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 |
|---|---|
| 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 |
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Presence | 5 |
Requires Mediation Ability
Once per game night when the character is about to frenzy, as a last ditch effort the character can spend a willpower and enter a meditative state for the next round. This causes the Frenzy challenge to be considered won. The following round must be spent in meditation, if the character leaves meditation for some reason they will enter a frenzy instantly. To define leaving frenzy - being attacked does not cause the meditation to end. The character can still make defensive challenges. If any other challenge is made by the character outside of defensive challenges, this is considered to be leaving meditation.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Dominate | 3 |
The user of this Discipline never lacks for knowledge provided there is a nearby target with the skill set required. By invading the target’s mind, the Kindred can remove and assimilate a lifetime of learning in moments. Victims of this power are commonly thought to suffer varying degrees of dementia as their minds slowly struggle to recover what was lost.
System: The Kindred first engages the target in a mental challenge to establish the telepathic link and identify/isolate the desired skill set (the user can identify one ability set per two temporary Willpower available) and then spends one blood trait. Second, the vampire spends one mental trait per ability trait being stolen to extract that knowledge from the ensnared mind and may immediately spend experience points at a cost of two per trait to make the acquisition permanent. To steal and permanently acquire an ability, the victim must possess more permanent ability traits than the Kindred at the time of the theft. Any ability not purchased is forgotten at a rate of one trait per hour. Using this Discipline for an ability already known to the vampire temporarily destroys the victim’s ability to use the skill with no benefit to the thief.
As this power requires the use of Dominate, it can only be used on Kindred of equal or higher generation, and a temporary Willpower trait must be expended before any blood traits are used. Regardless of the victim’s nature, supernatural or otherwise, the mind regains its ability traits at the same rate as the creature’s body heals aggravated damage. Because the vampire is essentially imprinting memories from another being, he suffers from the active Derangement Sanguinary Animism for one hour per ability trait stolen. This time is cumulative provided multiple abilities are stolen from a single person. If the vampire steals abilities from multiple targets, then he takes on the Derangement for each victim and, if reckless, may find himself with too many active, albeit temporary, derangements to be allowed to live.
The use of this Discipline is tantamount to psychic rape. Player Characters following the Path of Humanity should, at the Storyteller’s discretion, test to maintain their Humanity when acquiring abilities in this manner.
| Discipline Name | Discipline Level |
|---|---|
| Quietus | 5 |
| Obfuscate | 4 |
Quieutus 5 Cruscitus // Quieutus 5 Cruscitus
This power maximizes any Cainite blood taken by an Assamite Warrior to maximum efficiency.
System: After quenching his thirst with vampire blood, the vampire can double the effectiveness of each blood point. This power converts one blood point consumed from a vampire into two.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Celerity | 1 |
The Kindred's connection with animals is such that they can transfer their enhanced speed to animals under their control. Such creatures can be made faster and more agile with an increase in dexterity from the vampire's Celerity.
System: You must first make a connection to the animal using Feral Whispers. You must then spend a Blood Trait for each level of Celerity you wish to invest in the animal for the rest of the night. You may not grant the animal more Celerity than it has Speed-related traits or than you have Celerity.
| Discipline Name | Discipline Level |
|---|---|
| Temporis | 3 |
| Fortitude | 3 |
By concentrating on the stasis within and imbuing your own blood, you cause a permanent lapse in your blood, so as it begins to burn away from the activation of the temporal powers. Given enough time, the stasis will return when the lapse has ended, returning the blood to your time.
System: This Power is Always Active - When blood is spent for Temporis you receive 1/3 of the blood spent back (minimum of 1) at the end of the scene. You may raise the ratio up by expending a willpower at a rate of 1 for 1/3 to a maximum of 3.
| Discipline Name | Discipline Level |
|---|---|
| Dementation | 4 |
| Presence | 4 |
