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 |
---|---|
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 |
---|---|
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.
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Fortitude | 4 |
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Auspex | 2 |
Dementation | 1 |
Just as Malkavians can instinctively know one another on sight, the Kindred with Beast Sight recognizes the Beast in others.
System: The PC spends a blood trait for the round to affect the transformation, gaining his Beast's eyes. Once Beast Sight is active, the PC can see the Beast in those around him. All creatures with the ability to frenzy, including humans with the Crimson Rage derangement, appear as the monster within to the eyes of the vampire using this Discipline. Lupines always appear in Crinos form to Beast Sight, though deciphering individual Tribs is not possible without sufficent Lupine Lore. Beings incapable of frenzy appear as normal. This power last for a scene or an hour, whichever is shortest.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Potence | 3 |
Presence | 3 |
Description: As with your ability to strip away other peoples willpower, and your ability to entrance people, you dig within the physical reserve to refresh your socials.
Mechanics: Once a night you may refresh all of your Social Traits for free, or touch/focus on someone to refresh their Social Traits at a cost of three (3) Social Traits & one (1) Blood for touch or one (1) Willpower expenditure for focusing. This also may only be done once a night per target. May only use on people who you are blood bound to or have their blood in your system actively (thus being at least somewhat bound). May not benefit from this multiple times per night. i.e. if you refresh yourself, then others you cannot then refresh you again later.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Fortitude | 5 |
Also requires: Ability - Meditation x3
A kindred that possess this power has learned to tap into the powerhouse that is their 'Beast'. As it is separate yet part of the kindred self. With this connection the kindred can extend their Fortitude resilience and resistance though the energy of the beast. To overcome levels of injury beyond their base ability to do so equal to their threshold of Animalism.
System Mechanics- The player focuses and connects to their beast's power through meditation and spends one blood in payment at the end of the meditation period. Till the kindred slumbers for the daylight period they may test additional levels of damage equal to their Animalism discipline categories; Basic one level, Intermediate two levels Advanced three levels, Elder four levels, and so on. Challenges for testing down the damage type will continue to use survival. In addition this power is subject to the effects of the Power 'Skin of Steel'.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Animalism | 3 |
Presence | 2 |
he Iconoclast Brujah wants to hit hard and fast. The Individualist Brujah has taken the time to learn how to strike where it counts the most. Developed with fear in mind, a Brujah employing Beastial Wrath strikes terror into the hearts of their opponents.
System: The player spends a blood while establishing either physical or eye contact, and then makes a Social Challenge with Intimidation as the retest. If successful, the subject gains the negative Physical Trait Cowardly, which can stack up to five times, for the rest of the scene.
Beastial Wrath may be used multiple times in a single round, as long as the player spends the requisite Blood Trait for each attack.
In MET, this power costs 11 experience traits.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
The user must spend a blood and defeat her target in a Path Rating test (compare path ratings, in case of a tie compare Conscience/Conviction ratings) with Meditate as the appropriate retest. If successful the target's path and virtue ratings become equal to that of the challenger. The effects of this power last for one scene or hour, whichever is longer. During this time, the affected character must spend a Willpower for each action he wishes to take that violates the Path Rating. If he cannot spend the Willpower, he is unable to take the action.
The Character on the same path as the user of this Discipline only needs to make path checks for sins which violate his actual Path Rating. If the power is used on a Character following a different path, they need not make any path checks for violations of their actual path while under the effect of Beatitude.
If the Kindred attempts to use this power on someone with a higher rating on the same path as herself, the power fails and the Kindred loses a Willpower and may not initiate any challenges for the next round as she is overcome at her own feelings of inadequacy and guilt of judging one who is more advanced than herself.
The character cannot use this Discipline more than twice as many times per night as her Path rating. The power may also be used on mortals, ghouls, and supernatural creatures without Path ratings at ST discretion, but the effects are generally more subtle.
NOTE: This power is not dependent upon Generation.
ROLEPLAYING NOTES:
Some characters affected by this power may be overcome with guilt over past actions, while others experience moments of truth and tranquility. While they may react differently, the conversion is truly a genuine shift in perspective and values. Furthermore, although the player may know that the effects last only a short time, the character does not. Players should be encouraged to role play the conversion accordingly.