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: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Fortitude 2
Auspex 4
MET Mechanics:

Required Items: Kindred body with a soul
The user has discovered a way to communicate with the soul of a kindred they have just diablerized. This combination power must be completed the night of the diablerie. The user rubs the ashes from the body that was diablerized that night, after completion the user completes static mental challenge vs 8 mental traits; retest is intimidation. Upon completion of the challenge, user meditates for 10 min, convincing the soul to bind with the soul’s own ashes to protect the user.
Mechanics:  This gives the user 1 challenge to change from a loss to a tie or tie to win, the soul will burn up in a bright red flash and the user will take 1 level of soakable aggravated damage. Only one soul can be stored at a time: useable once per night.
Extra draw backs: Whenever you stare into a reflective surface, you see the soul leering back at you and red haze in the user’s aura

Date of Archival: 31-Dec-2020
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dominate 4
Fortitude 2
MET Mechanics:

Must be able to trace back to Kratos for teachings

Required Items: Kindred body with a soul
The user has discovered a way to communicate with the soul of a kindred they have just diablerized. This combination power must be completed the night of the diablerie. The user rubs the ashes from the body that was diablerized that night, after completion the user completes static mental challenge vs 8 mental traits; retest is intimidation. Upon completion of the challenge, user meditates for 10 min, convincing the soul to bind with the soul’s own ashes to protect the user.
Mechanics:  This gives the user 1 challenge to change from a loss to a tie or tie to win, the soul will burn up in a bright red flash and the user will take 1 level of soakable aggravated damage. Only one soul can be stored at a time: useable once per night.
Extra draw backs: Whenever you stare into a reflective surface, you see the soul leering back at you and red haze in the user’s aura

Date of Archival: 09-Mar-2019
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 4
Auspex 4
MET Mechanics:

With the deadly venom and toxins of your studies, you can transmute your blood into a substance that weaken and poisons your victims. You can then coat weapons with this foul ichor, spit at your foes or simple bring it to the surface of your skin to affect your victim by touch. Unwary Foes may actually drink such tainted vitae.

Each Blood Trait that you spend on this power is converted into a dangerous poison. If this tainted vitae touches a victim or is otherwise ingested into her system, she loses one Mental Trait automatically. Thus, you can strike someone with your hand (and a physical challenge) and cause the victim to lose an additional Trait due to your venom. You can coat weapons of dagger-size or larger with this poisonous blood or even kiss your opponent. You can even make a Physical Challenge against anyone within 10 feet to spit this blood at a victim.

Any given attack may only use one Trait of blood with this power, though multiple attackers with poisoned weapons could wreak deadly havoc on a single victim. Similarly, you can only spit a single Trait of this tainted vitae or strike unarmed with a single Blood Trait in each action. Altering your blood in this fashion does not require an action on your part – you can strike an opponent with your hand, for instance, and then declare the use of Enfeeble Mind Venom with a single Blood Trait. You can concentrate multiple Blood Traits onto a single weapon, though each strike uses only one Trait of blood (and thus reduces only one Mental Trait from the victim). Of course, preparing yourself thus is a legitimate tactic if you think you will be in a pronounced fight and want a weapon sufficient for several strikes.

Date of Archival: 02-Oct-2019
Assamite, Assamite
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
Chimerstry 3
Fortitude 5
Temporis 5
MET Mechanics:

Expenditure Cost: X Permanent Willpower and X Blood Points per night to create (based on size)
Time to Create: At least one week of dedicated work (Storytellers Discretion if it needs to be longer)

While inside, time flows at a speed controlled by the creator—either slower, or halted. The space is a safe haven, a laboratory, or a sanctuary, depending on its creator's intent. The Bastion is a constructed space outside of time. While inside, time flows at a speed controlled by the creator—either slower, slightly faster than normal or halted.

The creation process takes at least one week of uninterrupted effort. Each week costs 10 Blood Points in this process. If interrupted, the process must restart. It must be tied to a significant, and large hard to move object. This anchor point could be a standing grandfather clock, a massive stone altar, or a large mirror etc— something that cannot be easily moved or carried. This is due to the anchor point being the entrance and exit of the Bastion.

Only one Eternity's Bastion may exist by the creator at any time. The object must be attuned to the creator, requiring the permanent Willpower expenditure during its creation. The creator and those they designate may enter through the anchored object. Others may enter if brought in by the creator or if they possess significant knowledge of Temporis (at least 4 dots) and can bypass the temporal barrier (Mentals + Occult vs the Creators Mentals+Occult retest occult).

The creator can leave at will, though they must be at the anchor object to enter and exit. Others may only exit at any time and can be forcibly expelled by the creator.

Mechanics:
Temporal Flow: The creator determines the flow of time inside:
Faster: For each day inside, only 12 hours pass outside.
Slower: Each day outside equals 36 hours pass inside.
Halted: No time passes outside, but this can only be sustained for up to one 3 days at a time (72 hours) and costs 1 willpower per 24 hours they wish to halt time for. Any attempt to exceed this duration causes the Bastion to collapse.
Sustenance: The creator does not age while inside, but they must still feed. If they enter torpor inside the Bastion collapses.

Blood Cost for Size:
Small (single room): 10 Blood Points, 1 Willpower point and 1 week at creation
Medium (entire house): 20 Blood Points, 2 Willpower point and 2 weeks at creation
Large (mansion or castle wing): 30 Blood Points, 3 Willpower point and 3 weeks at creation

Security: The Bastion is immune to direct Auspex scrying or temporal manipulation. However, beings with Temporis 6+ or potent time-based abilities may attempt to breach it ( (Mentals + Occult vs the Creators Mentals+Occult retest occult)

Temporal Strain: Spending excessive time inside (more than a month without leaving for at least a full 24 hours outside the Bastion) risks temporal instability, causing derangements or flaws related to time perception. (This is at Storyteller discretion for the derangements and or flaws) .

Destruction and Collapse: If the anchor object is destroyed, the Bastion shatters, expelling everyone (ghouls, vampires, wraiths, spirits etc) inside into the present. Non living things (items such as tables, swords, water, etc) inside are lost . The creator suffers an automatic aggravated wound for each person expelled and loses an additional Willpower point.

Date of Archival: 07-May-2025
Ravnos, Brujah , Brujah

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