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: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Serpentis 2
Potence 3
MET Mechanics:

Some Cobras are famous for their ability to spit venom and blind their targets. A Serpent of the Light who masters this ability copies the ability of several cobras to do this. The venom spit is toxic and casuistic to any target, alive or undead. If they can land the venom in their eyes the target becomes blinded and has extreme difficulty seeing for a time. Short of the target removing their own eyes, they simply must wait for the venom to wear off. The player must spend a Blood Trait and engage their target in a physical challenge retested with Athletics to spit venom into their targets eyes. If successful the victim suffers the effects of fighting blind for an entire scene. The target is two traits down in all challenges, has a forced retest on all successful challenges, and suffers the negative trait Clumsy. In addition, the venom also causes one level of lethal damage to the target. Even if this damage is healed or reduced in any way, it does not negate the effect of this power. The only way to remove this would be for the victim to remove their own eyes or simply wait until the effects wear off. If used against mortals, these effects are permanent.

 
Date of Archival: 31-Jan-2015
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Serpentis 4
MET Mechanics:

Cost:1 Willpower plus a mental per person you want to affect up to 5. (Additional cost of 1 Blood if not in a form change)

System: After expending X number of Mental Traits equal to the number of targets desired (Max of 5), engage the targets in a mass Dread Gaze challenge as snakes come out of the user's hair and are able to affect targets up to 30 feet away. Dread Gaze run as per book.

Date of Archival: 12-Feb-2015
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Obfuscate 4
MET Mechanics:

The kook with this power passively knows when someone is in their head, even when that person has not made themselves aware.

When the intruder begins to dig for information the Malkavian can spend a mental trait to get a test (win or tie) to redirect their search to something else that would be a believable answer to what is being sought after. The one doing the digging does not know of the redirect.

Character Reasoning: My mind holds many secrets and knowledge that should not be so easily retrieved. To give someone what they want without actually giving the truth is the best defense because then they will quit searching.

Date of Archival: 26-Feb-2019
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Presence 5
MET Mechanics:

By spending a blood for celerity and making a successful physical challenge on you're normal action, you may declare you are using Cold Cocked as a "carrier attack", Engage the target in a social challenge (retest expression), Success allows you to expend up to 5 manipulation/intimidation related traits (Beguiling, Commanding, Ingratiating, Persuasive, Intimidating). Each trait spent in this fashion enables the user to attempt to entrance those in line of sight.

 

"Everyone has seen it done in some way, An angry significant other walks into a club, sees his or her other dancing, flirting, or kissing someone that isn't them. And that's when it happens, the slap across the face, the punch in the nose, the knee to the groin, the medium is varied but every expression is always the same by those around and often the victim, Shock and Awe at the blatant violence while the Vengeful other walks away untouched, leaving nothing but jaws dropped"

 
Date of Archival: 12-Feb-2015
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Potence 5
MET Mechanics:

Requires Burning Wrath

By infusing her blood with the fire within roused by Burning Wrath and letting that blood coat her weapons, the user of this power can imbue siad weapons with the fiery intensity of a Brujah's Fury, allowing them to strike all the harder than before.

Spend 1-2 blood and take 1 level of aggravated damage that cannot be reduced in any way (including the use of Aegis). For the next 3 rounds, the effects of Burning Wrath and other powers connected to it (such as Castro's Massacre) are applied to a single melee weapon, or two melee weapons if 2 Blood was spent during activation. When the effect ends the user may choose to take another level of aggravated damage (that again cannot be reduced, as above) to extend the effect by another 3 rounds.

This power cannot be combined with Quietus or any poisons as they are burned away by this effect.

The user must continue to hold the weapon(s) for the effect to continue. If a weapon is empowered with Combustion Coil and then handed to another person, the power immediately ends.

Special - This power is made possible due to a defect in the vitae that renders the Vampire unable to embrace childer. As such it can only be learned by those with the Flaw: Infertile Vitae.

Date of Archival: 06-May-2024
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Chimerstry 5
Presence 5
Custom Discipline Requirements (Combination): Beautiful Dreamer
MET Mechanics:

Additional Requirements: Lore: Fae 3

Dreams are wonderful
Nightmares are scary
Why be alone in your head
If instead you can bring a friend

System: Your Presence powers including combination disciplines in which presence is a requirement can affect creatures in the Dreaming from other realms of existence, or in other realms of existence if you are in the Dreaming as long as they are aware of your presence. The exception to this is Summon which doesn't require them to be aware of your presence, and may now be used to summon creatures from the Dreaming into your realm or from other realms into the Dreaming if you are in the Dreaming; However, if the creature  doesn't possess the ability to enter the realm you are in from whichever realm they are in the summons automatically fails. Otherwise all Presence powers function as written. 

Date of Archival: 13-Feb-2020
Ravnos, Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 5
Sadhana 5
MET Mechanics:

(Requires Spirit Manipulation 5 of any paradigm)

System: Once purchased this Combination Discipline is always considered active. You may
now use the path Blood Magic Path, Spirit Manipulation, on Abyssal Spirits as well as normal
spirits.

Date of Archival: 19-May-2020
Lasombra, Lasombra, Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 2
Potence 4
MET Mechanics:

Spend a Temporary Willpower Trait to activate this power, plus one Temporary Willpower for each Generation the target is lower than you.  Once active you may attempt to use either of the first two levels of Dominate upon a Kindred of stronger Generation. All tests are handled normally, with the user of Dominate having an effective Generation equal to that of their target.  This power must be activated each time you wish to Dominate a kindred of stronger Generation.  If you fail to Dominate your target they will immediately be aware of the attempt and you cannot attempt to Dominate them again for the rest of the evening.  This power cannot be learned by Ghouls.

Please note, the character would not learn the Generation of the target, only a vague sense of how much Will was used to make the attempt.

Date of Archival: 22-Feb-2015
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 5
Potence 4
MET Mechanics:

The major drawback to Dominate is its inability to control those of stronger blood, this power attempts to bypass that restriction. 

Spend a Willpower Trait to activate this power. Once active you may attempt to use either of the first three levels of Dominate upon a Kindred of stronger Generation. All tests are handled normally, with the user of Dominate having an effective Generation equal to that of their target. This power must be activated each time you wish to Dominate a kindred of stronger Generation. If you fail to Dominate your target they will immediately be aware of the attempt and you cannot attempt to Dominate them again for the rest of the evening. This power cannot be learned by Ghouls. If your target is below 7th generation you must spend a willpower trait per generation trait in addition to the cost to activation this power. Thus if your target is 5th generation you will spend 1 WP to activate the power + 2 WP (one for each generation below 7th). This discipline cannot be used to Dominate characters of 4th or 3rd Generation. Their power is simply to much to overcome.

Date of Archival: 27-Jan-2018
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Animalism 3
MET Mechanics:

Spend a  willpower trait.  All individuals in the scene, including the user, will be unable to enter a Frenzy against their will for the duration of the scene. It does not effect the use of Willpower, nor is anyone effected considered Quelled.  They simply cannot be accidentally or purposefully provoked to Frenzy.  In limited instances where one may choose to Frenzy, that choice may still be made.

This power only works in social scenarios, such as meetings and negotiations.  It must be used before an individual enters Frenzy - it cannot be used as a Quell of an individual or large group. The power will cease to function if the user attacks anyone.  Powers which may negate Presence powers or cause a generation check (like Lucinde's Revenge) will be effective against this.

Date of Archival: 08-Feb-2019
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Dominate 3
MET Mechanics:

By concealing one's own mind from the environment, you enhance your courage and render you less susceptible to mind-altering effects. However, this artificial concealment of ones will locks your emotions away from you while it is in effect, rendering you unable to detect subtle nuances in social mores. You activate this power with subtle mind games and meditative focus.

Spend one blood trait. For the duration of this scene, your Courage is increased by one trait, and you automatically win all ties on Mental Challenges when resisting hostile Discipline effects. However you are too focused locking your emotions away to consider others feelings, and you gain the Negative Social Trait Tactless while under Conceal the Mind's influence.

 
Date of Archival: 31-Jan-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Serpentis 5
Presence 4
MET Mechanics:

Throughout time, the haunting idea of old souls and linked souls has served both as a source of romantic inspiration and as a pillar of reincarnation myths. Due to the five-sectioned nature of the soul,  Egyptian sorcerers were said to have the power to call upon the dead even after they had left this realm, for part of them still resided here.  This ritual draws upon the myriad beliefs that the heart is the seat of love and life, and forges them into an eternal pact, forever binding two souls in the book of life.

System: both participants must be either willing, or completely incapacitated for the duration of their part in the ritual.  Furthermore, they must be at least 2 steps blood bound to each other or share a vinculum rating of at least 8. The sorcerer may be one of the participants if they so choose.  Each step of the ritual takes an hour. 

The first step of the ritual is the removal of the heart, as per normal.  However, instead of the power ending here, the sorcerer must inscribe half of the true name of the hearts recipient on the heart with a ritual dagger dipped in his own blood.  This process deals 7 levels of aggravated damage to the heart's owner, which may not be healed until the ritual is complete.

Next, the same process is performed in reverse upon the second individual.  Finally, each heart is placed in the chest of the other individual, and their chests closed in an hour long chant during which their spirits visibly mingle and merge to those who can see such things, and the IB of each is transferred to the other.  During this final step, both participants are locked in deep existential ecstasy of an intensity they will never experience again outside each others presence.

The overt effects of the ritual are similar to the standard removal of the heart, except that the emotional coldness each recipient feels towards others is reversed with regards to each other, and all emotions are richer and more intense.  Additionally, since they carry each others hearts, if one is staked, it is the other who will be paralyzed.

Metaphysically however, the ritual has far deeper implications.  Since the recipient's souls are linked, neither can be truly unseated from its place.  Should a power that effects the soul be successfully used on one of the individuals, they will be disoriented and stunned for a full turn instead of the power's normal effect, as their soul is tugged upon.  However, should both individuals be present when such a power is used, the power is instantly upgraded to a mass challenge against both of them.  While they receive a free retest on this challenge, should they both fail the power effects them both together normally.

Finally, should one of the individuals die, the heart within them shrinks and hardens to a fortified, mummified state, as with the original power to remove one's organs.  It can only be destroyed through subjecting it to prolonged damage such as a furnace or volcano, during which time it's owner is drawn to it in mortal terror.

So long as both hearts remain intact, the dead partner remains at the edge of the underworld, unable to be judged without their IB.  If a suitable host is found before the heart is destroyed (who must share a metaphysical connection with the departed individual such as mortal relation) the original performing sorcerer may conjure the dead participant back into the new body, snuffing out the body's own soul, in a night long ritual.  Doing so causes a permanent derangement to all participants, and the newly returned is left fully mortal and vulnerable, though at ST discretion their strength may return in time through in-depth story and rp.

Date of Archival: 25-Feb-2017
Ventrue, Followers of Set

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