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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Dementation 4
MET Mechanics:


The Seer begins a performance to enflame the Beasts within others, spreading it like a contagion. In order to use this power the player must expend a Willpower point and engage in a Social Challenge with the target, retesting with Animal Ken. If successful, the target frenzies, and may not expend a Willpower to ignore it. The target may not attack the user of this power unless there are no other targets available.

In subsequent rounds, the user must maintain their performance and spend a blood. Once per round, a target under this power who has made an attack against someone not affected by this power engages them in a social challenge, bidding Frenzy as their trait, and retesting with Frenzy only. The new target may rebid with Animal Ken and any other appropriate rebids. If the Frenzied individual succeeds, the new target also enters Frenzy, again unable to spend Willpower to negate the Frenzy.

Date of Archival: 16-Feb-2015
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Valeren 1
MET Mechanics:

The power of a Salubri Antitribu third eye has always been diverse and never fully understood. Some have learned they can use their eyes to push past this realm and see into others, gain visions from its insight or even use it to heal. This however is but a small portion of its powers.

The person using this power has learn the third eye isn't as restricted as there others. By channeling their eye and unleashing some of the shackles placed upon it it can see at a far greater depth than normal. It is able to project itself through walls, cars, clothing, street etc. As well as Hoyer about them to get an overview of their area.

So the salubri may see their enemies, get a overlook of a battlefield or see traps before they are sprung. This allows the Salubri to attempt to pierce any obfuscate, surprise or stealth attack coming there way when activated as they can see it coming.

Unfortunately the eye cannot travel far from its user as they are still one person. It can only go and see as far as normal eyesight can see in an unobstructed distance. So yes you may be able to see something perhaps a mile away but given the distance it maybe impossible to make out.

System:

Spend One Willpower and make a static mental chop difficulty 5. The third eye opens and turns white. While active the user cannot be surprised and can make a contested chop with anyone in the area attempting to hide from them.

You are able to see in a 360 vicinity around yourself for 1000 ft and pierce the walls, natural darkness etc with your eyes sight. Anything greater than that take a toll on your eye and you must spend one mental per 1000 ft to extend the sight up to 5 total mental traits. Anything over that the eye cannot see as it is too far from the user. In addition anything over the first 1000 ft requires an addition chop difficulty per st to attempt to see through any objects. If you fail the eye can only see in unobstructed views from the user at that distance. Heightened senses and other sight enhancing things cannot be used in conjunction with this power. This power is active until turned off.

Date of Archival: 15-Jan-2018
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 2
Auspex 4
MET Mechanics:

Retest: Performance vs Investigation

Effect:  By humming, whistling, or singing a bar or two of a song, you're able to infect the mind of another with the madness of the song that just won't go away.

MET System:  You must actually hum, sing, or whistle a portion of a specific song, and the target must be able to hear you, then engage in a Mental Challenge.  If successful, the target will have that song stuck in their head for the next hour or scene, and be two traits down for purposes of trait comparison for all Mental and Social Challenges as they're distracted by the persistent tune playing in their own head, over, and over, and over.

Date of Archival: 16-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 3
Auspex 2
MET Mechanics:

While in the earth, spend a WP, you can only move in a 50 yard radius at a brisk walk up to from where you sank into the ground. you are granted awareness within 30 feet radius of where you currently are since dropping into the earth. While you are aware of your surroundings and who may be walking above you, perceiving what is happening comes at increased difficulty as sound does not pierce the dirt easily. Listening to conversations directly by you comes at a +2 trait difficulty. Conversations in cars, or where there is more material separating the earth containing the Gangrel from those speaking increases the difficulty.

Date of Archival: 15-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Temporis 4
Obfuscate 5
MET Mechanics:

This technique is the whisper of time slipping away, a power capable of making an object disappear from the flow of time and the perception of the world, sending it beyond the reach of reality, where time does not touch it and eyes do not see it. The object leaves behind only a void, a vague sensation that something is gone, but without leaving a trace. It now rests in a silent limbo, forgotten by time, but still within reach of those who know how to find it.

System: After that you win the test of Subjective Suspension (Physical or Mental according to the case), you can choose to spend a Mental trait to make the object vanish while suspended. The rules of Subjective Suspension remain, however the object also becomes invisible while suspended from the flow of time. If you spend Two Mental Traits instead of one, the object it is no longer perceived by anyone around while suspended, except for the user of the technique, so the objects are considered to be in another reality on the duration of the suspension. Elder powers are also able to find the suspended object under these conditions.

 

 

Esta técnica é o sussurro do tempo se esvaindo, um poder capaz de fazer um objeto desaparecer do fluxo do tempo e da percepção do mundo, o enviando para além do alcance da realidade, onde o tempo não o toca e os olhos não o veem. O objeto deixa para trás apenas um vazio, uma sensação vaga de que algo se foi, mas sem deixar rastros. Ele agora repousa em um limbo silencioso, esquecido pelo tempo, mas ainda ao alcance de quem sabe encontrá-lo. 

Sistema: Após vencer o teste de Suspensão Subjetiva (Físico ou Mental, conforme o caso), você pode optar por gastar um traço Mental para fazer o objeto desaparecer enquanto estiver suspenso. As regras da Suspensão Subjetiva permanecem, porém o objeto também se torna invisível quando suspenso no fluxo do tempo. Se você gastar Duas Características Mentais ao invés de uma, o objeto não será mais percebido por todos ao seu redor enquanto estiver suspenso, exceto pelo usuário da técnica, portanto os objetos serão considerados como estando em outra realidade durante a suspensão. Os poderes Elders também são capazes de encontrar o objeto suspenso nessas condições.

Date of Archival: 01-Dec-2024
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Obfuscate 1
MET Mechanics:

Also requires the Merit: Magic Sensitivity

Gehenna calls to you, beckoning you to its embrace. The Warden always seems to find its way to it. However, Warden's are trained to resist and combat it. When dealing with world shattering events, as defined by the ST running the scene, the Warden calls upon their instincts and Willpower to bolster their resolve.

System: When the Warden enters a territory where a world shattering event is occuring, as defined by the ST running the scene, they seem to find themselves pulled toward it. When they reach the designated area they may spend a single point of willpower to activate the secondary effect. The vampire may add half their permanent Willpower in challenges where they are defending against negative world effects. World effects are effects that are not commonplace and are unique to the fight.

Date of Archival: 30-Mar-2025
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Valeren 1
MET Mechanics:

By combining two of the innate disciplines of the Salubri, the user of this power can gain even more insight about a specific scar, tattoo, or other bodily action that has befallen the subject. By making physical contact and spending up to three mental traits, the User may get glimpses or who caused the damage/alteration, their mental states, and sometimes even flashes of the scene itself.

Date of Archival: 31-Jan-2015
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Visceratika 3
MET Mechanics:

Activation: 
1 Blood as per Bond with the Mountain
1 Willpower as per Scry the Hearthstone
1 Mental Trait per room of the building you are bonded with in which you desire to listen.

Mechanics.

First you must Bond with a building; then you must activate Scry the hearthstone.   Assuming both are successful, you may then activate Echos of the Chamber.

Scry the hearthstone provides all the information needed of the building you are bonded with;   All you need now is to concentrate on a specific room, and spend a mental trait - you may now hear and see that room as you would normally.    Although you may spend a mental trait for other rooms; you may only focus on one room at a time.    Once a Mental trait is spent on a Room, you do not need to spend another for the same room (IE you focused on another room 2, and now you want to focus on room 1 again.)   All you need to is simply concentrate on the room.

By Spending a Perminate Mental trait you memorize every nook and craney of a room; and do not need to spend a temporary trait when using this power to observe that room; so long as not structurall changes have been made since your expenditure.

 

Date of Archival: 12-Feb-2015
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Presence 5
Animalism 5
MET Mechanics:

Ecotrack

Through the combination of these powers, Gangrel emits ultrasounds that are inaudible to mortals and Kincred, through their mouths, these sounds bounce off objects in the environment, such as trees, buildings and others. From the echo generated by these reflected sounds and captured by sensitive ears and based on the time it takes for the echo to return, Gangrel can determine the distance to objects, tracking or Avoiding from obstacles, hidden prey, finding enemies and shelter in a given area.

System.

The vampire makes a simple test, with Retest by Tracking, winning the test the vampire can emit an ultrasound, similar to that of bats, but mixed with his Aupex and Animalism and  with part of his beast to investigate an entire location in one radius of up to 25 meters around it.
This way it can locate everything that moves , obstacles and possible shelters , in total darkness, within the radius of action allowed by Eco track
This power allows the member to locate and identify people hidden in a location, even if they are obfuscated, he knows they are there, but  this does not break the obfuscation.
This power lasts for an entire turn or is active for up to 1 hour after issue.
Vampires with acute sense of hearing merit double the range of action of this ability.
This power cannot be used in conjunction with Aupex to simulate heightened sense having bonuses.

Date of Archival: 03-Jun-2024
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Presence 5
Animalism 5
MET Mechanics:

Ecotrack

Through the combination of these powers, Gangrel emits ultrasounds that are inaudible to mortals and Kincred, through their mouths, these sounds bounce off objects in the environment, such as trees, buildings and others. From the echo generated by these reflected sounds and captured by sensitive ears and based on the time it takes for the echo to return, Gangrel can determine the distance to objects, tracking or Avoiding from obstacles, hidden prey, finding enemies and shelter in a given area.

System.

The vampire makes a simple test, with Retest by Tracking, winning the test the vampire can emit an ultrasound, similar to that of bats, but mixed with his Aupex and Animalism and  with part of his beast to investigate an entire location in one radius of up to 25 meters around it.
This way it can locate everything that moves , obstacles and possible shelters , in total darkness, within the radius of action allowed by Eco track
This power allows the member to locate and identify people hidden in a location, even if they are obfuscated, he knows they are there, but  this does not break the obfuscation.
This power lasts for an entire turn or is active for up to 1 hour after issue.
Vampires with acute sense of hearing merit double the range of action of this ability.
This power cannot be used in conjunction with Aupex to simulate heightened sense having bonuses.

Date of Archival: 03-Jun-2024
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Assamite Sorcery - Dur-An-Ki 5
MET Mechanics:

Some Ashipu of the Assamite clan have a deep connection with their gods upon the Ladder of Heaven.  Such a bond and connection with their deity grants them an almost avatar or herald state to one of their gods.  By combining the arts of both Dur-An-Ki and Auspex the Ashipu may channel this connection and taken on the very form of their chosen god.  As a result no two ashipu look the same when using this combination discipline.  However, this form may not be concealed and it is rather obvious which god you are taking an Avatar form for.  Regardless of that the sight of such a form is awe inspiring to see.  Only those ashipu who have chosen a pantheon of gods to venerate and or work with may take this combination discipline.

System:  The character spends three blood traits to activate this combination discipline.  This power is a shape changing power that lasts a scene or an hour.  When this combination discipline is purchased the character may select three (3) of the following features for their form.  Once chosen these may never change and will always be the same any time the character uses this combination discipline.  The optional form features are:

Covenant of Strength: The character gains 3 Physical Traits of their choosing.

Covenant of Wisdom: The character gains 3 Mental Traits of their choosing

Covenant of Grace: The character gains 3 Social Traits of their choosing

Covenant of Will: The character gains 3 temporary willpower traits that may exceed their generational maximum.

Covenant of Wind:  The character gains wings of whatever type they desire and may now fly at a speed of up to 45 mph.

Covenant of Fire:  All attacks made by the character have their damage increased by one level and become aggravated.  Additionally, they gain a retest in all Rotsherck challenges.

Covenant of Water:  The character gains a free defensive retest on all combat challenges to Dodge an attack.  This retest functions as per the Potence power Might but for Soaking or Dodging challenges instead.

Covenant of Earth:  The character gains 3 additional Healthy Health Levels.

Covenant of Blood: The character gains 5 blood traits which may exceed their generational maximum and may not be negated for use in any way.

Covenant of Heaven: The character may spend 1 action and cast any blood magic ritual they themselves know, thus negating the casting time.  They may only ever do this once per night.

The player may choose to describe their form however they so desire.  However, it must reflect one of the gods in the Pantheon they follow and it may not be concealed in any way when in use.

Date of Archival: 31-Jul-2023
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Koldunic Sorcery 5
Vicissitude 4
MET Mechanics:

Requirements:
-Must be a Master Koldoun (5 basic ways at Advanced)
-VIS MOD: Sorcerous Attunement (+2 Damage with Koldounism,-2 traits casting other blood magic; His entire body has been strengthened to handle the increased power; His bones have all been reinforced with Sapphire, Like wolverine but Blue gemstones, and no Claws. He worked with Zasha and his own Abilities to shape stone to achieve this.

(Horrid form Variant)
+3 damage with Koldounism
+5 Elemental Resplendence social traits
Sorcerous Might (follows the mechanics for Potence level 2 but for Koldounism challenges)

Date of Archival: 17-Jul-2022
Tzimisce, Tzimisce, Tzimisce

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