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 | 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 | 4 |
Keeping the Masquerade is a sacred duty, and its keepers have always exercised a firm hand over mortals. This authority grants them the power to undo the damage caused by those who threaten the mortal illusion.
Mechanics:
Upon mastering Echo of the Subtle Vizier, one learns that even a shadow can carry a command. By blending this power with Auspex, the user can locate a mortal's mind through their shadow. To do so, the player must make a Static Mental Challenge with a difficulty of 9, retested with Investigation. Upon success, the player can use Mental Traits to gauge the distance and time during which the mortal's memory is obscured within the chosen area.
Next, the player must engage in an extended Social Challenge, retested with Occult. The Storyteller will determine how many successes are needed to shroud the mortal's memory with a hazy recollection of the selected time period. This power only affects mortals with shadows.
This Discipline can be uncovered using Dominate or similar powers that probe memory. However, its subtle nature makes it difficult to detect. Any seeker will be at a disadvantage of three Traits on all relevant tests unless they know exactly what they’re searching for or have encountered this Discipline before.
Time Effects by Area:
1 – Sq Ft of a Single-Family Home = 1 Turn
2 – Sq Ft of a Townhome = 30 seconds
3 – Sq Ft of a Mic Mansion = 1 minute
4 – Area of a City Block = 3 minutes
5 – Area of a Small Estate = 5 minutes
| 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.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Temporis | 4 |
To activate this power one must win a standard telepathy challenge then expend mental traits as if they are digging for an answer. Once this has happened the user of this power will receive all relevant information of said question. This will not get around dominate blocks etc, but will alert the user to such blocks. This power will work for only the question asked. To use this again requires the same challenges and expenditures, but also will require a cumulative willpower expenditure for each question after the second. I.E. 1=2=4=8 etc
| Discipline Name | Discipline Level |
|---|---|
| Obfuscate | 4 |
| Auspex | 3 |
The true skill of an Assassin is the art of the stealth kill. However, one other key aspect is the ability to get away with the assassination when completed. As a result the Shakar of the Black Hand developed this skills as a means to cover up their own tracks after performing a hit. By blending the arts of Obfuscate to conceal and the skills of Auspex to absorb and sense emotions the Shakar can leave an area they have recently blank void of any actual evidence of their presence having ever actually been there. Instead those searching will only find evidence to suggest a non-descript culprit did the deed instead of the Shakar.
System: The user spends 1 permanent willpower trait and removes all sources and means by which for anyone to gain factual information about the user from a location. This power is used after a scene. no powers such as, but not limited to, eyes of the past, spirits touch, spirits in another realm etc will reveal in any investigations who the user of this power was or even that this power was used. Images and information appear vague and nondescript for those investigating a scene the character was in.
