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.

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Custom Content Category: Combination Discipline / Technique
XP Cost: 13XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Assamite Sorcery - Dur-An-Ki 3
Obfuscate 3
Dominate 3
MET Mechanics:

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.

Date of Archival: 29-Jun-2018
Assamite, Assamite