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 | 4 |
Presence | 2 |
Move Bitch Get Outta Way
Prerequisites: Potence 4, Presence 2
XP Cost: 7
Activation Cost: 1 Social Trait
Mechanics: The user expends one Social Trait and makes a contested physical challenge against the target to strike them. If successful, the user then makes a contested social challenge against the target struck and, if this is successful, the target suffers the effects of Dread Gaze. In other words, this power turns Dread Gaze into a carrier attack which can only be used once per turn during the character's Normal or Alacrity phase.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Fortitude | 5 |
Animalism | 5 |
Description: An incomparable level of self-control in the face of adversity is necessary for Kindred survival. This power permits a Kindred to tap into the nature of her Beast, and to persevere through afflictions that would normally prevent him from exerting his force of will. A Kindred with this skill is more focused, resilient, and tenacious. With enough self-discipline, he is able to exert his will even when otherwise hindered.
Mechanics: This combo discipline allows the user to spend Willpower when he would not normally be allowed to use his will. This may be due to the effect of another power or when other circumstances would prevent him from using Willpower. However, all Willpower used during instances when the user would otherwise be unable to access it, is considered to be permanently spent. This combination discipline is always active.
Discipline Name | Discipline Level |
---|---|
Dominate | 1 |
Presence | 1 |
Auspex | 1 |
Ventrue Combo, approved around 2008, on PC transferring in.
As Lifesong, except that you may use it on Kindred with equal or higher Generation Background, and it gives the target's Nature, rather than Demeanor.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Fortitude | 2 |
Celerity | 2 |
Description: You've mastered the Empty Mind meditation technique, which allows you to clear your mind of active thoughts and be completely present in the moment. In combat, this allows you to pay extra focus on the fight and rely on instincts to respond.
Mechanics: Spend one willpower to activate for a scene/hour. While this power is active, you gain the bonus traits ferocious, quick, and robust, and a free defensive retest in all physical challenges, even if you would not normally receive one.
Restriction: This power can only be learned by someone with Meditation x5.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Protean | 4 |
Special: Only Nosferatu can learn this combo
The blood of a Nosferatu with this power is highly mutagenic, allowing him to modify his body and the body of ghouls that drink from him with time. This power was created by a Nosferatu that sees yourself no more as anything other than a monster, and that realized the utility to breed suited mutants to protect the brood, and that only a mutant appearance can truly maintain an underground identity safe in the long-term.
System: This power allows the Nosferatu to confer alterations to a ghoul, human or animal, turning them into a mutant for his species. There is a chance that these mutations are transferred to descendents of the ghoul (at ST discretion). This takes the form of allowing the purchase of physical merits or flaws, including those normally only allowed to Nosferatu, and to create all sorts of mutant animal ghouls.
Also, the Nosferatu is able to alter her own body, buying new physical merits, losing physical merits, paying physical flaws or gaining new physical flaws that are linked to bodily characteristics normally not so easy to be changed.
No “beautiful” merit can be gained through this power, and for each modification by this power, a mortal loses one social trait linked to appearance or gain a Bestial or Repugnant negative trait; a Nosferatu gain a Bestial or Repugnant negative trait (or some of the optional negatives traits from the Clanbook Nosferatu) for each two uses of this power in herself.
These mutations are not instantaneous, and no more than one characteristic can be changed per one three-month period. The new merits and flaws must be paid normally with XP, as determined by the ST and the local Chronicle rules.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Animalism | 1 |
Potence | 2 |
By spending a blood to activate you gain a free retest in all martial arts challenges (or appropriate ability in games that don't allow martial arts) for a scene or hour.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Visceratika | 3 |
Pre Req: Echos of the Chamber
Cost: none
If you are currently bonded with a Structor ; you become instantly aware when ever anyone says your name; so long as they are within the structor , and are able to discern the next 5 words after your name is spoken.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 3 |
Malkavians have a means, unlike any other, to tap into the collective consciousness of their entire clan. Within this “Madness” lies knowledge and secrets of the whole of the clan. By tapping into this connection, the Malkavian can gain insight, knowledge, and even perception they would not have on otherwise.
System: The Malkavian spends 1 willpower trait to activate this power for the next immediate Mental challenge. During that time the Malkavian may add their Dementation discipline rating in Bonus Traits to the next Mental challenge. This combination Discipline may only be learned by members of the Malkavian Clan.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 2 |
Fortitude | 2 |
When activated, the Abyss itself merges with your skin, and takes on the color and texture of the night's sky, allowing you to blend in with the night itself. The abyss moves as you move, as long as you don’t move any faster than a normal walking pace. Faster movement causes your body to become a blur textured night. It offers no invisibility, but anyone trying to identify you may find it difficult.
System: Spend a Blood Trait to activate this power. For the rest of the scene, you gain an additional four Traits in any Stealth challenge while in darkness.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 2 |
Fortitude | 2 |
When activated, the Abyss itself merges with your skin, and takes on the color and texture of the night's sky, allowing you to blend in with the night itself. The abyss moves as you move, as long as you don’t move any faster than a normal walking pace. Faster movement causes your body to become a blur textured night. It offers no invisibility, but anyone trying to identify you may find it difficult.
System: Spend a Blood Trait to activate this power. For the rest of the scene, you gain an additional four Traits in any Stealth challenge while in darkness.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 2 |
Fortitude | 2 |
Night's Sky - (Obtenebration 2, Fortitude 2)
MET Cost: 9XP
When activated, the Abyss itself merges with your skin, and takes on the color and texture of the night's sky, allowing you to blend in with the night itself. The
abyss moves as you move, as long as you don’t move any faster than a normal
walking pace. Faster movement causes your body to become a blur textured night. It offers no invisibility, but anyone trying to identify you may find it difficult.
System: Spend a Blood Trait to activate this power. For the rest of the scene, you gain an additional four Traits in any Stealth challenge while in darkness.
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Obtenebration | 5 |
Developed as a joint venture between the Brujah and the Lasombra, this combination discipline merges the supernatural speed of the Celerity with the otherworldly powers of Obtenebration. The vampire concentrates for a brief moment, assuming the Tenebrous Form and stepping into an adjacent, only to emerge a moment later from another shadow nearby their victim. Only victims expecting for such an attack have any hope of getting out of the way in time. Those that do not find themselves unable to react in time to avoid an attack from the Cainite.
System: The character spends 3 Blood Traits to activate this power, then makes a Brawl or Melee attack against their victim. The defender may not attempt to dodge the attack, or spend the Dodge Ability for a retest in the Challenge. There is one exception to this limitation. The defender may announce at the beginning of the turn that they are dedicating all of their actions towards dodging the incoming strike. If they do, then they may attempt to dodge the attack, though the aggressor still benefits from an additional retest. A victim of Nightfall's Reach can always attempt to soak an attack made with this power. Even if the attack itself prevents the victim from soaking the strike or it's damage, they may attempt to do so normally.