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 |
---|---|
Vicissitude | 4 |
Fortitude | 4 |
Potence | 2 |
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Fortitude | 2 |
Typically, the shared dream initially manifests as a table and chair for each participants. However, as a lucid dream the participants may shape the dream to communicate their ideas. When individuals awaken they will remember the dream.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Fortitude | 2 |
Shared Dream
XP Cost: 12XP (+ 8XP for Persistance)
Requirements: Auspex 5, Fortitude 2 (Fortitude 5 for Persistance)
In need of a secure way to communicate with each other and dispatch communications, a group of young Cainities leveraged their understanding of the Thin-bloods' Insight with the disciplines of Auspex and Fortitude to develop a technique that allows them to enter a shared lucid dream state.
Mechanics: To initiate this power the Cainite using the power must spends a willpower trait, at which point they enter a sleep like state. He then focuses on a subject to invite into a shared lucid dream. The target must then spend a willpower trait to enter the dream. An awake target feels the invitation and may within the next hour choose to fall into the sleep like state and join the shared dream. A sleeping or torpored target may simply accept or reject the invitation.
Adding additional individuals beyond the first to the shared dream does not require additional willpower by the user, though each subject must still spend a willpower to enter the dream. A target may choose to leave the shared lucid dream at any time, however they may not rejoin unless they are re-invited and spend another willpower. The user of this power may remove anyone from the shared dream at will. The effect of this power ends for all targets when the user ends the shared dream. A number of individuals, beyond the user, may participated in the shared dream equal to the users fortitude level plus the fortitude levels of any other individuals in the shared dream who also have this power.
Typically, the shared dream initially manifests as a table and chair for each participants. However, as a lucid dream the participants may shape the dream to communicate their ideas. When individuals awaken they will remember the dream.
If the Cainite has Fortitude 5, he can spend an additional 8 EXP to make the Shared Dream persist, even when he is awake, and allow individuals to rejoin the dream after they have left. The following additional mechanics apply.
The user can exit the shared lucid dream they created with Shared Dream and the lucid dream will persistent. They can return to the shared dream at no cost. They also know when individuals enter or exit the shared dream or are no longer participating.
Other participants with the Shared Dream combo may voluntarily exit the dream but remain a participant. They may reenter the shared dream at no cost. These individuals continue to contribute to the maximum number of participants in the dream as long as they remain a participant in the dream. They may also voluntarily exit and not remain a participant, in which case if they wish to rejoin they must be re-invited by the initiator and follow the rules for joining a shared dream.
All other participants in the shared dream may voluntarily exit the dream but remain a participant. They may reenter the shared dream by spending a blood trait. They may also voluntarily exit and not remain a participant, in which case if they wish to rejoin they must be re-invited by the initiator and follow the rules for joining a shared dream.
A participant who has voluntarily exited the shared dream still uses one of the slots for the maximum number of participants in the shared dream. An individual who is involuntarily removed from the dream is no longer a participant.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 1 |
Mechanics (MET):
To activate this power, the Toreador must first be entranced by a piece of art or performance that triggers their clan flaw. Once in this state, they may target a character who disrupts their reverie (hereafter referred to as the “target”). The Toreador makes a Social Challenge, retested with Empathy, against the target.
Success: The target becomes entranced by the same source of beauty, unable to resist its allure. The target must remain in this state until the source is removed, they are disrupted, or they expend a Mental Trait to break free from the trance.
Extended Effect: By spending a Willpower Trait after a successful challenge, the Toreador extends the effect. The target gains the Toreador clan flaw for the remainder of the night, becoming susceptible to becoming entranced by any other display of beauty or art they encounter, just as a Toreador would.
Discipline Name | Discipline Level |
---|---|
{Alternate version} | 4 |
Auspex | 4 |
Shared Sight of Baal
The ability of the Assamite Sorcerers to see dematerialized spirits and similar creatures of a non-corporeal nature has been a beneficial power over the years. Unfortunately, the Warrior and Vizier castes do not have this helpful ability, nor are the Sorcerers always the best in any fight involving pure “brute” force, or a quick sword. Thus, two Unconquered Sorcerers of the clan have worked together to create the ability to grant their specialized sight to other Assamites via this Combination Discipline
Combining Baal’s Caress (Sorcerer Quietus 4) and Telepathy (Auspex 4) they figured out a way to grant the seeing of non-corporeal, dematerialized beings to others when the need arises.
The Sorcerer uses the power of Baal’s Caress as normal, with the exception of smearing 1 Blood Trait across the eyes of the willing subjects in her group. She may only use this power on as many others as she has Permanent dots in the Occult Ability. Each Willing recipient must spend 1 Mental Trait to 'attune' their eyes to this new vision. Afterward, these others can also see any dematerialized beings as though they had used Sorcerer's Baal’s Caress themselves. This power, while normally not having a time limit per se, is limited in duration to ‘the scene’ or 1 hours’ time, whichever is longer. The Recipients must all stay within line of sight of the Sorcerer who used this power upon them, or they will lose the newly gained vision at the end of the following turn.
This Combination Discipline requires Sorcerer Quietus 4 and Auspex 4 and costs 9 XP
CREATED BY: Fazoul Szittai (played by Sam Fields) AND Alustreal "Allie" Enti (Samyra) (played by Denise Cherry)
Logged by Chris Evans
Discipline Name | Discipline Level |
---|---|
Celerity | 5 |
In kindred & supernatural society it is well known that obtaining someone's blood is very dangerous. This is why it is important to protect your blood as much as physically possible. This Combo will allow you to will your blood into mist form to help prevent this from happening.
MET Mechanics
By spending 1 Willpower you are willing your blood to change into mist when extracted. The mist immediately dissipates. This power lasts for the night and is limited to the first unwilling or unknowing extraction of blood for the night. This is not limited to the amount of blood extracted (ie. if 1 blood is extracted this blood point will mist, as well as 10 blood.) This counts for the extraction not the amount of blood extracted However you must spend a point of blood for each point of blood that is extracted to change it into mist. If the power is expended you must re-spend 1 willpower to reactivate.
Discipline Name | Discipline Level |
---|---|
Mytherceria | 1 |
Dementation | 3 |
Chimerstry | 4 |
Discipline level for required Discipline #1: Obfuscate 3 (Mask of a Thousand Faces)
Discipline level for required Discipline #2: Dementation 3 (Eyes of Chaos)
Discipline level for required Discipline #3: Chimerstry 4 (Permanency)
Discipline level for required Discipline #4: Mytherceria 1 (Folderol)
MET Rules and Mechanics
(Also requires: Merit: Faerie Affinity, Lore: Changeling x1 or Lore: Faerie x5, and Lore: *Specific Kith x1 (as applicable)
Description: Each changeling is comprised of two halves: the mortal seeming, which represents the changeling's human facade, and the fae mien, which constitutes their true, hidden faerie self. This power produces a perpetual illusion of a fey mien that may be altered while granting the user impunity from the challenges of the Mists.
Mechanics: This power projects a false fae mien of the owner's choosing to any creature or power that could detect it. Additionally, the possession of this talent renders the owner as Enchanted and grants immunity to the effects of the Mists. With the expenditure of a Willpower, the user may activate this power to create and alter her fae mien appearance to any Kithain she is familiar with so long as she possesses at least the relevant Lore: *Specific Kith of at least 1. This power remains active for the night and may be extended at the cost of one additional Willpower per night.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Obfuscate | 5 |
Description: Only Nosferatu can learn this power. Spend a willpower either at the start of the scene or when the challenge begins. Any deals or conversation made in the Warrens have an extra layer of protection in the Nosferatu's mind. This power allows the Nosferatu to obfuscate the information by adding their levels of Obfuscate and Subterfuge Ability levels to the challenge to pull information from a Nosferatu and giving a Combo Power retest against such challenges. For games that add Ability levels to tests, add double the level of the Ability.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Obfuscate | 5 |
Description: Only Nosferatu may learn this combo power, or perceive that this is actually a combo discipline at all. Upon spending a willpower for the scene. If someone attempts to obtain memories of the Warrens that would allow them to understand the layout of the Warrens, it is automatically gained incorrectly. The person attempting to gain the memories will believe they gained the correct information, but will be unable to purchase Lore associated and controlled by the Nosferatu Coordinator.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Fortitude | 4 |
Vampire blood has many strange and supernatural qualities to it. One of their more unique applications allows a vampire to force their vitae to their flesh and form an almost steel like protective barrier around them. Though the vampire takes on a reddish look to their skin while using this, and is clearly not human, it does allow them a measure of protection from harm and the environment they may find themselves in.
System: The character spends 1 blood trait per Armor Health level they wish to gain (up to a Maximum of 5). This combination discipline lasts a scene or an hour. Additionally, this combination discipline may only be activated once per scene/hour. Additionally, while under the effects of this power, the character is immune to an environmental penalties they may suffer.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 5 |
If the user of this meta discipline feels that their mind is being invaded, they can spend a mental trait. After spending it, a static challenge will be made, the difficulty of which will be equal to the mental traits of those who are using auspices level 4 (Telepathy) on the user of the meta discipline.
If the goal holder wins the challenge, the user can tell if they are reading their mind, but will not know what is being seen.
On learning of an invasion, the user can spend a point of willpower and activate the meta discipline, the effects lasting for a scene or an hour, whichever comes first.
A social challenge is then made against whoever is invading the mind, the user doesn't know whose it is, unless other circumstances allow them to know. If the user wins the challenge, whoever is reading their mind will have the same disturbance as the user until the end of the night.
The disturbance will be the first disturbance possessed by the character (user of the meta discipline), if there is more than one initial disturbance, the choice will be at the discretion of the narration.
The social test can be retested by the empathy skill of the meta discipline user and retested by the willpower of the mind reader.
---------
O usuário desta meta disciplina, caso ache que está tendo sua mente invadida, pode gastar um traço mental. Após o gasto, será feito um desafio estático, a dificuldade será igual aos traços mentais de quem está usando auspícios nível 4 (Telepatia) no usuário da meta disciplina.
Caso o detentor da meta ganhe o desafio, o usuário pode saber se estão lendo sua mente, mas não saberá o que está sendo visto.
Ao ter ciência de uma invasão, o usuário pode gastar um ponto de força de vontade e ativar a meta disciplina, os efeitos duram por uma cena ou hora, o que terminar primeiro.
É feito então um desafio social contra quem está invadindo a mente, o usuário não sabe de quem é, a menos que outras circunstâncias lhe permitam saber. Caso ganhe o usuário ganhe o desafio, quem está lendo sua mente ficará até o final da noite com a mesma perturbação do usuário.
A perturbação será a primeira perturbação possuída pelo personagem (usuário da meta disciplina), caso haja mais de uma perturbação inicial, a escolha ficará a critério da narração.
O teste social pode ser retestado pela habilidade empatia do usuário da meta disciplina e retestado por força de vontade de quem está lendo a mente.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Obtenebration | 5 |
Description: Created by adapting the lightning fast manner in which some Gangrel have learned to transform into mist to evade incoming blows to the otherworldly power of Obtenebration . A character with this combination discipline vanishes in a wisp of darkness to evade and incoming blow and rematerializes just a few feet away to safety. This combination discipline lacks the utility of shattered fog due to remaining vulnerable to any attack against which the character is still within range of after teleporting away.
System: When attacked by a source you are aware of, you may spend a point of blood and move three steps. If your new position takes you out of range of the attack, it misses automatically. If it does not you must relent to the attack, suffering the consequences of being struck.