statue. Any vampire with Medusa’s Gaze who also has a higher rank in either Mytherceria or Serpentis may also break another vampire’s use of this power.
If the statue would be damaged in any way, the victim trapped within will suffer half the damage that was dealt as Lethal damage. If the statue is dealt 10 Lethal or Aggravated damage, the victim is freed but will still need to soak the damage as previously mentioned.
The victim may spend a temporary Willpower Trait to act normally for a number of rounds equal to their stamina-related Physical Traits.
If the user fails, the victim is immune to the effects of this power for the next 24 hours.
*Note: If the user bids 5 Social Traits against a mortal and succeeds, the victim is permanently incased in stone unless the user wills the victim to be free. If the user dies, the victim remains in stone forever, unless another ends the effect.
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Protean | 4 |
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Protean | 4 |
Mega Dog Super Sizes fight form. Activated jst like Shape of the Beast except it adds an additional 1xBrawny and 1xFerocious. On a succesful bite challenge use mayb test for an additional bit damage. Use of this power is Masqurade breaching as no normal sized dog could be this big.
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 1 |
| Fortitude | 1 |
| Presence | 5 |
Description:
Your very existence was a spectacle, you were the main actor in every scene, and your final death will be an event remembered by ages in your last words. The curtain is sliding, and the spotlight closes over you. Nobody will take your moment. The stage is all and only yours, and no one can interrupt your final monologue.
System:
In the moment of the character's final death scene you can perform a speech that cannot be interrupted. All actions are paused, and neither you nor others can take actions to prevent or accelerate the character's death while you are speaking. This speech cannot be used to activate any other powers or effects, and no power (not even Quietus) can be used to prevent the character from doing his final discourse. The Storyteller must be creative to provide a scene where the death speech can be delivered, no matter the situation. After your final speech, your character is definitely destroyed.
