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 | 5 |
Fortitude | 5 |
Additional Requirement. Must have mastered 20 art forms
"With this combo the artisan is able to put their very soul into their art."
System: Expend 1 permanent willpower
to increase the crafts, or performance level of a work of art. This combo may be used up to 3 times on one work of art. When used to craft an object it becomes a permanent sympathetic link to the artisan. If used a second time on the same work of art anyone seeing it is automatically is aware of the artisan's nature. If used a third time on the same work of art anyone seeing it is automatically aware if the artisan is on a path or humanity and their morality rating.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 3 |
By winning a mental challenge, this power allows its user to tattoo or write on someone's aura. The message is visible to any kindred using aura perception, directed at the target even if the underlying challenge is unsuccessful. The tattoo can be no more than three words or simple images in length per use of this power. Multiple uses of this discipline are possible, soul tattoos can be stacked or added on top on each other, much like a wall can be layered with graffiti, a canvas or skin might hold multiple layers of words / images.
Multiple uses of this discipline on a single aura may make aura precepting the target more difficult by two traits down on aura perception challenges, if the aura perceptor and the target are not well known to each other. If both the preceptor and the target are well known to each other, it has no effect on the ability to read an aura. Well known, is per storyteller discretion.
To apply a tattoo, the Toreador must be within six feet of the target and be able to concentrate for one full round. Speaking with the target while performing this action does not break concentration. The Toreador need not have any craft's ability, she only needs to be able to vividly visualize the outcome. The associated ability for rests is subterfuge. If the target is incapacitated or torpored, than she relents to all uses this discipline.
The tattoo lasts until the target burns a single temporary willpower trait, to erase up to three words or images per temporary willpower expended. In order to remove a tattoo, the target must first be aware of the tattoo by being informed that their aura has been altered. An altered aura is visible via the rules of aura perception. A kindred with aura perception may view their tattoo by leaving their body via astral projection, the tattoo does not leave the area of their body. The knowledge of the tattoo must be coupled with a strong desire for its removal. Alternately it will stay in place indefinitely, if the target is not aware of the tattoo, or unwilling to believe it exists, or the target may simply want to keep it as a personal work of art.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Dominate | 5 |
Soul's Anchor in the Flesh: 7 xp
(Auspex 5, Dominate 5)
Having learned many techniques to manipulate his soul outside of his body the creaator of this technique made it to protect his soul within his body. This power can be reflexivly activated anytime that the vampires soul is seperated from his body. The power is invoked by thowing a simple test (win or tie) retest with Meditation and WP. If sucsesful the Kindred's soul returns to his body avoiding possible negitave ramifications of the danger outside of his body. This technique can only be used once per threat.
Examples include:
Possesion/Subsume suit is suddenly killed: Vampire's sould returns to body avoiding torpor and the damage from the killing blow
Astral's silver cord is severed: Vampire's soul returns to body avoiding torpor
Victim of Soul Steal: Vampire's soul retruns to body able to act
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Animalism | 3 |
None will dare to challenge you, as your Beast serves to show your ultimate mastery over your prey as the ultimate kindred sovereign.
System: Expend 1 WP for the duration of a scene or an hour and engage a social challenge with the Kindreds that can see your char in order to use this power. All those who fail gains Submissive x2 (cannot receive more submissive for further uses of discipline) and may not insult or attack you. Furthermore, targets as long as they may see you and may not use WP for a retest.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Potence | 3 |
Temporis | 5 |
Speed of Sight
Auspex 1, Potence 3, Temporis 5
12xp
The incredible bursts of motion and thought Temporis allows for are not truly an increase in speed, but a dilation of time around the Kairos. Because of this, the manual dexterity and athleticism common among those with Celerity often eludes practitioners of Temporis. With the prediction of Auspex and the sheer force of Potence however, a Kairos can become capable of nearly similar feats.
System: The Kairos spends one Blood Trait and makes a Static Physical Challenge against 12 traits, retested with Occult. If successful, the Kairos' Temporis levels are considered equivalent levels of Celerity for the purposes of Initiative and Fair Escape for the remainder of the turn. If the Kairos fails this Static Challenge, they cannot activate Speed of Sight for the remainder of the scene.
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.