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 |
---|---|
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
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Chimerstry | 5 |
Being inflicted with the rage unleashed by Hazimel has bestowed upon the user the ability to tap into millennia of sleepless aggression. Once activated, the user can inflict countless amounts of rage and aggression at a target, potentially causing them to lose control of their beast. 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. It calls for a social challenge, retest subterfuge, and requires touch or eye contact. If successful, The Rage of the Sleepless alters the calming effect of Quell the Beast into one of rage. The power of Horrid Reality tricks the beast into a frenzy-like state for three rounds, after which they emerge without further challenges. In this state the victim will attack whomever they believe to be the weakest in their presence, and can be disbelieved if powers that prevent frenzy are active when inflicted (use local disbelief challenge rules).
Discipline Name | Discipline Level |
---|---|
Animalism | 5 |
Potence | 5 |
The user of this power rides the edge of their self control to harness their Beast's preternatural ferocity in dangerous situations -- though this leaves the user more vulnerable to all types of frenzy.
System: This power may be activated whenever the user is required to make frenzy (but not Rötschreck) test. The player MUST enter into the Self-Control challenge and not spend Willpower to suppress the frenzy. Should the user succeeded in the Self-Control challenge, they may then spend 1 Blood and 1 Willpower to activate this combination power, allowing the user to tap into the latent ferocity of the Beast - this may only be done immediately after the self-control challenge, or the opportunity is lost.
Once activated, the user's connection to his beast is temporarily tightened, providing preternatural enhancements for the next hour or scene. The user gains the Physical Traits Ferocious x3 , which can be used and count towards ties like any of the users other Physical Traits. Furthermore, the user gains a free, defensive-only retest against any Social Challenge for the duration of the power. The retest has no limit on the amount of times it may be used, but is strictly limited to resisting discipline powers or other defensive situations.
However, this comes at a significant drawbacks for the duration of the scene or hour. First, the user tightened connection to the beast leaves them much closer to frenzy and unable to suppress the urge - the user is at -1 self control (cumulative with the Brujah disadvantage or any other flaw or situation that impacts self-control) and the user may not use willpower to suppress any future frenzy tests for the duration of the scene. Also, the user is unable to use any offensive powers that require a mental challenge nor may they use a non-agressive social challenge. Thus most Thaumaturgy would be impossible to use, and while Dread Gaze would be acceptable, Entrancement would not. The ST has a final call on what constitutes 'aggressive' and 'non-aggressive'.
Discipline Name | Discipline Level |
---|---|
Daimoinon | 1 |
Auspex | 3 |
The Baali are the true masters of discretion, discovery and the darkest secrets, whether from the universe or from tormented souls. Feeling a person's sins and peering into the subliminal whispers that each individual unconsciously gives are things that any Baali can do masterfully, and so they have learned to keep the most sordid secrets to be used in the most important moments.
However, sometimes it is much more fun – or useful – for such secrets to be exposed in front of everyone, especially in front of the enemies of the Baali capable of using this power.
After feeling a target's sins, the Baali is able to imbue an opponent with the individual's own filth. With this, anyone, be it a vampire, or any other supernatural entity, who touches the target victim of this power will receive flashes and visions of the poor unfortunate's greatest secrets (the power does not work with mortals). The secrets will be the same secrets received by Baali, after he uses the basic power of Daimoinon "Sense the Sin". How such secrets are interpreted will depend solely on the character receiving such information.
System: First, the Baali must successfully use basic Daimoinon: Sense the Sin on the target. If successful, the secrets the Baali will receive will depend on how many Mental Attributes were wagered in the initial contest, as per the rules of the Discipline. Then, touching the target (perhaps requiring a Physical Challenge, if applicable), the Baali must spend 1 temporary Willpower trait and 1 Blood Point to turn the individual into a "Spirit Touch talisman." Any secrets discovered with Sense the Sin will be "transferred" back to the target, impregnating their skin and clothing (other personal items in their possession are unaffected unless the Baali touches them directly) with any sins the target have, and can be felt by any supernatural creature that touches the target longer than a simple “bump” for the rest of the night. A hug or a handshake are examples of acceptable physical touches for this combination of Disciplines. A Storyteller must be present to arbitrate any use of this power, and to narrate its effects over the remainder of the evening.
Note: Anyone who learns the power of THE ABDOM REVELATION can only learn it in a Baali Sacrifice Well. The sins of those sacrificed in the Well float freely through it, and in the last lesson for learning this power, the student must perform a sacrifice of an intelligent and sentient creature, gouging out its eyes, and eating them (the eyes are said to be the window to someone's soul). Then he must kill the target while putting his hands through his eye sockets, all while reciting dark chants.