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 | 3 |
Premise: The Master Artisan knows more about the art of craft than almost anyone. They have learned to be so in tune with tools and their hands as to make miracles happen. When one looks at a gun they can learn a great deal about it. How well it has been cared for, it’s place of make and model, it’s wear and tear. But the practitioner of Awaken Iron can do far more. They can use Spirits Touch to truly speak to the weapon itself, and learn things they never would never otherwise be able to learn.
Mechanics: This power only works with firearms. Retests for this power are done with Crafts: Firearms (or related craft at ST discretion.) The user must spend 10 minutes in meditation where they methodically disassemble and reassemble the firearm while using extended Spirits Touch and commune with the weapon itself.
The user must declare the expenditure of 1-3 Mentals when they use this power. They then engage in a static mental challenge vs 7 Traits, retest with Crafts. Success reveals information about the weapon as below. Knowledge gained from the use of this power remains with the user for 24hrs.
1 Mentals: Physical Information Only, the character understands the weapons complete chemical composition, measurements, and design on an intimate level. If the character is possessing the appropriate abilities such as Metallurgy or Chemistry, they may glean more information than others.
2 Mentals: Historical Overview, when and where the gun was made, the face of its crafter, significant events in its existence. In the case of machine assembled or assembly line firearms, this information is incredibly sparse. The same information is related for modifications or non-magical enhancements that change the way the weapon looks or functions.
3 Mentals: Supernatural Understanding, the nature and scope of power of any enchantments, or magic that has been worked on this weapon. The Face of the person who laid those Magic’s or enchantments.
The face revealed is the face of the person at the time they last held this weapon in their hands. If they are using Mask of 1000, or similar powers of illusion, you may make a static mental challenge at a difficulty of 10 traits to try and see through the illusion, as the weapon remembers the person not their illusion. At the end of 24hrs, the knowledge gained is lost and the power must be used again to provide its benefits.
| Discipline Name | Discipline Level |
|---|---|
| Valeren | 5 |
| Fortitude | 5 |
| Animalism | 4 |
Azrael's Benediction
(Valeran 5, Fortitude 5, Animalism 4, Meditation 5) - 14 Exp
When provoked to make an Instinct test to Ride a Frenzy you may expend 1 Willpower.
While Azrael's Benediction is activated the user’s third eye opens wide it bleeds constantly while this power is in use and glows a bright angry red. This power cannot be learned by a Cainite using self control as there must be a strong connection between it user and their beast.
This connection causes something to snap within the user temporarily as they willfully give a portion of themselves over to their beast to feed upon. This sacrifice allows them to become a ruthlessly effective in combat as it melds the user with their beast for the remainder scene.
While in this state you are unable to Frenzy or enter Rotschreck and you receive a free retest on any defense against any power that would effect your mind or emotions.
Your clarity of purpose allows you to make vicious attacks with all forms of weaponry available to you, and any staking attempts you make need to only succeed in one simple test.
Any purely offensive action taken against enemies is considered three traits higher for purposes of ties and overbidding.
You are unable to initiate social challenges except for purposes of intimidation while active and are a clear breach of the silence of the blood.
You also temporarily gain the Negative Traints Feral x3 and Violent x3 and lastly you are unable to use Valeran or Obeah for any other purposes until the scene ends.
| Discipline Name | Discipline Level |
|---|---|
| Obfuscate | 5 |
| Quietus | 4 |
Allows a willing recipient to be tattooed, the subject can purge the tattoo from themselves at any point dealing 1 agg to themselves.
Baals Imbuement (8xp, Baals Brush, Crafts: Tattooing x5, and Lesser trigger)
A combination power of the blood developed by a student of tattooing and Ein Salerno. This combines the effects of Baals brush, which allows tattooing of Kindred, and the ability to store rituals. Unlike inscription this tattoo will stay, and the ritual will return the next night for the user.
Mechanics:
Spend blood required to be mixed with the ink, (storyteller discretion), and one willpower to activate this combo. After its been activated the user may tattoo another Assamite (can only be used on Assamites) with a symbol of their choosing in regards to the ritual they are transcribing on them, for example a circle of protection on the tongue for deflection of wooden doom, a lion for Lionheart etc.. This Ritual has to have the target of self, or one other person so you cannot put Chill of the wind Saber in one or Paper flesh for examples.
The body can only store so much magical power in it, so each Assamite has as many 'slots' as half their Permanent Willpower. A Basic ritual takes 1 slot, an Intermediate takes 2 slots, and an Advanced takes 3 slots. So for example, an Assamite of the 8th generation with 12 Permanent Willpower could have one Advanced and three Basic Rituals tattooed on their flesh. If the Assamite wants to be tattooed with another ritual after all their slots are taken, they would have to expel one of the tattoos and suffer 1 unsoakable Aggravated damage as they push it out.
Rituals that only the crafter of the tattoos knows can be put into Ink, so there is no way of being given an inscription of something then tattooing it.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Dementation | 3 |
Combo: Babelfish
Requirements: Auspex 4, Dementation 3, Linguistics 3+
Cost: 12xp
Whether born from the miracles of God or the popular translation website, this combination discipline allows its user to understand, speak and read any written, non-magical language.
System:
The user spends one blood and a number of mental traits (up to three) in order to utilize this power. One trait allows the user to understand any spoken, non-magical language. Two traits allows the user to also speak any non-magical language. For three traits, not only can they understand or speak any non-magical language, but they can also read any non-magical language. With extensive use (ST discretion and coordinator approval where applicable) the user of this power may be able to learn any language they’re reading and studying. They cannot learn this language simply by speaking or listening to it repeatedly. The only non-magical exception to this combination discipline is the Malkavian ability: Babel.
This power lasts for one scene.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 4 |
| Dominate | 4 |
Vampires on the Path of Feral Heart despise technology. They prefer to focus on the primal and primitive aspects of their nature and curse. It is from a mastery of this mind set members of the path developed this combination discipline. By extending their beast and mind they can create an aura around them shuts down all technology that may be near them.
System: A character with this combination discipline may activate it by spending 1 willpower trait for the next scene or an hour. If they do, all advanced electronics and technology fail to work automatically within a ten foot radius of a character. Any piece of technology that has complex or multiple parts will fail. Simple weapons like swords, knives, bows etc continue to function.
This combination discipline only works if the character is on Path of Feral Heart.
| Discipline Name | Discipline Level |
|---|---|
| Melpominee | 4 |
| Potence | 3 |
Legend has it that the creator of this combo conceived it amidst profound
melancholy, as laments and tears echoed in the face of the imminent death of a
great love. Like a Banshee, she unleashed a piercing scream, saturated with pain and despair, that resonated with such intensity that glass shattered, and the ears of those who witnessed such anguish found themselves compelled to bleed. In
this manner, the siren, through her voice, is capable of inflicting damage.
System: To use this combo, the Siren must temporarily expend a physical trait
and succeed in a social test against the target's or targets' physical traits. as long as everyone can hear her. The maximum number of targets is five, requiring the Siren to temporarily expend an additional physical trait for each target beyond the first. The Daughter of Cacophony can use Performance to reroll; upon a successful test, the target or targets suffer one lethal damage to vitality.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Presence | 3 |
Mechanics: When a Cainite with this combination Discipline is targeted by, and successfully defends against, any kind of Beast-affecting power, they may spend a Willpower Trait to initiate another challenge, retest Animal Ken. If they succeed in the second challenge as well, then the user of the original power is affected by their own power as if they had been the one targeted with it. For example, if a Nosferatu attempts to throw his beast at a Gangrel with this power and fails to do so, the Gangrel may immediately initiate another social challenge against the Nosferatu. If the Gangrel wins this exchange, the Nosferatu is affected by his own power, and his Beast rages under the effects of Drawing Out the Beast.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 2 |
| Visceratika | 5 |
A unique addendum of Weather the Storm based upon the protectiveness of a Gargoyle and their haven. Due to their special connection with the buildings they Haven in. This combination discipline may only be learned by Gargoyles.
System: This functions exactly like Weather the Storm with the sole difference. The blood you spend for the process you use to 'ghoul' the stone may be spent over the course of a month similar to upkeeping the background of your ghouled Retainers, limited to the number of points in your Haven background.
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 4 |
| Presence | 4 |
The vampire inspires increased mobility in his allies, giving them an aura or whirling blue and white.
Mechanics: The vampire takes an three unsoakable lethal, spends a blood, spends a temporary willpower and engages in a static social challenge, retest Leadership, difficulty equal to the targets permanent willpower. Upon success, the target doubles his movement speed and receives an additional offhand action for the remainder of combat or an hour, whichever comes first.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Potence | 5 |
While under the influence of this power, the character is not affected by Dominate, Presence or Drawing out the Beast.. Furthermore, for the duration of the power, the character gains the PhysicalTraits: Ferocious and Relentless. The Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of the Discipline's use. It costs one Mental Trait to activate this Discipline. The Discipline comes to an end either at the end of the next scene or hour or upon completion of the character's first physical confrontation. This includes any combos with Dominate or Presence or Drawing out the Beast as well.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Presence | 4 |
Needs to have Magic Resistance and tracked teachings from Arjak.
This power allows the user to impart his arcane resistance into an ally or unsuspecting foe.
System: By making spending a willpower and making a social challenge retest animal ken the user may throw their beast into their target along with it the users magic resistance. Targets that have magic resistance gain a further +2 bonus traits vs magic those that dont are now effected as if they had magic resistance for the scene/hour. This means the ally/victim is unable to activate further blood magic while under the effect.
The user may make end this power at will and summon their beast back but the beast returning is angry and the user needs to make an immediate self control test difficulty 5 as the beast is not pleased with being cast out.
Note: the user of this combo may never learn blood magic as it requires magic resistance to use successfully.
