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: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 3
Fortitude 1
MET Mechanics:

Odin’s Ironhorse Entombment:

For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects youcompletely from daylight and allows you to sleep undisturbed. You remain unawareof what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.

Date of Archival: 18-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 4
Fortitude 2
MET Mechanics:
A character with this Combination Discipline is possessed of a preternatural grace that is astounding to behold. When knocked down, they roll to their feet. The Brujah can leap, slide, swing on ropes and perform incredible feats of athleticism as easily as a fish can swim. 

System: Spend a point of Blood and a Willpower. For the remainder of the scene, the character may perform Athletics challenges made to perform stunts as a reflexive action. Furthermore, the character isn't impeded by unstable terrain when moving, sliding over the hoods of cars and climbing with the economy of motion they possess in an unimpeded sprint. They rise from prone reflexively. This Combination Discipline may never be utilized for the purposes of attacking and is intended to serve as a substitute for an attack action. Abusive uses of this Combination Discipline automatically fail at storyteller discretion.

Date of Archival: 10-Jun-2018
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Akhu 5
Presence 5
MET Mechanics:

One Born Every Minute: Iron Facade, Majesty, Path of Corruption: Dependence

XP cost: 12

 

This power inverts Iron Facade and Majesty, projecting an image of helplessness, leaving the user susceptible to attack. Once successfully attacked, the user may reflexively spend 1 blood to invoke One Born Every Minute, forcing the target to make a Conscience test vs. the user’s permanent Subterfuge rating. If the target relents or loses the test (and the permanent Morality dot), they proceed with their new permanent Morality rating. 

 

If they win the test, they retain their Morality rating and must roleplay the consequences.

 

One Born Every Minute may be used against multiple attackers, but each target costs 1 blood. This power automatically fails against vampires with Conviction or in uncontrolled frenzy. It may only be used once on a given target per scene.

 

This power may only be used once per night on a target.

 

Date of Archival: 28-Jul-2018
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Obfuscate 3
Presence 3
MET Mechanics:
One of Us
 
Animalism 3 Obfuscate 3 Presence 3
 
9 experience
 
Mortals are everywhere. Kindred interact with them for many reasons: tools, food, even companionship. However, sometimes when a kindred gets out of touch with their humanity, it makes it hard for the vampire to be around mortals or more to the point makes it hard for mortals to be around the kindred. This power allows the user to be a wolf wearing sheep's clothing.
 
To use this power, the player must spend a willpower to have his presence mask and suppress the feelings mortals would have towards his beast. This power is only effective against non-supernatural mortal. For the purposes of detection, interacting with mortals, and general appearances the pc is treated as if they had humanity 5 for the scene or hour, whichever comes first. This has no bearing on anything other than the above mentioned uses, nor does it cause the pc to actually have humanity 5. The pc's humanity and any generation challenges are based on his true path rating.  
Date of Archival: 31-Aug-2016
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Auspex 5
MET Mechanics:

 In order to use this power, a vampire must have sent her consciousness into the Astral Plane through the use of Auspex: Psychic Projection. This power allows Kindred to use the Animalism: Subsume the Spirit power through their psychic projection form. With a Static Social challenge against the target animal, a Kindred may temporarily displace the animal's soul as her psychic form possesses and assumes control of it's body. As per Animalism: Subsume the Spirit, additional Social traits may be spent to carry over the use of disciplines. A Kindred's silver cord is not apparent while possessing an animal in this fashion. A Kindred may choose to depart the host body at any time and in doing so, her psychic form reforms in the Astral Plane and may continue moving and acting in accordance to the limits of Auspex: Psychic Projection. If the animal's body is destroyed while being possessed by the Kindred, her psychic form is immediately ejected into the Astral Plane

Date of Archival: 29-Mar-2018
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

Approved Feb 9, 2012:

Lucid Dreamers can exert incredible control over their own dreams, delving into their own subconscious, dredging up insights, and controlling their meditative states more effectively.  Similarly, those with knowledge of Telepathy can catch glimpses of others dreams and even interact with them in a limited fashion, so long as the telepath is actually awake.  Those who know Opening the Gates of Horn and Ivory, however, are able to do far more.

If the user is in close proximity to a sleeping target, either physically or on the Astral, they may initiate a Mental Challenge in order to merge a projection of themselves (and potentially, their own dreams) into the sleeper's dream state, effectively falling asleep themselves and creating a shared dream realm through which the sleeper and the user of this power can interact.  From this point until the target wakes, the user of Opening the Gates ofHorn and Ivory may perceive the target's dream and guide those dreams, including allowing the target to remember their dreams with perfect clarity upon waking.  Note that the cycles of dawn and dusk do not interrupt this power.

The real strength of this power is to allow for additional roleplay opportunities, to hold intimately private conversations, to perform psychological or psychic feats of various sorts, or to teach across great distances while sleeping.  The remaining paragraphs serve to offer guidance around those parameters, which are ideally worked out by the user and the target OOCly.

If the user of this power makes radical shifts in the target's dream state, the target may make a single Mental Challenge against the user to eject him from the dream, as his subconscious pushes against the foreign presence; if this Challenge is failed, however, the target's dreams are at the mercy of the user of this power; at a minimum, the target may be forced to suffer the effects of the Nightmares flaw.  If the target has the Lucid Dreaming ability, however, they may make such a Challenge whenever they become aware of the user or notice a significant shift in their dream state; if they succeed, they may force themselves awake, severing the connection.

Otherwise, this power may be used to probe for deep memories per the description of Telepathy.  The user is also considered to have the target's eye contact and attention for the purposes of Dominate, Presence, and Dementation, all of which can be used to effect drastic changes in the target's dreams (and, thus, the shared dream space).  The user is considered to be able to spend his own blood, as his consciousness is within his own form, sharing a dream space with the target.  This connection lasts as long as the target sleeps or the user wishes to maintain the connection, and, during the day, both user and target may elect to use their Lucid Dreaming scores in place of their Morality Traits for the purpose of determining trait caps.  The target may only relent to challenges if they implicitly trust the user of this power, are Blood Bound to the user, or possess the Lucid Dreaming ability.

Date of Archival: 21-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

XP Cost: 12XP
MET Write-Up:

Approved Feb 9, 2012:

Lucid Dreamers can exert incredible control over their own dreams, delving into their own subconscious, dredging up insights, and controlling their meditative states more effectively.  Similarly, those with knowledge of Telepathy can catch glimpses of others dreams and even interact with them in a limited fashion, so long as the telepath is actually awake.  Those who know Opening the Gates of Horn and Ivory, however, are able to do far more.

If the user is in close proximity to a sleeping target, either physically or on the Astral, they may initiate a Mental Challenge in order to merge a projection of themselves (and potentially, their own dreams) into the sleeper's dream state, effectively falling asleep themselves and creating a shared dream realm through which the sleeper and the user of this power can interact.  From this point until the target wakes, the user of Opening the Gates ofHorn and Ivory may perceive the target's dream and guide those dreams, including allowing the target to remember their dreams with perfect clarity upon waking.  Note that the cycles of dawn and dusk do not interrupt this power.

The real strength of this power is to allow for additional roleplay opportunities, to hold intimately private conversations, to perform psychological or psychic feats of various sorts, or to teach across great distances while sleeping.  The remaining paragraphs serve to offer guidance around those parameters, which are ideally worked out by the user and the target OOCly.

If the user of this power makes radical shifts in the target's dream state, the target may make a single Mental Challenge against the user to eject him from the dream, as his subconscious pushes against the foreign presence; if this Challenge is failed, however, the target's dreams are at the mercy of the user of this power; at a minimum, the target may be forced to suffer the effects of the Nightmares flaw.  If the target has the Lucid Dreaming ability, however, they may make such a Challenge whenever they become aware of the user or notice a significant shift in their dream state; if they succeed, they may force themselves awake, severing the connection.

Otherwise, this power may be used to probe for deep memories per the description of Telepathy.  The user is also considered to have the target's eye contact and attention for the purposes of Dominate, Presence, and Dementation, all of which can be used to effect drastic changes in the target's dreams (and, thus, the shared dream space).  The user is considered to be able to spend his own blood, as his consciousness is within his own form, sharing a dream space with the target.  This connection lasts as long as the target sleeps or the user wishes to maintain the connection, and, during the day, both user and target may elect to use their Lucid Dreaming scores in place of their Morality Traits for the purpose of determining trait caps.  The target may only relent to challenges if they implicitly trust the user of this power, are Blood Bound to the user, or possess the Lucid Dreaming ability

Date of Archival: 21-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 5
MET Mechanics:

Description: This power take the idea of a Kindred protecting his mind into another's (Auspex: Telepathy) and quite literally expands upon it, allowing the Kindred to engage in multiple telepathic links at once. The user take the theory of exuding one's force of personality via Presence: Majesty and applies it instead to the expansion of his mind, leaving it open to wider possibilities.

Mechanics: The user must spend a willpower and a Mental trait to activate this power. Afterwards the user may engage in multiple telepathy challenges for the remainder of the scene. A Mental trait must be spent to engage in Telepathy with Supernatural beings as normal, however the character can only have as many active telepathic links as she has permanent Investigation ability traits. Anyone attempting to break into the link(s) must defeat the user in a Mental challenge as normal and will break all telepathic links at once if successful. Parties that are included in this group telepathy may only communicate with the user of this discipline through the Telepathic link and not each other. However, the user may relay whatever information she wishes to any given party. Due to the multifaceted reach of this power, the user gains the Negative traits Oblivious x2 while this power is active.

Date of Archival: 24-May-2017
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 3
Auspex 4
Presence 3
MET Mechanics:

Also requires possessing at leas Malk Time 1.

 

Description –

This power allows a Malkavian to take control of their local madness network, amplifying, quieting, or even shutting it down completely.

MET mechanics –

All actions cost one willpower, and a simple mental test. All powers end immediately if the individual using the power loses consciousness.

Broadcast – spend a willpower and make a simple test of 10 minus malk time. You may broadcast a thought/feeling loud and clear. It will override any background noise, and only be filtered through your own derangement, and reach any Malkavian in the city.

Quiet – spend a willpower and make a simple test of 13 minus malk time. The network is dampened. One must concentrate (10 trait mental test) to hear anyone on the network. It lasts a scene or an hour. Length can be extended at the rate of 1 mental per hour, but cannot continue past the user dropping into sleep for the day.

Hold back the floodwaters – spend a willpower and make a simple test 18 minus malk time. The network is shut down. All feelings, emotions, or screams are held back. This power lasts a scene or an hour. Once the network is released, anything backlogged that would have come across it during that time blasts through at once. However, the expenditure of a permanent willpower by the user clears that backlog, and nothing blasts through. The Malkavian that was holding the network back is down one mental trait, due to the mental stress of holding the network in check. This lasts until sunrise.  

Date of Archival: 21-Jul-2019
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Animalism 4
MET Mechanics:
Its no secret the control Gangrel have over their beast. With this terrifying and probably suicidal ability it becomes surprisingly apparent. Utilizing a unique expertise of Animalism the Gangrel has mastered parting their consciousness from it's beast, though the beast may never leave the body. When the two part, the Beast in body instantly enters a frenzy similar to Wassail, and will not stop until rendered into torpor or the consciousness returns to the body. 
                                  
System: Whenever a Gangrel leaves their body willingly (Possession, Subsume, Astral, etc.) or force ably  (Soul Steal, ect.) the beast remains behind. The Beast takes over the body entering a wassail like frenzy until rejoined with the vampires consciousness, rendered into torpor, or destroyed.  While separate, willpower traits are shared as well as garnering a new beast trait.                                                                                         
This power is always active.
Date of Archival: 23-Jan-2016
Gangrel

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