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 | 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 |
|---|---|
| Thaumaturgy | 1 |
Sympathy is the most well known, and rightly feared of the Minor Principles of Thaumaturgy. For any magus though, it is intrinsic to many of their sendings. Sympathy is itself a magical force, which an enterprising member of Clan Tremere has learned to attune their senses to specifically.
System: When activating Thaumaturgical Sight, a Hermetic Blood Magician may spend a temporary mental trait in addition to the normal cost of Thaumaturgical Sight. Doing so removes the normal effects of Thaumaturgical Sight, attuning their senses instead to the forces of Sympathy. Objects with Sympathetic potential glow with the strength of the Sympathy. The stronger the link is, the brighter the object will glow.
| 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.
| Discipline Name | Discipline Level |
|---|---|
| Anarch Sorcery - Hacktivism | 1 |
| Auspex | 2 |
Technomancy 1, Auspex 2, Hacktivism Mentor 5, 6 XP
This power is a digital refinement that combines the principals of Thaumaturgical Sight with Analyze, allowing the Technomancer to project an analysis field and scan their surroundings.
System: The Technomancer performs a static Mental challenge, retest Awareness, to activate this power. Once activated, they may scan a digital area or device to gain an array of information, such as the digital layout, an area or device's inhabitants, and their natures. Hidden data, such as concealed ID codes or Arcane-cloaked icons, may raise the difficulty accordingly.
