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 |
---|---|
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 |
---|---|
Auspex | 2 |
Chimerstry | 5 |
Repeated contact with the influence of the Eye of Hazimel has influenced the user of this combination power to the point of both great insight, and great fear. With focus, and something to divine, the user of The Eye Sees All can divine the universe to seek great success. When focusing on an issue at hand, or an item that they are currently holding, the wielder may pull upon the latent powers of the universe to reveal its secrets. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.
System: This combination power costs a willpower and a blood to use. Once activated, the user's eye turns solid gold, and gives them the flaw one eye for the remainder of the scene. Though they can no longer see through the eye itself, they now may ask the storyteller for an answer to a question about the task at hand, or item they possess. This power may only be used on any one task, or item, once. All answers are at ST discretion, but should actively help the player solve the task they are working on.
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.
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Auspex | 4 |
The kindred has a deeper understanding and knowledge of their own beast to the point that they can commutate with it and leave impressions or orders with it. The kindred will concentrate and converse with their own beast, implanting it with the knowledge that they have of a target person and then send it out into the local area to find their desired target.
System: Use of this power will take ten minutes per use. Target player will spend one blood trait and concentration to throw out their beast to look for a target that they have seen prior, a picture will work or if they personally know as well. The beast will find the target in questions if they are not actively hiding. If the target is using ability stealth or a supernatural power to hide themselves then there is a contested challenge of user's mental traits verses the targets current willpower & Self-Control/ Instinct. Retest for the power is ability Animal Ken.
Discipline Name | Discipline Level |
---|---|
Animalism | 4 |
Obfuscate | 4 |
Potence | 4 |
A pure and terrifying manifestation of the Nosferatu's gifts, The Last
Face brushes chillingly close to a power all of their blood silently
recognize from their shared, waking nightmares.
Spend 1 blood trait and 1 temporary Willpower Trait to assume The Last
Face, which takes effect at the end of the round. The Nosferatu gains
the Negative Mental Traits Violent, Unstable, and Warped while wearing
The Last Face, but they also gain the Physical Traits Deadly x2,
Savage x2, and Vicious x2. The Nosferatu additionally gains a
defensive retest against any physical attacks directed at them as a
single target while the power is active.
Finally, at any point while wearing The Last Face, the Nosferatu may
call their own beast forward, triggering a Self-Control/Instinct test
against 5 traits to resist frenzy or ride the wave; if the Nosferatu
relents on this Frenzy test, they gain a defensive "Frenzy" retest
against mental and social challenges until the Frenzy ends.
A Nosferatu may retain The Last Face until the end of the scene or
until they use a full turn to pull themselves out of it (which may not
be done while in frenzy). A Nosferatu suffers from the negative traits
Lethargic and Witless for an hour after using The Last Face due to the
physical and mental toll it takes on them.
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
Fortitude | 2 |
The life of a Caitiff is filled with the road ahead. Often hated by Camarilla elders there are not a lot of domains where they are tolerated. The condescending pity from many an Anarch domain can be just as bad. The Sabbat held territories are perhaps the best reason for this power as many Caitiff have left those domains at a flat out run.
MET Mechanics:
Once the Character possesses this Discipline its effects are automatic. The Character may take one addition step during a movement (Walking Cautiously, Moving Directly or Running, See the three step rule page 201 in LotNR) with no extra penalty.
Discipline Name | Discipline Level |
---|---|
Auspex | 5 |
Animalism | 5 |
Fortitude | 5 |
Those who take up the mantle of Caine’s Chosen die a second death, so that their renewed existence belongs to the Black Hand. While each Agent would give their lives without question, they do not have the right to die without their superior’s permission.
System: To active The Oath Made Real, the cainite must expend 3 Blood and 1 Willpower and 1 Health Level, which are stored in a cohesive vessel or pool. Until the secondary effect of this power is activated, or the blood and will are reclaimed by the user, the user’s maximums of those pools are reduced by that amount.
Should the user lose their last Health Level, or otherwise meet Final Death, their body crumbles to ash as normal. The user loses a Permanent Willpower and one of each Virtue category, and their body reforms from the stored blood at the next sunset and at their last Wounded Health Level with 3 Blood and 1 Willpower in their pools. Any items that were on their body when they died will remain where they fell, as will a pile of ash that to all forms of investigation will indicate their Final Death. All sympathetic links (Summons tags, Thaumaturgical ritual items or concepts, etc) others had on the user are severed, though new ones could be established if the user interacts with those individuals again.
Note: This power cannot be used to circumvent the Black Hand's ability to find and/or kill the PC with it. The Seraphim will always maintain sympathetic links to the character