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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 4
Potence 4
MET Mechanics:

Description: With the use of this discipline, The Fastest Man Alive can channel his celerity and strength in a new way. A kindred with this discipline can combine the speed from his celerity with the inexhaustible strength of puissance allowing him to run faster and longer than normal.

Mechanics: As long as The Fastest Man Alive is dedicating his turns to run at full speed, he can spend one blood for two rounds of celerity actions (both dedicated to running). In doing so, he moves his entire turn's full movement range in one big move action taken during the alacrity action round. In addition, he can also move a number of additional steps equal to the levels of potence he has (four extra steps with Intensity, five with Puissance, and so forth). Finally, by using this power, The Fastest Man Alive can declare fair escape from combat by using this power unless one of the aggressors can match his speed. The Fastest Man Alive can still defend himself from attacks since defensive actions don't count as the character's designated actions.

Date of Archival: 24-Jun-2020
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Potence 1
Vicissitude 5
MET Mechanics:

Description: Through years of careful study and expirementation a technique came to light to spark a new reign of terror in those who would oppose the house of flesh. The ability to bring forth the limits of flesh within to fortify the Cainite using this power.

System: The user spends 3 blood and a Willpower then makes a Static Physical challenge(difficulty 6 Traits) — retest Crafts: Body Crafts. This power takes one full turn to appear. If the user is disturbed during this period, this player reflexively makes a second test. Failure abruptly ends the power and dissipates the half-formed creation and renders it unusable for a scene or hour, whichever is longer.

If successful upon activation of this power you may re-coup your lost stamina once per night, restoring all used Stamina related traits. You must restore all of them at once — if you have some Traits of the appropriate type unused when you invoke this power, you cannot restore them later while this power is still active.

The wielder of this power takes their inner will, the power of his strength and command of their blood to form a protective carapace of flesh. This flesh creates a number of Healthy health levels of 2x the number of Fortitude the user possesses. These Healthy levels are to be used first before any others.

While in use of this power the user gains Grotesque x3 which may not be hidden by any means.  This power cannot stack with Shatterproof.

This power lasts for a scene or hour, whichever is longer.

Date of Archival: 13-Oct-2022
Tzimisce, Sabbat
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 4
Visceratika 4
MET Mechanics:

Spend a willpower. If the target has blood bonds, make a test of your Conviction/Conscience virtue vs the level of the bond, or in the case of viniculum, double your conviction vs the level of the highest viniculum that the target has, retest willpower for each. On success, the target no longer has the effects of any blood bond or viniculum for the next ten minutes

Date of Archival: 01-Sep-2023
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Auspex 5
MET Mechanics:

At the Convention of Thorns the Malkavian clan performed the Great Prank; a power used to strip all Camarilla Malkavians of their power of Dementation.  Since that time the Prank has ended and Dementation returned once more to the clan.  Some Malkavians, however, developed this combination discipline in an attempt to recreate what was done during the convention of thorns.  This power allows a Malkavian to reach into the mind of their victim and strip the powers of Dementation from them should they possess them; for a time.

System:  The Malkvian character spends 1 willpower trait and engages the target in a contested Mental Challenge retested with Empathy.  If the character with this combination discipline succeeds; the target may not use any levels of the Dementation Discipline and Dementation combination disciplines they possess for the next scene or an hour.

Date of Archival: 23-Jan-2023
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dominate 4
MET Mechanics:

The mind is a powerful thing, and when one masters is not even the legends of myth and fable can find ways to break the most hidden of secrets.

 

Initiate a telepathic link (Auspex 4) Once within the targets mind you can lock away memories that cannot be undone unless one has the trigger word or this combination power. Spent one mental trait per memory one wishes to have locked away if the target is willing. If the target is unwilling then a mental challenge will begin. A different challenge for each memory must be taken and this power does have the ability to be gen checked as per the rules of Dominate.

 

Once memories are locked away there is no way for anyone including the target to access them. It is as if the memory doesn't exist. The mind itself will fill in the blanks and it will naturally seem as if nothing is missing or wrong.

Date of Archival: 23-Jun-2019
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Fortitude 2
MET Mechanics:

The life of a Caitiff is filled with the road ahead. Often hated by Camarilla elders there are not a lot of domains where they are tolerated. The condescending pity from many an Anarch domain can be just as bad. The Sabbat held territories are perhaps the best reason for this power as many Caitiff have left those domains at a flat out run.

 

MET Mechanics:

Once the Character possesses this Discipline its effects are automatic. The Character may take one addition step during a movement (Walking Cautiously, Moving Directly or Running, See the three step rule page 201 in LotNR) with no extra penalty.

Date of Archival: 14-Dec-2021
Anarch Coordinator
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Animalism 5
Fortitude 5
MET Mechanics:

Those who take up the mantle of Caine’s Chosen die a second death, so that their renewed existence belongs to the Black Hand.  While each Agent would give their lives without question, they do not have the right to die without their superior’s permission.

System: To active The Oath Made Real, the cainite must expend 3 Blood and 1 Willpower and 1 Health Level, which are stored in a cohesive vessel or pool.  Until the secondary effect of this power is activated, or the blood and will are reclaimed by the user, the user’s maximums of those pools are reduced by that amount.

Should the user lose their last Health Level, or otherwise meet Final Death, their body crumbles to ash as normal.  The user loses a Permanent Willpower and one of each Virtue category, and their body reforms from the stored blood at the next sunset and at their last Wounded Health Level with 3 Blood and 1 Willpower in their pools.  Any items that were on their body when they died will remain where they fell, as will a pile of ash that to all forms of investigation will indicate their Final Death.  All sympathetic links (Summons tags, Thaumaturgical ritual items or concepts, etc) others had on the user are severed, though new ones could be established if the user interacts with those individuals again.

Note: This power cannot be used to circumvent the Black Hand's ability to find and/or kill the PC with it.  The Seraphim will always maintain sympathetic links to the character

Date of Archival: 20-Jan-2023
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Potence 5
MET Mechanics:


The user of this power rides the edge of their self control to harness their Beast's preternatural ferocity in dangerous situations -- though this leaves the user more vulnerable to all types of frenzy.

System: This power may be activated whenever the user is required to make frenzy (but not Rötschreck) test. The player MUST enter into the Self-Control challenge and not spend Willpower to suppress the frenzy. Should the user succeeded in the Self-Control challenge, they may then spend 1 Blood and 1 Willpower to activate this combination power, allowing the user to tap into the latent ferocity of the Beast - this may only be done immediately after the self-control challenge, or the opportunity is lost.

Once activated, the user's connection to his beast is temporarily tightened, providing preternatural enhancements for the next hour or scene. The user gains the Physical Traits Ferocious x3 , which can be used and count towards ties like any of the users other Physical Traits. Furthermore, the user gains a free, defensive-only retest against any Social Challenge for the duration of the power. The retest has no limit on the amount of times it may be used, but is strictly limited to resisting discipline powers or other defensive situations.

However, this comes at a significant drawbacks for the duration of the scene or hour. First, the user tightened connection to the beast leaves them much closer to frenzy and unable to suppress the urge - the user is at -1 self control (cumulative with the Brujah disadvantage or any other flaw or situation that impacts self-control) and the user may not use willpower to suppress any future frenzy tests for the duration of the scene. Also, the user is unable to use any offensive powers that require a mental challenge nor may they use a non-agressive social challenge. Thus most Thaumaturgy would be impossible to use, and while Dread Gaze would be acceptable, Entrancement would not. The ST has a final call on what constitutes 'aggressive' and 'non-aggressive'.

Date of Archival: 16-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Daimoinon 1
Auspex 3
MET Mechanics:

The Baali are the true masters of discretion, discovery and the darkest secrets, whether from the universe or from tormented souls. Feeling a person's sins and peering into the subliminal whispers that each individual unconsciously gives are things that any Baali can do masterfully, and so they have learned to keep the most sordid secrets to be used in the most important moments.

However, sometimes it is much more fun – or useful – for such secrets to be exposed in front of everyone, especially in front of the enemies of the Baali capable of using this power.

After feeling a target's sins, the Baali is able to imbue an opponent with the individual's own filth. With this, anyone, be it a vampire, or any other supernatural entity, who touches the target victim of this power will receive flashes and visions of the poor unfortunate's greatest secrets (the power does not work with mortals). The secrets will be the same secrets received by Baali, after he uses the basic power of Daimoinon "Sense the Sin". How such secrets are interpreted will depend solely on the character receiving such information.

System: First, the Baali must successfully use basic Daimoinon: Sense the Sin on the target. If successful, the secrets the Baali will receive will depend on how many Mental Attributes were wagered in the initial contest, as per the rules of the Discipline. Then, touching the target (perhaps requiring a Physical Challenge, if applicable), the Baali must spend 1 temporary Willpower trait and 1 Blood Point to turn the individual into a "Spirit Touch talisman." Any secrets discovered with Sense the Sin will be "transferred" back to the target, impregnating their skin and clothing (other personal items in their possession are unaffected unless the Baali touches them directly) with any sins the target have, and can be felt by any supernatural creature that touches the target longer than a simple “bump” for the rest of the night. A hug or a handshake are examples of acceptable physical touches for this combination of Disciplines.  A Storyteller must be present to arbitrate any use of this power, and to narrate its effects over the remainder of the evening.

Note: Anyone who learns the power of THE ABDOM REVELATION can only learn it in a Baali Sacrifice Well. The sins of those sacrificed in the Well float freely through it, and in the last lesson for learning this power, the student must perform a sacrifice of an intelligent and sentient creature, gouging out its eyes, and eating them (the eyes are said to be the window to someone's soul). Then he must kill the target while putting his hands through his eye sockets, all while reciting dark chants.

Date of Archival: 27-Nov-2021
Demon, Demon
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Potence 5
Presence 5
Custom Discipline Requirements (Combination): Burning Wrath
MET Mechanics:

MET System: You need only spend a Blood Trait and a Willpower Trait to invoke this power.  You must then make a Self-Control/instinct test verses 3 traits. If the player fails they fall into Frenzy and the power fails to activate as the beast takes them over.

At the end of the turn, the character's inner passion overtakes them, and their skin will turn blood-red, and heat will be felt by anyone within 3 steps of the character. You gain the bonus traits of Burning x3 and Social Traits of Intimidating x2.  The character's eyes will glow white-hot to the point that their gaze will be felt physically (but not damagingly) by anyone he sets his eyes on.  Mundane and Supernatural fire and flame do not invoke the same level of fear for the character, so they get a free retest against Rotschreck due to such effects.

 

During this time, the character will deal one additional level of aggravated damage on all hand to hand strikes and will deal 1 aggravated damage per round to anyone in direct physical contact (such as wrestling or grappling with, but not just striking) the character.

 

Summoning up the inner passion of a Brujah in this manner also makes them more prone to the violent nature of his soul, giving him the negative mental traits of Violent x2 while the power is active.  This should be role-played appropriately. The Brujah is also considered down a Self-Control/Instinct trait while the power is invoked as they are holding their passions close to the surface.

 

Note: This power inherently makes you interact with your environment, so it will break Obfuscate (except Mask of 1000 faces), and is inherently offensive to those around you (so it will break your own Majesty).

Date of Archival: 31-Jan-2015
Brujah

Pages