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 | 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 |
Discipline Name | Discipline Level |
---|---|
Protean | 4 |
Serpentis | 2 |
Auspex | 1 |
Created by: Akmonhotep, aka Julio.
This power was created by a Follower of Set who became blind as a punishment for his sins. The kindred with this power is able to perceive the world around him by using senses akin to echolocation.
System:
To activate this power, the kindred must spend One temporary Willpower trait and Three blood traits. The Vampire use the combined Disciplines to create tremor, heat and sonar sensorial organs which grants the ability to "see" in total darkness. However, it is not related to sight. By creating sounds as tapping a cane, lightly stomping a foot, snapping fingers, or making clicking noises with their mouth they perceive the reflected sound-waves or echos to form a mental image of his surroundings. This "mental image" is limited to general format and exact distance of the objects around him and a precise idea of the landscape within the power's range.
Basic Obtenebration "Shroud of Night" affects the character partially as it muffle sounds. If the character is caught in such area while this power is active, she suffers no Trait penalty in resolution of challenges, but they are still forced to make a single retest on any successful challenge because of the muffled sounds.
Basic Quietus "Silence of Death" creates a Blind 3-meter radius sphere which hinders Blind Snake's Trick making a "dark" area where the user cannot perceive what is inside.
The area the user can perceive is a 10fts. (3m)-radius diameter sphere per level of Auspex the character has.
Discipline Name | Discipline Level |
---|---|
Auspex | 4 |
Obfuscate | 4 |
By extending their keen senses the user is able to remain free from those that might be looking for them as they move in Obfuscate. Once the user is safely under the effects of Obfuscate they may spend a mental trait to activate Blind Spot. Once activated this allows the user to add their levels of Auspex as well as their levels of Obfusacte when comparing traits in the event of a tie with a someone looking to break the user Obfuscate. This power remains active for the scene or hour. If the user breaks their Obfuscate they must spend again to reactivate the power of Blind Spot. This power cannot be extended to others via Cloak the Gathering.
Discipline Name | Discipline Level |
---|---|
Temporis | 4 |
Fortitude | 2 |
Description: Blind the Sun
Pre-requisites: Temporis 4, Fortitude 2.
By spending 1 blood point and 1 willpower in a standard action, the Kairos will bring the night to a 3 feet square room. For the next 8 hours, and as long as the Kairos stays in the room, no kindred within that room will suffer from the effects of day time, including damage and/or sleepiness. After 8 hours, the room, and everyone in it, is affected as if at sunrise. Should the Kairos leave the room before those 8 hours, the effect ceases instantly. Should anyone enter the room during the use of the power, he/she will not seize its effects.
Cost: 12 XP
Discipline Name | Discipline Level |
---|---|
Obfuscate | 5 |
Auspex | 2 |
(Also requires False Reflection merit)
Description: Certain Nosferatu can send a false impression of his disguise on recording and electronic media. Through the mastery of Obfuscate and the extension of the Nosferatu's senses, they are able to send any of their Obfuscate powers into electronics that could record them.
Mechanics: Spend a Mental Trait for the use of this power (beyond any expenditure for Mask of a Thousand Faces or other uses of Obfuscate) and the user may extend any of his Obfuscate powers into any electronic device that could perceive them. The user should describe what the electronics identify.
Discipline Name | Discipline Level |
---|---|
Fortitude | 2 |
Quietus | 2 |
Blood Born Warrior
Fortitute 2 Quietus 2 requirement
Warrior bloodline only
Cost: 1 Blood and 1wp. Gain the negative traits Violent, and Monsterous for the scene or hour
Effect: For the next scene or hour, the mechanic’s for spending blood traits to gain “Bloody”/whatever your house rules call blood traits used as physical traits traits above and beyond your generational limit are changed. Rather than having all such traits disapear at the end of the round a limited number of the “bloody” traits will continue to exist for the scene or hour. The limit is determined by how much Fortitude and Quitus you possess. At second basic in both powers you may have two “Bloody” traits above your generational limit for the scene or hour. At first intermediate in both Fortitude and Quitus you may have three “Bloody” traits above your generational limit for the scene or hour. At second Intermediate in both Fortitude and Quitus you may have four “Bloody” traits above your generational limit for the scene of hour. At Advanced in both Fortitude and Quietus you may have five “Bloody” traits above your generational limit for the scene or hour. “Bloody” traits may be risked and lost as regular traits, and they count for the comparison of ties. “Bloody” Traits lost may be regained by spending blood, but the absolute upper limit on traits you may possess beyond you generation limit remains the same.
Discipline Name | Discipline Level |
---|---|
Obfuscate | 3 |
Vicissitude | 3 |
In further development by certain fiends this combination discipline allows the Tzimisce vampire to cause the blood in their body to explode of them. Creating a vast thick substance of blood within an area from their body. Those who would travel through this thick wall of blood itself find their movement and ability to see extremely restricted.
System: The character spends 1 blood trait to generate a thick globe of blood in an area of 10 feet. This globe of blood eliminates nearly any ability to see. Characters caught in the Blood Globe are down two traits in all challenges and have a forced retest against them in any challenge. Those who have Heightened Senses or Eyes of the Beast may remove 1 trait penalty per power they possesses. The character may only create a blood globe centered on themselves and then it remains stationary. For each blood trait spent by the character at time of activation they may extend it by ten feet.
Discipline Name | Discipline Level |
---|---|
Animalism | 2 |
Auspex | 2 |
A trained vampire can learn to track their prey across any distance once they have tasted the blood of their victim. This combination discipline is a reflection of this ability. As long as the vitae remains in the system of the vampire, their prey has little hopes of alluding them should they manage to escape. In this the vampire has but smell the air like a blood hound to find their target.
System: To use this combination discipline the character must first successfully feed from their target (other willingly or through combat), and mark on their character sheet which of their blood traits is from that target. Once they do so, the character for the next scene or an hour may spend 1 blood trait (It must be one from the target) and make a static Mental Challenge retested with Investigation equal to a difficulty of the target they feed from Mental Traits. Should they succeed, the character will know the exact detailed location of their target within in the range of a city. This ability lasts for as long as the character has blood traits in their pool that come from the victim.
Discipline Name | Discipline Level |
---|---|
Presence | 4 |
Thaumaturgy - Sielanic | 4 |
The Telyavelic Tremere developed this unique combination discipline to draw power from their god to increase the potency of their blood for a longer time then even normal. By channeling their blood magics and calling to Telyvael they may defeat some of the limitations of the Path of Blood, but only at great cost and sacrifice.
System: The character may spend 1 permanent willpower trait to activate this power. If they do, they are allowed to use the power Potency of Blood for a second time in a night. They may not use this power more than once a night in of itself.
Only Telyavelic Tremere Characters May learn this Combination Discipline