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: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Auspex 4
MET Mechanics:

Malkavians are notorious for messing with the minds of their victims.  This combination discipline was developed by members of the clan to reach into the mind of their victims and flood it with self-doubt and despair.  The end result of which makes it nearly impossible for the victim to concentrate or focus.

System: The Malkvian character spends 1 willpower trait to activate this combination discipline.  Engage your target in a contested Mental Challenge retested with Empathy.  If you succeed the target may only defend in Mental Challenges they engage in (This has no effect on any other type of challenges).  If the target wishes to take an aggressive mental action they may spend 1 willpower per action to negate the effect of this combination discipline to do so.  This power lasts one scene or an hour.

 

Date of Archival: 23-Jan-2023
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Valeren 3
MET Mechanics:

The Furies are the notorious enemies of Clan Tremere.  They view them as the great enemy to exterminate at all costs.  By exploring their gifts of Valeren the Salubri Antitribu have learned this technique to aid in their protection against the Blood Magics of the Tremere.

System:  The character spends 1 blood trait to activate this power for the next scene or an hour.  During that time the character gains a free retest in all challenges to defends against Blood Magic used against them. This retest is not used up upon use, and repeats for the scene or an hour.  Though they may not use it more than once in a challenge.

Only Salubri Antitribu May Learn this Combination Discipline

Date of Archival: 06-Feb-2023
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 4
Serpentis 4
MET Mechanics:
Quietus 4 & Serpentis 3
Desiccating Venom
XP Cost: 8

At the cost of 1WP and 1BT, the Kindred empowers their Scorpions Touch. For the next scene or hour, all applications or usage of Scorpions Touch also destroys 1 Trait of blood along with the normal effects of Scorpions Touch. If applied to weapons, the effect lasts the same duration as normally applied Scorpions Touch, to the same limitations as the base power. This power otherwise functions identically to Scorpions Touch.

Date of Archival: 14-Apr-2018
Followers of Set, Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Sadhana 2
MET Mechanics:

Many sadhu make it their jobs to guide fate. This divine mandate manifests as different blessings from the gods. This blessing is to guide the steps of those sadhus that leap across the loom, and those inferior magic users that can stumble through space.

This power activates with a blood and is active for a scene, but may be lowered at will.

Anyone teleporting within 300 yards of the user instead teleports in front of the user.

Date of Archival: 10-Feb-2019
Ravnos, Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Presence 3
MET Mechanics:

With this combination discipline the Brujah becomes a whirlwind of destruction and death.  The Brujah combines their supernatural speed and supernatural strength at the same time in a focus of their rage.  During this time it becomes nearly impossible to avoid the Brujah’s attacks.

System: The Brujah spends 1 blood trait to activate this power for the next scene or an hour.  During that time the Brujah player gains 3 retests to use on any Brawl or Melee challenge.  Once called upon these retests are lost and this power may not be stacked or activated again in the same scene. This combination Discipline may only be learned by members of the Brujah Clan.

Date of Archival: 01-Nov-2023
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Obtenebration 3
MET Mechanics:

The ways a Lasombra calls forth the arts of their clan varies from one to another, but this art takes it one step further allowing one to change the shape called forth.

System: When employing use of Arms of the Abyss or another Discipline that augments them such as Dark Steel, the Character may Spend 1 Social Trait to activate Devil Town. Upon activation, a number of your Arms of the Abyss equal to your levels in Shadowcrafting may take on the appearance of something else entirely up to the imagination of the user, be it lashing chains, thorned vines gripping a foe, or even a creature attacking a victim, though they are all unmistakably shadows called forth from the abyss. Though impressive, this Combination does nothing but change the appearance of Arms of the Abyss(and its likeness) and as such still follow all the normal rules associated. If a character so choses, they may attempt to break the aesthetic illusion with a normal Auspex vs Obfuscation Challenge.

Date of Archival: 11-Mar-2023
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Obtenebration 4
MET Mechanics:

This power combines the hunger of the Abyss with the hunger of the undead allowing manifestations of the Abyss created by the vampire to consume blood.  When using Arms of they Abyss, Black Metamophsis or weapons created with Armory of the Abyss instead of doing any damage the target looses one blood trait on a sucessful attack.  If using Shadow Play or Tenebrous Form make physical challenge (may use Potence) to envelope a target and draw out their blood.  Any blood taken by this power is added to the weilders blood pool as if they had drunk it directly.  Devouring Shades mysticly draws out the blood even if the attack would not normaly deal damage and need not have skin contact to function.      

Date of Archival: 01-Feb-2015
Lasombra, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dominate 5
MET Mechanics:

You link your spirit and emotion with that of another, leaving a psychic imprint that confuses those who would wish ill will upon you. This link shows in the soul of both users and leaves a strange imprint that can be detected with Auspex 2.

Until the end of the evening any who attempt a supernatural or magical means of tracking, vision, or summoning you find and see the target instead.

System:

Expend a willpower and engage your target in a static mental challenge as if perceiving their aura. If the target is a supernatural creature, this challenge is a contested mental challenge, retest investigation.

If successful expend 1 to 3 mental traits for varied effects in the table below. The expended amount of traits is cumulative with the levels below it. Example If you spend 3 traits, you get the benefits of 1 and 2 traits as well.

Diabolic Distraction is active for the night or until the user decides to end it, which requires the expenditure of a willpower.

While Diabolic Distraction is active, both the user and the target's souls are unable to leave their body by any means. The Target, if supernatural, may end Diabolic Distraction by using a power they possess that forces their soul from their body. Examples would be if the target went into astral projection or Possession. If someone uses a power on either the target of Diabolic Distraction or the user that would remove their soul, the power fails and both target and user of Diabolic Distraction lose a temporary willpower.

If at any point either the User of Diabolic Distraction or the target have no temporary willpower left, the power automatically ends.

If the target of Diabolic Distraction is aura perceived, the target has an aura that resembles two auras that are inhabiting the same body. If the user is aura perceived, he has no visible aura.

If the target of Diabolic Distraction is killed then the aura returns to the user and the power ends.

Expended Mental Traits :
1 Trait: Any Summons and summon like abilities/powers are redirected to the target of Diabolic Distraction

2 Trait : All supernatural/magical means of spying on the user of Diabolic Distraction are redirected to the target
3 Trait: All supernatural/magical means of tracking and locating the user are redirected to the target

Date of Archival: 03-Feb-2018
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Thaumaturgy - Biothaumaturgy 1
MET Mechanics:

By invoking Diagnosis and spending 1 blood, you become capable of noticing ailments that the target is currently suffering from. By examining exposed blood, the caster is able to discern if the target is infected with any mundane ailment. Supernatural ailments are much harder to discern. Physical skin to skin contact is required should the target be suffering from an supernatural ailment. Such methods do however come with the risk of contracting such an ailment. You can call out this sight at any time (subject to being conscious, able to spend blood and so on), and you immediately notice all ailments of your target. If you wish to determine the specifics of an ailment, you must make a Static Mental Challenge with a difficulty of eight Traits and using the Medicine Ability for retests. Otherwise, the ST need only reveal the name of the ailment in question. You can only scrutinize one ailment in this fashion each turn, so even if you spot several ailments in an action, you can only concentrate on one of them at a time. This level of concentration requires your normal action and cannot be sped up with Celerity or similar powers. Should you desire to keep your Diagnosis active for longer than one turn, you can spend Mental Traits to extend the duration of the power. Spend one Mental Trait at the beginning of each turn in which you wish to keep the power active. If you allow the power to lapse, you must spend a Blood Trait to renew it later. If you are not in combat-based turns, the power lasts for one minute and can be maintained at a cost of one Mental Trait per minute thereafter. You should indicate your Diagnosis by placing you fingers, spread in a “V” to the side you your eyes. Uses of this power is not immediately noticeable to others, though people will notice your intense scrutiny. The information on ailments discovered are based one the casters current Medicine Ability after any expenditures. Unknown supernatural ailments should baffle the caster and require further research.

Date of Archival: 20-Mar-2019
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Potence 5
MET Mechanics:

Diamond Mind is a result of years of dedication and focus, where the idea of becoming one with mind, body, and spirit transcend the Physical realm into that of the Astral realm.

As the beast can heighten the strength capabilities of a Kindred through the use of Potence, and not through building muscle, and the mind of a Kindred is capable of transcending the body, so is the disciple of the Diamond Mind.

When a Kindred with Diamond Mind enters the Astral Realm with Psychic Projection, they utilize the supernatural intensity of Potence to become an apex predator within that realm.

By first spending a blood, and the normal cost of activating Psychic Projection, while in Astral form with all other limitations therein, the user gains the ability to use their Potence for the purpose of Prowess to refresh traits, Might as a retest, Vigor's bomb, Intensity's Potence trait, and Puissance's win all ties.

Date of Archival: 19-Oct-2019
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Fortitude 5
Custom Discipline Requirements (Combination): Repel Projectiles
MET Mechanics:

Requires: Ihai Creation Ritual, Persistent Guard, Repel Projectile
The final branch on the tree of the Persistent Guard and the Repel Projectile techniques; the art of the Diamond Spirit allows for true mastery of inner self.  By sheer force of will alone a vampire may be able to overcome any obstacle or challenge they may face.

System: Once purchased this combination discipline is always considered active.  You spend 1 Willpower to retest any challenge you throw even if you are not normally able to spend Willpower to do so.

Date of Archival: 27-Mar-2019
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Anarch Sorcery - Hacktivism 4
MET Mechanics:

Auspex 5, Technomancy 4, Hacktivist Mentor 5, 12 XP
Hacktivists and Technomancers have long been trying to find a way into the Digital Web in the manner that Virtual Adepts and other creatures access it. Using the theory of Astral Projection, they have developed a method to further refine their ability to telecommute into Digital Space.

System: Following the same concept as Psychic Double, the Technomancer may project their consciousness into the Digital Web in the form of a digital icon. Performing this feat requires the expenditure of a Willpower Trait. While projected, the Technomancer may use any Mental or Social Disciplines as well as Thaumaturgy when dealing with any other Digital travelers or entities they encounter. Combat within the Digital Web uses Mental Challenges and deals damage in the form of loss of Willpower Traits.

Date of Archival: 04-May-2020
Tremere, Anarch

Pages