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: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Auspex 4
MET Mechanics:

Pre-Reqs:

Dementation x5

Auspex x4

Malk Time x4

The mind of a Malkavian can be powerful, unpredictable and even dangerous for those unprepared to go in to.

This power is passive and requires no activation. When the user is targeted in a contested challenge, the mind of the Malkavian automatically moves to defend itself.

(If the Malkavian relents to the initial challenge then only further “digging” triggers the defense)

If the aggressor succeeds in their telepathy challenge, there is an instant social challenge between the target and the aggressor (Defender may retest with Empathy). If the aggressor wins, they obtain the information they are after. If the aggressor fails the challenge however, they are subjected to a derangement chosen at random from the TI deck, lose their telepathy connection, and are affected for scene or hour.

The Malkavian with this power will throw a simple test, retest being awareness, If the Malkavian wins they can reflexively spend a blood to make this derangement last for the rest of the night. (If the malkavian is unable to spend blood then they are unable to make this challenge)

If the aggressor is to win the initial contested challenge and break into the user's mind they can ask the free question (per telepathy rulings) and hear the surface thoughts of the user. If they wish to dig for more information they are subject to another social challenge like before. If the aggressor loses this challenge they are subject to another random derangement (from the TI deck) for scene or hour and the telepathy connection is lost.

The user can throw another simple test, retest being awareness. If the user wins they can reflexively spend a blood to make this derangement last for the rest of the night.

Aggressor may still attempt to dig for information after these challenges but doing so triggers the defense as detailed above to a maximum of three active derangements.

Keep in mind that each attempt to establish a telepathy connection requires an expenditure of a mental trait by the aggressor and each probing question also requires an expenditure of an additional mental trait.

 

Due to Malk Time being a part of this combination power, Non-Malkavians can never learn this power without exception.

Date of Archival: 07-Dec-2022
Malkavian , Malkavian