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 | 1 |
Celerity | 3 |
Speed is often the deciding factor in any battle. As a result, members of the Ironclad are taught to react in a moment’s notice. To strike first before their enemy can. By heightening their own sense and combining them with the supernatural speed of celerity; it is rare for any member of the Ironcladto not be the first to land a blow.
System: This combination discipline costs one blood trait to activate. When this is done the character is considered to have plus ten traits for purposes of Initiative only. This bonus to Initiative may exceed attribute caps and maximums. This power may not stack with itself
Discipline Name | Discipline Level |
---|---|
Celerity | 3 |
Obtenebration | 3 |
Instead of having Arms of the Abyss attack on the Normal action phase you may opt for them to Attack during Celerity actions that occur later in the round. To have an Arm act on a Celerity action you must have that level of Celerity yourself. Each Arm still only gets one attack but if you have 5 Arms active and Legerity or better you may choose to have 2 act on Normal, 1 act on Swiftness and 2 act on Legerity.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Potence | 4 |
Using this power, a vampire pushes their body past all safe limits, temporarily gaining speed and power that approaches that of the Elders, but only at a dangerous cost.
Activating Speed Unbound costs 1 additional blood when activating Celerity each round. During that round, the user gains the physical traits Quick x3, and gains 1 additional follow up action, taken after all usual follow up actions.
Each round that Speed Unbound is used, the user takes 1 unsoakable level of lethal damage, as their body breaks down from the sheer force and speed with which it is being used. While this power is active, a fine dark red mist of blood and ash from the user’s breaking body comes off the user like hot steam before dissolving into nothing, making this power incredibly obvious to observers.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 3 |
Spider Sense
Auspex 1, Celerity 3
A vampire with this power senses incoming attacks before others would. As such would be attackers need to try even harder to hit them. Fighting someone with this power is tiring work. Any character attempting to attack the user of this power must bid an additional trait to do so. Attacks that catch the vampire completely of guard are not subject to this power. This power only applies to challenges where the character is reacting defensively in a physical nature. It may apply to chops where the attacker is using another trait but the user of the power must be biding his physicals.
To activate this power the character must spend one willpower and he must also spend one blood to for celerity for this power to work. This power continues to work for consecutive rounds that the player spends blood for Celerity. As soon the character fails to spend a blood for celerity the power deactivates and another willpower must be spent to reactivate it.
Discipline Name | Discipline Level |
---|---|
Auspex (Ebony Kingdom) | 3 |
Auspex | 4 |
Ebony Kingdoms Auspex 3 Spirit ties
Ebony Kingdoms Auspex 4 Ancestors Insight
You must have possession of a Fetter and spend a willpower to activate this discipline. Engage in a mental challenge vs the fetters wraith regardless of distance using occult as the retest. A failure results in a jolt of physic feedback dealing a lethal damage to the user. A victory successful links your mind with the wraiths allowing you to experience its senses and communicate through thoughts. If the target has experienced this power before they are immediately aware of the spiritual 'tug' but not necessarily aware of the source. Secondary attempts to enter into the wraiths mind first results in a contested challenge between the two guest minds. The loser is ejected/denied and takes one lethal level of damage as the psychic feed backlashes.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 3 |
Spirit’s Villa
Prerequisites: Attunement, Presence 3, Auspex 3
Description: “He sang softly as he meticulously worked the metal, every movement almost like a lover’s caress. The air was sharp with the scent of incense, and he focused on the idea that his creation would become a home to a spirit. Not the kind of home that is so often forced upon a spirit, not a cardboard box, but a house with a patio and pool, somewhere the spirit could host a party, if more than one spirit could be in the object at once.”
System: Spending a blood and a willpower while crafting an item causes subtle changes in the material. The object being crafted becomes more habitable for a resident spirit, making them more reluctant to leave, even if they were forced there. This grants several benefits. First, it gives an extra retest to prevent a botch when there is a failure to activate a fetish. Second, this power may allow a bonus in creating a fetish. Third, this power protects the spirit, allowing the object to be warded vs. spirit, with no ill effects to the inhabitant.
It is recommended that someone learning this power have training in Spirit Lore, Cosmology, and Chiminage
In MET, this power costs 9exp traits
Discipline Name | Discipline Level |
---|---|
Presence | 3 |
Auspex | 3 |
Members of the Toreador clan have developed this combination discipline to reinforce their clans supremacy of the Presence Discipline. With it their Social wills extend beyond to subtly effect others. Targets of the a Toreador with this combination discipline find themselves stumbling across words and unable to properly defend themselves against the Toreadors means of playing with their emotions.
System: The Toreador spends 1 blood trait to activate this power for the next scene or an hour. During that time the Toreador player gains 3 retests to use on any Presence challenge. A retest used on this challenge may only be called upon once per challenge. Once called upon these retests are lost and this power may not be stacked or activated again in the same scene. This combination Discipline may only be learned by members of the Toreador Clan.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Auspex | 4 |
While the job of a census taker is to gather information; in reality their job is much more of that of a spy. They gather any and all intelligence for the needs of the chosen. Certain Census Takers have crafted this combination discipline as means to subtly gather the intelligence information required of them.
System: This power costs 3 blood and 1 Willpower to activate. For the next scene or an hour the user may extend their senses up to 1,000 feet. While extended the user of this combination discipline acts if he was in the area himself, though they may not use any other powers through this combination discipline. The vampire sees, hears and senses everything in the area as if he was there himself.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 1 |
Fortitude | 1 |
Anytime someone with this combo would take damage of any kind, even if negated with Fortitude, a squeaky toy noise is heard. No other effects.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
-Requires: Combination Discipline: Iron Heart / Animalism 3
XP Cost: (iron heart cost + 4)
The Passion of the Brujah knows no bounds and even the powers of the ancients can be shaken off by it given the right circumstances. By refining a Heart of Iron in a furnace of fury and passion it comes out the otherside shining and stainless.
System: This power is considered always active once learned. When the wielder of this power is affected by a mind or emotion affecting power or magic that would normally not allow the target an opposed challenge to resist they may expend a mental trait and now may contest the challenge as if it was a normal contested challenge. If the Brujah is successful in shaking off an effect in this way the character is immune to that effect for the rest of the scene. This has no effect on powers that allow an opposed challenge.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Protean | 3 |
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Obfuscate | 1 |
Hunting with the eyes of a predator, the Nosferatu lurk in shadows,
watching and learning before they strike.
Spend a full turn studying a target. At the end of the turn, make a
Static Mental Challenge with a difficulty of the target's number of
Mental Traits (more complex targets are harder to read), retested with
Animal Ken. Success adds a level of damage to your attacks against
that target for the scene. This effect may only apply to one target at
a time.