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 |
---|---|
Potence | 3 |
Fortitude | 3 |
Celerity | 5 |
SHAKE THE SPINE OF ATLAS - 13XP
(Potence-3, Fortitude-3, Celerity-3)
Willpoer: Once per round, attack the ground resulting in a mass physical challenge (max of 5 targets) within 15 feet of you. Each target that fails the test takes 1 lethal (2 lethal if you have Potence-5). If you have Fortitude-5, anyone who lost the physical test gains the negative trait 'Clumsy' for the round. If you have Celerity-5, any velocity (such as falling) may be transferred through this strike (max of +3 damage).
*The velocity transfer is at ST discretion, though the common equation is 1 lethal for every 10 feet of falling. If falling from heights above 30 feet, every 10 feet would then turn 1 lethal into 1 agg up to a maximum of 5 agg (though the one using Shake the Spine of Atlas would take 8 lethal for falling 80 feet).
Discipline Name | Discipline Level |
---|---|
Thanatosis | 3 |
Necromancy - Voudoun | 4 |
Vicissitude | 3 |
(Necromancy: Bone Path x4, Thanatosis x3, Vicissitude x3)
The Necromancer can place his spirit into a corpse which will mold to take on his appearance. This costs a base of one blood and one Willpower, and so long as he is in this new body his real one will remain in death-like state. In this new body the Necromancer has access to all his power and traits. Upon creation the Necromancer can give as much of his own blood to this new form as he likes so that it may be used in any of the standard ways. The false self can feed, but its bite is not pleasurable (much like the Giovanni curse) and it needs two blood for every one Vitae produced. Should this body be destroyed, run completely out of blood, or the Necromancer wills himself back to his own body it turns to dust and is unusable again.
Discipline Name | Discipline Level |
---|---|
Fortitude | 4 |
Protean | 4 |
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Potence | 3 |
Spending the same blood he would to activate Shape of the Beast, he gains the bonuses of his fight form, but in addition due to an burst of strength, is able perform an offhand at the end of each combat round without penalty. This form can glide in the air and when aiming for a target from the sky to divebomb, the user has a +2 trait bonus to hit.
This combo cannot be used to shift to other fight & flight forms as it is keyed to Syd's specific forms, and due to its nature of being an outgrowth of his Gangrel fight & flight forms, this combination discipline cannot be learned by a non-Gangrel.
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.