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 |
---|---|
Quietus | 3 |
Auspex | 1 |
The Blood Ripples
Quietus 3 Auspex 1 (4xp)
By expending one blood and transferring it , the blood takes on alchemical properties and transfers to the skin of a willing target and appears as a vector patterned tattoo along the recipients arm. The recipient and the user of this tattoo may communicate using a link of the blood, speaking with ripples through the blood to the other speaking directly to their mind.This requires no action on the recipient nor user of this combination.
This lasts until the user wills it to end, then the power ends the blood dries up and falls to inert unuseable dust resembling dried ink.
A user can only transfer this power to as many targets as they have permanent willpower.
Multiple users of this combination who have been taught may simply communicate without establishing this link and forego activation. However just like a telephone, they can simply chose to not recieve the ripples of blood, while one who accepts the transfer cannot.
Additionally as a note, regardless of who has learned this, only Jean Bancroft may teach this combination.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Auspex | 3 |
Description: “And the master looked down the edge of the blade one final time, having poured his blood, sweat, and tears into the warm metal. He steeled himself, taking a steady breath as he turned the sword, offering the hilt to its new master.”
System: Spending a willpower upon the successful completion of crafting an item severs ties between it and the crafter, making sure the object cannot be used as a personal object and allowing the crafted item to be safely handed over to another individual.
In MET, this power costs 12 exp traits
Discipline Name | Discipline Level |
---|---|
Dementation | 2 |
Obtenebration | 2 |
Shroud goes up, and the swirling vortex becomes the nightmare of Haunting. While inside the shoud you are under the effects of hunting and will be drained of one willpower a round. Exiting the shroud causes the effect to cease, remaining in the shroud begins to drain willpower until the target passes out (or dies if mortal). Cost to activate is 2 blood 1willpower
Discipline Name | Discipline Level |
---|---|
Dementation | 2 |
Obtenebration | 2 |
Shroud goes up, and the swirling vortex becomes the nightmare of Haunting. While inside the shoud you are under the effects of hunting and will be drained of one willpower a round. Exiting the shroud causes the effect to cease, remaining in the shroud begins to drain willpower until the target passes out (or dies if mortal). Cost to activate is 2 blood 1willpower
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Obtenebration | 4 |
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Presence | 3 |
Ability Requirement: Shadowcrafting 3+
This combination of the blood was pioneered by a certain musically inclined Lasombra Antitribu. Often times one must do a solo performance, however with this combination the Antitribu need not worry about gathering a band to perform with. The user simply summons his arms of the abyss and molds them to be the assistants he needs.
System: The Lasombra spends a Blood and a variable number of social traits equal to the number of shades they manifest out of their Obtenebration. Then makes a Shadowcrafting challenge equal to 8 + the desired performance level. After which these shades last for a single scene or hour and are treated as extensions of the summoner. During this time, these shades may use use the performances the Lasombra himself knows, allowing a lone Lasombra to be his own band.
This combination is only able to be used for purposes of performances and may not be used in other ways such as combat.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Obfuscate | 4 |
Met Mechanics
The Nosferatu who has learned to vanish from the minds-eye as well as gained the keen understanding of the world around them with Spirits Touch becomes a true master of stealth.
System: Once they have obfuscated themselves a Nosferatu may spend one mental trait to active the Edrick Protocol which lasts until the Nosferatu is no longer obfuscated. While under the effects of Protocol the user can interact with their environment in small ways without break their obfuscate. Such as opening a door, typing on a keyboard, picking up a small item, pick locks, etc... (ST has final say all matters). In addition, one can leave item (size of a dagger or smaller) without breaking obfuscate. The item become noticeable once the user leaves the area or the power duration expires. A small item can be picked up without breaking obfuscate as long as the item is question is not being observed or on a person. Any drastic actions, actions which produce loud noises, or a combat action will break obfuscate as per the normal rules. This power cannot be extended to others via Cloak the Gathering.
Discipline Name | Discipline Level |
---|---|
Fortitude | 3 |
Potence | 1 |
Vicissitude | 5 |
Description: Through years of careful study and expirementation a technique came to light to spark a new reign of terror in those who would oppose the house of flesh. The ability to bring forth the limits of flesh within to fortify the Cainite using this power.
System: The user spends 3 blood and a Willpower then makes a Static Physical challenge(difficulty 6 Traits) — retest Crafts: Body Crafts. This power takes one full turn to appear. If the user is disturbed during this period, this player reflexively makes a second test. Failure abruptly ends the power and dissipates the half-formed creation and renders it unusable for a scene or hour, whichever is longer.
If successful upon activation of this power you may re-coup your lost stamina once per night, restoring all used Stamina related traits. You must restore all of them at once — if you have some Traits of the appropriate type unused when you invoke this power, you cannot restore them later while this power is still active.
The wielder of this power takes their inner will, the power of his strength and command of their blood to form a protective carapace of flesh. This flesh creates a number of Healthy health levels of 2x the number of Fortitude the user possesses. These Healthy levels are to be used first before any others.
While in use of this power the user gains Grotesque x3 which may not be hidden by any means. This power cannot stack with Shatterproof.
This power lasts for a scene or hour, whichever is longer.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Visceratika | 4 |
Spend a willpower. If the target has blood bonds, make a test of your Conviction/Conscience virtue vs the level of the bond, or in the case of viniculum, double your conviction vs the level of the highest viniculum that the target has, retest willpower for each. On success, the target no longer has the effects of any blood bond or viniculum for the next ten minutes
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Potence | 4 |
Presence | 5 |
As your strength is nigh inexhaustible, and your body nearly indestructible. So too is the force of your personality. Like Baron Samedi who oozes with a 'Debonair' swagger; you have learned to harness some of his charm.
Mechanics: When initiating a social challenge, you may use 'Debonair' as your biddable Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus you may continuously use 'Debonair' in successive social tests. Only if you are forced to risk multiple Traits---such as due to wounds or Negative Traits---do you risk losing any of your other Social Traits. If you run out of Social Traits, you cannot use this Discipline. Once you have been completely exhausted, you can no longer enter challenges.
Discipline Name | Discipline Level |
---|---|
Dementation | 5 |
Auspex | 5 |
At the Convention of Thorns the Malkavian clan performed the Great Prank; a power used to strip all Camarilla Malkavians of their power of Dementation. Since that time the Prank has ended and Dementation returned once more to the clan. Some Malkavians, however, developed this combination discipline in an attempt to recreate what was done during the convention of thorns. This power allows a Malkavian to reach into the mind of their victim and strip the powers of Dementation from them should they possess them; for a time.
System: The Malkvian character spends 1 willpower trait and engages the target in a contested Mental Challenge retested with Empathy. If the character with this combination discipline succeeds; the target may not use any levels of the Dementation Discipline and Dementation combination disciplines they possess for the next scene or an hour.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dominate | 4 |
The mind is a powerful thing, and when one masters is not even the legends of myth and fable can find ways to break the most hidden of secrets.
Initiate a telepathic link (Auspex 4) Once within the targets mind you can lock away memories that cannot be undone unless one has the trigger word or this combination power. Spent one mental trait per memory one wishes to have locked away if the target is willing. If the target is unwilling then a mental challenge will begin. A different challenge for each memory must be taken and this power does have the ability to be gen checked as per the rules of Dominate.
Once memories are locked away there is no way for anyone including the target to access them. It is as if the memory doesn't exist. The mind itself will fill in the blanks and it will naturally seem as if nothing is missing or wrong.