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: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 4
Auspex 4
MET Mechanics:
What was that? 
Auspex 4 Obfuscate 4
Pre Req: Art of Memory 2
Cost 14xp
(PC Created by Elizabeth "Liz" Andrews and Samyra)
 
By spending a Willpower and a mental trait, for the remainder of the scene or hour (which ever is shorter) any time a telepathy or dominate dig is done to garner information from the mind of the user, they may make a Vanish challenge to hide the information that is being sought. If successful, the information vanishes and the person digging forgets the question and moves onto the next one.
Date of Archival: 14-Mar-2016
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Auspex 2
MET Mechanics:

Description: With the accuracy of a melee weapon master, you are able to execute a whirlwind of blades to target more than one adjacent opponent in a single attack.

Duration: One attack.

MET Rules: The activation cost is 1 point of temporary willpower, during normal combat action you can perform a multiple attack against your adjacent opponents who are 3 steps away. You can also make an attack against opponents who are beyond 3 steps using throwing weapons (Knives for example).
NOTE: This combination does not work with firearms.

Date of Archival: 30-Jul-2021
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Necromancy - Voudoun 2
Auspex 2
MET Mechanics:
(Necromancy: Ash Path x2, Auspex x2)
 
The Shroud permeates all things, unseen, but touching all. By spending an additional blood the Necromancer’s senses are no longer hindered by obstruction of objects like walls or people that exist only in the lands of the living. Though dimmed with the weight of the Shroud he can see and hear as if they do not exist. This does not penetrate such things that exist or also have also been constructed in the Shadowlands or that have been Warded against Wraiths. 
 
Date of Archival: 23-Feb-2018
Giovanni, Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 4
Auspex 4
MET Mechanics:

Those who follow the Path of Cathari are master manipulators. Vampires of the Path developed this combination discipline to empower their skill in corruption, seduction, and manipulation to get others to engage in Vice.  As agents of Sin they use this power to test those who would follow the light.

System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all Social challenges related to a corrupting an individual equal to their morality level of Path of Cathari halved (round down).  These bonus traits only apply when the character is making challenges related to corrupting a target into vice.

This combination discipline only works if the character is on Path of Cathari.

Date of Archival: 16-Dec-2022
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Protean 4
MET Mechanics:

The Gangrel draws portions of their bestial features to the fore and infuses them with the instinctual perceptions of their Beast, taking on the sensory biology of their animal forms (such as eagle eyes, a wolf's snout, etc.) for the duration. System: This power costs 1 Willpower to activate. For every level of Animalism the character possesses, the Gangrel gains one Perception-related Mental Trait. Due to the feral countenance this Wild Mind manifests in the Gangrel, they also suffer from the Negative Social Traits Bestial x2 and Feral. When the character activates this power, they must immediately test for Frenzy (difficulty equal to their Animalism rating), and they must make this test again at the beginning of each turn it remains active, though they may release the power at the end of their turn. The character may not spend a Willpower trait to avoid or delay this test, and they must be in possession of their Beast. Wise Gangrel take heed before employing this technique, as its public use is universally considered a breach of the Masquerade and will almost certainly draw unwanted attention. Wild Mind can be used in conjunction with other shapeshifting powers.

Date of Archival: 14-Apr-2024
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 5
Protean 5
MET Mechanics:

When using the powers of earth meld, the vampire spends an extra blood point to dissolve into mist beneath the earth, and by spending up to 1 will power,
the vampire is able to dispel and force the mist form through the earth for at least 50 meters from where it initially melds.
Allowing it to return to the surface at any point as long as it is surrounded by uninterrupted earth and within the 50-meter perimeter.

This power can only be used, in a location with continuous earth, any other type of material or wall that interrupt the path of the earth, prevents the vampire's movement

Date of Archival: 17-Oct-2023
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Obfuscate 2
MET Mechanics:
Fortitude 2, Obfuscate 2. 4 points
 
Sometimes it is necessary to go against one's own beliefs in order to do what is right. This is often the case when presented with defending others from harm. By combining your ability to steel your resolve through faith and convincing yourself that this serves the greater good in the eyes of your creator,  you may take actions that would otherwise cause you to lose your humanity or test your conscious. 
 
Before invoking this power, the player must spend a brief period meditating or discussing available options with others. Once the PC has decided that this course of action is for the greater good in the eyes of Allah and that there are no better options, the PC spends a WP to activate the power. The ST may decide that the importance of the sin has not been properly justified via the meditation or discussion. In this case, the PC must throw a static activation test, retest theology. On a win or tie, the power activates normally. On a loss, the PC loses the virtue, whether or not the course of action is carried out. 
 
If successfully activated, the PC does not have to make conscious checks when acting in line with the parameters of their meditation or discussions to serve the greater good. 
 
This power may never be used to excuse level 1 sins or the act of Diablerie. 
Date of Archival: 17-Jun-2019
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Fortitude 3
MET Mechanics:

rants the user a supernatural retest, follows rules of might, for all dominate challenges. Must be learned from it's Creator Alexander Johnson.

Date of Archival: 20-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dominate 3
MET Mechanics:

Vampires who follow the Path of Death and the Soul seeks to gain power and knowledge from their studies of the dead.  They spend many of their waking hours in occult research and study of the soul itself.  Many of the path find the dead offer great knowledge and insight.  It is upon this concept this combination discipline was developed.  Members of the path channel their connection to the dead to steal their knowledge for a time to empower themselves.

System:  The character with combination discipline may activate it with the cost of 1 willpower trait for the next scene or an hour.  During that time they gain the Mental Traits Cunning, Clever, and Insidious.

This combination discipline only works if the character is on Path of Death and the Soul.

Date of Archival: 16-Dec-2022
Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Akhu 2
Auspex 3
MET Mechanics:

The flow of magic is often subtle and even wise Witches have failed to figure out puzzles on pure ability alone. By touching the object, person, or location that has been subjected to a use of some form magic (blood magic, spheres, hedge and so on) the witch may channel the second sight with a focus on the magic itself - by expending a mental trait the user may ask the narrator one of the following questions, requiring a truthful answer: What type of magic was used, what was the intended effect of the magic used, and how powerful a magical effect was used. This does not allow the Witch to know who used the magic, the name of the effect used - no path or ritual names, nor the duration of the magical effect. 

Date of Archival: 15-Feb-2020
Followers of Set, Followers of Set

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