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
Auspex 3
Dementation 3
Custom Discipline Requirements (Combination): Discipline XX.1: Fortify
MET Mechanics:

With a slight bit of effort, the user is able to see into Astral Realm without leaving her body. The land appears very similar to the real world, except that it is pristine and shimmering and the user is able to see both the creatures and events in the Astral Realm (such as Kindred using Psychic Projection) as well as the real world in a unique blending of the two. The user is easily able to determine which event is occurring in which realm and does not suffer any penalties for this unusual double-vision. To activate this power, the user simply expends a mental trait and the power remains active for the remainder of the scene or an hour, whichever passes first.

Date of Archival: 10-Feb-2015
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Potence 1
Animalism 3
Custom Discipline Requirements (Combination): Discipline XX.2: Peripheral Vision
MET Mechanics:

Anyone with high levels of Auspex can tell you that using the power is taxing on one's force of will and it's difficult to restore. Reservoir allows the user to hold a pool of strength in reserve that can be tapped into later. The pool holds 5 bonus willpower that refreshes as normal. This willpower is stored in the character's own spirit and can only be used for Discipline costs (i.e. the Willpower required to be used to go Astral). Additionally, this pool can be accessed even if the character is normally unable to spend Willpower (such as when they've been afflicted by Quell the Beast), but ONLY for activating Auspex powers, or powers within the XX combination discipline tree.

Date of Archival: 10-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Fortitude 4
Custom Discipline Requirements (Combination): Discipline XX.3: Reservoir
MET Mechanics:
The user has learned how to manipulate and alter their idealized astral form and can now project astral constructs outside of their own form. These constructs may only be created while the user is in Psychic Projection and cannot affect the physical Realm at all. Anything from astral tools to barriers can be created.
 
To create a construct, the user must spend a Willpower and then choose to either make a static construct (an immovable object, such as a barrier or statue) or a smaller, dynamic construct (something that would typically be considered man-sized and moveable).
 
A static object can be up to a 10x10x10 foot cube in size (1,000 cubic feet). A user may expand upon existing static objects by spending additional willpower. Each extra willpower spent can increase the object’s size by another 10 feet per side. Constructs immediately materialize where the user wishes. Static constructs cannot be moved from where they are created. The user also has total control over the appearance and opacity of the constructs. At the cost of 1 permanent Willpower, a static object of a size up to 10 temporary Willpower may be made permanent. Astral constructs larger than that require 1 additional Permanent Willpower be spent per 10 temporary Willpower.
 
Multiple Malkavians with this power may work together to make incredibly large static astral constructs, but each individual is responsible for spending Willpower to make their portion permanent. A static construct always allows its creator to pass through it unhindered; for an additional temporary Willpower per target, other Malkavians may also be attuned to the construct (or it to them) so that they may also pass freely through it. Once a static construct has been created, it can be added to at a later date by anyone who helped to create the original with the same rules for size and access.
 
Static constructs, though immovable, can be attacked as though they were an actual object (although the attacker would follow the normal rules for combat while in Psychic Projection). If attacked, the static construct has a number of health levels equal to the willpower expended to create it (so a 20x20x20 foot cube would have 2 health levels). Willpower spent to make the construct permanent does count towards health levels. If multiple Malkavians work together to create a large construct, all of the Willpower spent in its creation is counted as health levels (it is not broken down into 5 health levels for one part and 8 health levels for another; it would have 13 health levels). If the construct is destroyed while the user is not present, the user is immediately aware of the destruction of the construct.
 
A dynamic construct can be used for various purposes, either as a weapon to attack other objects or creatures in the Astral Realm (in which case it grants 3 bonus traits) or it can be used as a more mundane tool. The control of a dynamic construct can be given to another in the Astral Realm. Dynamic constructs can be up to 10 cubic feet in size (1x2x5), and can be made permanent by spending a permanent Willpower, but any such object will have to be left behind on the Astral Plane when its wielder or creator returns to his body.
 
Should the user exit Psychic Projection or get her silver cord severed by another creature (such as in Astral combat), any temporary constructs (static or dynamic) immediately fade. Using Beyond the Horizon does not affect temporary constructs. Storytellers should allow for some creative uses of Imaginary Constructs.
Date of Archival: 10-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Dominate 5
Animalism 4
Custom Discipline Requirements (Combination): Discipline XX.4: Imaginary Constructs
MET Mechanics:

Note: The Dominate 5 & Animalism 4 requirements are either/or, NOT both. There is no way to enter optional requirements.

Typically, when one activates the powers of Psychic Projection, they send their consciousness into the Astral Realm. The scholarly few that study the intricacies of the Umbra know that this is actually the thin layer of the High Umbra or Astral Courts that is closest to the real world. This near layer is often referred to generally as the Penumbra, but more specifically as the Periphery or the Vulgate. When using Psychic Projection, the user is anchored to this near layer and can only manifest briefly in the real world with an effort of will and even then, only for a very short time.
 
Beyond the Horizon allows the user to travel even closer to the real world while projecting or deeper into the High Umbra to explore its depths. Though in order to make such trips possible, the user must make a sacrifice; they must sever their own silver cord. This can have a dangerous effect if the user is not deeply familiar with both their own psyche and the landscape of the High Umbra. One could easily get lost and never be able to return. Though, with this power, the silver cord is more gently unplugged then it is forcibly ripped. By making the conscious choice to sever their own cord, the user is more likely to be able to return to their body later.
 
Once in Psychic Projection, then user must spend another willpower and make a static mental challenge against a difficulty equal to her own permanent willpower score. Should she win, she becomes disconnected from her own body.
 
While in this state, the user is completely and totally unaware of what occurs around her body. Once so separated, the user is no longer able to move at the speed of thought, but instead, may fly about as fast as a bird flies.
 
While using Beyond the Horizon, the user may then choose to spend a mental trait to come closer to the real world and exist as a shimmering, translucent version of herself (as she would normally appear if she were manifesting from Psychic Projection). While in the real world, she can walk and talk as usual however, she is unable to utilize any discipline that requires physical contact (with the exception of Spirit's Touch) or that requires blood; she is both intangible and severed from her own body. Likewise, she may not be targeted by any physical attacks. Other attacks, such as Horrid Reality, One Track Mind or Soul Steal will function as normal. She may return to the Vulgate at any time with just a thought.
 
Alternately, the user may project herself deeper into the High Umbra by spending a mental trait. While here, the user is unable to see the events of the real world but may still look into the Vulgate as one in the Vulgate can look upon the real world. While in the High Umbra, the user may explore and wander but she must do so with caution as the likelihood of encounter spirits of the High Umbra is greatly increased. If the user has not strayed too far from the Vulgate, she may simply return with a thought. If she has delved in deeper, returning may be more difficult and is up to ST discretion.
 
Once back in the Vulgate, the user may attempt to return to her body at any time. She must go to her body's location and forcibly attempt to reconnect her silver cord. To do so requires another static challenge against the difficulty of her permanent willpower. If she fails, she is unable to force her way home. She may attempt to do so again every hour. Should she be unable to reconnect her silver coord by sunrise, then her spirit is thrown into the depths of the High Umbra. She must painstakingly make her way back to her body. If she is unable to do so by the next Full Moon, then her body crumbles to ash and her spirit fades from existence.
Date of Archival: 10-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 4
Potence 3
MET Mechanics:

The control over one's own blood is a highlight to someone in possession of this power. By the nature of Quietus, the very supernatural essence of one's blood is a focal point, in combination with the precision application of Potence. By forming a cohesive bond between the two, the user is able to force their blood into the dead veins of their body in such a way, focused on the very strength that it holds over the nature of the supernatural existence, and crystalizing within the musculature of form. By this, the held Vitae is no longer fleeting, but forms bonds that are more capable of retention for longer periods of time.

Users of this power are seen to have more rigidly defined muscles, as the crystallized blood bonds within them. Their skin takes on a ruddy crimson, no matter it's color.

Mechanics: Whenever a blood point is spent to gain a "bloody" trait, they are maintained for up to a scene or hour, whichever ends first. The "bloody" traits thus maintained may be held into a maximum of one's Potence rating for the duration. Thus, someone with a rating of Potence 5 may hold a total of five "bloody" traits.

Date of Archival: 27-Jan-2020
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Fortitude 5
Custom Discipline Requirements (Combination): Clarity of Form
MET Mechanics:

Requires: Ihai Creation Ritual, Running Monkey, Clarity of Form
Both the Running Monkey and Clarity of Form technique teaches a vampire to refocus and center themselves.  This final technique allows for a vampire to take a moment and restore their lost will and self in a second.  Something that would normally take ours with normal mediation.

System: This combination discipline may only be used once per night.  At any time you may spend 1 blood trait and gain back any number of Temporary Willpower traits that have been spent up to a maximum of their permanent meditation ability rating.
XP Cost: 10

Date of Archival: 27-Mar-2019
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Presence 3
MET Mechanics:

In today's world of streaming data, 24 hour connectivity and cameras in every pocket it can be extremely hard for one of the Faithful to remain unnoticed and thus free to enact God's Will. It is from this need that the Divine Shroud was created. By focusing on his position as God's servant the Faithful becomes capable of warding off any attempts to capture his image.

System: By expending a Willpower Trait a member of the Faithful with this power can activate Divine Shroud for his Road of Heaven rating in hours. Provided the vampire has a Road of Heaven rating the duration is adjusted by one hour per aura modifier; if negative, to a minimum of one hour. While Divine Shroud is active any attempt to record the Faithful's image only captures a formless blur that cannot be distinguished by any means. This power does nothing to obscure a character from simply being seen by the naked eye.

Divine Shroud may be used in conjunction with Obfuscate, in which case anyone watching the image doesn't notice the blur until after Obfuscate drops.

Date of Archival: 18-Feb-2015
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 3
Potence 2
MET Mechanics:

Kindred live in a world in which the danger of modern weapons have become more dangerous with time between swords themselves and even firearms across the world. Anarchs live in a world in which they face many foes on all sides and only have themselves and their fellow Anarchs to depend on most nights. This power is designed to take the blow of an attack to protect someone close to them or who would otherwise not be able to survive or take themselves.

Mechanics: Whenever another person is within melee range of the kindred using this power, becomes the target of a physical challenge in nature that goes from attacker to a defender. Punches, claws, bullets, Assamite loogies, swords, etc.. . The kindred can reflexively spend blood to swap places with the one being targeted by said physical attack. If the one that the kindred is swapping with does NOT relent, there is an opposed physical challenge to decide if the switch is successful. This challenge is compared with just base physical traits. Weapons or Armor will not apply. Items that boost physical strength can however. The user of this power however does receive two bonus physical traits for the challenge stated.

If the swap is successful then the kindred using this power takes the attack, they cannot dodge but they can still soak IF this is a soakable attack.

This power when blood is spent reflexively does not affect the amount of blood the kindred can spend in a single round.

Date of Archival: 05-Jul-2022
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 3
Potence 2
MET Mechanics:

Kindred live in a world in which the danger of modern weapons have become more dangerous with time between swords themselves and even firearms across the world. Anarchs live in a world in which they face many foes on all sides and only have themselves and their fellow Anarchs to depend on most nights. This power is designed to take the blow of an attack to protect someone close to them or who would otherwise not be able to survive or take themselves.

Mechanics: Whenever another person is within melee range of the kindred using this power, becomes the target of a physical challenge in nature that goes from attacker to a defender. Punches, claws, bullets, Assamite loogies, swords, etc.. . The kindred can reflexively spend blood to swap places with the one being targeted by said physical attack. If the one that the kindred is swapping with does NOT relent, there is an opposed physical challenge to decide if the switch is successful. This challenge is compared with just base physical traits. Weapons or Armor will not apply. Items that boost physical strength can however. The user of this power however does receive two bonus physical traits for the challenge stated.

If the swap is successful then the kindred using this power takes the attack, they cannot dodge but they can still soak IF this is a soakable attack.

This power when blood is spent reflexively does not affect the amount of blood the kindred can spend in a single round.

Date of Archival: 05-Jul-2022
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 1
Protean 2
MET Mechanics:

Created by Silk Sharpeye

Sound travels well underwater, whales and dolphins send long undulating low frequency messages across the miles. Mariners having long lived amoung the sea life have adapted to their more efficient means of communication. Those with this discipline may embed messages into the underwater songs and such messages can carry for miles. To most this song is just another sea mammal vocalization but to those with the Animalism power Feral Speech a voice can be heard in the low frequency cry.

System: A single activation of this Discipline can transmit any message that can be conveyed in one breath, one message at a time.The player spends one Social Trait as the vampire sings to activate the power for the rest of the scene or an hour, whichever comes first, This power can only be used or heard while underwater and the message carries up to 250 miles although the vampire may purposely restrict this distance down to as small as 5 miles. Storytellers may restrict this range if they deem their to be excessive ambient underwater noise in the area.
The visual effect of this activated power is the neck swells up like a bullfrog croaking but not as pronounced.

Date of Archival: 03-Apr-2019
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Presence 1
MET Mechanics:

Anarch / Patched members of the Sons of Odin
Potance x4 / Presence x1 with a permanent WP rating of 4+ (11xp)
Anarch Coord Approved

This technique hardens the courage and moral resolve of the Anarchs who posses it allowing them to face any danger or violation to their moral code for the sake of himself and his allies. Created by Brujah members of a notorious mercenary gang; the technique allowed them to steel themselves against the pull of their beasts when called upon to perform necessary but sometimes unsavory deeds.

This power allows the user a +1 bonus to any Conscience/Conviction or Courage test they may encounter while this power is active. To active this power the user must spend 1 Will-Power and take 5 minutes of psyching himself up before he makes the "hard choices". This can be done either by meditating, yelling and screaming or head butting a wall to build up adrenaline; this RP portion will vary PC to PC but should be established upon purchasing this power. Once active it's effects will last until the end of combat or an hour of Role-Play.  A power to effect ones own resolve such as this may work in combination with the power "Give'em Hell", as well take the user over the usual cap of 5 traits. If the users permanent Willpower drops below 4, their resolve is considered broken and are unable to use this power.

Date of Archival: 30-Jan-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Presence 1
MET Mechanics:

Don't be a Bitch!

This technique hardens the courage and moral resolve of the Anarchs who posses it allowing them to face any danger or violation to their moral code for the sake of himself and his allies. Created by Brujah members of a notorious mercenary gang; the technique allowed them to steel themselves against the pull of their beasts when called upon to perform necessary but sometimes unsavory deeds.

This power allows the user a +1 bonus to any Conscience/Conviction or Courage test they may encounter while this power is active. To active this power the user must spend 1 Will-Power and take 5 minutes  of psyching himself up before he makes the "hard choices". This can be done either by meditating, yelling and screaming or headbutting a wall to build up adrenaline; this RP portion will vary PC to PC but should be established upon purchasing this power. Once active it's effects will last until the end of combat or an hour of Role-Play.  A power to effect ones own resolve such as this may work in combination with the power "Give'em Hell", as well take the user over the usual cap of 5 traits. If the users permanent Willpower drops below 4, their resolve is considered broken and are unable to use this power. 

Requirements:
Must be Anarch, Potence x4 and Presence x1 with a permanent WP rating of 4+.

Cost: 11xp

Date of Archival: 18-Feb-2015
Brujah

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