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 | 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.
Discipline Name | Discipline Level |
---|---|
Vicissitude | 3 |
Protean | 2 |
Allows you to make your claws into something other than claws. (A little knife/scalpel, lock picks, tweezers, a little saw, screwdriver, a little spoon, pokey tool, etc...) The tool must have the same relative mass as the claws.
When retracted them they retain whatever shape they are currently holding resulting in the ability to pop out a tool at any time. (Standard cost of 1 blood. Tool activates at the end of the round.) Due to the fact that they are no longer claw shaped they are no good as weapons anymore and deal no damage if used in a combat challenge. (This includes claws that have been shaped into scalpels and small blades and similar items.)
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Obfuscate | 3 |
Dementation | 2 |
Requirements: Auspex 4, Obfuscate 3, Presence 2, Dementation 2
Drawing on what truly terrifies your target, you appear to them to be an image of terror from their own nightmares. They can do nothing but cower before you until you decide to release them from the horror or you are interrupted.
Sword: pulls from the mind of the target, and uses obfuscate to wrap up as the nightmare. This is potentially visible to others.
Shield: projects it into the mind of the target, but not is not visible to others; telepathy and the haunting give a targeted, personalized experience.
MET System: Spent 1 WP and select a target within line of sight as well as which option (sword or shield). If you win a social challenge (retest Intimidation) against them, in their eyes you become something they fear immensely. They can initiate no challenges, but can defend normally, as long as you maintain line of sight and concentrate on using this power. You can take no additional actions but can defend normally. If either you or your target takes damage, the power ends. For the remainder of the scene, your target suffers a 2-trait penalty against you in all challenges.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
Through prolonged use of Conditioning and Telepathy, the user is able to create a link between their mind and that of a Symbiant created with Biothaumaturgy and Biothaumaturgical Experimentation. The user may use the body parts of the linked Symbiant as if they were their own as long as it remains in contact. Symbiants must be purchased as Retainers. As semi-living organisms created by House Hypocratius, Symbiants may not be further enhanced or altered by any magic or discipline other than Hermetic magic, any such attempt will kill the symbiant
The Conditioning required takes one month to complete, and must be completed by the user. The symbiant can be transferred to someone else with this Technique, but they must then condition the Symbiant themselves. All Symbiants require 1 blood per month of upkeep.
Activating the link requires the expenditure of Mental and/or Willpower traits which must be listed on the item card representing them. Think link remains active until the Symbiant is removed from the host. Any traits spent to activate the link cannot be regained until it is.
Discipline Name | Discipline Level |
---|---|
Auspex | 2 |
Chimerstry | 2 |
Combining Chimerstry and Auspex, the user imbues the aura of an item they have personally crafted with the knowledge and experience of an ability they know. Anyone who uses The Spirit's Touch on this item gains the benefit of this knowledge and experience, receiving a single free retest when using the imbued ability over the course of the remainder of the evening. A user may only be under the effect of this power once a night, even if there are multiple sources of the power. A user may apply Sympathetic Inspiration to a max of 5 items at any time. If another item is imbued after that, the user must choose one of the previous items to lose the effect.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Chimerstry | 2 |
The Ravnos are known for being able to cause illusions and pain. Some say it adds to their mystery, their danger, or even confusion as to what is and isn’t real. Either way, the end times have brought upon higher threats than swords and spears. This version of Sympathy instead forces the wielder of powers to fear what backlash may return.
System: Much like Sympathetic Agony, this power requires the user to be targeted by a power of some sort (not to include physical strikes. Though, carrier attacks that require touch do work). With the expenditure of a blood and a content challenge, using Chim rules (which is a neutral social challenge not influencing, altering, or swaying the target) the wielder may return the power back at its user. All powers and effects also affect them (damage being like Agony; instead causing wound penalties). This follows all the rules of Chim, which means a contested challenge (against the user of this power as the defender) and this power can be disbelieved
Discipline Name | Discipline Level |
---|---|
Quietus | 2 |
Potence | 3 |
Discipline Name | Discipline Level |
---|---|
Abombwe | 5 |
Auspex | 5 |
Fortitude | 4 |
This power once learned is considered always active. When invoking Level 5 Abombwe, the user must spend a willpower, otherwise it fails to function. The user gains perception relation mental traits of the victim in the same fashion they gain traits normally from invoking level 5 Abombwe.
Discipline Name | Discipline Level |
---|---|
Dominate | 2 |
Presence | 5 |
Spend 1 Will power allows user to force those within the room/ scene to attack them where it be verbally or physically depending on the characters motivation at the time. Requires the expenditure of a willpower and a test against the users socially to not be affected. The affected person(s) will continue to attack the user of Taunt until otherwise provoked. In combat this could be something as simple as someone else hitting them or someone in a leadership position making a leadership test to snap them out of it. As for verbal attacks, person or persons will snap out of if otherwise engaged by another character. This can also be broken by the user of the Combo discipline with the expenditure of an additional will power.