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: 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
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Anarch Sorcery - Hacktivism 5
Presence 5
MET Mechanics:

Technomancy 5, Presence 5, Hacktivism Mentor 5, 14 XP
Hacktivists developed this power to fight against supernatural attacks on their Networks and within the Digital Web itself. In comparison to Thamuaturgical Countermagic, this power has no use against powers which target the individual or affect the real world.

System: When defending against supernatural attacks on a digital medium, the Technomancer may make a Contested Mental Challenge to attempt to counter the effect. This is usable both via Technomancy access, as well as other forms of digital immersion. This power is most effective against Technomancy, granting +5 Traits to attempts to counter Technomancy. It may be used against other powers as well, but grants no bonus. Additionally, if a power is successfully countered, the Technomancer may expend a Willpower Trait, if they do so, any additional attempts for others to affect the same target require the expenditure of a Willpower Trait.

Date of Archival: 04-May-2020
Tremere, Anarch
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Presence 5
MET Mechanics:

By reinforcing one's presence, you make people fear and respect you even when you are breaking someone's face. Others will be unable to stop you, even as you fight their allies or yell at others.

System: Spend additional willpower when you activate Presence 5:Majesty. This willpower can only be spent at the time Majesty is activated and not later. While this power is in effect your Majesty will only break to those you are directly hostile to. All other beings around you are still affected by your Majesty until you turn your ire on them. Otherwise, this power works as per majesty.

Date of Archival: 21-Jan-2021
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 4
Dementation 4
MET Mechanics:

Fluff : As the evoker starts there performance those being affected start to feel a sense of resolve or despair begin to penetrate them and the air may begin to feel a wee bit chillier and some may hear lingering whispers in the air reminiscent of the dirge being played for them. As the dirge continues those that observe the evoker of the dirge will seemingly see wisps of shadow and whispers seep out of the performer, these wisps carrying with them either resolve or despair as they float along toward the affected and slowly disappear along the way as they infect the minds of those around with whispers and darkness. Activation : A static social challenge vs. 8 traits , then once the evoker succeeds they need to spend 1 Blood and 1 Willpower . If the evoker should fail the challenge they keep performing with little regard to the world around them for the duration of the power as they are enthralled with there own performance, unless they are in danger (in which case this effect ends automatically) or they spend a mental trait to ignore the effect.

Mechanics : The power last for a scene or an hour and as long as the evoker keeps up the performance. The performance needs to be of a musical nature, (singing or an instrument or something along those lines). When the evoker activates the power they choose either to affect friend or foe. The evoker may affect a number of individuals equal to the number of social traits when they invoke the power, once the subjects are picked they can not be changes unless the evoker activates the power again and reassigns the subjects. As long as the subjects can perceive the performance of the evoker they are subject to its affects. The affects are as follows.

Friend : Those that benefit from the dirge gain + 1 trait bonus on all Virtue challenges they throw, also each subject gains a number of Willpower equal to the evokers dots in the performance ability they are using for the power, for use only to suppress Derangements.

Foe : Those that suffer from the dirge take a -1 trait penalty to all virtue challenges they throw, also they must spend 2 Willpower to suppress derangements. If the subjected wish to try and release themselves from the affects of the dirge they can spend a Willpower and throw a static social challenge vs. the number of traits of the performance, or should they wish to not spend a Willpower they can spend there action for the round and attempt the above challenge. 

Date of Archival: 30-Jan-2015
Lasombra, Lasombra, Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Visceratika 2
MET Mechanics:
While a Gargoyle may be able to tell a great deal about a building and its occupants using Scry the Hearthstone, it is difficult for them to identify a person hiding with Obfuscate or to differentiate human from Kindred. However, with Discerning Scry, the Gargoyle's increased senses allow them to do exactly that, and more.
 
MET System: While using Scry the Hearthstone (including using it while Bonded with the Mountain, as per The Camarilla Guide p. 71), a Gargoyle may use other levels of Auspex in conjunction with Visceratika. All of the usual costs for activating the power(s) involved are still paid (1 Willpower for Scry the Hearthstone, etc.). The possible effects are as follows:
  • A Gargoyle may use Heightened Senses to attempt to pierce Obfuscate, including adding her levels of Auspex to her traits for the challenge (Note: this combo power does NOT count as a bonus in said traits);
  • A Gargoyle may also use Aura Perception as usual while using Scry the Hearthstone. 

 

Date of Archival: 05-Feb-2016
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Fortitude 3
MET Mechanics:

With the mental acumen brought upon by Auspex and the physical resilience brought upon by Fortitude, the user has learned to shield themselves from magical forces. Once acquired, Fortify is always active and no expenditure needs to be made to trigger its effects. The user gains the benefits and drawbacks of the Merit Magical Resistance: She gains a +3 bonus traits against any form of magic (be it benevolent or harmful effects). Additionally, the user may never learn Thaumaturgy or any other blood magic once acquiring Fortify.

Date of Archival: 10-Feb-2015
Malkavian

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