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 |
|---|---|
| Presence | 3 |
| Potence | 3 |
The Brujah are often known as the warriors and front-line fighters of the Camarilla. While it’s true the Brujah do love to fight; some members of the clan have gone above and beyond to excel in this fact. By combining their speed of celerity into the might of their fists; the Brujah becomes an unstable rage filled warrior on the battlefield.
System: The Brujah spends 1 willpower trait to activate this power for the next immediate Physical challenge. During that time the Brujah may add their Celerity/Temporis discipline rating in Bonus Traits to their next Physical challengea. This combination Discipline may only be learned by members of the Brujah Clan.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 5 |
| Auspex | 3 |
| Dementation | 1 |
| Discipline Name | Discipline Level |
|---|---|
| Fortitude | 5 |
| Presence | 3 |
Drawing forth from the conviction of one's cause and ones self, the body, mind and spirit become testaments. These manifestations are not visible, but none can deny that when the tough gets going, the tougher one becomes. Seen as being rough upon one's spirit, the bolstering effects of this discipline take their toll, and risk the very soul of those who rely upon it too often. And, because Andyness is close to Godliness, he can't be the victim of something he made. Nor can any that are as Pious as him.
Mechanic : This power can be activated reflexively, and at anytime before the initial challenge of an action is thrown. Expend a Willpower to activate this power. For the next scene or hour, whichever ends first, you are up traits on all challenges that you are the defender. You are up traits equal to the level of your path/road of humanity/heaven. At the end of the scene or hour, the final round that the power is still active, you engage in a path check challenge. The difficult of this challenge is a 4 regardless of what your path/road of humanity/heaven is at. If you fail the challenge you lose a level of your path regardless of that level. Also this challenge will occur if at anytime during the power being active, you path sin and require a check at your current level. After this challenge and result, the power fades. Any levels of your path that are lost to this power can not be gained back by role-play alone. You must achieve approval from your ST as well as spend the experience points to gain the level back. This combo does not give you added bonuses in challenges against people who are at Path/Road of Humanity/Heaven 5.
| Discipline Name | Discipline Level |
|---|---|
| Presence | 3 |
| Fortitude | 5 |
Testaments of the Cause
Fortitude 5 + Presence 3
12 xp
Drawing forth from the conviction of one's cause and ones self, the body, mind and spirit become testaments. These manifestations are not visible, but none can deny that when the tough gets going, the tougher one becomes. Seen as being rough upon one's spirit, the bolstering effects of this discipline take their toll, and risk the very soul of those who rely upon it too often.
And, because Andyness is close to Godliness, he can't be the victim of something he made. Nor can any that are as Pious as him.
Mechanic :
This power can be activated reflexively, and at anytime before the initial challenge of an action is thrown.
Expend a Willpower to activate this power. For the next scene or hour, whichever ends first, you are up traits on all challenges that you are the defender. You are up traits equal to the level of your path/road of humanity/heaven.
At the end of the scene or hour, the final round that the power is still active, you engage in a path check challenge. The difficult of this challenge is a 4 regardless of what your path/road of humanity/heaven is at. If you fail the challenge you lose a level of your path regardless of that level. Also this challenge will occur if at anytime during the power being active, you path sin and require a check at your current level.
After this challenge and result, the power fades.
Any levels of your path that are lost to this power can not be gained back by role-play alone. You must achieve approval from your ST as well as spend the experience points to gain the level back.
This combo does not give you added bonuses in challenges against people who are at Path/Road of Humanity/Heaven 5.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Thaumaturgy | 3 |
As the true masters of Hermetic Thaumaturgy, the Tremere have spent centuries refining the art. In particular, the Path of Blood is almost always the first path of blood magic any Tremere learns. As a result of this focus some Tremere have developed this combination discipline as a refined mastery of their power in the Potency of Blood.
System: Once purchased this combination discipline is always considered active. The Tremere character using Potency of Blood now needs only spend 1 Mental trait per generation they wish to decrease too instead of 2.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Presence | 4 |
Man's fear of what lies in the dark has pushed them into civilizations and made them huddle around campfires at night for protection. This power calls upon that fear and awakens the primitive flight mechanism that has helped mankind avoiding danger.
Spend one willpower and do a static social challenge difficultly at storyteller discretion (5 traits if it's a silent night, 7 if high traffic area, 9 if a concert is happening, etc.). The player bids a number of social traits based on the area he wants to effect, 1 for a small group, 2 for medium, 3 for large. The player's character let's out a roar, a howl, or something of the like that provokes fear to any mortal who hears its call. Mortal who have 3 or less will willpower will want to flee the area immediately. If they do not, they gain the negative mental trait cowardly for the next scene or hour and will not go near where the sound came from. Mortals who have 4 willpower or more must engage in a static willpower challenge vs 3 if they want investigate where the notice came from.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Chimerstry | 4 |
| Auspex | 2 |
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 5 |
| Potence | 5 |
System: This power only works on Vampires. The user must first grapple their intended target and successfully feed from them. Once they have successfully taken one blood trait from their target vampire, the user may engage the victim in a contested Willpower challenge. If the user succeeds may further spend 1 Willpower trait and temporary reduce his generation by 1. This change lasts for a scene or an hour and may only be used once per night. The user gains all the benefits of their new generation, accept the ability to use elder and above level disciplines.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 4 |
| Presence | 4 |
Write up: Social Challenge
When someone uses presence 1-4 on you, you automatically know a presence power was used on you. You can then do 2 chops, one to determine what presence power was used. The second to determine who used it on you. You can only determine what presence power was used on you if you have that level of presence. When trying to determine who used it on you, you must have had at least a 5 minute interaction with them, or have used Presence or Auspex on them. This only works for presence levels 1-4.
Retests:
You can bid Investigation as a retest for both chops.
If a limit is required:
You can only use it as many times in a night as you have dots in Awareness.
| Discipline Name | Discipline Level |
|---|---|
| Dominate | 3 |
| Presence | 3 |
Spend a blood and throw a simple test. For the next hour or scene, vanilla mortals cannot resist the first three levels of your dominate or presence powers. Those powers automatically succeed without a test. This only affects vanilla mortals. Kinfolk, ghouls, imbued hunters, and other such supernatural mortals are unaffected by this combo.
| 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
