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 | 3 |
| Auspex | 4 |
Clan Nosferatu is well known in the Kindred world for their ability to collect and trade secrets. To aid in this endeavor the clan has developed this combination discipline. This power allows the Nosferatu to enter into the mind of their targets and speak directly to their Beast. In doing so, the vampires beast will often reveal secrets of its host to the Nosferatu. While the Nosferatu has no way of knowing what secrets the Beast will reveal; it is always something useful for trade later.
System: The Nosferatu character spends 1 blood trait and engages their target in a Social Challenge retested with Animal Ken. If they succeed, the target will reveal one secret (Decided by the Storyteller) to the Nosferatu. The target is unaware the Nosferatu has used this power unless they have a supernatural means of knowing a power was used on them; as the Nosferatu speaks to the targets beast.
Only Nosferatu Antitribu may learn this power
| Discipline Name | Discipline Level |
|---|---|
| Obtenebration | 2 |
| Presence | 1 |
The player makes a Static Social Challenge (difficulty 7 Traits) retest Occult. Success adds one Social Trait per level of Obtenebration known by the character to the next Social Challenge the character makes. Unfortunately, this otherworldly heightening of dark alure gives the user of this power the Negative Mental Traits of Warped x2 for the rest of the scene. These penalties are cumulative with each activation of the power during the scene. If you ever have more Negative Traits than normal Traits, your character instantly falls into torpor.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 2 |
| Thaumaturgy - Hermetic | 4 |
Path of Technomancy: 4 Remote Access required
Cost: 1 Blood
Duration: Scene or 1 Hour
Description: All around us every day, electronic data is flowing unseen. With this power, the Tremere is able to see and interact with the flow of data around him. The Thaumaturge spends a Blood to see the data streams around for one scene or hour. The Thaumaturge can voluntarily chooses to turn the power off as a free action at any time during its duration.
While the power is active he or she can tap into and manipulate with the Path of Technomancy any available data stream for the cost of one mental trait. The data stream remains unchanged, thus if it was encrypted it is still encrypted, and while looking into an electronic stream, you must bid an additional 2 traits on any challenges in the physical world (Dual thought removes this penalty). Once you view a stream, you can determine the sender and receiver of that transaction, but you can only view what is in the stream at that time. Data transmission is quick, so must you be alert to catch exactly what is going on.
| Discipline Name | Discipline Level |
|---|---|
| Assamite Sorcery - Dur-An-Ki | 1 |
| Auspex | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Assamite Sorcery - Dur-An-Ki | 1 |
See the Fallen Star
Auspex 3/ Dur An Ki 1
XP: 6 xp
Creators: Samyra & Nickoli Bloodtalen
Original write up: Name the Fallen (Archons and Templars pg. 140)
System: By spending a Blood Trait and making a Mental Challenge (see difficulty chart below) a Durn An Ki user may Identify a deceased person kindred or kine. The Dur An Ki user must have a part of the physical remains, such as a bone, finger or other body part, a pile of ash is also sufficient. If the test is not successful, the body part being used cannot be used again to identify the deceased; a new part must be used of a new attempt. Only the identity of the person is given. The user does not get any information about clan, method of death, generation, powers or abilities. This must be determined by alternate means or powers.
Time since death Difficulty: Kindred Difficulty/Kin: Less that 24 9/7, 1-7 days 9/7, 1 month or less 10/8, 6 months or less 11/9, 1 Year or less 12/10, 10 years of less 14/12, 1 Century or less 18/16, More than 1 Century 18.
| Discipline Name | Discipline Level |
|---|---|
| Obfuscate | 4 |
| Potence | 2 |
Long years of fighting to defend their undercity homes have forced the Nosferatu to adapt to ever changing circumstances. Having mastered ways of being hidden or misdirecting foes, the Antitribu can weave a deception around themselves in combat. Their opponent will see them move left, or throw a punch, and react accordingly, only to find that the Creep has instead done something completely different.
System: The player spends 1 Willpower to activate Seeing is Believing for the scene. During that scene, the Nosferatu gains their level of Obfuscate in retests they may use when attacking or defending in combat, on any challenge against another being. These retests are used up once called and may only be applied to Brawl, Firearms, Dodge, Survival or Melee attacks.
Only Nosferatu Antitribu characters may learn this power
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Necromancy - Voudoun | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Thaumaturgy - Hermetic | 2 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Presence | 3 |
Sentinel's Attunement (Combo Discipline) - This combo allows the creator of an Artist's Sentinel to "attune" another Kindred to receive the psychic flashes of insight if mortals are being harmed by a supernatural creature
| Discipline Name | Discipline Level |
|---|---|
| Presence | 1 |
| Auspex | 1 |
With the knowledge of Sentinel’s Patrol, the artist is no longer limited to creating stationery works of art to act as the Artist’s Sentinel. The activation costs are the same, and it can be combined with any other Sentinel power.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Presence | 5 |
With this Combination Discipline, a Kindred can offer mortals around an Artist’s Sentinel addition protection against supernatural attack. After successfully determining which Artist’s Sentinel is being affected, the any Kindred attuned to the Sentinel may spend a Willpower trait. Doing so grants the mortals within the range of the Artist’s Sentinel protection against supernatural attacks. For one scene or hour (whichever is longer), supernatural creatures must first spend a Willpower trait before attempting any action that would harm a mortal. All Kindred attuned to the Sentinel may also spend a number of Blood traits up to the crafts rating of the Sentinel. Each trait spent gives all mortals a bonus trait when resisting any actions (Mental, Social, and Physical) from supernatural creatures. These traits apply to all actions, including “helpful” ones such as removing memories of Masquerade breaches with Forgetful Mind.Any mortal who attempts to take a hostile combat action is no longer under the protection of the Sentinel’s Shield, but doing so does not break the power for any other mortal. The mortals are subconsciously aware of this requirement. Note that Sentinel’s Shield only applies to mundane mortals and will have no effect on those with Numina or other supernatural powers.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Presence | 1 |
(Note that this Combo requires Presence 1 OR Quietus 1)
This combo allows the creator of an Artist’s Sentinel to “attune” another Kindred to receive the psychic flashes of insight if mortals are being harmed by a supernatural creature.
Attunement Mechanics:
In order to attune a new Kindred, both the original creator of the Sentinel and new Kindred must possess the Combo Sentinel’s Attunement. If the Kindred to be attuned is present at the original installation of the piece, the artist does not need to expend any additional traits. To attune someone to an existing Sentinel, the creator and the one to be attuned most both touch the Sentinel, and the creator must spend a blood trait for each person being attuned. The Kindred being attuned must spend a single Willpower Trait when they initially touch the Sentinel and one Blood Trait per Crafts rating of the Sentinel, which may be spent over successive turns.
The maximum number of Kindred may be attuned to the Sentinel is equal to its Crafts rating. Any Crafts Specialization used counts as an additional Crafts rating for this purpose.
All attuned Kindred to the Sentinel receive the flashes of insight, following the same mechanics as Artist’s Sentinel. Storytellers may wish to add the rule that the PC must be within the Chronicle territory to receive the information from the Sentinel.
