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 | 5 |
Dominate | 3 |
Potence | 5 |
As much as the beast is dangerous, it is also powerful. When focused properly, a vampire's beast is capable of extraordinary feats, including cowing the will of others into doing what it says, no matter the strength of the target's blood. As a kindred who spent centuries learning to walk beside their beast the Gangrel known as Kell found ways to focus the power of one's beast in miraculous ways. Kell's studies of the power of the beast helped him develop many combinations that draw upon that power.
System: Spend a temporary Willpower and make a self-control/Instinct challenge, retest Animal Ken, versus a difficulty of 5 traits. If successful the vampire using this power may take a temporary -1 to -3 to their self-control/instinct to draw upon the overwhelming strength of the beast, temporarily gaining the ability to meet or beat the normal generational limitations of Dominate or any other power that bases success off of the generation of a target. For purposes of comparing generations, defensively or offensively, the user of this power is considered to be a number of generations lower equal to the minus they took to their self-control/instinct. If the self-control/instinct challenge is lost, the vampire using this power automatically enters frenzy, if able to do so. A vampire that does not have access to their beast, for instance one that has used Drawing Out the Beast to force their beast into someone else, may not use this power, nor may they take a minus to their self-control/instinct that would take that virtue lower than 1. This power lasts one scene or an hour and may not allow the user to bypass the generation requirement against a vampire which has a true generation of 4th or lower.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Celerity | 2 |
With this combination discipline a buddhist vampire can learn to focus inward losing their joints and muscles to make them far more nimble and agile. The vampire learns to move at a faster right and focus their mind to keep them quick on their toes when in a fight. Using auspex to be more aware of their surroundings and snap burst of speed from celerity the vampire gains a movement advantage over their opponents.
System: Spend 1 Willpower and this power is active for one scene or an hour. While active the character gains plus 3 steps of movement in combat.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Celerity | 3 |
The sister combination Discipline to the Hidden Hand was developed by the members of the Assamite clan. Once more, the clan combined the arts of speed and stealth to gain an advantage over a target to overwhelm them in battle.
System: The Assamite spends 1 blood trait to activate this power for the next scene or an hour. During that time the Assamite player gains 3 retests to use on any Stealth or Melee challenge. Once called upon these retests are lost and this power may not be stacked or activated again in the same scene. A retest used on this challenge may only be called upon once per challenge. This combination Discipline may only be learned by members of the Assamite Clan.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
Temporis | 5 |
With this power, the user may forcibly and permanently remove Out of Clan Temporis from a subject. This is a power designed to enforce the will of those who wish to keep Temporis a secret of the Brujah Line.
~Mechanic: The user must make physical contact with the subject, either willingly or through a physical action/attack; then engage in a social challenge, with occult being the retest. If the user is successful, they must permanently spend as much willpower as the subject has levels of Out of Clan Temporis (1:1). The subject must be of equal or higher (weaker) generation to the user. This will permanently remove the discipline and any blood bonds as a result of learning it from the subjects sheet. It will then be up to the subject's Home Chronicle's ST's whether the XP will be refunded for it.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Celerity | 3 |
Spend a willpower trait and mental traits up to the level of lore you have of the target. The user of this combination power gains bonus actions equal to the number of mental traits spent (upto 5) for the scene against the target. This combination power can only be learned by and taught by Brujah.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Presence | 1 |
Obfuscate | 1 |
With this steganography technique, a Kindred can hide messages and works of art in plain sight without risk to the Masquerade. It allows Kindred to safely communicate using email and social media as well as display artwork that exceeds human ability in areas accessible to mortals.
The user creates the work he or she wishes to conceal and then either creates or finds media (such as text, image, audio recording, or video) in which to hide it. The two works should be comparable in size. The technique cannot be used with live performances but is applicable to recordings. The user must be directly involved in the creation of the hidden work, but can use a preexisting one to hide it. For example, the user could hide his own novel within a copy of "As I Lay Dying", but could not hide "Great Expectations" unless he first personally transcribed it. If used with digital media, the hidden message will remain in unaltered copies of the file. If a Kindred uses preexisting media, such as concealing a dramatic monologue within "Bohemian Rhapsody", the hidden reading does not spread to all copies of the song; it is only present in files that trace back to the one created with Sub Rosa.
Mechanics:
Spending a blood trait activates Sub Rosa for the night. The steganography process irreversibly consumes the original media as it disappears into the other work. The time required ranges from a single round to an hour depending on the size and complexity of the piece. As the concealed work no longer physically exists, no form of mundane observation or scientific study can reveal it or give any clues to its existence. Only Kindred are able to perceive it, and they can see, hear, and smell it just as clearly as any other work.
Kindred who know Sub Rosa and those actively using Psychic Projection are automatically able to perceive the hidden work with no extra cost. Any other Kindred who becomes aware of it must spend a blood trait, which reveals the hidden pieces to them for the night. Kindred do not simultaneously perceive both the surface and hidden media, though they can choose to see either at any time.
If the user spends a mental trait at the time of concealing the piece, only Kindred who know Sub Rosa are capable of seeing the hidden piece under any circumstances.
Non-vampires never see the hidden work. Investigation techniques of other supernaturals may decipher something vaguely mystical, but no other supernatural ability (including ones similar to Psychic Projection) can reveal the hidden media.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 4 |
Protean | 2 |
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 4 |
While not all members of the Death and the Soul Path are Necromancers, many are. For those who are unable to learn the Blood Magic this combination discipline was developed by the path followers. By extending their senses into the ether of the underworld the vampire can then exert his dominion of presence to summon the souls of any who have died.
System: The character spends 1 blood and 1 willpower trait to use this combination discipline. They is combination discipline only works on vampires who have meet the Final Death and not been Diablirized or meet Golconda. Once activated the Soul of the dead vampire appears to the user for the next scene or an hour. During that time the vampire user may ask the soul questions and it must answer truthfully. The summoned soul will not know anything it didn’t know in life. The user cannot command the soul in any other way and it disappears into the ether after the scene or an hour. Further Necromancy powers may not be used on a soul summoned with this combination discipline.
This combination discipline only works if the character is on Path of Death and the Soul.
Discipline Name | Discipline Level |
---|---|
Potence | 1 |
Celerity | 3 |
Presence | 2 |
Any manual or combat military unit features the strategy the Suppressing Fire. The maneuver consists basically in disrupting or undermining the actions of the opponent through the use of excessive force, thus allowing you or third parties to act with greater freedom. The use of this strategy has several different applications, ranging from a simple scare to causing longer lasting impacts, considering, in this case, the equipment used. The intention is to bring a significant strategic advantage to the user of this tactic.
Said principle was applied in the development of this power, allowing its user to cover an area with projectiles, intimidating and penalizing all those inside the area of effect, giving its user an advantage over the ones (s)he seeks to attack.
The technique was first seen and used in sieges and attacks against the Sabbath by a Camarilla Brujah known as Major. Nobody knows for sure how it was developed, but its various uses have been quite useful in many battles and as a cover for strategic withdrawals.
The user spends one blood point and one physical trait to activate the power and chooses its area of effect. The power "Supressing Fire" can only be used in ranged combat and any other action taken in the turn of its activation will cancel its use.
After choosing the area of effect, the user spends up to 3 physical traits, to be applied as negative traits to all individuals who remain in or pass through the area (whether they are friends or foes). The damage of the weapon used is normally applied to all those affected by the power, as well as its possible effect on the environment or scenery. Uses of powers that prevents damage (like Fortitude) do not cancel the effect of this combo.
The power’s area of effect and distance in which it can be used is determined by the type of attack chosen by the user (for example, a pistol would have a smaller area of effect and range than a machine gun - it is also important of note that such attack can also come from the usage of other Disciplines such as Arms of Abyss or certain Thaumaturgy’s lines). The power also requires its user to be in the target’s line of sight. The area of effect (considering that the weapon used allows it) will be determined by the number of traits used in the combo’s activation, in a proportion of 3m per trait used, totalling a maximum of 9m diameter.
Combined usages of the power by other individuals, in the same area of effect increases the penalty in one trait, as long as they spend three physical traits to activate the power. The maximum applicable penalty cannot exceed five. Combining the power in this way does not increase its range or area of effect.
The power’s blood cost is the same as the one used to activate Celerity. The user’s Celerity level is applied to the power and he can profit from its benefits, except for the extra actions given by Celerity, as the combo uses all of the attention and time of its user. As it is a power that uses Celerity any power that can cancel this Discipline (such as Temporis or Time Sphere) will also cancel the power. On the other hand, powers that resist or cancel Presence do not affect the combo, considering that the projectiles being fired at the target is still a source of threat.
STs are encoureged to ask for additional tests to those under the effect of Supressing Fire (such as courage, self-control, physical test, etc) if he believes them to be necessary. They are also encouraged to limit the effects of the combo by the type of attack used.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Auspex | 3 |
With this technique a kindred may temporarily suppress a single flaw in an individual for 24 hours. To use this power, touch a target, spend a blood and:
A Physical Trait for a Physical Flaw
A Social Trait for a Social Flaw
A Mental Trait for a Mental Flaw
A Willpower Trait for a Supernatural Flaw
A Willpower and a Mental Trait for a Derangement
Along with the normal expenditures, a permanent Willpower trait may be sacrificed by the user of this power to remove the flaw or derangement permanently. If used on a pc, the normal xp cost to remove the flaw still applies, and must be their next purchase. Should the PC fail to meet this condition, the user regains the point of willpower, or may be refunded the points at Storyteller Discretion.
An individual may only have one flaw or derangement temporarily suppressed in this way at a time. It cannot alter a person’s appearance, so flaws such as short, missing arm, one eye, etc., cannot be suppressed. If the person using this power knows a target’s flaw or derangement, they may suppress it specifically. If they do not, it is at the Storyteller’s discretion.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 3 |
For the vampires of Feral Heart survival is their top priority. As the apex predators they will encounter others who would challenge their unlife. Thus this combination discipline was developed by vampires that follow the Path of Feral Heart to better increase their odds of several. The vampire hones his beast in sync with his supernatural toughness to better stave off any deadly blow.
System: The character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour. During that time the character gains a number of retests equal to their morality level in Path of the Feral Heart which may be used only when defending against attacks that deal damage.
This combination discipline only works if the character is on Path of Feral Heart.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Vicissitude | 4 |
Many Tzimisce and Eastern European legends about vampires speak of them collapsing into a
swarm of bats to fly off into the night in almost an instant. In truth, this combination discipline
was developed by several tzimisce generations ago. By using the arts of Fleshcrafting and
combining them the animalistic nature of animalism; the Tzimisce can force his blood to change
is body into a small flock of bats that can descend through the night.
System: The player must spend two blood to effect the change. Which takes three turns to
complete. During this time the character may take no other action, and no transition of any kind
is apparent in her form. At the end of the turn, her body simply bursts into a number of bats
equal to the maximum number of blood points the character can hold. (For example, an
8 th generation character using this power would explode into 15 separate bats.). Alternatively,
the player may opt to transform instantaneously, but does so at a cost of five blood traits rather
than two. Individuals assuming the Swarm of Chiroptrea are nearly impossible to destroy. Every last bat must first be located, as the character may reform later if even a single bat remains. This
transformation lasts until the character wills herself to assume normal form once again, which
takes another three turns.