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 |
---|---|
Animalism | 3 |
Protean | 4 |
The Gangrel draws portions of their bestial features to the fore and infuses them with the instinctual perceptions of their Beast, taking on the sensory biology of their animal forms (such as eagle eyes, a wolf's snout, etc.) for the duration. System: This power costs 1 Willpower to activate. For every level of Animalism the character possesses, the Gangrel gains one Perception-related Mental Trait. Due to the feral countenance this Wild Mind manifests in the Gangrel, they also suffer from the Negative Social Traits Bestial x2 and Feral. When the character activates this power, they must immediately test for Frenzy (difficulty equal to their Animalism rating), and they must make this test again at the beginning of each turn it remains active, though they may release the power at the end of their turn. The character may not spend a Willpower trait to avoid or delay this test, and they must be in possession of their Beast. Wise Gangrel take heed before employing this technique, as its public use is universally considered a breach of the Masquerade and will almost certainly draw unwanted attention. Wild Mind can be used in conjunction with other shapeshifting powers.
Discipline Name | Discipline Level |
---|---|
Fortitude | 5 |
Potence | 5 |
Protean | 5 |
When using the powers of earth meld, the vampire spends an extra blood point to dissolve into mist beneath the earth, and by spending up to 1 will power,
the vampire is able to dispel and force the mist form through the earth for at least 50 meters from where it initially melds.
Allowing it to return to the surface at any point as long as it is surrounded by uninterrupted earth and within the 50-meter perimeter.
This power can only be used, in a location with continuous earth, any other type of material or wall that interrupt the path of the earth, prevents the vampire's movement
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Obfuscate | 2 |
Discipline Name | Discipline Level |
---|---|
Dominate | 3 |
Fortitude | 3 |
rants the user a supernatural retest, follows rules of might, for all dominate challenges. Must be learned from it's Creator Alexander Johnson.
Discipline Name | Discipline Level |
---|---|
Auspex | 3 |
Dominate | 3 |
Vampires who follow the Path of Death and the Soul seeks to gain power and knowledge from their studies of the dead. They spend many of their waking hours in occult research and study of the soul itself. Many of the path find the dead offer great knowledge and insight. It is upon this concept this combination discipline was developed. Members of the path channel their connection to the dead to steal their knowledge for a time to empower themselves.
System: The character with combination discipline may activate it with the cost of 1 willpower trait for the next scene or an hour. During that time they gain the Mental Traits Cunning, Clever, and Insidious.
This combination discipline only works if the character is on Path of Death and the Soul.
Discipline Name | Discipline Level |
---|---|
Akhu | 2 |
Auspex | 3 |
The flow of magic is often subtle and even wise Witches have failed to figure out puzzles on pure ability alone. By touching the object, person, or location that has been subjected to a use of some form magic (blood magic, spheres, hedge and so on) the witch may channel the second sight with a focus on the magic itself - by expending a mental trait the user may ask the narrator one of the following questions, requiring a truthful answer: What type of magic was used, what was the intended effect of the magic used, and how powerful a magical effect was used. This does not allow the Witch to know who used the magic, the name of the effect used - no path or ritual names, nor the duration of the magical effect.
Discipline Name | Discipline Level |
---|---|
Protean | 5 |
Ogham | 4 |
Combination Name: Woadling's Form
Prereqs: Protean 5, Ogham 4, Merit: Totemic Change
XP Cost: 11
The rare kindred who has learned the powers of both Magda and Ennoia's brood becomes more in sync with her form as she can feel the aspects of nature itself flow through her veins.
System: By spending two additional Blood over the required amount (if this cost exceeds generational limits, it may take multiple rounds to complete) the user may evoke one increased effect (and only one) when using a shapeshifting power. Woad glyphs briefly appear and then fade. These effects could be 2 additional traits, 1 additional damage, 1 additional health level, 1 additional step or other minor modifications at ST discretion. (cat eyes for low light vision, frogs ability to leap, etc.) The user can only benefit from one alteration at any given time. Forms altered in such a way cause the user's aura to seem more vibrant, stronger. For those who can detect a beast, the user's beast seems stronger, regardless of the truth of the matter. The bonus from this alteration does not exceed bid/gen cap.
Discipline Name | Discipline Level |
---|---|
Auspex | 1 |
Celerity | 3 |
Potence | 3 |
Description: Thanks to your extensive training, you are able to accurately strike vulnerable spots in such a way that it temporarily hinders your target. Even the undead body of vampires can be affected.
Mechanics: This power is always active. When you successfully strike an opponent with a hard style martial arts (or brawl if martial arts isn't allowed) attack you do one additional damage. In addition, make a simple test. On a win, your strike also applies the negative physical trait Lame which lasts until the end of the scene or one hour.
Restriction: To learn this power you must have Hard Style Martial Arts x3 (or Brawl 5 with a specialty in a martial art for games that don't allow martial arts).
Discipline Name | Discipline Level |
---|---|
Fortitude | 1 |
Animalism | 1 |
This is being recorded although not necessary as this is for Werewolf and Not Vampire. (THIS IS A WEREWOLF GIFT AND THEREFOR DOES NOT HAVE A DISCIPLINE PRE-REQUISIT. A PRE-REQUISIT WAS CHOSEN AS I HAD NO OTHER CHOICE).
After seeing how Domestic Seeming allowed City lupus to blend in with homids Red understanding the effect his homid appearance causes in cities took it apon himself to find way to allow Red talons no mater what form they take to enter city yet not be forced to appear as domestic dogs. Working for 2 years to understand nature of monkey puzzle and this gift he finally worked with Griffin to develope this gift.
Wolf in Sheeps clothing
Intermediate
1 Gn
Taught by Griffin/Coyote
Once activated features will change to allow the users to blend in to humans that the Garou is around. They need to be around Mortals in visible range to activate. Cannot be done alone. The gift removes any rage eminations, They will appear human no mater what form to Humans/Animals/spirts Electronic cameras.
Last for 1 hour + 1hr/Social trait spent.
Supernatural that Attempt activally try to see thru the effect using Auspice/Heighten senses can make check verses Garous Social traits. (Note they must be trying to see something not just looking they will not be alerted to make check as its just another Sheep in the crowd.)
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Dementation | 5 |
Discipline Name | Discipline Level |
---|---|
Dominate | 3 |
Auspex | 3 |
Certain Tremere know the truth that words have power within them. The Tremere often believe the very fabric of reality is written in language. With this potent knowledge and key phrases the Tremere vampire locks them deep within their mom. With focus and time the Tremere can tap into this knowledge gain an expertise in their mental acuity for a time.
System: The Tremere spends 1 blood trait to activate this power for the next scene or an hour. During that time the Tremere player gains 3 retests to use on any Thaumaturgy 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 Tremere Clan.
Discipline Name | Discipline Level |
---|---|
Dementation | 2 |
Auspex | 5 |
Many Malkavians consider their derangements a boon rather then a burden, claiming that it offers them benefits that others just do not understand. This techinique is one bit of proof that perhaps the madmen are not wrong. By opening their conciousness to the Astral Realm, the bearer of this power is able to create astral manifestations of his own derangements. These manifestations take on visual avatars that are representative of their origin derangement (i.e. the derangement of Crimson Rage may show as an angry ball of fire whereas depression may show as a dark, murky cloud).
System: When the bearer of this power enters the Astral Realm, he may opt to activate this power. When activated, the character may choose up to 5 derangements afflicting them. These derangements manifest around his astral form as astral spirits. These spirits have 3 willpower of their own (which, being astral creatures, this serves as their health as well) and 5 mental traits. The creatures may perform minor errands for their master, ferrying messages back and forth, relaying the most basic of information back to their owner or carrying simple messages to others. As they have 3 willpower, they may manifest into the physical world ever so briefly to convey/receive short messages. They may also be sent to investigate other areas and report back the most basic of details to their master (for instance, they might be able to count a number of people present at a location, but they wouldn't be able to recognize specific features of the individuals). Commanding the spirits requires but a thought from the controller, as they are extentions of his own psyche and will.
Should a character's minion be destroyed, the derangement flares to existence within the character. The derangement becomes immediately active for the remaind of the scene or an hour (whichever comes first) and the character cannot expend willpower to surpress it. Additionally, the character's minions may not remain active once the character leaves Astral Projection.