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 |
|---|---|
| Temporis | 1 |
| Dementation | 3 |
Temporis is an incredibly powerful and useful discipline. The ability to truly perceive and control the ebb and flow of time itself - it's impressive.
Celerity, on the other hand is a simplistic discipline with one real purpose; move really fast. Not really novel, when you think about it.
But here's the thing; for all the power of Temporis, in an actual fight someone who moves really fast has a decided advantage. Celerity users are always one step ahead, ducking your blow as you make it, and ending up in places you would never expect. And, of course, a wielder of Temporis can never also gain those benefits from Celerity.
So, a Temporis user never moves as fast as Celerity. But what if you could use that perception of time to see, not predict, but truly see where a person would be standing at the end of the round? No matter how fast they move, you would be ready for them. You don't need to be faster than a speeding bullet if you know where the bullets going before it's fired.
Of course, the problem with trying to see the future is that there are so many possibilities. Even just a few seconds into the future, there are a million ways a person could move. A million possibilities that need to be filtered and sorted in a moment. Not unlike the way Dementation can filter possible outcomes out of the chaos that surrounds us.
Mechanics:
The user spends a blood trait and performs a Static Mental challenge, risking a number of Wits related mental traits (Maximum 3). The challenge is vs. double the total number of points of Celerity that the target is using (in the main discipline line only - not including combination disciplines). Retests are performed with Awareness.
On a success, the target cannot benefit from the ability to win on ties due to fast movement against the user for one round plus an additional round for each risked trait.
| Discipline Name | Discipline Level |
|---|---|
| Blood Shintai | 4 |
| Obligation | 4 |
Bending Blood to Will
Blood Shintai 4, Obligation 4
Cost: 10xp
The Kuei-jin may now command the very blood in a target’s body, using it to puppet their movements with but a thought. The Kuei-jin must spend 1 Yang Chi and 1 Willpower, then defeat their target in a Social Challenge (retest Empathy). If the Kuei-jin is successful, they may dictate their target’s physical actions for the duration of the Scene - and, in the case of Kindred, their Blood expenditures, as well. Doing this, however, uses up the Kuei-jin’s own action. As a result, opponents with supernatural speed (Rage, Celerity, etc) may be able to ‘power through’ the Kuei-jin’s control if they come to a point in the round where the victim has an action, and the Kuei-jin has none to command them. This power has several other limitations: it will not work on creatures with no blood in their body (Spirits, Wraiths, vampires with no blood left in their pool, Kuei-jin who subsist only on breath or osmosis), and the target may continue to struggle against the Kuei-jin’s control by spending a Willpower and attempting a new Social Challenge every time the wielder of this Discipline attempts to dictate their movements. When such a victim has no Willpower remaining, their body is a slave to the Kuei-jin’s commands for the remainder of the scene. Note that, for purposes of determining whether the user gains the +3 Social Trait bonus from an active use of Authority, this power counts as Obligation.
| Discipline Name | Discipline Level |
|---|---|
| Animalism | 3 |
| Fortitude | 3 |
Members of Clan Gangrel are often well known for their control and mastery over animals and thus their own beasts. Some members of the clan have developed this combination discipline to support their mastery over Animalism by focusing the supernatural resilience into the discipline itself.
System: The Gangrel spends 1 blood trait to activate this power for the next scene or an hour. During that time the Gangrel player gains 3 retests to use on any Animalism challenge. Once called upon these retests are lost and this power may not be stacked or activated again in the same scene.
| Discipline Name | Discipline Level |
|---|---|
| Thaumaturgy - Path of Blood | 2 |
| Voudoun Wanga | 5 |
Requires: Voice of the Wild x5 Mantle of the Beast
Wangateurs often use their powers to aid their allies in combat through the blessings of the Orisha. A crafty Wangateur worked with the Orisha to be able to bestow Mantle of the Beast on others rather than just themselves. The blood shed by caster and target is taken as tribute by the Orisha to allow the effects to happen.
Mechanics - The Wangateur spends one blood and makes a Static Mental Challenge against eight Traits, upon success the willing target automatically sheds a point of blood from their body, however the target also takes on a beast trait of the Wangateurs choosing. Example- Claws created with Mantle of the Beast do one extra level of Aggravated damage. They also grant two additional Traits. Wings allow the Kindred to glide for a distance of 100 yards (further with a strong tailwind), and she can safely fall almost any distance without taking damage. A protective covering like a turtle’s shell or an insect’s carapace adds three Health Levels of armor. Advantages for taking other features are at Storyteller discretion. May only bestow as many effects equal to the amount of permanent willpower of the caster.
| Discipline Name | Discipline Level |
|---|---|
| Celerity | 1 |
| Obfuscate | 4 |
Spend 1 Blood allows user to Vanish right away in the alacrity round of combat instead of at the end of the round. You are allowed to flee in obfuscate using Celerity, but as soon as an aggressive action is taken you obfuscate breaks and you can take no more actions this round.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 3 |
| Presence | 3 |
Narrative- A professional crafter is just that, someone who takes their job seriously. A master crafter is likewise someone operating at the peak of their profession. Someone who is in fact both, is one who never ceases in learning, adapting, and perfecting their form. Such a person in possession of this power has done exactly that, learning how to not just care for the physicality of an item, but to impress their mastery of their craft upon it, as such that the item itself may carry with it, for a short time, the crafters mastery of the object itself. That mastery manifests physically and in some ways, spiritually, for all to partake in.
Mechanical- This combo power is only compatible with Crafts/Professions that are to be worn, carried, or utilized on a person. Examples would be Crafts: Firearms, Crafts: Blacksmith, Profession: Tailor, or similar at ST discretion. To utilize this power the user of the combo must have a Crafts or Profession rating of 3 or better, in the same Crafts/Profession of the item they intend to use this power on.
The user of this combo power takes the item in question and spends 30 minutes with it. This time spent will require a static craft/profession chop difficulty of 3 x the level of craft level of the item, retested with the craft/profession in question. It should be noted that during this 30 minutes, the user is expected to be working with the item in some fashion, such as trim work, a cleaning, refitting, or similar, likely requiring tools or a workstation.
Success allows the user to imbue the item with a degree of their mastery, manifested in a physical sense. They can choose to elevate the item's craft rating by 1, to a maximum of 7, with no mechanical benefit. In doing so, they may describe and dictate a feeling, emotion, or evocative sensation the person wearing or wielding the item experiences when using or wearing the item.
Additionally, they may provide the item with a static benefit, providing either a +2 Unnamed Bonus to Social or Mental Attributes (not both) which can be used for ties and trait comparisons. While the user may use this power multiple times, no one person may benefit from more than one use of this power at a time even if provided by multiple users of the combo power itself. (No stacking the mechanical benefit/effect from the same or multiple sources) It should be noted that to receive the static benefit of this combo power, the item must be physically on the person looking to receive the benefit.
These benefits last for the night, but at time of success of the power, the user can choose to expend a temporary level of the relative craft/profession and 1 temporary social (1 and 1) up to 3 times to increase the duration. At 1 and 1 the duration extends to 48hrs. At 2 and 2 the duration extends to one week. At 3 and 3 the duration extends to one month total.
| Discipline Name | Discipline Level |
|---|---|
| Auspex | 2 |
| Protean | 3 |
| Dementation | 3 |
Beyond the Curtain - Auspex 2, Protean 3 and Dementation 3 - 8xp
The realms of the spirits are obscured from normal perception by the great curtain of the Gauntlet. For most kindred, their sight and hearing are limited to the Material plane although some kindred have powers that touch upon the Gauntlet and can allow sight beyond that.
Auspex can, even at lower levels, afford Kindred the ability to see amorphous Astral forms and ghosts. Protean enhances a kindred’s perceptions by modification of the material focus of their senses (i.e. the kindred’s physical body). While a kindred’s sense organs do not have living nerves or glands, they nonetheless provide a metaphysical channel by which the undead consciousness of kindred is able to perceive the world around them. Protean also ties directly into the Gauntlet itself as it is this barrier between worlds where a kindred is while in Earth Meld. If Protean provides a physical and spiritual connection to the planes adjacent to the Material, and Auspex provides increased mental ability to perceive, then Dementation provides the means by which this increased sensory information can be properly filtered and rendered into the mind’s eye.
You may activitate this power at will for the rest of the scene by spending a Blood Trait. You may freely see and hear nearby spirits and other travelers of the Astral and Umbral realm for the next hour. They will appear as a spiritual overlay on the Material plan. While active, your eyes become translucent as your senses are straddling the barrier between worlds. The power may be ended at any time.
| 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.
