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: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Temporis 4
MET Mechanics:

THIS CUSTOM CONTENT WAS DECLINED BY THE BRUJAH COORDINATOR IN SEPTEMBER 29th 2016

Description: A Kindred’s ability to exert blood is normally subjective to the potency of his vampiric lineage. This power allows the user to circumvent the usual limitations of his generation by suspending and prematurely allocating her blood pool, placing in a temporal stasis for later use.

Mechanics: The user activates this power by spending one Willpower trait.  He may then suspend as much blood as he has in his system for use later in the evening.  Each earmarked blood trait remains in a suspended state that may be called on at a later time during the night.  This allows the character to draw upon the saved blood without having to adhere to the usual generational limits on the amount of blood spent in a round.  The power lasts for the duration of the night, and any blood suspended at the activation of the power is considered spent.  Even if the character does not actually use the blood for anything, it disappears from his system at the end of the evening leaving the character with only that blood that was not initially suspended. If the character suspends all of the blood in his system, he will be ravenous at the end of the night, and will likely need to make a frenzy test.  A character cannot replace the blood that has been suspended until after that blood has been spent (eg, Joe cannot suspend 4 points of blood, then go and feed to replenish those blood traits).

Note: If a character attempts to use this power during combat, he will be subject to the normal generational limits of blood expenditures.

Date of Archival: 04-Aug-2016
Brujah , Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Celerity 5
Custom Discipline Requirements (Combination): Burning Wrath
MET Mechanics:
Castro's Massacre (Metadisciplina 8 pontos)
- O jogador gasta uma caracteristica de Força de Vontade para ativar, funciona como Fúria Ardente, mas o gasto de sangue se torna um ponto por rodada, adiciona duas características físicas de Brutal e mais um ponto de dano agravado em ataques corpo a corpo. Se o personagem não tem geração suficiente para gastar as características de sangue para este poder, e para Rapidez, a característica de sangue pode ser gasta ignorando a restrição de geração, mas o dano extra deste poder se torna letal. Enquanto o personagem estiver com este poder ligado ele adquire automaticamente duas Características Negativas de Violento.
 
 
>  Castro´s Massacre ( Player created Meta Discipline , or Improved Burning Wrath )
Potence 5 Celerity 5 Burning Wrath 8 xp
Works as Burning wrath , but costs 1 Willpower to activate, lasts for scene.
Adds + 2 Brutal Traits and 1 Extra point of Agravated Damage on Brawl Attacks.
Adds 2 Violent Negative Traits while activated.
Blood Cost for power lower from 1 BP per blow , to 1 BP per round. (all 3 actions )
 

 

Date of Archival: 05-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Auspex 4
MET Mechanics:

Pre-Reqs:

Dementation x5

Auspex x4

Malk Time x4

The mind of a Malkavian can be powerful, unpredictable and even dangerous for those unprepared to go in to.

This power is passive and requires no activation. When the user is targeted in a contested challenge, the mind of the Malkavian automatically moves to defend itself.

(If the Malkavian relents to the initial challenge then only further “digging” triggers the defense)

If the aggressor succeeds in their telepathy challenge, there is an instant social challenge between the target and the aggressor (Defender may retest with Empathy). If the aggressor wins, they obtain the information they are after. If the aggressor fails the challenge however, they are subjected to a derangement chosen at random from the TI deck, lose their telepathy connection, and are affected for scene or hour.

The Malkavian with this power will throw a simple test, retest being awareness, If the Malkavian wins they can reflexively spend a blood to make this derangement last for the rest of the night. (If the malkavian is unable to spend blood then they are unable to make this challenge)

If the aggressor is to win the initial contested challenge and break into the user's mind they can ask the free question (per telepathy rulings) and hear the surface thoughts of the user. If they wish to dig for more information they are subject to another social challenge like before. If the aggressor loses this challenge they are subject to another random derangement (from the TI deck) for scene or hour and the telepathy connection is lost.

The user can throw another simple test, retest being awareness. If the user wins they can reflexively spend a blood to make this derangement last for the rest of the night.

Aggressor may still attempt to dig for information after these challenges but doing so triggers the defense as detailed above to a maximum of three active derangements.

Keep in mind that each attempt to establish a telepathy connection requires an expenditure of a mental trait by the aggressor and each probing question also requires an expenditure of an additional mental trait.

 

Due to Malk Time being a part of this combination power, Non-Malkavians can never learn this power without exception.

Date of Archival: 07-Dec-2022
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Temporis 5
MET Mechanics:

Caught in the Flux

Potence 5, Temporis 5

10xp

 

Temporis draws upon the same energy as Fortitude to fuel the Kairos’ time manipulation. That is the reason why damage suffered from the stress Temporis places on the body cannot be reduced with Fortitude. By inflicting the same temporal fluctuations on others as the Kairos experiences, they have found a way of cutting clean through the durability of others.

 

System: The Kairos bids up to 3 Stamina-related Physical Traits and makes a Physical Challenge against their target. If successful, the target experiences rapid fluctuations in time, and their body tears itself apart from the strain. For each trait bid in the challenge, the target suffers a single level of lethal damage that cannot be tested down, soaked, reduced, or negated in any way, even with Fortitude. If the Kairos fails the challenge, they suffer a level of similar damage themselves as a result of the rebound.

Date of Archival: 25-Mar-2020
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 4
Animalism 3
MET Mechanics:

Name: Caught in the Wake

A mariner uses her advantage to pull along non-mariners in her wake granting them a view of the world they could not see on their own.

Water naturally rejects the dead unless you are made for it. Under this power, those under the influence can go deeper than a normal vampire without suffering the complications due to their guide.

Protean: Shape of the Beast Animalism: Quell

Limit: Mariner's Self-Control/2 number of non Mariners
Cost 10xp

Date of Archival: 07-Mar-2021
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Thanatosis 3
MET Mechanics:

Caustic Armor - Created in 2010

Fortitude 3, Thanatosis 4

By channeling Necromantic energies over the whole of his body, a Samedi is able to reflexively inflict death and decay upon those who attack him. Fists, feet, and fangs all warp and decay upon impact if the Samedi so desires it. The effect is determined by which power the Samedi wishes to use, from the most basic of powers to the most potent of Thanatological skills.

The Vampire spends the requisite cost for which ever power he wishes to activate (i.e., 1 wp for Wither, 1 blood for Putrefaction, etc) as well as expending a stamina related physical trait.. The power will remain active for a scene or hour and the first person to make physical contact with the Samedi will suffer the effects of whichever power was activated. This can cause obvious problems should the Vampire accidentally shake a Princes hand. While this power is active, the Vampires aura will glow with a sickly purple hue

 

Date of Archival: 21-Feb-2015
Giovanni, Giovanni
Custom Content Category: Combination Discipline / Technique
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Thaumaturgy 5
MET Mechanics:

Centering (Auspex 5, Thaumaturgy 5 OR Orun virtue at 4+, [optional: Fortitude 5]) 8xp
Since time immemorial spiritual cultures, (and more recently, occult organizations) have practiced the art of centering: mystically preparing one's spirit and will for an ordeal.  Through the use of this ritual practice a kindred too can benefit from a closer connection to the font of their power: a fortified soul, and a surge of supernatural potency.
System: This power requires a night of meditation and the investment of a point of Willpower which must remain unspent while this power is active.  If you choose to use it, this power fails immediately as you lose your center.  Each night you must spend 10 minutes in meditation and win a static Mental challenge, retest Meditation against a difficulty of your Path Rating times your Generation background. (ex. Path 5, Generation 4 would be a difficulty of 20 traits). If you fail the initial attempt, you may continue meditating for another 10 minutes and try again. While this power is active, you may spend Willpower to be considered to have additional traits up to a cap of your Path rating when entering a power that compares or tests against Tempers, including ones you do not possess. This may not be used to activate items, such as a Garou Fetish or a Talen. So long as you possess Aegis, you get a free retest against mind/emotion affecting powers.

Date of Archival: 03-Nov-2020
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Celerity 5
MET Mechanics:
People fight, Vampires bite, you are a goddamned animal. You rend and tear at such a phenomenal speed that there is no defense. Much like a shark in the water, you whip your head in such a frenzy that the flesh and bone of your enemies falls apart in your mouth.
 
Spend a blood trait to activate this power and for one action (if you are taking extra actions from celerity you must tell the ST which action) your bite does an additional two levels of aggravated damage. Needless to say as this is done for the purpose of harming another and because the wound is so intense, it cannot be healed by licking the wound.
 
Note: Suggested Alternate Mechanics - This power takes effect on the first successful bite attack of the round.
 
Date of Archival: 14-Mar-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dementation 3
MET Mechanics:
Character cannot have Prophecy or Orracular Ability. 
 
Because one has to be in touch with the people surrounding them and the situation, this is only usable by those on Path of Humanity
 
MET Mechanics: 
With at least 7 humans/former humans in the room, the seer concentrates on an item related to the questions at hand for 10 mins.  They then spend a Willpower and ask the ST 2 specific questions related to the situation at hand which the ST will answer truthfully.  These questions can be things such as "If we use this knife to kill the werewolf, will the rest of its pack know who did it?" but not "What will happen if we kill the werewolf?"  This is designed to give the characters insight into the story and is designed to further plot.  The power can be used twice per night and must be used with a storyteller present.  To gain this insight the seer causes the witnesses to suffer from the effects of passion gaining either impatient or submissive as determined by the storyteller

 

Date of Archival: 24-Jan-2016
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 2
Auspex 2
MET Mechanics:
Chester's Cheap Trick
 
Auspex 2 Obfuscate 2
 
4 experience
 
Invented by a guy who could take very little seriously, this power allows the individual to reflect his lack of caring and deception to a new level. When you cannot even take yourself seriously, how can you seem genuine or honest.
 
Spend a mental trait and for the remainder of the night your aura reveals that everything you say is a lie when being detected for truth. This power may not be ended prior to the end of the night. 
Date of Archival: 31-Aug-2016
Nosferatu

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