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 | 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”.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dementation | 3 |
This ability allows for a more fine tuned use of Spirits Touch. After touching an object, location or person for a period of 5 minutes a static challenge is made against 10 traits for locations and object or the target's mentals if a person. If successful the user instead of perceiving emotions or imprints of an event may instead experience an event as a bystander. Further he may choose to expend a willpower to view a specific event tied to the object if he knows some of the event in question. Failure however has the user experience the worst event tied to the person, object or location. Such events at ST discretion can cause a temporary or permanent derangement.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Quietus | 2 |
To use this power the user must engage his/her target in a static mental challenge (retest with investigation). After succeeding in the challenge the user may expend a mental trait to find out if his/her target possesses the power of Quietus. By expending an additional mental the user may find out what level of Quietus his/her target possesses.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Celerity | 5 |
Fortitude | 3 |
Disciplines Required: Auspex 5, Celerity 5, Fortitude 3, Humanity 3
Like Salvador Dali once said “The desire to survive and the fear of death are artistic sentiments”, same is true regarding the undead. Upon facing certain death on the hands of his slayers the vampire can use his connection to his undead heart to make it beat on devastating vibrations that can splinter even the toughest wood. This drastic major comes with an extortionate cost for it consumes great part of the blood is stored around the heart. System: After a stake or other wooden objects penetrates the skin of the vampire he can use a reflexive action to active the power (even if it’s not his turn) to shatter the stake. The power costs half the vampire current blood points to a maximum of 5 (this blood spend can surpass his generation limit per turn). The heart keeps beating in this overwhelming vibration to a number of turns equal to the vampire humanity trait. The vampire can use this meta once per night.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Potence | 3 |
Temporis | 1 |
By focusing his/her heightened awareness and physical prowess, a kindred can "feel" for which of the physical gifts of Caine another Kindred may have learned. Potence manifests as a vibration of the muscle, Fortitude generates a cold rigidity in the body, Celerity causes a brief feeling of vertigo, and Temporis causes loss of time.
System: To learn which of the four disciplines another character possesses, the player must succeed in a static mental challenge against the target character's Mental Traits. If he/she succeeds, he/she may spend one Mental Trait per Discipline to learn what level the target has of each.
Discipline Name | Discipline Level |
---|---|
Quietus | 5 |
Fortitude | 3 |