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 |
|---|---|
| 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
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Fortitude | 3 |
The Gangrel are often know as great hunters; which in turn has made them strong fighters as well. Once more by channeling into their own beasts and supernatural resilience the Gangrel can find strength. Wither on a hunt or a fight this combination discipline grants the Grangrel an edge in all such situations.
System: The Gangrel spends 1 willpower trait to activate this power for the next immediate Physical challenge. During that time the Gangrel may add their Fortitude discipline rating in Bonus Traits to their next Physical challenge. This combination Discipline may only be learned by members of the Gangrel Clan.
| Discipline Name | Discipline Level |
|---|---|
| Chimerstry | 2 |
| Potence | 3 |
You were one of the first to come into the barrier that separates the real from the fake, the old from the new, the rage from the now. Without knowing, it has changed you, giving you attainment that the world has yet to understand
System: This power costs a blood and a willpower to activate, and last a scene or hour. It may only be activated once a night. While active, the user is hidden from time. Any power that uses, exploits, or moves through time to locate/spy/influence you fails. Elder powers are as always, up to ST discretion.
*This combination power is meant for vampire characters and chronicles. Use ST discretion for other genres. This is a plot power, and thus, may not be taught.
| Discipline Name | Discipline Level |
|---|---|
| Chimerstry | 5 |
| Fortitude | 4 |
Much like the combination power craft ephemera, the user has learned a way to manifest the dream into this very world. Unlike the craft ephemera, this combination creates a very specific manifestation in the form of golden claws. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.
System: This combination costs one blood and one willpower and lasts a scene or hour, and requires a static willpower challenge difficulty 8. If successful, the user manifts golden claws over a chosen hand (or paw/claw/etc.). Said claws count as a weapon, not a shape changing power. These claws grant three bonus traits on attacks, an additional damage, and destroy shield.
| Discipline Name | Discipline Level |
|---|---|
| Obtenebration | 5 |
| Potence | 4 |
You have mastered the secrets of the Victory Corps and have subjugated the darkness within completely, crafting from what the Victory Corps refers to as the “The Black Key.” With it, the character is able to enter and leave the Abyss at will. When this power is taken, a black mark appears on their palm, vaguely resembling a skeleton key that never goes away so long as they possess this power.
System: By spending a point of Blood, the character may effectively sidestep into the Abyss. Travel there can be extraordinarily dangerous, requiring the character to navigate using their levels of Abyss Lore. Exiting requires a Mental Challenge retesting with Abyss Lore at difficulty 8. Should the character fail, they are trapped and may not test to leave again until the following night. Such power comes with a price and the Lasombra Clan weakness is effectively doubled for the character, causing them to suffer an additional 2 levels of damage when touched by sunlight instead of one. This power may only be possessed by Lasombra.
