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 |
|---|---|
| Vicissitude | 3 |
| Animalism | 4 |
| Auspex | 1 |
By joining with the Black Clads in pursuit of the heartsblood of their enemies and their long buried secrets, a moment of triumph was experienced by those who participated. A character can never have more than on. They are: The Crusader’s Call, The Writhing Woods, This I Swear.
The Fiends come from a long line of ruthless lords for whom the mountain, the forests and all who dwelled within knew to bend knee. This combination draws on a fraction of that legacy and allows the Tzimisce to modify living plant matter with the same terrifying efficiency that the flesh sculptors manipulate the flesh of their mortal stock..
System: Spend one Willpower and feed a plant a trait of your blood. Vissitude levels 1-3 may be used on the plant as though it were a living subject. The storyteller is the final arbiter of what an acceptable plant minion should look like but they should be able to take at least three steps on their action during combat, and have at least four physical traits and health levels. Larger pants, such as an oak tree can be expected to have much, much more. This combination discipline cannot be used in combat and doesn't combine with other Vissitude combos. This Combination Discipline may only be taught by a Tzimisce and no PC may possess more than one “Moment of Triumph '' Combination Discipline.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 5 |
| Auspex | 2 |
By joining with the Black Clads in pursuit of the heartsblood of their enemies and their long buried secrets, a moment of triumph was experienced by those who participated. A character can never have more than on. They are: The Crusader’s Call, The Writhing Woods, This I Swear.
To a Crusader, honor is everything. As long as the Crusader speaks the truth and only the truth, others believe him.
System: By spending a Willpower point, the Character can make every word he says bear the ring of truth. Listeners are not necessarily inclined to obey them or follow his suggestions, but it becomes clear that they speak the truth as they know it. The character using this Combination Discipline must speak the truth, as they know it and not hide or misleading details, or the Combo backfires and does not work no matter the generation. This Combination Discipline may only be taught by Ventrue Antitribu and no PC may possess more than one “Moment of Triumph” Combination Discipline.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 5 |
| Presence | 5 |
Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.
While most Ventrue prefer logistics and a more conservative approach to battle, there still remains the increasingly few who prefer to exist as shining beacons of courage and take to the field personally to see their enemies beaten.
System: At the beginning of combat, the Character may spend a point of Willpower to gain a number of additional Healthy health levels equal to the amount of personal status that the character has in the Camarilla. Positional Status, Loaned Status and phantom Status traits do not grant any additional health levels. While this power is active, the character may not declare Fair Escape. Furthermore, should the character fail a Courage Challenge for any reason, they immediately lose access to this Combination Discipline until the following dawn. This power remains active for the remainder of the scene. This Combination Discipline may only be taught by Ventrue and no PC may possess more than one “Moment of Truth” Combination Discipline.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Dominate | 4 |
| Fortitude | 4 |
Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.
The Curse of Caine is anathema to lupines and spirits, who believe that it causes one to stand outside the cycle and beyond the natural order. This Combination Discipline is proof of such and allows the Cainite to channel their unholy resilience in a manner that rejects the power of the spirit world, allowing the Cainite to shrug off their most devastating blows.
System: Whenever the character suffers damage from a spirit’s attack, whether charms, claws or otherwise, the character only suffers half damage, rounded down. If the character suffers damage from a spirit Fetish, they suffer damage normally but the Fetish deactivates upon resolution of the attack and may not be activated again for the remainder of the scene. The character is sensed as an Agent of the Wyrm to all powers that can detect it with no need for a challenge. This Combination Discipline is always active and may only be taught by Ventrue PCs and no PC may possess more than one “Moment of Truth” Combination Discipline.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 2 |
| Celerity | 2 |
| Presence | 5 |
Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.
The Ventrue are have a long, dignified history of resolving conflicts with words, preferring progress of the carnage that is all too common for more warlike Kindred. However, there comes a time when one must stoop to taking up arms against an adversary too dim witted to rise above their base thuggery. On such an occasion, the Combination Discipline is to help serve as a reminder to such thin skinned, audacious fools that duels too are the domain of proper gentlemen.
System: At the beginning of a round of combat, the Kindred spends a point of Blood and Willpower before they make a scathing remark toward their chosen opponent. For the remainder of the round, they receive a free retest on Melee challenges against them so long as no one else engages their chosen opponent with any actions. If the character has the higher ground, they are also up two traits on the first Social Challenge made against their chosen opponent that round. This Combination Discipline may only be taught by Ventrue and no PC may possess more than one “Moment of Truth” Combination Discipline.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 2 |
| Presence | 5 |
Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.
The Clan of Kings are natural leaders wherever they go. Mortal throngs are drawn to service and with a little bit of time to acclimate, a King can raise an empire from the disparate threads of an untapped community.
System: By spending an evening in a city and one Willpower, the Kindred can subtly attune themselves to the community, receiving favorable responses from strangers, whether that come in the form of information or more direct forms of aid. For the next month, the character is considered to have +2 Fame (may go above 5) for the purposes of using backgrounds and Influences in the city. Furthermore, the character gains a number of phantom points in the Contacts background equal to their Presence score. This Combination Discipline may only be taught by Ventrue and no PC may possess more than one “Moment of Truth” Combination Discipline.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 4 |
| Kineticism | 5 |
Caitiff’s are often on the receiving end of a great deal of harassment. Attacking one is often overlooked by the Powers that Be. This survival tool provides the Caitiff with an edge when they find themselves on the receiving end of unwanted attention. Created by a Caitiff of great martial prowess who wanted a more personal experience with combatants.
System: By spending a blood trait this power functions identically to the Advanced level of Kineticism, Kinetic Shield, but instead of a wall the barrier bonds with the user's supernatural endurance wrapping around the user like a second skin. As the user's body is surrounded by a "force field" the user is protected from effects that require contact to facilitate their effect until the shield is defeated.
| Discipline Name | Discipline Level |
|---|---|
| Protean | 4 |
| Fortitude | 2 |
| Potence | 2 |
Developed from the desire to be the most monstrous creature, Monster Mash was created to allow the Cainite to combine different form powers for devastating effect.
System: The Cainite shifts into a primary form as normal and gains all benefits and/or negatives from the power. They then activate other form powers, using the regular expenditures. If the form gives Traits, they are halved rounded up, but all other benefits and negatives remain the same. For each additional form, the Cainite loses one Permanent Health level for as long as the power is active. Any Cainite who learns this power immediately gets the Flaw, Monstrous.
Example: A Cainite with this power first shifts into Black Metamorphosis for the normal two Blood Traits and Social Trait to get Intimidating x3 and the Black Metamorphosis tentacle attack. The Cainite then spends one Blood Trait and three full turns to use Shape of the Beast to transform into a wolf to gain an extra bite damage, clawed limbs, the Mental Trait Alert, and two Physical Traits. The Cainite then spends two Blood Traits and gains the Negative Social Traits Bestial, Feral, Repugnant, and the Physical Traits Brawny, Enduring, and Quick and scores an extra health level of damage on all brawling combat attacks. The Cainite loses a total of two Permanent Health Levels.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 3 |
| Obfuscate | 4 |
Whether they wish to escape their attacker or to better ambush him at the next opportunity, a vampire with this power quickly demonstrates to their enemy that they are even harder to track when under assault.
System: Whenever you have declared that you will be using Vanish from the Mind's Eye at the end of the turn and you take damage from an attack during that turn, you may spend a Blood Trait. Doing so improves your attempt to Vanish at the end of the turn, putting you a number of traits up on the challenge equal to the number of health levels of damage you took and giving you a free retest against the successful attacker. This power may be used more than once during a turn, spending a Blood Trait for each successful attack, but only one retest may be gained for use against a single attacker with a single activation of Vanish from the Mind's Eye.
| 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.
