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 |
|---|---|
| Presence | 5 |
| Potence | 3 |
The passion of the Brujah is legendary, whether it is to inspire their allies or dishearten their foes. The Brujah amongst the anarch ranks have much to be passionate against, most of all those that would seek to rule over them. Regardless of their organization, those that would hide behind their status as a shield will soon find it a weapon turned against them. Engage the target in a social challenge, the associated ability for retest is politics. If the target is defeated, for the rest of the scene they are down social traits against the user equal to their status traits. (Max of 5)
| Discipline Name | Discipline Level |
|---|---|
| Obfuscate | 3 |
| Thaumaturgy | 5 |
Anarchs throughout the world have to deal with a variety of issues. Members of specific Anarch paradigms are aware that stealth is very important when dealing with other factions of kindred. To do so to a greater extent this kindred has found a way to cast while under the effects of obfuscation to make it appear that they are not casting magic.
Mechanics: Spend a blood trait to activate this combo. Once activated for a scene or ten minutes the caster can cast magic upon themselves while under the effects of a mask. Unless someone is attempting to break obfuscate they will not be able to see the casting being done. This power has no effect on any magic that is offensive or targets anyone else beyond the caster herself.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 5 |
| Presence | 3 |
Prerequisites: Iron Heart, Presence 3, Fortitude 5
Description: System: This power lowers the generation of the kindred who possesses it by one for the purposes of defending against Dominate and other powers that require a greater blood potency than the target. This power is defensive in nature and grants no additional benefits. This power also does not work against elder powers, only the basic through advanced levels of Dominate. Additionally, for the expenditure of a willpower point, up to two, the kindred using this power may reflexively lower their effective generation by an additional level for the remainder of the scene. In MET, this power costs 15 exp traits
Custom Content created by PC Joseph Gallahger
| Discipline Name | Discipline Level |
|---|---|
| Potence | 4 |
| Presence | 3 |
| Discipline Name | Discipline Level |
|---|---|
| Protean | 4 |
| Fortitude | 5 |
| Potence | 5 |
Combining the powers of transformation, a endurance and strength over human, the skin is transformed into pure rock.
MET Mechanics:
Spending 1 blood points and a temporary point of willpower and taking 3 whole turns for the transformation, or shortening a turn for each extra spent blood spot, the skin becomes stiff and looks like stone. Each time the Gangrel receives damage from a source, this damage is reduced by 1, in addition it receives additional physical traits Rugged x2 and Resistant x1. Due to this transformation the Gangrel receives the negative trait Clumsy x1. This power is an obvious mask shatter and can not be used with Protean 4: The Shape of the Beast.
| Discipline Name | Discipline Level |
|---|---|
| Protean | 3 |
| Fortitude | 2 |
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Potence | 3 |
"Force my friends is violence, the the supreme authority from which all other authorities derive"
Sometimes, sometimes someone just won't do what you tell them. You try to be nice. You try to talk it out. But sometimes your fists or a convenient tire iron have to join in the conversation to help get your point across.
System: Spend 1 wp and declare a target within line of sight. For the remainder of the scene every time you hit them with a melee or brawl based attack, you get +1 trait to uses of Dominate against them for the remainder of the scene and are considered to have eye contact with them for the purposes of using dominate against them until the end of the next round on any round you or an ally within your line of sight has inflicted damage on your target via a brawl or melee based attack, though you must be able to verbalize your commands as normal. For the purposes of combination disciplines if a combination's dominate requirement is the highest required discipline it is considered a use of dominate.
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 4 |
| Animalism | 3 |
Mechanics: this combo discipline can only be used when you have successfully tested down damage from an attack using fortitude. Spend a temporary willpower to activate for a scene or hour. When you test down damage your skin crackles and arch's with electricity. Granting the user damage reduction equal to the user levels of fortitude. This power only manifest when fighting the true enemies of the sword (7gen or lower and anyone who is actively under the Auctoritas Ritae Wild Hunt)
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 4 |
| Animalism | 3 |
Mechanics: this combo discipline can only be used when you have successfully tested down damage from an attack using fortitude. Spend a temporary willpower to activate for a scene or hour. When you test down damage your skin crackles and arch's with electricity. Granting the user damage reduction equal to the user levels of fortitude. This power only manifest when fighting the true enemies of the sword (7gen or lower and anyone who is actively under the Auctoritas Ritae Wild Hunt)
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 4 |
| Presence | 5 |
Like the eye of a storm, Brujah can find themselves at the heart of all manner of mayhem. This combination Discipline allows the character to push such a feat to its very limit by injecting frenetic energy into a crowd and turning it into a quick and deadly force.
System - Spend 1 Blood for each target and 1 Willpower. Characters following your leadership in combat targeted by this power are considered to have a number of levels of the Celerity Disciplines equal to yours for the scene. If they already have your Celerity or more, they instead gain a +2 bonus to Dexterity related challenges. While benefitting from this Combination Discipline, characters suffer a -1 penalty to Self Control/ Instinct challenges and gains the Impatient negative mental trait.
| Discipline Name | Discipline Level |
|---|---|
| Potence | 3 |
| Presence | 3 |
Often times the larger or stronger an individual is, the more outspoken or intimidating they become. With this power, a Kindred may temporarily sacrifice some of their strength to strengthen their social resolve.
System: By temporarily expending up to three Strength related physical traits, the user of this power gains that many bonus traits on all Social challenges. This power lasts a scene or an hour and the traits expending may be regained by normal means listed in the book.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 5 |
| Dominate | 3 |
| Potence | 2 |
With this combo discipline the Vampire's beast becomes immune to the control of those with less potent blood. This puts the generation limits of Dominate on the powers of Animalism: Quell the Beast and Animalism: Drawing Out the Beast, making it so those trying to affect the Vampire with either of these two powers must be equal or better generation than the Vampire using this power. Once purchased, this power is always active and even works when someone is attempting to Quell you out of frenzy. Against those who have equal or better generation, this power allows for a free defensive retest.
