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: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 1
Quietus 3
Presence 3
MET Mechanics:

Artist’s Sentinel - (simplified write-up)
[Auspex 4, Celerity 1; either Presence 3 OR Quietus 3]
XP Cost: 10

This combo allows a Kindred to create permanent art installation which will give psychic flashes of insight if mortals are being harmed by a supernatural creature within its range. 

The character must craft a piece of art that will be the Artist's Sentinel. During its creation a number of points of blood must be expended equivalent to double the final Crafts rating of the item. The character must physically touch the item and visibly transfers blood from themselves into it.  The blood is completely absorbed and cannot be extracted from the artwork.
In order to complete the Sentinel’s installation, the character must expend one Willpower for each crafts rating of the item.  

The Sentinel’s territory extends to all mortals within visual range, up to ST discretion.  A large fountain at the center of a park could watch the entire area, but a small painting hung in a club bathroom is likely to only be able to effectively watch that one room.

If a mortal is harmed or threatened by a supernatural creature within the Sentinel’s range, the character who consecrated the art is given a social test versus 10 minus the crafts rating of the Sentinel.  He or she may retest using Awareness.  On a loss, the character only has an idea that something is amiss at the location of one of the art sentinels, meaning that if the character has installed more than one, she does not know which location is threatened.  On a tie, the character knows where the disturbance is occurring and a general idea of the mortals involved and how they are being threatened.  On a win, the character has a more definite idea of how many mortals are involved and a clear image of the creature or creatures harming them.  The information gained through Artist's Sentinel is subjective and often varied.

Supernatural creatures who enter into the area protected by the Artist's Sentinel may make an Awareness test.  If successful, they get the impression that the area is watched or protected.  However, they do not automatically know that the power is centered on the work of art.

If the Artist's Sentinel is moved or significantly damaged, the effects are nullified.  It can be repaired and reinstalled by the original artist, but the blood and Willpower must be expended again.

Note that this power only works to protect mortals.  The Artist's Sentinel will not give a warning If two supernatural creatures attack each other without threatening mortals within its range.  This Combo Discipline considers ghouls as supernatural creatures.

Date of Archival: 20-Feb-2015
Toreador, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 1
Auspex 4
MET Mechanics:

2012

Artist’s Sentinel - (simplified write-up)
[Auspex 4, Celerity 1; either Presence 3 OR Quietus 3]
XP Cost: 10

This combo allows a Kindred to create permanent art installation which will give psychic flashes of insight if mortals are being harmed by a supernatural creature within its range.

The character must craft a piece of art that will be the Artist's Sentinel. During its creation a number of points of blood must be expended equivalent to double the final Crafts rating of the item. The character must physically touch the item and visibly transfers blood from themselves into it.  The blood is completely absorbed and cannot be extracted from the artwork.
In order to complete the Sentinel’s installation, the character must expend one Willpower for each crafts rating of the item.  

The Sentinel’s territory extends to all mortals within visual range, up to ST discretion.  A large fountain at the center of a park could watch the entire area, but a small painting hung in a club bathroom is likely to only be able to effectively watch that one room.

If a mortal is harmed or threatened by a supernatural creature within the Sentinel’s range, the character who consecrated the art is given a social test versus 10 minus the crafts rating of the Sentinel.  He or she may retest using Awareness.  On a loss, the character only has an idea that something is amiss at the location of one of the art sentinels, meaning that if the character has installed more than one, she does not know which location is threatened.  On a tie, the character knows where the disturbance is occurring and a general idea of the mortals involved and how they are being threatened.  On a win, the character has a more definite idea of how many mortals are involved and a clear image of the creature or creatures harming them.  The information gained through Artist's Sentinel is subjective and often varied.

Supernatural creatures who enter into the area protected by the Artist's Sentinel may make an Awareness test.  If successful, they get the impression that the area is watched or protected.  However, they do not automatically know that the power is centered on the work of art.

If the Artist's Sentinel is moved or significantly damaged, the effects are nullified.  It can be repaired and reinstalled by the original artist, but the blood and Willpower must be expended again.

Note that this power only works to protect mortals.  The Artist's Sentinel will not give a warning If two supernatural creatures attack each other without threatening mortals within its range.  This Combo Discipline considers ghouls as supernatural creatures.

Date of Archival: 21-Feb-2015
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Celerity 1
Presence 3
MET Mechanics:

(Note that this Combo requires Presence 3 OR Quietus 3.)

This combo allows a Kindred to create permanent art installation which will give psychic flashes of insight if mortals are being harmed by a supernatural creature within its range.

The character must craft a piece of art that will be the Artist's Sentinel. During its creation a number of points of blood must be expended equivalent to double the final Crafts rating of the item. The character must physically touch the item and visibly transfers blood from themselves into it.  The blood is completely absorbed and cannot be extracted from the artwork. In order to complete the Sentinel’s installation, the character must expend one Willpower for each crafts rating of the item.  

The Sentinel’s territory extends to all mortals within visual range, up to ST discretion.  A large fountain at the center of a park could watch the entire area, but a small painting hung in a club bathroom is likely to only be able to effectively watch that one room.

If a mortal is harmed or threatened by a supernatural creature within the Sentinel’s range, the character who consecrated the art is given a social test versus 10 minus the crafts rating of the Sentinel.  He or she may retest using Awareness.  On a loss, the character only has an idea that something is amiss at the location of one of the art sentinels, meaning that if the character has installed more than one, she does not know which location is threatened.  On a tie, the character knows where the disturbance is occurring and a general idea of the mortals involved and how they are being threatened.  On a win, the character has a more definite idea of how many mortals are involved and a clear image of the creature or creatures harming them.  The information gained through Artist's Sentinel is subjective and often varied.

Supernatural creatures who enter into the area protected by the Artist's Sentinel may make an Awareness test.  If successful, they get the impression that the area is watched or protected.  However, they do not automatically know that the power is centered on the work of art.  If the Artist's Sentinel is moved or significantly damaged, the effects are nullified.  It can be repaired and reinstalled by the original artist, but the blood and Willpower must be expended again.

Note that this power only works to protect mortals.  The Artist's Sentinel will not give a warning If two supernatural creatures attack each other without threatening mortals within its range.  This Combo Discipline considers ghouls as supernatural creatures.

Date of Archival: 05-Feb-2015
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Celerity 1
Quietus 3
MET Mechanics:

Artist’s Sentinel - (simplified write-up)
[Auspex 4, Celerity 1; either Presence 3 OR Quietus 3]
XP Cost: 10

This combo allows a Kindred to create permanent art installation which will give psychic flashes of insight if mortals are being harmed by a supernatural creature within its range.

The character must craft a piece of art that will be the Artist's Sentinel. During its creation a number of points of blood must be expended equivalent to double the final Crafts rating of the item. The character must physically touch the item and visibly transfers blood from themselves into it.  The blood is completely absorbed and cannot be extracted from the artwork.
In order to complete the Sentinel’s installation, the character must expend one Willpower for each crafts rating of the item.  

The Sentinel’s territory extends to all mortals within visual range, up to ST discretion.  A large fountain at the center of a park could watch the entire area, but a small painting hung in a club bathroom is likely to only be able to effectively watch that one room.

If a mortal is harmed or threatened by a supernatural creature within the Sentinel’s range, the character who consecrated the art is given a social test versus 10 minus the crafts rating of the Sentinel.  He or she may retest using Awareness.  On a loss, the character only has an idea that something is amiss at the location of one of the art sentinels, meaning that if the character has installed more than one, she does not know which location is threatened.  On a tie, the character knows where the disturbance is occurring and a general idea of the mortals involved and how they are being threatened.  On a win, the character has a more definite idea of how many mortals are involved and a clear image of the creature or creatures harming them.  The information gained through Artist's Sentinel is subjective and often varied.

Supernatural creatures who enter into the area protected by the Artist's Sentinel may make an Awareness test.  If successful, they get the impression that the area is watched or protected.  However, they do not automatically know that the power is centered on the work of art.

If the Artist's Sentinel is moved or significantly damaged, the effects are nullified.  It can be repaired and reinstalled by the original artist, but the blood and Willpower must be expended again.

Note that this power only works to protect mortals.  The Artist's Sentinel will not give a warning If two supernatural creatures attack each other without threatening mortals within its range.  This Combo Discipline considers ghouls as supernatural creatures.

Date of Archival: 21-Feb-2015
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Serpentis 3
Presence 3
MET Mechanics:

Cult: Hands of Ash required.

Warriors, following in the footsteps of Set (The gaurdian of the Royal Family), Assume his Typhonic Beast form, and gain a portion of his Divine Image's power in the pursuit of that duty. (IE: Warrior: Typhonic Beast)

Setites following Ash's Footsteps, whom is the Gaurdian of the Royal Estate, may assume his form and gain a portion of his Divine Image's power in the pursuit of that duty. Ash; however is the only God to also possess a "Typhonic" appearance. Thus Setites of The Hands of Ash, are frequently and easily mistaken for their warrior counterparts; as a leyman can't tell the difference between the two forms.

Clothing and other small personal items transform along with the vampire.   This power lasts for 1 hour or scene; whichever is shorter.   Calling upon Ash's Divine power more than once per night, increases the activation cost by +1 Willpower for each use past the first.

This is a full body transformation, andd subject to House Rules and ST discretion where "Full body" Transformations are concerned.

3 Blood, gain the traits, damage, and drawbacks of Skin of the Adder.   You gain an Intoxicating bite (mortals are drunk instantly, lesser effect (St Discretion) on other supernaturals.

Also gain:

Mental Trait: Analytical x2

Social Trait: Commanding x3

Although Warriors of the Hands of Ash, may possess this power; they may not use it and Typhonic beast at the same time.
Date of Archival: 12-Feb-2015
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Serpentis 3
MET Mechanics:

Changing your identity is something that is rare for some, and as common as changing shoes for others. Needing to spend time and the risk involved to have a someone with Vicissitude change your face is dangerous; possessing the discipline even more so. What is a proper Camarilla member with a need to swap identities often to do?

This power is an answer to that question. Using Obfuscate for it's Masking powers and Serpentis for it's powers to modify the physical form, allows the user to swap between identities at will. Able to change one's identity or gender at a moment's notice is quite a useful skill for someone in a profession that would require it. Although these new shapes are not as "complete" as you might need, it is just "complete" enough to allow Obfuscate to finish the rest, and fill in holes. Those who might break your mask; depending on how far from your base appearance you go; might mistake you for Nosferatu.

Once this power is purchased, a list should be started of Alternate Forms that are known to the  character. You can never have more known forms than you have Permanent Mental Traits. Memorized forms are the physical look of the body only and may never grant any other benefits other than looking physically different.  Changing to a form on the list requires a Willpower and a Static Mental Challenge versus as many traits as the character has forms on the list, retest Meditation or Body Crafts. If successful the form will be assumed within 5 minutes as the body bends and redistributes weight. The character effectively becomes that persona, their body changing to match the Alternate Form as they have remembered it. A blood trait may be expended in addition to the Willpower, which would allow the form change to be within a round. Using this method of activation causes 3 levels of unsoakable lethal damage as the body rips and tears quickly to accommodate the shift.  

Adding a form to the list requires eight hours of meditation and a successful Static Mental challenge, difficulty should be the count of forms already known, retest Meditation. Failure means that memorizing the form wasn't successful and another night of meditation is required. Removing a form from this list requires the same challenge as adding a new form.  While not a true form power, it would still be weak against powers that require that you revert to your true form, such as Stone of the True form, but would not be detected by powers that attempt to see the forms that an individual can assume, such as See the Reflected Form.

Even though this power calls upon Skin of the Adder, when this power is active, Skin of the adder is not - it must be activated seperately.
Date of Archival: 12-Feb-2015
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Serpentis 3
MET Mechanics:

Description:

Obfuscate is limited by what form is beneath the Mask, this power
allows the user to shift into a an approximation of the form being
mimiced. Using Obfuscate for it's Masking skills and Serpentis for
it's powers to modify the physical form, this combination allows the
user to swap between identities at will.

System:

Once this power is purchased, a list should be kept of Alternate Forms
that are known to the character. You can never have more known forms
than you have Permanent Mental Traits. Forms that can be taken are the
physical look of the body only and may never grant any other benefits
beyond looking physically different.

Changing to a form on the list requires a Blood, Willpower and a
Static Mental Challenge versus the number of forms the character has
memorized, retest Meditation. If successful the form will be assumed
within 5 minutes as the body bends and redistributes weight, altering
the physical shape to match the Alternate Form as they have remembered
it. An additional blood trait may be expended to speed the process to
a single round, however doing so causes 3 levels of unsoakable lethal
damage as the body rips and tears quickly to accomodate the shift.

Adding a form to the list requires eight hours of intense meditation
and a successful Static Mental challenge versus the count of forms
already known times two, retest Meditation. Failure means that
memorizing the form wasn't successful and must be attempted again.
Removal of a form is much simpler and requires only minutes of
meditation and the expendature of a temporary Mental trait.

Attempting to see through the Obfuscate of someone using this power
reveals a non-descript version of the form being assumed as if being
covered with Mask of a Thousand Faces, lacking details that make the
form specific. While not a true form power, it is still affected by
powers that cause reversion to the true form, though this change would
not be readily apparent unless also piercing the Obfuscate component.

 
Date of Archival: 22-Feb-2015
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Valeren 4
MET Mechanics:

By familiarizing themselves with their soul and mind through the powers of Valeren and Auspex, the Salubri is capable of channeling a manifestation of their mind to accompany their idealized version on the astral plane. This manifestation is based entirely on the way the user of this power is most comfortable combing through their own thoughts and memories. To an enlightenment scholar, this may be represented by a large library; while to a hacker, this may simply be a computer lab or office. The details of this place are largely determined by its creator, to an extent limited by the storyteller, but are often flavored based on the Path that they follow. Any derangements that the user of this power has may create interferences or disturbances at storyteller discretion.

System: By meditating 15 minutes and spending a blood and a willpower, the Salubri erects their ideal Astral Library for them to peruse while in the Astral Plane. The location of the library must be associated either with the place where the Salubri is meditating or another location familiar to them. This construct, in whatever form it takes, contains all of the knowledge, memories, and lores possessed by the user of this power, and they may be read by anyone who visits the library at the Salubri's discretion. Once created, the library will last until the following sunrise. However, the user of this power may force it to persist by the expenditure of an additional willpower that must be spent every month that they wish it to remain in the same place. As this library is a manifestation of the Salubri's self, if the Salubri's cord is cut in astral they will return to this location, assuming it is manifested.

While manifested, the Salubri is down 2 traits on all mental challenges that are based on focus or attention, as a part of their mind is constantly maintaining their astral library. Anyone, including the Salubri who used this discipline, must utilize Psychic Projection in order to visit this place. People visiting this library may learn from the books that they read or spend  mental traits and concentrate within this library to manifest their own addition to the library one mental trait must be spent each level of lore or knowledge represented.  Anything created by others in this way will fade in one month's time unless the Salubri spends experience to commit it to memory. The Salubri is immediately aware of anyone who is in their library and may close it at will. 

Date of Archival: 04-Sep-2021
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Obfuscate 5
MET Mechanics:

This combination incorporates the properties of Obfuscate with the very material of the Astral realm. With the expenditure of one Willpower Trait and one Blood Trait the user immediately enters the Astral Plane and, unlike Astral Projection which only allows the user's "soul" to travel astrally, this combo puts the Kindred's physical body in as well. While using Astral Veil the subject may take no action other than remaining completely silent and still, thereby granting him the ability to be undetectable (through the use of Auspex or similar powers) in the Astral plane and, of course, be nonexistent in the Physical world.

Date of Archival: 31-Jan-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Potence 2
MET Mechanics:

Description: “His hand slid along the unfinished sword blade, leaving a smear of blood, though there was no wound upon him. He concentrated upon the metal as the vitae soaked in, pouring his knowledge into it and forcing even the minutest of impurities to rise and collect upon the surface like dust.”
System: Spending a blood while crafting an item allows the crafter to specially prepare an object to accept supernatural manipulation. When the object is successfully created, it is given the bonus trait “Attuned” that, while not used in calculating trait totals in combat, counts as an additional trait for all other purposes.
In MET, this power costs 9exp traits

Date of Archival: 07-Oct-2018
Brujah

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