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 |
---|---|
Celerity | 4 |
Potence | 4 |
Effect: Spend one blood and remain in a 4 point crouching position for one round. After the round of preparation the vampire is able to release the tension in a burst and launch themselves 3 feet multiplied by their potence level.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Thaumaturgy - Path of Blood | 3 |
Discipline Name | Discipline Level |
---|---|
Presence | 2 |
Protean | 4 |
Sabbat, Anarch, and Independent Only
“The feral and bestial nature of the gangrel is put on terrifying display, part of their inner Beast manifesting itself briefly to dare anyone to challenge it in a flash of eyes and fangs and a bellowing roar of territorial hatred.
This power was created by gangrel antitribu after a leyline disruption, showing the adaptability and tenacity of the clan. This power is only able to be taught to members of the Sabbat, Anarch Movement, or those who are Independent of sect.”
System: The gangrel spends 1 Blood and 1 Willpower, manifesting an aspect of the gangrel curse of their Beast form: gnashing fangs, glinting eyes, sharp claws, etc. and engages one opponent within 30’ in a Willpower challenge. During this challenge, and only this challenge, the gangrel can choose to add on either half their Bestial or half their Feral traits, rounded up, to the challenge. Bestial and Feral traits cannot be called as negatives on this challenge.
Success on the challenge allows the target to still act aggressively towards you, however, once under the influence of Predator's Magnificence and inside this range, the opponent is reluctant to fight and is down a number of traits in all challenges equal to the Gangrel's Bestial or Feral Traits. The effects of Predator’s Magnificence last for the Scene or Hour, or once the gangrel physically attacks a target under the effect of Predator’s Magnificence. Once the declaration of a physical attack is made, the target is no longer under the effects of Predator’s Magnificence.
The gangrel can affect a total number of targets up to their max Courage traits, however they can only affect one additional target per turn.
Failure on the challenge prevents the target from being subjected to Predator’s Magnificence again for the night.
The retest for this challenge is Intimidation.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Daimoinon | 1 |
Obfuscate | 4 |
Developed by a Baali specialized in infiltrations, this Technique was developed so that the most common questions asked of them were always correct and true, so far as anyone could tell.
System:
At the beginning of a game session, the player defines answers to up to three questions - one answer to each or a predetermined text. For the remainder of the evening, the vampire can give these answers without fear of any deception being tracked or noticed. For example, the vampire may choose the question: "What Clan are you?" and the response "Gangrel." When asked that question - or a reasonable variant of phrasing, as judged by the Storyteller - the vampire may answer 'Gangrel' without fear of the lie being uncovered via Aura Perception, a Bone of Lies, Truth of Blood or similar powers.
Activating this power requires the expenditure of 1 Willpower and a Static Mental Challenge against 8 Traits, plus 2 times the amount answers defined.
Discipline Name | Discipline Level |
---|---|
Potence | 2 |
Presence | 5 |
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
Auspex | 5 |
Toreador only.
Martially minded Toreador often find themselves forging their own weapons. Some Toreador have even learned to pour their heart and soul into their crafts and performances. This discipline combines these tendencies of the blood. Created by one such Toreador who had poured his heart and soul into a number of blades, this power allows a Toreador who is wielding a melee weapon they created, using the enhanced Crafts levels suggested rules in the Toreador Clan Packet, at Crafts 6 or higher, to know their blade so well that that they are able to strike truer.
Mechanics: When using a melee weapon they have crafted using the suggested rules from the Toreador Clan Packet, i.e. at Crafts 6 or higher with the expenditure of Permanent Social Traits, the Toreador may spend a Willpower to gain a bonus of half the Crafts Rating of the melee weapon in Physical Traits, rounded down, in addition to the normal bonus traits for the weapon. This bonus lasts for the combat. However, being so attuned to their personal weapons, the Toreador that has made such a weapon is down 1 trait when forced to use a weapon they did not craft.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 3 |
Wardens are expected to have survived and seen much in their time. Being one on the road for as long as they have, not much escapes their awareness. Taking inspiration from the Crimson Horde's single combat ritae, the Wardens have molded it to a more of a personal use of survival.
Spend a Willpower to activate this power for a scene or hour. The vampire is automatically aware whenever you are the target of a power. The use of Garou Gifts, mage’s sphere magic, vampiric disciplines or even hedge magic causes a distinct tingle to run up your spine; though not limited to this set of powers. The vampire may make a Static Mental Challenge against a difficulty of eight Traits in order to discern the source of the effect and exactly what it was (although the vampire must have sufficient levels of the appropriate Lore to determine which power is being used against them).
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Fortitude | 5 |
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Obfuscate | 3 |
Protean | 4 |
This combination discipline modifies the animal form of a vampire using Protean: Shape of the Beast to something more akin to a lycanthrope in its hybrid form. To the untrained eye you appear as a terrible werecreature. The vampire's muscles roil and boil as they take on this form, their body stretching and contorting until the Metamorphosis takes hold fully.
System: When activating Protean: Shape of the Beast the vampire may spend a temporary willpower in addition to the normal cost for Shape of the Beast. The Vampire's animal form retains its normal mass, but has an upright stance that allows it to walk on two legs, two arms instead of front legs or wings, and hands in which the fingers end in claws. In this form the Vampire gains all of the normal benefits of Protean: Shape of the Beast along with the drawbacks. This power may be used in conjunction with powers or merits that speed up the transformation time of Protean: Shape of the Beast. While this power may fool some, this power will never deceive the spirits, the shifters, nor their kin.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Dominate | 4 |
Potence | 5 |
Nosferatu have knowledge in many things and they have found a way to send themselves out while only for a second to strike something, As the Nosferatu send his Psychic Double out to physically strike them doing damage as if physically present.
System: The Nosferatu spends a blood and Will to activate this power. This power once activated will last for the scene or an hour.
They can send out their psychic double to attack from a distance equal to their mental traits in feet. You make a physical challenge to engage in striking someone and can use potence. You do brawl damage as you normally would. You can not use any type of weapon with this attack other than your body.
When using this power you are distracted and have two negative traits for defensive physical challenges and Mental challenges as you are extremely distracted.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 3 |
This power enhances both Auspex and eyes of chaos to allow the user to become a master investigator with little physical effort. While the user has successfully activated Demetation 3 (eyes of Chaos) in a scene to "read the patterns", they no longer need to touch things to use Auspex 3 (Spirit's touch), seeing them, and being within a few feet allows the power to work. The player still needs to spend the mental traits to activate the power and it otherwise functions by book.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 3 |
Psychic Vampirism (Dementation 3, Auspex 4, Eat Food)
To internalize something is to understand it; blood is the essence of a person; by eating the body, it is possible, with the right kind of hunger, to consume the mind. When feeding, for every 2 blood traits (or 1 damage in flesh eaten), you may drain 1 mental trait OR 1 Willpower trait from the victim for the night, and ask 1 question about the victim or something they know. Once per victim per night, you may swallow a non-blood body part (minimum some hair or nails) and a personal effect such as a scrap of clothing, in order to drain 1 more trait and ask 1 more question. This happens automatically if you are feeding on flesh. Traits may only be increased to 3 mental and 1 willpower above gen limit, but theoretically any number can be removed from the target. As the hungry Malkavian cannot partake of a mind without imbibing its madness, you gain one of the victim’s Derangements for the night (if none, Sanguinary Animism instead). Since this power requires successfully feeding, there is no challenge and it cannot be “resisted”.