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 | 5 |
Dementation | 3 |
Fortitude | 5 |
An elder Malkavian's strength lies in his ability to bend the mind of others; but, more importantly, to bend the limits of his own mind and soul. Eventually, an elder trains the mind, body, and soul to work in harmony. When a Malkavian masters his ability to send his mind out from his body, the skill of shirking even the most incredible damage, and eventually masters his soul through madness, a state of higher being can be achieved. With intense study of this higher tranquility, a Malkavian may learn to master himself, making it almost impossible for anyone to separate or affect any component of his form.
Whenever a social power would affect his mind, body, or soul, the Malkavian can spend a permanent willpower trait or 3 permanent social traits to ignore the affect completely. Doing so is incredibly taxing. For the rest of the evening he has acquired the Tactless negative social trait, as the words of a higher being are rarely tempered for the common man. This power can be used retroactively in a similar manner to the discipline level of Fortitude: Aegis, and must be declared immediately following a challenge resolution. Unfortunately, if this power is used, the opponent does not have to wait 5 minutes to use the same social power again. Any negative Tactless traits gained via subsequent uses of this power stack.
This power is usable against Chimestry, Necromancy, Prescence, Animalism, Dementation, and Thaumaturgy powers.
Discipline Name | Discipline Level |
---|---|
Assamite Sorcery - Dur-An-Ki | 3 |
Obfuscate | 3 |
Dominate | 3 |
Obfuscate 3, Whispers of the Heavens 3, (optional
Dominate 3 )
In a world with numerous powers to view the future
or the past, the assassin’s job is extremely difficult. A vi-
sion might reveal, however cryptic, the assassin’s in-
volvement after the fact no matter what precautions are
taken, or even worse provide warning to the target before
the attack is planned. This technique allows the As-
samite to block any vision concerning him or his actions
or even send false visions as well.
System: The player makes a static mental challenge retested with occult at a difficulty of 8. This power lasts for one full lunar cycle (roughly
28 days) from the date it is activated. For the duration,
anyone using any divination power, whether precogni-
tive or postcognitive must deafted the the player in a contested mental challenge retested with occult to gain any insight into the Assamite or his involve- ment in any action. Such powers include, but are not
limited to the discipline powers Oracular Ability, Eyes of
Chaos, Clairvoyance, or the powers of Thaumaturgy in-
cluding Whispers of the Heavens and the ritual Insight,
the Prophecy combination discipline, or any other power
that gives insight into actions either future or past.
If such insight into the Assamite is blocked by this
power, the Storyteller should give a different vision or
give the vision in such a way that the Assamite’s involve- ment is not even hinted at.
If this technique includes the optional Dominate, the
Assamite may also use this to deliberately send false vi-
sions of their own design. To do so, the Assamite makes
a contested social challenge retested with occult against the person using the divination powers, if the recipient loses, they see image the Assamite
wishes them to see, on a tie the Storyteller should im-
prove as normal.
The Assamite must have either a personal object of
the intended recipient, an accurate image of them, or
their True Name to use this power. The intended recipi-
ent will receive the false vision the next time they use
any precognitive or postcognitive power in a fashion that
could receive the false vision (the false vision will not
trigger if using a targeted precognitive or postcognitive
power that does not target the subject of the false vision).
The number of sociak traits spent by the Assamite if he succeeds determines the control he has over the false vision. 1 social trait allows him to give a general idea of the subject mat-
ter of the vision, 3 allows him to set the major themes
and some ancillary details, while 5 gives him complete
control of the vision he wishes to send. False visions sent
by this power are completely indistinguishable from true
visions and the insight gained from them will always ap-
pear in the style of the particular power used to acquire
the insight.
Note: Like any power that includes Dominate, this
power cannot affect those of a lower Generation than the
user. This only applies to the optional clause that uses
Dominate.
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Protean | 3 |
By using a focused application of Protean, the user is able to shift parts of his body to be able to mimic specialized animal organs used for communication, such as infrasound or ultrasound. For a message to be understood, the user needs to make eye contact with the intended recipient, who must know Feral Whispers. If the intended recipient knows Bioacoustics, eye contact is not necessary once they've activated it. This power can be used in any form, as long as that form has physical substance, such as Shape of the Beast or Form of the Cobra, but could not be used in a form that did not possess internal organs to shift, such as Form of Mist. MET System: To activate Bioacoustics, the user must spend one blood trait. It lasts for one scene or hour. This power can be stacked with other form powers as long as they maintain physical substance (see above). The transformation is internal, and thus is not visible from the outside, though any power that detected, effected, or prevented shape changing would apply to Bioacoustics as well. Heightened Senses can detect its use but does not grant understanding, Limited Distance of 10 Yards to hear and understand.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
A Toreador is a master of creation, all things beautiful and complicated. Through acts of blood with hours of turmoil the Rose has found a way to prevent access to objects, rooms, or even items, by using their blood when creating the lock.
Mechanics: The user of this power can supernaturally enhance any form of locking device with which they have an intimate understanding. For this to work the item must be something they created themselves using Hand of the Master Artisan, and they must have at least 3 ability traits in a science or craft related to the mechanism. By expending 1 Temporary Willpower and 3 Blood the user seals, locks, or encodes a mechanism so that it will only open for the user themselves. This power can function on mundane items as well as electronic items, but it can not create barriers, it only functions on an existing locking mechanism created by the user.
Discipline Name | Discipline Level |
---|---|
Quietus | 3 |
Celerity | 3 |
Some members of clan Assamite have learned to quicken their very blood into a more potent poison. With this art the Assamite’s blood moving faster and destructive to any blood it may come in contact with. By focusing their supernatural speed onto the Dagon’s Call, the attack itself becomes far more deadly.
System: Once purchased this combination discipline is always active. When using the power Dagon’s Call, the damage inflicted is now two lervels of Lethal damage for each success, instead of one. This combination Discipline may only be learned by members of the Assamite Clan. This combination discipline only effects the core Laws of the Night revised version of Dagon’s call.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Quietus | 4 |
Celerity | 2 |
Discipline Name | Discipline Level |
---|---|
Obtenebration | 3 |
Protean | 3 |
Spend 3 Blood and a Social Trait
The user must make the choice to use this power when he activates Arms or Black Met. His Arms now each now end in a glistening wolf claw, giving them the bonus trait Sharp and allowing them to inflict aggravated damage. This power may not be combined with any other Obtenebration Combo Discipline. The added trait 'Sharp' may only be used when attacking with that tentacle.
Discipline Name | Discipline Level |
---|---|
Celerity | 4 |
Auspex | 2 |
Blazing Shooter: Celerity 4 + Auspex 2 6xp (must have pistol specialization and ambidextours merit)
Twitching fingers and the mastery of the trigger has turned you into a fire belching, lead spewing death machine. Any Terminator would be proud to call you his son.
With the expenditure of a blood trait and risking an additional trait you take an extra shot at the end of each round of combat. This shot can be taken even if shooter has taken an off-hand. This shot can not exceed the fire rate of any pistol. This custom power only works with pistols. This blood combo will not work with any magical weapon.
This combo is unable to be taught.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Fortitude | 4 |
Blessed Guard (Auspex 4, Fortitude 4)
Those vampires who follow the path of redemption often find themselves as adversaries to the forces of hell. In this work they have developed this combination discipline to grant them a powerful weapon against the armies of hell. By focusing on their own devotion to the Path and supernatural resilience the vampires gains an edge over their demonic foes.
System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour. During that time the character gains a number of bonus traits in all challenges related to fighting Demons or the Infernal equal to their morality level of Path of Redemption halved (round down). These bonus traits only apply when the character is making challenges related to combating Demons or the Infernal.
This combination discipline only works if the character is on Path of Redemption.
Discipline Name | Discipline Level |
---|---|
Animalism | 3 |
Presence | 3 |
Typhon mastered the beast, at least according to the faithful. The beast lurking within seeking to disrupt the faithful from many important tasks can be a hindrance. To empower other faithful this ability was created, banishing the worst behaviors of the beast not with the sudden and brief force of Quell the Beast, but rather by the promise of slower yet equally compelling acts.
System: With a social challenge the user can "bless" the target of this power with no need to worry about frenzy, rotschrek without the limitations associated with quelling the beast. This is not without it's own price, the beast must be given its due like Typhon gave it. The target of this power is drawn to commit actions of their darker nature, feeding more than is needed, being less empathetic than normal and other actions more in tune with the ideals of Typhon. The user may spend multiple social traits to extend the duration beyond a single evening, each social trait spent covers an additional evening. The target is down two traits to resist acting on their own darker impulses for the duration.
Cost: 10 or 11 based on the cost of other combos with similar discipline rating requirements.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Presence | 5 |
The Toreador Clan is mystically fascinated by art, emerging in its many forms, delving into its nuances. Exploring this connection, the Toreador Clan has developed ways to make its art unique to those who experience it. Sharing the trance that it itself had to consume throughout the creation of a work.
System:
As a general effect, the Toreador spends a Willpower point as a general cost in the creation of the Work of Art (Crafts) or also in its execution (Performance). They must have Crafts or Performance 4 or higher. All non-Toreador who experience art generated in this way feel mystically bound by it. They experience an "enchantment" effect. The duration of this "enchantment" is at least 5 minutes or as long as the performance lasts (whichever is longer).
The "Non-Toreador" can only voluntarily come out of this state by spending a Willpower Trait, although injury or other distractions (such as an attack or an elbow from a neighbor) can break this spell.
If the "Non-Toreador" does not spend Willpower, and is interrupted or impeded, he will remain thinking about the art for the entire night. Gaining the Negative Trait: Oblivious.
Finally, while using Blessing of Venus, the Toreador can spend a Permanent Willpower Trait. If you do this, for all spectators, if the target chooses to interrupt the trance generated (Willpower expenditure), or is prevented for some reason from completing the observation, in addition to the normal effects added above, he gains the Obsession/Compulsion derangement in the Work for a period of one month equal to 12 minus his Willpower index (Minimum of one month), or until he has to experience it completely (At least 5 minutes of observation) again.
If he observes the work of Art in its entirety, he understands the channeling of all concepts. Art serves to inspire. With this, the "Non-Toreador" gains the benefit of a bonus Retest to be used on the next Virtue test until the end of the night. This benefit does not stack.
The Blessing of Venus is only useful for plays or presentations of Art. It does not serve for items created and presented at a glance in situations of premeditated danger or imminent tension (It does not have or should not have effectiveness in combat).
Once the work/performance with Blessing of Venus has already been observed by the "Non-Toreador", the same work will provide only the penalty and adopt the following Text:
The "Non-Toreador" can only come out of this state voluntarily, by spending a Mental Trait, although injury or other distractions (such as an attack or an elbow from a neighbor) can break this spell.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Presence | 4 |
Quietus | 2 |