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 |
---|---|
Auspex | 4 |
Obfuscate | 4 |
True Vision (Auspex 4, Obfuscate 4)
Members of Clan Malkavian were first known as seers and prophets. The clan has a legacy of renown for such things. As true seekers into the ether of Fate, some Malkavians have developed this combination discipline. While others may claim to be Seers and Prophets, the Malkvian can see these others’ attempts to bend fate for their own benefit and throw a kink into their plans. This combination Discipline may only be learned by members of the Malkavian Clan.
System: The Malkavian spends 1 willpower trait to activate this power for the next scene or hour. During that time, the Malkavian may cancel up to three retests used against them that rely on Prophecy, Fate, or Luck in any form.
Discipline Name | Discipline Level |
---|---|
Chimerstry | 5 |
Auspex | 5 |
Trupos MuleExperience Cost: 10Auspex x5, Chimestry x5, Requires Craft Ephemera
When using Astral Projection, you may spend a Willpower to manifest using Trupos Mule, allowing you to create a Chimerical body of yourself that allows you to interact with the physical world for the scene using your current physical traits. Any time this form is damaged, that damage is taken as if in Astral Combat and reduces your Willpower total by the number of damage taken. Reaching zero willpower results in the breaking of your silver cord and the same effects as if this happens in Astral Projection. The user may choose to end the power early by declaring the intention at the beginning of the round, and the power ceases at the end of that round.
All physical trait losses incurred through physical challenges while using Trupos Mule affect the user's normal body as well, but trait losses from Scorpion's Touch and similar powers only affect the Trupos Mule form.This form does not allow the use of any Disciplines that require the expenditure of Blood, only those that require no expenditure or expenditure of Willpower and do not require a physical presence (i.e. Fortitude, Potence, etc)
Discipline Name | Discipline Level |
---|---|
Quietus | 2 |
Auspex | 4 |
Truth in Silence:
Hematus 2/Auspex 4
XP Cost: 8
Flavor- This Combination Power allows the user to apply the powers of Truth of Blood against a subject via telepathy. This means that they could ask a variety of questions directly to the target's mind and derive and analyze their answers without ever having to speak a word or say anything out loud. This power has the same limitations of Telepathy and Truth of Blood except as outlined in the mechanics below. It should also be noted that the questions asked in Telepathy will read as clear and concise statements/responses to the user of this power despite the empathetic nature of telepathy.
Mechanics- The user of this power must still engage in a Telepathy initiation with their target at the normal cost of 1 Mental for a Supernatural creature and a mental vs mental challenge. Likewise they must also satisfy the requirements of the Truth of Blood power, such as a measure of the target's blood. Once Telepathy has been established the user of this power must then spend 1 Temporary Willpower to enact this combination power. For the duration of the power the user can treat any telepathic response as a statement as per the write up of Truth of Blood, allowing them to use the power to analyze such statements for truth and hidden motive.
This power lasts for one scene, one hour, or until the Telepathy ends for any reason, whichever comes first.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 4 |
Custom Combination Discipline: Obfuscate 4, Blood Apocrypha, Doubletalk
The Nosferatu are the masters of the hidden, of gathering secrets and above all, keeping them. Yet among vampire kind are a variety of powers intended to discern, coerce or steal the the truth behind thoughts and words. So the power to subvert and avoid the wiles of other kindred was developed, itself the greatest of secrets within the clan of such. The vampire speaks the truth, but those around them draw from it only what the vampire wants them to, which may have nothing at all to do with what they actually conveyed.
System: The user may expend a Blood and a Social Trait to activate this power for a scene. During the scene, any powers or effects that would determine or force the truth from the user will register that any and all statements, written or spoken, by the user are true. Aura Perception, Court of Hallowed Truth, Bone of Lies, and powers like them will detect no lies or intent to deceive from the user.
If the user also possesses the combination discipline I Know, or the ability Art of Memory, this combo also functions against powers that would pull information directly from their mind (for example, Telepathy), allowing the user to respond to mental questions or digging with whatever answer they like and it will seem to be truthful.
Note: Against Elder level and above powers used to discern the truth, this power is entirely at Storyteller discretion of whether it even works or not, or how effective it is.
Discipline Name | Discipline Level |
---|---|
Dementation | 3 |
Auspex | 3 |
While others may have learned the secrets of Dementation, the Malkavians are its true masters. To better cement this fact, members of the clan developed this combination discipline. By protruding an aura of madness around them, the Malkavian can focus their arts of Dementation to better effect then any of those not of Malkav’s blood.
System: The Malkavian spends 1 blood trait to activate this power for the next scene or an hour. During that time, the Malkavian player gains 3 retests to use on any Dementation challenge. Once called upon, these retests are lost, and this power may not be stacked or activated again in the same scene. A retest used on this challenge may only be called upon once per challenge. This combination Discipline may only be learned by members of the Malkavian Clan.
Discipline Name | Discipline Level |
---|---|
Presence | 5 |
Auspex | 4 |
The force of your personality is no longer limited by what your active mind can perceive. Your subconscious awareness of those around you is enough for you to project your feelings and flush out those hidden from your sight. With this power, you extend a calling to those who surround you to make their presence known.
Mechanics:
The user of this power engages his Majesty with the standard expenditure. Any individuals who are hiding their presence from the user must immediately test against his Majesty to remain so. The tests are identical to any offensive actions taken against a Majesty user. The possessor of this power is considered the defender for purposes of ties resolution and disciplines.
*The use of this power is not a hostile action and thus does not break Majesty.
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
This effect invests an item with the power to dismiss and then later summon similar to Armory of the Abyss.
Summoning costs nothing and is instantaneous.
One must spend a vitae to unsummon an item. This places it in the shadow of the user until it is summoned.
Summoned items take on a dark, smoky hue and are cold to the touch. Anyone but the summoner that touches it feels the chill of the Abyss on the item and receives the negative trait: Clumsy until sunrise. A user of Gazing into the Abyss will recognize the touch of the Abyss on the item.
Upon the owner's death, any hidden items melt into form next to the former owner.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Quietus | 4 |
It should be noted that the "Blood" removed from an item through this power is not to be considered the blood of the original Temperer so it can not be used, in any way, against the PC not can it identify as theirs. Furthermore, if consumed it will not provide substance to the drinker.
Prerequisite: Must have Blood tempering to learn.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Fortitude | 2 |
Potence | 2 |
Prerequisites: Attunement, Auspex 3, Potence 2, Fortitude 2
Description: “He hummed to himself as he watched the vitae soak into the warm metal. He paused, smiling as he considered that he was both ghouling and Inspiring the steel he was bringing to life.”
System: Spending a point of blood into an object while crafting it grants it the crafters strength. Once per scene or hour, the object will be given protection against damage. For a number of rounds equal to the crafter’s Potence rating, the object will be granted half the crafter’s Fortitude rating, round down, in damage reduction. If the object is not completely destroyed, such as in the case of body armor, it will meld back together and be usable again in the next hour.
In MET, this power costs 9exp traits
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 5 |
The ancialle and elders of clan Toreador have crafted this combination discipline as means of ultimate protection. Those of the blood who master it find their Majesty nearly impossible to defeat. Effectively, the Toreador gains two layers of protection from assault or insult; as the weight of their very presence hangs on a room like a mountain.
System: Once purchased this combination discipline is always considered active. When using the power of Majesty; those that wish to oppose your majesty must now defeat you in two separate Social challenges under the rules of Majesty to do so. The character defending against the Majesty challenge does not need to spend a second willpower to do so. This combination Discipline may only be learned by members of the Toreador Clan.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Potence | 3 |
Presence | 3 |
Through vigorous training and meditation, the user of this power has found a way to bolster themselves in a certain attribute catergory at the high cost of weakening themselves in others. To activate this power, the user must spend an entire round in concentration, doing no other activities, and spend 1 Blood trait. The user also spends either 2, 4, or 6 traits from any 1 catergory to increase another catergory by 1, 2, or 3 respectively. The traits sacrificed may not be refreshed or regained by any means until the scene or hour(whichever is shorter) is over at which the Boosted Attribute returns to normal as well.
Example- 1- The user spends a blood and concentrates for a round, while sacrificing 2 Social traits to bolster his Mentals by 1 trait.
Example- 2- The user spends a blood and concentrates for a round, while sacrificing 4 Mentals and 2 Socials, to bolster his Physicals by 3.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Fortitude | 3 |
By combining their arts of Fortitude while tapping into their strength of their own beast; some Gangrel have developed the ability to grant protection against one of the banes of all Kindred. The vampires heart hardens and firms in strong tissue and muscle fueled by vitae; thus making staking the Gangrel more difficult.
System: The Gangrel may spend 1 blood and 1 willpower to activate this power for the next scene or an hour. During that time all Staking challenges now require three simple tests to stake the gangrel instead of two. This combination Discipline may only be learned by members of the Gangrel Clan.