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: 17XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 5
Presence 5
MET Mechanics:

Must have Obtenebration in clan

Whenever you teach Obten to another, you spend one permanent WP. Whoever you teach Obten to, or any Obten combo, you may spend a WP to see through their Obten and be unaffected by their Obten for the scene. You may also grant others protection from your own Obten by beating them in a social challenge (occult). Each person you target this way may see through your Obtenebration as if they themselves created it. You may only target one person per permanent WP a night.

Date of Archival: 09-Aug-2023
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 4
Fortitude 2
Potence 2
MET Mechanics:

Description: The strength of one's blood can be an important factor in matters of survival. But not everyone is willing to commit the heinous acts of diablerie to heighten the capabilities of their own blood. By the use of multiple disciplines, one can learn how to push the limits of their blood by using it at a faster rate than they usually can, but at a price. If not careful, you can burn through your Blood Pool frighteningly quickly.
Mechanics:
Permanent: You may spend 3 blood per round regardless of Generational limit. For each blood beyond your normal generational limit you spend in a given round an additional blood is lost from your system after the expenditure. Hunger Frenzy Challenges apply normally due to low blood and if the loss would bring you below zero blood, you automatically Hunger Frenzy.
Example:
A character at 11th generation can normally only spend 1 Blood Trait per turn. With this combination discipline, you can spend up to 3 blood traits. Then immediately lose 2 additional blood traits for a total of 5

Date of Archival: 22-May-2022
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Auspex 3
MET Mechanics:

The Toreador clan are famous social masters and engineers.  The discipline they are most associated with is their true mastery of Presence.  The Toreador clan has developed this combination discipline to reinforce that belief.  By combining their arts of extending their senses and mixing it with their presence they appear to others as some of the most beautiful and graceful kindred on the planet.
System:  The Toreador spends 1 willpower trait to activate this power for the next immediate Social challenge.  During that time the Toreador may add their Presence discipline rating in Bonus Traits to that Social challenge.  This combination Discipline may only be learned by members of the Toreador Clan.

Date of Archival: 01-Nov-2023
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Obfuscate 3
MET Mechanics:

Experienced Sabbat are capable of creating a mental network of telepathic communication between their pack. Once the network has been opened, any packmate affected by Pack of One Mind can send out a silent, mental message to the entire pack such as, “I am being attacked, come help me!” or, “I’m currently breaking into the back of the building. Where are the rest of you?” This Combination Discipline cannot be used on an unwilling or unaware subject.
System:  With this combination discipline the character may make a normal telepathy challenge with any member of their pack.  If they succeed both the user of this combination discipline and the receiver may spend 1 temporary mental trait.  For the remainder of the night the characters have telepathic connection regardless of distance or line of sight.  This power may be used multiple times on pack mates to link the entire pack.  This power only works on vampires who a member of the character’s pack.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Fortitude 4
MET Mechanics:

Description
While it is good to appear impervious to attacks, there are other times when it is needed to appear to be wounded when you are not. Either maintaining the masquerade or suckering your opponent to keep them attacking you, it's good to appear as you are expected to be and not as you are.

Mechanic:
Spend one Blood Trait. You may activate this power at any time. Once active it lasts for the scene. While active when you receive an attack, you can show it as you have received damage expected, even if you soaked the damage using Fortitude. This power can be used selectively per attack. This power can be used in conjunction with Iron Facade, allowing you to choose which wounds you want to show.

There is a limit to the imagery made, no fountains of blood, no loss of limbs. Characters with Auspex may attempt to Pierce this with the usual challenge of Auspex Versus Obfuscate. Bystanders who see particularly way too much damage than possible may attempt to see through the illusion automatically.

Date of Archival: 15-Sep-2023
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Path of Blood 5
Obfuscate 3
MET Mechanics:
Observers of a kindred using blood magic can normally tell what blood magic paradigm the Thaumaturge is casting, such as Dur An Ki or Ahku. Powers such as Thaumaturgical Sight identify paradigms as well. A Thaumaturge possessing this combination discipline is able to mask the form of Thaumaturgy they are casting to make it appear as another.
 
System:
Requires: Any path of Thaumaturgy x5, Obfuscate x3,  Blood Magic Lore x 5
 
The user expends a mental trait apply the Paradigm Mask and chooses a specific Blood Magic Paradigm, which lasts the night unless changed. The user must possess appropriate clan lore to assume a convincing mask (e.g Assamite Lore for Dur An Ki, Setite Lore for Ahku). Whenever the Thaumaturge uses a Thaumaturgy power or uses or possesses an item enchanted using Thaumaturgy, it will appear to all observers as if they're using the paradigm chosen when the mask was activated. A kindred with Thaumaturgical sight active who sees the caster perform thaumturgy may make a mental challenge, retest investigation, countered by subterfuge. Success means the investigator can see through the mask and identify the appropriate paradigm. Auspex alone will not allow an observer to pierce the Paradigm Mask. Individuals using investigative powers that view the past or see the scene from afar such as Eyes of the Past or Scry will be automatically fooled by the Paradigm mask and may not attempt to break it. Items enchanted using thaumaturgy which are not in the possession of the user of Paradigm Mask can be identified as the paradigm used to create them. For example if a user of Paradigm Mask normally uses Dur An Ki, but sets their Paradigm Mask to Ahku, observers will believe all of their items and magic cast is of the Ahku paradigm. However, if that user drops a warded weapon, then that weapon can be identified as being created by Dur An Ki.
 

 

Date of Archival: 30-May-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy 1
Auspex 2
Chimerstry 3
MET Mechanics:

Paradigm Shift

Thaumaturgy 1 Auspex 2 Chimerstry 3

The sadhu that made this was aspiring to the tenant of respect deception and seek truth.
Deception is a potent tool and many have come to rely on their mystic sight to tell them what
they need to know. This power allows for a master of multiple paradigms to slip amongst many
circles without being recognized.

Spend a mental and change your aura and all the trappings of your castings to be another
paradigm of magic you are familiar with, ie if you had mastered a path of Hermetic Thaumaturgy
(Level 5) and a path of Dur An Ki (at level 5) you could make your Dur An Ki paths and rituals
appear under thaum sight and and other observation as hermetic and vise versa if you were
advanced with both. This power is active until next sunrise.

7 xp

Date of Archival: 28-Jan-2021
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Protean 3
MET Mechanics:

The Umbra is a realm that reflects one's innermost feelings and offers a chance for those that make journeys there to connect with their true nature. It is a realm of the essence of who and what people and things are.  Separating the Umbra from the physical Material is the great barrier of the Gauntlet.  Negotiating the Gauntlet is a task that supernatural creatures often approach differently from one another. To a werewolf, their natural spiritual connection provides them with a convenient means of "stepping sideways". A blood mage might prepare a ritual sacrificing another living being to force the Gauntlet to part. The wielder of this power seeks to make use of the connection that exists between Earth Meld and the Gauntlet and to then navigate into the spiritual realm with the cosmological orienteering of Psychic Projection.

To activate, the kindred first spends a blood Trait to activate an Earth Meld power and inters themselves as is appropriate. This will render the user's body into a spiritual state that exists within the confines of the Gauntlet. The kindred then, while in a dream-like state, needs to acknowledge and accept their own Nature spending two Willpower Traits and making a Static Mental Challenge (Occult or Cosmology retest) against the local rating of the Gauntlet.  This test is reflective of the kindred's ability to properly utilize the tools of Psychic Projection to read spiritual signs, orient themselves and move in the proper "direction" when it comes to finding the Umbra. Success results in the kindred emerging from their interment on the corresponding other side of the Gauntlet in the Umbra just as they would have in the Material.  If the test is failed the wielder makes two simple tests. A win or tie on either and the kindred simply emerges back in the Material where they left. A loss on both simple tests and the fate of the kindred is left to Storyteller discretion with an unexpected detour being the most likely outcome. To return, the kindred must repeat the same process and will emerge in a corresponding place in the Material. This power does not work for areas of the Umbra that do not have a corresponding area in the Material.

In order for this power to be learned, the kindred in question must come to an understanding and acceptance of what their Nature is. The Umbra is the realm of the fundamental nature of things. Finding it first requires finding one's own nature. While this may sound simple, such insight often comes with knowledge or trials that are difficult to confront and should be roleplayed appropriately.

Date of Archival: 01-Apr-2024
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Auspex 3
MET Mechanics:

Other requirements: crafts x3, expression x3

The master artist is able to imbue their art with specific emotions (fear, anger, awe, excitement, etc.). This forces individuals who see this art for the first time to make a courage/self control test vs the appropriate craft level -1 of the art work.  The master artist can only use this ability for one type of craft for the artwork. For example, the defender would face a difficulty against the craft level of the painting, not the canvas even if the painting is on a cafts x5 canvas. Defenders may retest with empathy. If they fail, they are over come with the emotion that is imbued into the art. Mortals are automatically overcome and unable to test.  This effect lasts for the scene or hour.

Date of Archival: 23-Jan-2019
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Animalism 3
{Combo w/in single Discipline} 1
MET Mechanics:

[This combo requires: Auspex 4, Animalism 3; the OWbN website requires three entries in the Requirements section]

The Beast is always present. The philosophy used to keep it in check must likewise permeate the Kindred whenever the higher mind is in control. This Discipline Technique allows a skilled observer to discern what system of morality a Kindred follows.

Engage or observe the target in conversation for at least ten minutes. Make a Social Challenge, retest with Empathy. The target retests with Subterfuge. If successful, the user knows if the target follows a Path or Road other than Humanity and if they have a Code of Honor (or similar merit at Storyteller discretion). 

On a success, the user may also gain additional information by spending Blood Traits:

1 - The virtues of the path (ie, Conscience or Conviction and Self-Control or Instinct)

2 - What Path/Road the target follows (see note)

3 - Path/Road rating, and specifics of the Code of Honor (if applicable)

Note: This Discipline Technique does not directly reveal the name of the Path. Instead, it gives the user an idea of the ethics and sins. Identification of the exact Path will depend on the PC’s Lores and knowledge.

Date of Archival: 26-Aug-2019
Toreador

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