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: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Temporis 4
MET Mechanics:
Titan's Backlash (12xp, Potence 4, Celerity 4 or Temporis 4)
By spending a Blood and a Willpower and wielding a large Warhammer, the Brute can strike the ground, creating a shockwave that tears others off their feet. 
The Brute throws a mass Physical Challenge (max of 5 targets within Melee range, chosen by the ST), retest Melee, targets retest Survival. Every target that loses the challenge is thrown twice as many feet as the Brute has the Melee ability (not counting specializations), doubled if he/she has Puissance. The targets land on their backs and gain the Negative Physical Trait Clumsy for the next round. They do not suffer damage from the shockwave, but it is Storyteller Discretion if the targets take fall damage. If the Warhammer isn't Potence Proof or Blood Tempered enough against the Brute's Potence, it shatters. Alternatively, the Brute may use his fist instead of a Warhammer, in which case replace Brawl for Melee in the text above. However, the Brute would take damage to himself equivalent to his own punch. ST discretion on whether or not the floor shatters under the impact

 

Date of Archival: 23-Oct-2018
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Celerity 2
Obfuscate 4
MET Mechanics:
This discipline was inspired by a character well-known for a tendency to vanish first and ask questions later. It is suited to PCs with a paranoid edge who, when given the choice of Flight or Fight, generally favor the former.
 
The combo allows the user to preemptively vanish from worrisome scenes. In a combat situation, the user may spend a Willpower trait to vanish on the alacrity round (i.e. s/he may spend a Willpower to Vanish on the first round of alacrity actions, bidding her/his mental traits + obfuscate levels). In non-combat situations, there is no mechanical effect.
Date of Archival: 10-Feb-2015
N/A
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dominate 3
MET Mechanics:

With this power, vampire can levy a powerful curse over a character. The curse gives the vampire power over the character, but only if the character lies. If she does, the liar becomes vampire’s puppet, her mouth becoming bloody as if she has bitten her lip or tongue. Not only is this disconcerting for others involved, Pope can also choose to see through her eyes for the remainder of the scene or burn out her forked tongue.
System:  Engage your target in a contested Mental Challenge retested with Intimidation.  For the next scene or an hour; if the target lies you may perform another contested Mental challenge retested with Intimidation against the target.  If you succeed and the target has lied you may choose what their next immediate action is.  However this action cannot force the target to harm themselves in any way.  Additionally, you may concentrate and look through the eyes of the liar for the next scene or an hour.  When you are doing so though, you are completely blind to your own surroundings.  You may only have one use of Tongue of the Pope Active at a time.

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

Touch Up
Prerequisites: Attunement, Auspex 4,
Description: “He took up the sword once again, feeling its familiar weight and shape. He knew it intimately from when he crafted it, putting all his knowledge into its creation. But he had learned more. He spoke to the blade, in his mind the sound of his voice materializing as glowing bands that surrounded the bare metal. He saw its pattern and began to work in his new knowledge, strengthening and purifying the blade.”
System: This power allows the use of all others that stem from Attunement upon an object that has previously been created by the craftsman. Initially spending a willpower, and then a blood to activate Attunement, the crafter may then spend one blood per two effects they wish to impart upon the object. This blood does not need to be spent in one turn. Upon completion, a second willpower must be spent for the craftsman to use The Bond Breaks and ending the power. While this power is active, any wards upon the object do not affect the crafter. This power requires 10 minutes to complete and may not be used during combat. This power cannot be used to destroy an object.
In MET, this power costs 12exp traits

Date of Archival: 13-Apr-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 4
Celerity 2
MET Mechanics:

This power is always active.
When your character takes damage, and successfully test down that damage using Fortitude you auto test down one additional point.

Date of Archival: 13-Feb-2023
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Potence 3
MET Mechanics:

Transcendence of the Mind
Requirements: Auspex 5, Potence 3
Experience Cost: 12

 

History:
Erik Reinhardt was sitting around one night and decided that it would be nice to be able to increase his mental capacity like using blood to increase his physical prowess. His mind was made up; he created this combination discipline to be able to do exactly that. he believes this has many applications. Wouldn't it be nice to be able to contemplate cancer research with a much more powerful mind? What about trapping small woodland spirits for fetishes? What about summoning rituals? The applications in his mind are endless.

System:
Cost: 1WP + 1 blood trait
Additional Costs: 1 blood per mental trait

Spend one temporary willpower and one blood to activate transcendence of the mind> For the next hour or scene you can spend blood to increase your mental traits up to your generational maximum. Blood of potency can also be used first to lower your generation, and then transcendence of the mind will increase your traits to your new generational maximum. This combination discipline can only be used once per night.

Date of Archival: 21-Mar-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Hermetic 1
Fortitude 5
MET Mechanics:

The mundane is delicate, that is the nature of being mundane and fleeting of life. The mortal coil is one that afflicts the living and the inanimate but in the world of the supernatural that is something that is eschewed in favor of the immortal life. Calling upon the unyielding fortitude to shrug off the mightiest of blows, and using that to transform the item in question, a skilled thaumaturge can give any item a false immortality.

System: Expend One Blood and One Willpower plus a number of Mental Traits equal to the gnosis or crafts rating  of the item being affected (whichever is higher (if multiple crafts are used then use the highest single craft used). An item affected by Transform the Mundane becomes invulnerable to any effect which would destroy it of a level equal to or less than the Occult rating of the caster and gains the ability to negate up to its gnosis or crafts rating, whichever is higher, number of effects which would otherwise destroy the item. These are considered “Aegis” like and effects shrugged off in this manner are cumulative and do not refresh. Once all “Aegis” expenditures are used the item can be destroyed as normal unless it is transformed again. You cannot renew the charges until all charges are expended.

Note: This power does not prevent spirits from escaping fetishes via failed fetish activation, Exorcism or other such fetish breaking/releasing powers. If the spirit escapes/is released, the item will remain whole.

Date of Archival: 01-Jul-2021
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 4
Fortitude 2
MET Mechanics:

The Lillian's have long worshiped the monsters of the Dark Mother. Where many of these creatures have been lost to time, their memory remains through her teachings. With some force of will, and the strength of shadows, the Lillian my reshape the Black Metamorphosis to take on some aspects of a Harpy.

System: The Lillian must first active, and change into Black Metamorphosis. Afterwards, they may spend a blood, and two socials to alter the arms that extend from their body into that of black wings. This allows the Lillian to fly with speeds of 45 mph, with the ability to carry up to 50 pounds, and requires the Lillian to actually use the wings to fly. While this form is active, the Harpy loses the extra action granted by Black Metamorphosis, as the arms are now wings.

Date of Archival: 07-Aug-2020
Lasombra, Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Quietus 3
MET Mechanics:

During an assignment, an Assamite Antitribu often strews his escape route with tripwires, caltrops and other traps. The Assamite who has developed this power can leave far worse traps -- pools of his own acidic vitae, concealed by powerful Obfuscation powers.

 

System:  The Assamite Antitribu places a pool of vitae (1-3 Blood Points worth) in a chosen spot and makes a Static Mental Challenge retested with Stealth at a difficulty of 10 to conceal the pool. Anyone stepping into the pool takes 1-3 Aggravated wounds, depending on the amount of vitae put into the pool. If the victim steps into it and is able to soak any of the damage, the amount of blood remains equal to the orginal spent, to damage others who happen into the Trap. (Example: Farid creates a 3 pt. Trap, which Geoffrey stumbles into. The Ventrue, manages to win his soak challenge, leaving 3 pts for his unfortunate lackeys to stumble into.) A trap remains potent until sunrise. Despite the level of Obfuscate used, anyone with an Auspex equal to or greater than the Assamite Antitribu’s level of Obfuscate spot the trap with a successful Investigation challenge.

 
Date of Archival: 31-Jan-2015
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Hermetic 5
Auspex 5
MET Mechanics:

Note: This power specifically requires Advanced understanding of Spirit Manipulation.

Whereas Duality grants the Magi existence on the Physical realm and the Umbra at the same time, they are impeded by the rigidity of the Gauntlet and are distracted by seeing across both realms.

Traverse the Twilight Realm allows the Magi to fully enter or exit the Umbra.  Traversing the Twilight Realm is not without peril as one can get stuck within the Gauntlet trapped until they are able to free themselves, or with assistance from another.  Rumors have it that terrible creatures exist in the Gauntlet and becoming stuck can gain their attention.

The journey from the physical realm through the gauntlet into the Umbra takes time, typically one minute for each level of the gauntlet rating (normally 7 page 223 LotWR); during this time the Magi fades from the physical realm at the end of the turn.  Once fully phased they are effectively nowhere (page 229 LotWR) until they reform on the other side, but if the Magi has the use of a reflective surface they can reduce the amount of time it takes to one round per gauntlet level. 

While Traversing the Twilight Realm the Magi must concentrate for at least one round as they prepare for the journey and then by spending a blood, a Willpower and then making a Willpower challenge against the gauntlet rating to actually traverse. During this time they may not take any offensive action (but they may defend against attacks) or the power fails.   

The Magi may attempt to bring others with them as they travel by spending an additional blood and a Willpower per person.  Those who wish to traverse must be willing, and are subject to the same outcomes as the magi.

Traversing the Twilight Realm is not without it’s dangers.  If the Magi fails this Willpower challenge, the power fails and they must immediately make another static Willpower challenge against the gauntlet rating, if they fail this test they are stuck in the Gauntlet until they find a way out either from another successful use of this power, or some other means.  Each time they fail the difficulty increases by two for the next attempt to escape the Gauntlet in that area.

Those who accompany the magi are also unable to take any actions during the round, and are subject to the outcome of the Willpower challenge made by the magi.

Date of Archival: 18-Sep-2021
Tremere, Tremere

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