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: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Fortitude 3
MET Mechanics:

Description: This power is always active and grants the user the ability to feed from animals with no blood trait penalties. With the ability to understand and control animals combined with the ability to adapt ones body to it's condition, the vampire is now able to sustain it's existence on animal blood if necessary. 

Mechanics: For every blood trait that the vampire drinks from animals, they will gain one blood trait as sustenance. Learning this ability may allow the vampire to sustain it's existence on animal blood if it is the only source of blood that they are confronted with. However, this power does not replace the lust for blood from a higher prey. It does not alleviate the desire to feed on mortals. It simply allows an individual to feed from animals and get the equivalent sustenance as from a mortal.The individual with this power must still make a self-control test if presented with the opportunity to feed on a mortal vs. an animal if both are present.

Date of Archival: 16-Jan-2017
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Presence 3
MET Mechanics:
Mechanic: Spend 1 Willpower and 1 mental trait, then up to an additional 1 mental trait per additional target (up to 5 total targets), in order to select targeted individuals (up to the amount of total mental traits spent; so up to 5) in a form of Total Insanity challenge. Targeted individuals who are affected by this power gain 3 derangements for the scene or hour (whichever is longer). The afflicted are then considered to be ‘entranced’ by the user. The Entrancement is to prevent the affected individuals from attacking the user after this power is successful. If the power fails, there is no Entrancement effect. Each target must be chopped against to affect them.
 
Retests for user: Empathy, Awe, or any applicable merit-like retests
Retests for target(s): Empathy, Willpower, or any applicable merit-like retests. 
Date of Archival: 19-Apr-2020
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Fortitude 4
MET Mechanics:
Enlightened Vengeance: 15 XP
 
Prereqs: Dementation x5, Fortitude x4
 
MET mechanics: The insanity that runs through the malkavian seeps from their pores. Whenever an attacker succesdfully hits a malkavian with a physical attack the madness lashes out. After striking the malkavian the attacker makes a static test against the malkavians mental traits (mental vs. Mental) on a loss or tie the attacker gains 1 temporary derangement. On a win they get not effwct and are unaware of anything amiss. This effect can stack up to three times - If after accumulating three derangements from this effect if the attacker continues their assault the Malkavian receives 3 free defesive retests (Dodge/Survival) against said individual that gained the derangements. This effect costs a blood and a willpower and lasts for a scene or hour.
 
Reasoning: Malkavian insanity should be feared and not something to be laugh at. 
 
Character Reasoning: The insanity is not just within me but within the world itself. If they are going to attack me then they should see the world in clarity and not just through a single lens.  
Date of Archival: 11-Apr-2020
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 4
Auspex 2
Animalism 2
MET Mechanics:
By uttering a phrase or a cry for help, you can summon a group of Mortals (normal humans ONLY, no ghouls, kinfolk, hedge mages, mages or other semi-mortal supernaturals) to your side. Whatever the phrase or cry is, it must be appropriate to the group you are trying to call. For example, if you are a female, trying to entice male college students, you might call out, "Oh my God, I am soooo drunk!" Someone attempting to summon firemen might simply yell "Fire!" There is no guarantee that anyone you Entice will come prepared with any weapons or equipment (firemen may not arrive in full uniform on a truck, for example).
 
Though humans called by this power do not fall under your control automatically, they are at least favorably inclined towards you. You must expend a social trait for each human that you summon. Only humans that can hear the summons can respond. You may be as specific as you desire within the category of summoned humans. For instance, you may choose to summon all the police officers in the area, or just the males, or just the blonde ones, or just the ones named Bob. You may also summon a specific human known to you, but they must be within hearing range of the call, but you may use any devices to augment the sound of your voice. You only expend a number of Socials up to the number of appropriate individuals that hear your voice. If no individuals of the appropriate type are within hearing distance, no Social Traits are spent.
 
Humans summoned with this power may take some time to arrive. Your Storyteller will determine the capabilities of the human(s) summoned. Humans summoned with this power remain as long as they are not attacked or threatened (within their perception of what threatened feels like), or until the scene ends. You can use other Disciplines normally to command or control the humans called. The humans called can be used for any task, from feeding to carrying out tasks, at Storyteller Discretion.
Date of Archival: 10-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Temporis 4
MET Mechanics:

Much like Troile's counterpart 'Burning Wrath' that focuses on speed and strength to inflict Aggravated damage; Epoch's Strike harnesses the natural power and flow of time within an individual, causing it to twist, bend and warp. Instead of the trademark red mist around the user’s hands, it is a sickly yellow mist constantly turning and twisting around their hands. Rather than leaving a burn, this power will cause the flesh to twist and rip apart under the stress of time.

System: This power requires 1 blood trait and lasts for the scene. Any brawl attacks augmented with this power inflicts Aggravated damage instead of Lethal.

Date of Archival: 30-Apr-2019
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

With the expenditure of a temporary willpower point, you will be able to imbue mortals that you can see, and who do not commit acts of violence (physical and social aggression are considered for this criterion) with Presence: Trance.
          If someone tries to attack these mortals, whether physically or socially (or mentally that causes physical damage), the attacker must immediately try to beat you in a Trance test or suffer the effects of this discipline as if it had come from the mortal in question. You can protect one mortal in this way for each point you have in the Leadership skill, but if you want to change or add new targets later, you will need to repeat the willpower expenditure. There is no cost to cancel the protection on a specific target, this can be done freely.
          The protection ends at the end of the scene or hour and also if you lose sight of the mortal. It is only possible to protect mortals (non-supernaturals), that is, Ghouls and the like cannot be protected with this power."

 

Com o gasto de um ponto de força de vontade temporário, você será capaz de imbuir mortais que possa ver e que não cometam atos de violência (agressão física e social são consideradas para este critério) com Presença: Transe.
          Caso alguém tente atacar estes mortais (seja física ou socialmente), o atacante deverá imediatamente tentar vencer você em um teste de Transe ou sofrerá os efeitos desta disciplina como se ela tivesse partido do mortal em questão. Você pode proteger desta maneira um mortal para cada ponto que possuir na habilidade Liderança, mas caso queira trocar ou adicionar novos alvos depois, será necessário repetir o gasto de willpower. Não há custo para cancelar a proteção sobre determinado alvo, isso pode ser feito livremente.
           A proteção se encerra no final da cena ou hora e também caso você perca o mortal de vista. Só é possível proteger mortais (não-supernaturais), ou seja, Carniçais e similares não podem ser protegidos com este poder."

Date of Archival: 28-Aug-2024
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Potence 3
MET Mechanics:

Once the Danava developed the means to ward of the Daeva, they quickly learned that it attracted their attention.  In order to survive the ordeal of creating the Warding Pylons, the Danava helped the early Ventrue develop this combination discipline.  Which allowed the warriors of the clan to protect the Danava as they cast their rituals.  Teaching the Ventrue to channel their spiritual ties to the Daeva and expertise and combining it with the might of Kindred they developed the ability to physically harm the Daeva.  Not only to protect the Danava, but to also go on the offensive against the Daeva themselves.  However like much from the time of the Daeva this art is long since lost.  

System:  A character may spend 1 Blood and 1 Willpower to activate this combination Discipline.  Once activated this power allows the user to physically interact and harm Daeva, even if they are in their natural incorporeal state.  If a Daeva is slain while using this power the Daeva is in fact slain for good, consumed by the character. This grants the character a point of Willpower up to their maximum. While this power is active, the character's eyes glow a baleful yellow and wisps of smoke develop about them. This sight is most unsettling to nearby Cainites. If the character is ever killed while this power is active, a Daeva is born from their ashes who retains all of their enemies the following dusk with Shadow Essence equal to the character's Generation background. This power lasts for one scene or an hour, and may only ever be learned from the Book of Shadows.

Date of Archival: 30-Nov-2016
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Necromancy - Voudoun 3
Vicissitude 3
MET Mechanics:

(Necromancy: Bone Path x3, Vicissitude x3)

By infusing the power of the flesh into them, the zombies raised by the Necromancy stop rotting. This does not improve their current condition, but keeps them from deteriorating over time.

Date of Archival: 23-Feb-2018
Giovanni, Giovanni, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 4
Auspex 5
MET Mechanics:

Cost: 2 Temporary Willpower Traits
Challenge: Social \ Retest: Leadership
Duration: 3 Turns (St Fiat if distance becomes a concern)

This power does not attempt to manipulate emotions, however it does utalize the power of Presence and is subject to things were this is a factor.

This power requries that the invoker be a Citizen or Priest; Warriors may not utalize this power.

 

Much like summons, this power may break obfuscate.  If this is a case, the invoker does know where their target is, they simply can not observe them.  The invoker is not within their presence long enough to challenge their use of Obfuscate however.

Auspex allows a kindred to project their consciousness very, very quickly to any location in the world.  Presence allows you to draw forth and summon an indivual to your side.  By Blending if these two abilities; you are able to outstreatch both your force of personality and consciousness at the same time.

Mechanics:
Declare the use of this power, as opposed to standard use of summons.  Make a standard summons challege against a target.  If successful you are required to spend 2 willpower traits.  If this costs can not be met, the power fails with no result.  If the challege is sucessful and after the cost is met, the consciousness follows their force of presence to the target, discovering their location.

Assuming the character knows the destination well enough to actually know their location (IE Ability Area Knowledge or Equiv)  If they do not know the area, they simply know the direction and exact distance they are away.

With a traditional summons the target feels your presence in an understanding desire to seek you out.  This power invokes the opposite, the target has a similar feeling that "you" are looking for them, however it is just as vague and generic as Presence normally is.   In this instance the target feels no desire to meet the invoker.

 

Date of Archival: 27-May-2016
Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 5
Visceratika 4
Custom Discipline Requirements (Combination): Exemplar's Ward
MET Mechanics:

When you activate Exemplar's Ward you can opt to spend an additional Willpower and Blood trait to further enhance the benefits as your skin takes one a rainbow like sheen as if it were partially nacre. While this power is active, whenever you successfully test down damage using Fortitude you automatically test down one additional level of damage of the appropriate type.

Date of Archival: 15-Nov-2023
Ventrue, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Potence 3
Visceratika 4
MET Mechanics:

For one scene or an hour you can spend one Willpower to utilize your knowledge of fortitude and potence to enhance the powers of visceratika and the effects it has had upon your skin allowing you to automatically soak the first level of damage from any wound (As per the Well Marked Merit from Kind of the Ebony Kingdom pg. 89)

Date of Archival: 15-Nov-2023
Ventrue, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 1
Obfuscate 1
MET Mechanics:

Spend 1 blood to activate obfuscate powers on normals.  

Date of Archival: 05-Feb-2015
Sabbat

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