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 |
Fortitude | 4 |
While normal gangrel view their clan curse as a weakness; Gangrel Antitribu see it as a blessing. This combination discipline allows the Gangrel Antitribu to delve into their own clan curse and summon forth all manner of beast traits. Members of the clan gangrel call these traits mixed blessings that can happen to them on occasion. To the Gangrel Antitribu they are a source of power in the blood to be used against their enemies.
System: The character spends 1 blood and 1 willpower trait to activate this power for the next scene or an hour. Once activated the character may select one mixed blessing and have it during that time. At the end of the scene or an hour the mixed blessing ends. A character may only ever have 1 Mixed Blessing from this power at a time.
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Fortitude | 2 |
Your affinity with the animalistic side of the Kindred gives you some power over it in others. In particular, you can draw upon a victim's bestial nature and force him to give in to this darker side. Members of the Ravnos Antitribu developed this combination discipline to draw out their enemies greatest fears and force them to the surface.
System: This Discipline allows you to activate one of an opponent's Derangements (the victim chooses which one) if you can defeat him in a Social Challenge. You need not know any of your target's Derangements, but if you do, you need not risk one of your Social Traits when trying to activate that particular Derangement (knowing his Derangement takes the place of your Social Trait during your initial bid). If you should fail in the attempt to use Beast Within against a target, you may not try to use it again on her that evening.
Only Ravnos Antitribu character may learn this combination discipline
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 3 |
The Gangrel are often know as great hunters; which in turn has made them strong fighters as well. Once more by channeling into their own beasts and supernatural resilience the Gangrel can find strength. Wither on a hunt or a fight this combination discipline grants the Grangrel an edge in all such situations.
System: The Gangrel spends 1 willpower trait to activate this power for the next immediate Physical challenge. During that time the Gangrel may add their Fortitude discipline rating in Bonus Traits to their next Physical challenge. This combination Discipline may only be learned by members of the Gangrel Clan.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 2 |
Potence | 3 |
You were one of the first to come into the barrier that separates the real from the fake, the old from the new, the rage from the now. Without knowing, it has changed you, giving you attainment that the world has yet to understand
System: This power costs a blood and a willpower to activate, and last a scene or hour. It may only be activated once a night. While active, the user is hidden from time. Any power that uses, exploits, or moves through time to locate/spy/influence you fails. Elder powers are as always, up to ST discretion.
*This combination power is meant for vampire characters and chronicles. Use ST discretion for other genres. This is a plot power, and thus, may not be taught.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 5 |
Fortitude | 4 |
Much like the combination power craft ephemera, the user has learned a way to manifest the dream into this very world. Unlike the craft ephemera, this combination creates a very specific manifestation in the form of golden claws. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.
System: This combination costs one blood and one willpower and lasts a scene or hour, and requires a static willpower challenge difficulty 8. If successful, the user manifts golden claws over a chosen hand (or paw/claw/etc.). Said claws count as a weapon, not a shape changing power. These claws grant three bonus traits on attacks, an additional damage, and destroy shield.
Discipline Name | Discipline Level |
---|---|
Obtenebration | 5 |
Potence | 4 |
You have mastered the secrets of the Victory Corps and have subjugated the darkness within completely, crafting from what the Victory Corps refers to as the “The Black Key.” With it, the character is able to enter and leave the Abyss at will. When this power is taken, a black mark appears on their palm, vaguely resembling a skeleton key that never goes away so long as they possess this power.
System: By spending a point of Blood, the character may effectively sidestep into the Abyss. Travel there can be extraordinarily dangerous, requiring the character to navigate using their levels of Abyss Lore. Exiting requires a Mental Challenge retesting with Abyss Lore at difficulty 8. Should the character fail, they are trapped and may not test to leave again until the following night. Such power comes with a price and the Lasombra Clan weakness is effectively doubled for the character, causing them to suffer an additional 2 levels of damage when touched by sunlight instead of one. This power may only be possessed by Lasombra.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 3 |
This power is a combination of Vamp x5, Presence: Entrancement, Auspex: Telepathy, and Psychology (To meet the needs of the "victim")
The Toreador has honed her sexual prowess to meet the needs of her lover in a way that is non-comparable. Her lover will swoon in the face of such ability to meet their personal libido. It seems to the "victim" that they are the perfect match for them, and they may never find another to fulfill them in the same way. This power is not known of, it is the power of Tiffany Cole. It can only be learned from her directly.
MET mechanic: When activating this power, the Toreador mid-coitus, must spend 1 blood and a social trait and win a simple test using social traits (Leadership as a retest.) The "victim" will be swayed by the Toreador and for 1 week will be as if 1 trait blood bound. This power cannot be stacked.
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 |