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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Potence 5
MET Mechanics:

Advanced Magic Resistance Power

Requirements to purchase:
Merit: Magic Resistance
Required Path: Road of the Beast/Path of the Beast
Animalism x3
Potence x5
May not have any form of magic disciplines/rituals on your sheet while you have this combination discipline. If any type of magic is ever learned, you automatically lose this combination discipline from your sheet.

This technique was developed by Gargoyles who fought back against and escaped from their Tremere creators. Their hatred of the magics their masters used to control and punish them combined with their instinct for survival led some Gargoyles to become incredibly resistant to blood magic.  They occasionally share these secrets with fellow Anarchs they deem Kindred spirits.

As a devoted adherent to Path of the Beast, your will to survive is stronger than most. Due to your Beast’s innate disdain for the trickery of magics, you have become even more resistant to their uses upon your person. Although unclear to thaumaturges as to how you have become resistant to their blood magic, you win on ties against any use of thaumaturgy/blood magic paths or rituals upon your person. This protection does not extend to your items or to those around you.

If affected by a blood magic path or ritual that would not normally allow for a challenge, you may force a challenge, but you will compare traits as normal in the event of a tie rather than win ties by default.  You can only force challenges in this way on effects of a level less than or equal to your rating on Road of the Beast.  Basic rituals require a rating of 4, Intermediate require 8, Advanced require 10.

This combo is only teachable by the Gargoyle NPC controlled by the Tremere Coordinator’s office, and may not be taught by PCs to other PCs.

 

----PT

 

Poder avançado de resistência mágica

Requisitos para comprar:
Mérito: Resistência Mágica
Caminho necessário: Estrada da Besta / Caminho da Besta
Animalismo x3
Potência x5
Pode não ter nenhuma forma de disciplinas / rituais mágicos em sua folha enquanto você tiver esta disciplina combinada. Se algum tipo de magia for aprendido, você perde automaticamente essa disciplina de combinação de sua folha.

Esta técnica foi desenvolvida por Gárgulas que lutaram contra e escaparam de seus criadores Tremere. Seu ódio pela magia que seus mestres usavam para controlar e puni-los, combinado com seu instinto de sobrevivência, levou alguns Gárgulas a se tornarem incrivelmente resistentes à magia do sangue. Eles ocasionalmente compartilham esses segredos com outros Anarquistas que eles consideram espíritos Membros.

Como um devoto adepto do Path of the Beast, sua vontade de sobreviver é mais forte do que a maioria. Devido ao desdém inato de sua Besta pelos truques da magia, você se tornou ainda mais resistente ao uso que ela faz de você. Embora não esteja claro para os taumaturgos sobre como você se tornou resistente à magia do sangue, você ganha em empates contra qualquer uso de caminhos ou rituais de taumaturgia / magia do sangue em sua pessoa. Essa proteção não se estende aos seus itens ou àqueles ao seu redor.

Se afetado por um caminho ou ritual de magia de sangue que normalmente não permitiria um desafio, você pode forçar um desafio, mas irá comparar as características normalmente no caso de um empate ao invés de ganhar empates por padrão. Você só pode forçar desafios dessa forma em efeitos de um nível menor ou igual à sua classificação em Road of the Beast. Rituais básicos requerem uma classificação de 2, Intermediário requerem 4, Avançado requer 5.

Este combo só pode ser ensinado pelo NPC Gárgula controlado pelo escritório do Coordenador Tremere, e não pode ser ensinado por PCs a outros PCs.

Date of Archival: 30-Aug-2021
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Auspex 3
MET Mechanics:

Some Ravnos have learned to deafen their opponent's psychic potential in order to inhibit their ability to pierce their illusions. By creating a form of feedback between a target and their beast, the Ravnos can effectively render their opposition's Auspex unusable for a short time.

System: Once per round, As a free action, the Ravnos may spend 1 Willpower Trait and engage a single target in a Social Challenge, retested with Animal Ken. If successful, the target may not benefit from auspex ratings in relation to piercing illusions up to and including advanced for the turn.

Date of Archival: 02-Aug-2021
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 1
Auspex 4
MET Mechanics:

By looking into the eyes of an animal, you can establish a telepathic link. This allows you direct access to an animal's thoughts, emotions and memories, but the power is limited by the fact that contact is with an animal. You may expend a mental trait in order to search the animal's mind for a specific event or detail. At storyteller discretion, this could provide you with a particular image, such as the face of an attacker, but any image should still be limited by the animal's perceptions (a dog is colorblind, for example). Entering an animal's mind in this fashion, and dealing with its non-human thought processes is taxing and leaves a trace behind. For the duration of the night, you gain the Negative Social Trait Feral for each animal you engage with this power.

Date of Archival: 10-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Auspex 4
MET Mechanics:
Through a deep understanding of the mind of an animal, a Kindred can enhance the powers of Auspex to be able to sense things within an animal's memory. They can delve deep into the thoughts of a beast, to witness what they have experienced.
 
This can be very useful for those who seek information, but comes with its own price, having a temporary effect on the mind and mannerisms of those who utilize this ability. Thus this power is a closely guarded secret of Clan Nosferatu, and is rarely taught, though when it is, it is usually to those who hold the positions of Double 0 or Hivemaster.
 
MET System: As with feral whispers, one must have eye contact with an animal to attempt use of this power, and then must engage the target in a social challenge, after which the animal's mind may be entered and looked into as with the Auspex power Telepathy. There is no way to dig deeper, as the mind of a beast simply doesn't retain a long enough memory, but the user may experience anything that the animal remembers from it's five senses. How someone smelled, what they looked like, sounds, sometimes even vague recollection of words spoken, though the animal has no idea what they mean.
 
After use of this power, the Kindred is affected by the sympathetic bond to the animal's mind. The Kindred temporarily gains the negative social trait Feral, and the negative mental trait Impatient, which may be negated with willpower, as with the affects of Subsume the Spirit. How far back one can look into an animal's memory and how much they can learn is, as always, up to Storyteller discretion. Retest: Animal Ken.
Date of Archival: 10-Feb-2015
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

A Knight of the Sabbat is only as good as the soldiers around him.  His strength comes from his pack and their code of milan.  It is this thought process that created this combination discipline.  By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.

System:  When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour.  During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with.  This applies only to a mass combat against one target where the character is fighting with allies.  This bonus may not exceed 5 traits.

This combination discipline only works if the character is on Path of Honorable Accord.

Date of Archival: 16-Dec-2022
Lasombra
Custom Content Category: Combination Discipline / Technique
Blood Magic Category: Necromancy - Voudoun
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Necromancy - Voudoun 4
Thanatosis 2
MET Mechanics:

In recent nights Soul Anchors and the such, have been a plague on Necromancers and one of their most useful tactics. While once thought to be a rare thing for Vampires to acquire, this is no longer the case. So Final Nail in the Coffin combines the power of Necromancy and Thanatosis to combat these items and rituals, putrefying flesh, and natural material to break their enchantments. Opening up avenues for Necromancers to once again ply their magic without hindrance.

System: When the Necromancer activates Soul Stealing, they must also expend an additional Temporary Willpower and Blood trait to infuse their necromantic energies with that of Thanatosis’ entropic essence.

Should the Necromancer win the challenge to rip the soul from his target's body, but fails due to a Soul Anchor or other magical effects, or items. The entropic energies of Thanatosis seek out and destroy that which anchors the soul. Whatever it is, as long as there is some physical component to destroy. A nail, tattoo, or object that is preventing the soul from leaving the body. Rituals that are cast beforehand, but have no physical component are unaffected. 

To destroy the Soul Anchor, or item(s) the Necromancer must win a Static Social challenge against sixteen traits, retesting with Occult. If successful, the object is destroyed. Allowing for the soul of the victim to be removed through any means that allow such a thing.

If there is more than one effect preventing the soul from being stolen, this power must be infused with an additional Temporary Willpower and Blood trait to affect each additional effect that tethers the soul. If your generational limits do not allow for additional Blood expenditure in the round, you must simply recast Final Nail in the Coffin when you are able. Targeting the item(s) or magical effects one at a time. A Static Social challenge must be made for each item or ritual.

Date of Archival: 29-May-2023
Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 2
Potence 2
MET Mechanics:

Few vampires question the Nosferatu's position as the greatest masters of stealth, and the strength with which they can project their Obfuscate is not unrelated.
A Nosferatu with this power gains a retest on challenges to assert or defend their Obfuscate. Cloak the Gathering does not extend this retest to others.

Date of Archival: 18-Nov-2019
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 4
Potence 2
MET Mechanics:
 The character with this power can automatically soak one health level of impact damage for each level of basic hand damage they do (Puissance = 2). This can be bashing, lethal, or aggravated damage (as from falling, car crash, explosions, crushing, decompression or struck with very large objects i.e. telephone pole) but it must come from impact - no cutting, piercing, fire, fists, sunlight, or other forms of damage. This does not typically help in normal combat. The character must expect the impact in order to resist in this manner.
     This power costs 11 xp.
 

 

Date of Archival: 21-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Potence 5
MET Mechanics:

Custom Combination: Fist of Judgement

Requirements: Celerity 5, Potence 5, Road of Heaven, Secret Society member (His Holy Order)

Cost: 12 xp

Activation: 1 blood, 1 willpower, 1 unsoakable lethal, static physical test vs 9 traits

Flavor: The fists of the Crusader ignite in a flash of Holy Light, allowing for devastating blows.

Effect: The next unarmed attack that connects with it’s target deals damage in the form of unsoakable agg. Damage is added to the strike equal to half Road rating (round down).

Date of Archival: 31-Jan-2017
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Fortitude 5
MET Mechanics:
Fluff: There is a rumor that there is an anarch who has taught his flesh to be like steel. That getting hit with his unarmed strikes are unlike like being struck by a car, these rumors coming out of the north east suggest an Anarch as discovered a new talent. As far as prospective students have reported there is no such Anarch...
 
Rules:When dealing damage on a successful brawl attack deal an extra point of the base damage type. This power is always on.
Date of Archival: 20-Feb-2015
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Potence 1
MET Mechanics:

Requires: Leaps and Bounds

Flash Step is a refinement of the combination Discipline 'Leaps and Bounds', and allows the user to cover large distances in the blink of an eye.

To activate Flash Step requires the expenditure of 1 Blood, and lasts for the scene or hour. During that time, when the user moves using 'Leaps and Bounds', they can expend a temporary physical trait to travel the distance jumped instantly without taking an action.  This expenditure and movement can only occur once per action taken.

From an outside perspective the user of Flash Step seems to disappear in one location and appear instantly in the other, with their movement between the two points happening faster than can be observed with the naked eye. Others operating at equivalent supernatural speed, or using abilities intended to perceive/interact with supernatural speed, can perceive the user's movements, and can attempt to interact with them during that movement normally.

Use of Flash Step repeatedly is dangerously taxing on the body, however, as even undead tendons and muscles are strained past their limits.  For each scene where Flash Step is activated, the user gains a cumulative 'Lame' negative physical trait that lasts for the rest of the evening.  If the user ever gains more 'Lame' negative traits than they possess Dexterity-based physical traits, the number of steps they can take are halved for the night, and this power cannot be activated further for the night.

Date of Archival: 23-Nov-2024
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
{Combo w/in single Discipline} 1
MET Mechanics:

Flash Step

Requirements:
Celerity 5
Leaps and Bounds

Flash Step is a refinement of the combination Discipline 'Leaps and Bounds', and allows the user to cover large distances in the blink of an eye.
To activate Flash Step requires the expenditure of 1 Blood, and lasts for the scene or hour. During that time, when the user moves using 'Leaps and Bounds', they can expend a temporary physical trait to travel the distance jumped instantly without taking an action.  This expenditure and movement can only occur once per action taken.
From an outside perspective the user of Flash Step seems to disappear in one location and appear instantly in the other, with their movement between the two points happening faster than can be observed with the naked eye. Others operating at equivalent supernatural speed, or using abilities intended to perceive/interact with supernatural speed, can perceive the user's movements, and can attempt to interact with them during that movement normally.

Use of Flash Step repeatedly is dangerously taxing on the body, however, as even undead tendons and muscles are strained past their limits.  For each scene where Flash Step is activated, the user gains a cumulative 'Lame' negative physical trait that lasts for the rest of the evening.  If the user ever gains more 'Lame' negative traits than they possess Dexterity-based physical traits, the number of steps they can take are halved for the night, and this power cannot be activated further for the night.

XP Cost: 10

Date of Archival: 10-Nov-2024
Brujah

Pages