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 | 5 |
Potence | 5 |
Also requires 6+ Willpower
The body is a vessel, hardened by time, tempered by trials, and reinforced by an unshakable will. In the face of forces that would reduce the strongest to ash, a true master of resilience bends but never breaks. With flesh and bone fused into an impenetrable fortress, and a mind as resolute as steel, the Kindred who wields Unyielding Resolve stands against the tide of destruction. No blade, no spell, no claw can pierce the hardened skin of one who has forged themselves through power and purpose. So long as their will remains firm, the damage that would cripple others is but a challenge to be overcome. This power is not mere survival—it is defiance incarnate.
System:
If a discipline, Item, other power, or magic, would make damage un-soakable, non-transferable, or bypass your damage mitigation (ie. Fortitude, Visceratika, Combination Disciplines, Merits. etc) your mitigation can be used as normal. All damage taken is treated as soakable damage of its type.
This power does not prevent powers or rituals that remove your Fortitude or other such disciplines, such as Paper Flesh, Thieving Talon's of the Magpie, etc.
from removing those disciplines as described. If your Permanent willpower falls below 6 this power cannot be used until it rises to the prerequisite minimum again.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Presence | 2 |
The Creeps of the Nosferatu Antitribu revel in the horror their appearance instills in others. Members of the Sabbat Nosferatu often use their skills in Obfuscate and their appearance to create legends among the mortals of mythical monsters that hunt and kill humans in the modern nights. As a result, some Creeps developed this combination discipline that allows them to mystically create an appearance of their choosing, that of a monster, and attach an aura of pure dread and nightmare to it. As a result all who see this monster tend to run in terror or have a hard time acting. Some will even trip and fall as they run in panic. The downside of this combination discipline, there is in no way that it can ever be used in a manner that isn’t a breech of the masquerade.
System: The character must spend 1 blood trait when activating Mask of a Thousand Faces to activate this combination disciplines. Once activated, for the next scene or an hour any character who sees the Nosferatu with this combination discipline must make a Courage Challenge difficulty 5 (they may not spend a willpower to automatically negate this challenge) or a willpower challenge at difficulty 10. Those that fail must flee immediately from the Nosferatu with this power active. Even those who succeed, are two traits down in all challenges made against the character. The only means to prevent this effect is if the person viewing them can pierce their mask of a thousand faces. Those that do so, are then immune to this effect for the next scene or an hour. This combination discipline may only be learned by Nosferatu Antitribu characters.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Obfuscate | 4 |
Veil from Distant Sight (Auspex 3, Obfuscate 4) -
Veil from Distant Sight automatically detects any remote viewing power used by others which directly or indirectly affects the owner of this technique. This does not require that the owner of this technique to be the target of the viewing power, merely that they be in the scene where a remote viewer is being used (even if the owner of this technique is hidden under Obfuscate or Psychic Projection).
After winning a simple test (retest Awareness), if the owner of this technique has an appropriate lore, they can identify the type of power being used to view the scene. A Storyteller should consult with the owner of this techniques sheet to see if the Storyteller feels the power being used to remotely watch is identifiable by the owner of this technique. Unidentified powers may be recognized later if used again upon the owner of this technique.
The owner of this technique may then spend one willpower to block the viewing power. Blocking of viewing power removes the ability to remotely communicate or use other powers to affect anyone in the scene. Items created by Way of Warding become inert. Disciplines like Kholdunism: Way of Spirit fail to pierce the scene. Pebble from the Mountain fails. Powers such as Pyshcic Projection, Possession, or Subsume the Spirit, where the spirit of the viewer is in the scene are not affected by Viel from Distant Sight. The user of the viewing power does not know who spent the initial Willpower to block his view, or even that his view is being blocked, only that it does not succeed.
The user of the viewing power may spend two willpower to overcome the expenditure of the one willpower spent by the owner of this technique. The user of the viewing power is attempting to project their presence and coniousness into the scene in such a way that the owner of this technique can identify them later (as per Spirit's Touch). This expenditure of two Willpower cancels the expenditrure of one willpower by the owner of this technique.
In response, the owner of this technique may spend another one Willpower to again block the user of the viewing power. Doing so similarly projects the owner of this technique's presence and coniousness in such a way that the user of the viewing power can identify them later (as per Spirit's Touch). This expenditure of one willpower cancels the expenditrure of two willpower by the user of the viewing power. No more willpower can be spent, but both parties are now aware of the identity (as per Spirit's Touch) of each other.
Discipline Name | Discipline Level |
---|---|
Assamite Sorcery - Dur-An-Ki | 4 |
Obfuscate | 4 |
Veil of the Magi: Custom Combination Discipline
Requirements: 2nd Intermediate Obfuscate, 2nd Intermediate Dur-An-Ki: Hunter’s Winds
Experience Cost: 14xp
Cost: 1 blood and one willpower.
Duration of effect: 1 Scene
The stars, infinite in brightness and eternal in memory, record our past. At times they share their memories, knowledge and wisdom with others. The Dur-An-Ki practitioners, fluent in the language of Heaven and Earth, know well the stars and their power to reveal secrets.
While beneficial to the Sorcerers of Clan Assamite, this sort of knowledge can also be detrimental to some of their clans’ activities. However, the methods of obfuscation are not enough to protect Haqim’s children from this information slipping into the wrong hands.
To address this problem, a Sorcerer of the clan attempted to combine their powers of obfuscation with the magics of the Path of Hunter’s Winds. What they got from these experiments was not what was expected, but they soon learned that their efforts were not in vain. Ultimately, the Sorcerer was able to combine these gifts to create a means of hiding their actions from the eyes and memories of the stars.
System:
When activated, this power protects the user from any attempts (current or later) to be discovered or seen via powers of divination or scrying. Examples include but not limited to the use of things like Prophesy, Eyes of the past, and divination powers such as oracular ability.
This protection manifests by requiring anyone attempting to utilize these powers to throw a mental challenge against the user. This challenge is retested with stealth for the user of Veil of the Magi vs. investigation for the person attempting to break through the veil. The user of veil of the magi wins ties for this series of challenges, and receives a number of bonus traits equal to their Obfuscate rating.
If the user of Veil of the Magi is successful, there is no information gleaned about their presence during the scene being investigated. It is as if they were never there. Eyes of the past and other powers may reveal information about anyone else present during this time period. Prophesy and powers of divination may provide clues about what happened. However, those clues will not point at the individual protected with this power. This may lead to an interesting vision or view of a scene after the fact, but what it won’t do is provide any clues or insight regarding the user of this power.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Obfuscate | 4 |
Through the use of the mind effecting powers of Obfuscate and the keen senses of Auspex the user of this power is able to interact more with their environment and remain under the effects of Obfuscate. Once the user is safely under the effects of Obfuscate they may spend a mental trait to activate Veiled Interaction. Once activated the user may speak in a whisper without the needing to make a challenge. The user may also interact with their environment (Open doors, Press buttons on a keyboard, Turn a dial on a safe.. etc. This is ST discretion). The user may not take any combat action or their Obfuscate will fail as normal. Those that may see these interaction will overlook them due to the effects of Obfuscate.The user may also mask to conceal any items that would normally be able to be concealed within a trench coat (ST discretion).This power remains active for the scene or hour. If the user breaks their Obfuscate they must spend again to reactivate the power of Veiled Interaction. This power cannot be extended to others via Cloak the Gathering.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Animalism | 3 |
Some Nosferatu vampires have developed this combination discipline to increase their own perception and wits. By clouding their minds from others and calling upon the instincts of an animal and their beast ; the Nosferatu’s mind becomes much more sharp for a brief moment of time.
System: The Nosferatu spends 1 willpower trait to activate this power for the next immediate Mental challenge. During that time the Nosferatu may add their Obfuscate discipline rating in Bonus Traits to their next mental challenge they are defending in. This combination Discipline may only be learned by members of the Nosferatu Clan.
Discipline Name | Discipline Level |
---|---|
Celerity | 3 |
Potence | 3 |
The Brujah clan are known for their violence and love of fighting. Members of the clan have learned to harness their supernatural speed and strength into a refined weapon. Those of the clan who learn this combination discipline make it extremely difficult for their opponents to evade their attacks. The raw strength and speed of their blows almost always land, but at a great cost of vitae and the very will of the Brujah to use.
System: The Brujah with this combination discipline may activate it by spending 1 Blood trait and 1 willpower trait for their next attack. If they do, those the Brujah attack with a Brawl or Melee attack may not Dodge the incoming attack. They may only attempt to soak the attack itself. Character with Elder levels and higher of celerity are immune to attacks made with this combination discipline.
This power ma y only be learned by Brujah Antitribu
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Dominate | 2 |
The vampire must spend on Blood Trait and either make eye contact or touch the target's shadow (which may require a Physical Challenge) to enact this Discipline. With successful contact a Mental Challenge (retest Occult) is made. If the vampire is successful the target's shadow is stolen by the user, who may then regain one temporary Willpower Trait by eating the shadow within the next minute.
The target feels a cold chill upon losing their shadow, and may make an Awareness challenge to realize that "something is wrong." While without a shadow a target cannot spend or regain Willpower Traits. The target's shadow automatically regrows upon the next sunrise, or when the target is in the presence of an open flame at least the size of a torch, whichever comes first.
This Discipline automatically fails against a vampire with a lower Generation than the user.
Discipline Name | Discipline Level |
---|---|
Potence | 3 |
Presence | 3 |
The Daughters of Caine are renowned for their faith and battle prowess. By calling upon their supernatural strength and presence they may strike down a foe in battle in great attack. The more faithful the Daughter is with this power, the stronger the attack. Indeed Paragons of their paths of enlightenment can nearly strike down any foe with one blow. When called upon the attack of the Daughter using this power radiates with a dark crimson aura that surrounds their weapon or body for the incoming attack. Many daughters will also shout battle cries they deliver Caine’s vengeance upon their enemies.
System: Whenever the character makes a Brawl or Melee attack, they may spend 1 blood trait and 1 willpower trait to activate this power. If they do, the character’s attack inflicts an additionally number of damage to the attack of the same base type, equal to their Sabbat Morality Path rating. A character may only use this power on one attack per round.
Discipline Name | Discipline Level |
---|---|
Quietus | 2 |
Serpentis | 4 |
Quietus 2 & Serpentis 3/4
Venom Exchange
Discipline Name | Discipline Level |
---|---|
Necromancy - Western | 4 |
Potence | 5 |
Cost: 24 XP to learn
Activation Cost: 2 Blood, 2 Willpower, 1 Lethal (unsoakable damage)
Matthias Giovanni developed this power after a need to push more than just mundane objects through into the Shadowlands for certain long journeys.
Tearing through the shroud, the Necromancer forcefully pushes an object or person (willing or not) through into the Shadowlands. The experience is a bit harrowing for both the user and the subject considering where they are going. The Necromancer's hand disappears for a split second while the subject is pushed through. As the Necromancer pulls his hand free from the Shroud, it is covered in a thin layer of ice, usually with frost whisping off the hand and forearm of the Necromancer from the sheer excertion of force required to pull off this sort of feat.
MET Mechanics: To activate the power the Necromancer must spend 2 blood, 2 willpower, and take 1 Lethal level of unsoakable damage. Make a physical versus physical challenge with the subject. If the Necromancer is successful, the subject is forced into the Shadowlands. If the Necromancer fails, he still expends the activation cost and takes the damage accordingly as his hand goes into the Shroud but the subject had far greater strength and resisted the force trip across the Shroud.
Discipline Name | Discipline Level |
---|---|
Celerity | 2 |
Obtenebration | 4 |
Mechanics:
Spend one temporary blood trait. For the next scene or hour, the Cainite may fly and adds steps equal to their levels of Obtenebration each movement. While in effect, shadows blur and trail behind them, giving a retest to defensive combat actions but causing an obvious breach of the Masquerade. While this power is in use, the user may not initiate Social Challenges other than intimidation.