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
Potence 3
Presence 3
MET Mechanics:

Potence 3 + Presence 3

MET Cost: 9XP

Emotions run high in Brujah, though meant not to rule they are a prevalent reality. Tapping into those emotions, and grasping at the purest form of anger, drawing it forth in such a way that it becomes as much a part of them externally as it is internally. The user's skin radiates their hot blooded anger, and their presence an inciting fury. This state, however, takes a toll, as anger is drawn to the surface, mental faculties fail and the urge for violence takes root. 

 

Mechanics: The Character spends 2 Blood Traits and receives the following benefits for the duration of the scene: Brawl Attacks deal an additional level of Aggravated Damage, Physical Traits: Scorching x2, Social Traits: Blazing x2. Negative Mental: Shortsighted x2, Violent x2. This power may be turned off with a simple challenge, once per scene, but if reactivated in the scene the effects may not be turned off once again. 

Date of Archival: 06-Oct-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Obfuscate 5
MET Mechanics:


Used by the most sadistic of Kindred, this Discipline allows the user to openly stalk his prey, invisible to all but his intended target who is quickly driven mad with fear and paranoia.

System: A subtle manipulation of Cloak the Gathering, the Kindred employing this combination can spend a Perception based mental trait to extend his Cloak to an individual, allowing her to detect his presence as normal without extending his concealment. Additionally, the user may spend a temporary Willpower trait followed by a Manipulation (or Miscellaneous) based social trait to utilize an extra Obfuscate ability while maintaining his own concealment.

Date of Archival: 16-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Potence 2
MET Mechanics:

This power is only considered active whenever any level of the Discipline Celerity is in use/has been activated. The kindred may call upon 'Haste' as a retest for any speed based challenge. This retest costs nothing to use, however it must always be the last test of the challenge; no additional retests may be used.

Date of Archival: 22-Mar-2019
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 1
Obtenebration 3
MET Mechanics:

Flavor. Shadows are known to follow, but sometimes they lead.

Mechanic. Spend a temporary will power, for the scene or hour your arms of the abyss, dark steel arms, and any variant summon at the beginning of he round and may act during the same round they appear.

Date of Archival: 24-Jan-2017
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Obfuscate 4
MET Mechanics:

Spend a Blood and a Willpower to activate this power for the scene or hour. It puts you up two physicals relating to all Dex related challenges, and gives you a the blind fighting mechanics.  Meaning those who act against you must bod two additional Traits on all challenges and have a forced retest on all their successful challenges.  These penalties be cancelled via the normal Blind Fighting rules.

 
Date of Archival: 31-Jan-2015
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 20XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Celerity 5
Auspex 1
Custom Discipline Requirements (Combination): Burning Wrath
MET Mechanics:

English

Prerequisites

- Burning Wrath.

- Perception of non-life

- Power 5

- Fast 5

- Auspex 1

 

After years of using their skills and gifts to strike opponents and also capture its vitality, the vampire can "feel" the heart of the opponent to touch him or hit him, adding heightened senses.

To reach the heart, the vampire must strike the opponent in any part of the body, heart and feel the vibrations send via their various scams (Burning wrath). The heart should reach directly suffer damage and is partially destroyed.

 

"Feeling the heart"

system:

Prerequisite: N / A

Description: The vampire must touch the opponent.

Testing: Static with the physical difficulty of the opponent

 

"Heart Attack"

system:

Prerequisite: "Feel the heart," enable burning Fury (Castro Massacre or any other that has as a prerequisite or the principles of Burning Rage).

Description: Striking the opponent.

Test: Test for Fighting (Physical versus physical).

If successful, the opponent will be paralyzed by the amount of damage suffered from a minimum of 1 turn.

The paralyzed opponent can not use any physical discipline, mental or social or have any action during the paralysis.

The opponent can spend a number of traits, equal to the temporary physical damage sustained to ignore / mitigate the effect on the ratio of 1 to 1. Since the first round can not be ignored.

 

Additional:

- There is no rule to sever the opponent, then it is paralyzed action is blocked.

- To stake, the vampire automatically hits the heart and ignores quality heart unglued once you know the actual location.

- If the attack against the human effect is hit kill (death in a coup).

Date of Archival: 17-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 20XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Celerity 5
Auspex 1
Custom Discipline Requirements (Combination): Burning Wrath
MET Mechanics:

English

Prerequisites

- Burning Wrath.

- Perception of non-life

- Power 5

- Fast 5

- Auspex 1

 

After years of using their skills and gifts to strike opponents and also capture its vitality, the vampire can "feel" the heart of the opponent to touch him or hit him, adding heightened senses.

To reach the heart, the vampire must strike the opponent in any part of the body, heart and feel the vibrations send via their various scams (Burning wrath). The heart should reach directly suffer damage and is partially destroyed.

 

"Feeling the heart"

system:

Prerequisite: N / A

Description: The vampire must touch the opponent.

Testing: Static with the physical difficulty of the opponent

 

"Heart Attack"

system:

Prerequisite: "Feel the heart," enable burning Fury (Castro Massacre or any other that has as a prerequisite or the principles of Burning Rage).

Description: Striking the opponent.

Test: Test for Fighting (Physical versus physical).

If successful, the opponent will be paralyzed by the amount of damage suffered from a minimum of 1 turn.

The paralyzed opponent can not use any physical discipline, mental or social or have any action during the paralysis.

The opponent can spend a number of traits, equal to the temporary physical damage sustained to ignore / mitigate the effect on the ratio of 1 to 1. Since the first round can not be ignored.

 

Additional:

- There is no rule to sever the opponent, then it is paralyzed action is blocked.

- To stake, the vampire automatically hits the heart and ignores quality heart unglued once you know the actual location.

- If the attack against the human effect is hit kill (death in a coup).

Date of Archival: 17-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Celerity 1
MET Mechanics:

Heart of the Green I

Auspex 1, Celerity 1

Exp: 3

Retests with, science: botany, agricultural, or, crafts: gardening

A kindred is granted a limited ability to communicate with plants with this gift.

MET: A kindred places a single trait of their vitae into the soil around a plant, actives the discipline and waits 24 hours. The vitae in combination Auspex and Presence interacts with the already present elements through the soil, that secrete soluble chemicals into the soil and transporting them along thread-like networks formed by soil fungi.

Via that soil fungi, a kindred may now communicate directly with that plant, limited to the scope, type and manor in which plants normally communicate with each other. The kindred enacts usage of the discipline by touching the affected soil. Effects last for 30 days on the first application, 30 additional days for each application. After 12 applications, the effect is permanent between that one kindred, and that one plant.

Sample plant communication:

Trees warn each other about insect attacks, and begin pumping out bug-repelling chemicals to ward off attack. They manufacture and deploy chemical and other weapons that make their foliage less palatable or nutritious, so that hungry bugs attack. Plants can communicate with insects as well, sending airborne messages that act as distress signals to predatory insects that kill herbivores. Maize attacked by beet armyworms could releases a cloud of volatile chemicals that attracts wasps to lay eggs in the caterpillars’ bodies. Ants, microbes, moths, even hummingbirds and tortoises all detect and react to these blasts.

Note: The plant is not inherently a ghoul, nor does it require vitae past the initial usage. Subsequent generations of plants are increasingly susceptible to this discipline. The resulting plant grows at a normal rate. The vitae is destroyed in this process, no bonds are created.

Date of Archival: 27-Jul-2019
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Presence 2
MET Mechanics:

A kindred is granted the ability to create custom plants with this gift.

MET: A kindred places one trait of their vitae in combination with a young plant, or plants. The result is a plant that has revised characteristics, such as:
The combination (hybridization) of two existing plants, much like to work of Luther Burbank
Increasing drought resistance
Increased fire resistance
Making a plant more resilient to pests
Adding or removing thorns

Note: The plant is not inherently a ghoul, nor does it require blood past the initial usage. The vitae is used to guide the first generation of this new plant’s growth. Subsequent generations are produced normally. The resulting plant grows at a normal rate. The vitae is destroyed in this process, no bonds are created.

Date of Archival: 12-Nov-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Presence 2
MET Mechanics:

Blood fruit, a kindred is granted the ability to grow a plant that can produce blood fruit that is consumable by kindred, “Walkerfrutis”.

Note: The plant is not (inherently) a ghoul, nor does it require blood past the initial usage, vitae is used to guide this new plant’s growth. Subsequent generations will require a one time expenditure of vitae in combination with the application of this discipline to grant the plant the blood fruit ability. The resulting plant grows at a largely normal rate. The vitae is destroyed in this process, no bonds are created.

MET: A one time expenditure of one temporary willpower and one viate are spent in order to activate a single plant with this discipline. When the plant is fed human or animal blood, it is condensed down into a vitae like substance, a slightly dark crimson substance that has an almost syrupy quality. Blood fruit has all the normal metallic smells blood should, as well as a sweet citrus smell and taste. The fruit resembles a tangerine, mandarins or tangelos in size and shape, with a orange-red peelable skin and a dark crimson fruit, and a few seeds inside, depending on the base plant selected, which will affect appearance and harvest months. The plant may grow as large as the base species of citrus tree used, it will suffer the same ill effects as a citrus tree in below freezing temperatures. If the seeds of this plant are planted without the use of this discipline, it will resemble a normal citrus tree with no special abilities.

A plant can produce the base fruits over a period of one month, they resemble deflated tangerine(s), mandarins or tangelos. It takes two traits of blood fed to the plant over a period of one month (or more if the gardner in question wishes to spread out the process) to create a blood fruit, which contains one trait of a vitae like substance. One Walkerfruit equals one blood trait of nourishment. The base fruit is grown, then blood is fed to the plant, and absorbed, making the fruit crimson in color, and plump. Additionally, Walker fruits can store / concentrate more blood over time at the same two-in, one-out ratio per two weeks of care / growing time with a fruit being worth a maximum of four blood traits. The fruit is ripe for about two weeks then will start to over ripen on the tree. A plant can not feed upon its own fruit four the purpose of creating additional fruit, though Walkerfruits do make excellent fertilizer.

A single plant can grow a number of fruits at one time, though the total number of fruits is on any one tree is equal to the users permanent occult ability. The total number of fruits that can be grown at one time, by one kindred are equal the user permanent occult rating x5. This number is increased on a one for one basis by the following abilities: agriculture, botany, and gardening. The fruit is in season for approximately two to four months, depending on the base species, IE, Satsuma Mandarins from mid-November, where as a Minneola Tangelos from April to June. Per this formula, any character limited to 5 of any one ability (any player character)  would be capped at 40 fruits per season / year, per PC.

If refrigerated, especially in a cold room with the correct type and mixture of air / lack of air, the fruit can remain reasonably fresh for up to three months. Otherwise the fruit only has a three week period of freshness. If processed into a frozen crimson-tangerine like ‘orange juice’ concentrate, and then frozen, the fruit can stay consumable at most one year if properly stored.

Date of Archival: 12-Nov-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Fortitude 2
MET Mechanics:

Hunters on the Path of Orion who cannot control their beasts will always fail in a hunt.  They must master themselves and their beasts to gain full control and be calm and alert on a hunt.  As a result members of the Path of Orion developed this power to them an edge over their beasts when they might need it most.

System:  A character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour.  During that time you gain a free retest in all virtue challenges to resist frenzy or rotshreck.  This retest is not consumed upon use and may be used in multiple challenges during a scene.

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

Date of Archival: 16-Dec-2022
Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Fortitude 3
MET Mechanics:

A combination discipline for master craftspersons.

This discipline allows the kindred to place a piece of themselves into select items, allowing the crafter to gain additional bonuses when wielding the item. Kindred with less than 50 cumulative points of crafts find themselves unable to learn this discipline. No other disciplines or abilities may be learned or taught while the item is being constructed. The crafter is down one trait on the resolution of all challenges while the item is being constructed, to indicate the desire to focus on this one task. A temporary willpower may be burned to abandon the construction of the particular item, permanent exp spent is expended.

MET Rules: Crafter expends three permanent experience points, along with the necessary time to complete the item. The maker of the item must deposit one trait of their vitae, one per night, for three nights into the component ingredients. The vitae is destroyed and not usable for other purposes. When the item is complete, it will grant the maker extra bonuses above and beyond what is otherwise possible. The craft's level of the item is 6. Additionally, the crafter can choose 2 areas of a weapon to improve, Additional special ability or remove of a negative trait or additional trait above and beyond stated craft rules, or other features approved by the Storyteller (such as an extra health level for armor). This discipline can not be used to directly increase damage, but may be used to add a special ability which may increase damage.

Date of Archival: 11-Jul-2016
Toreador

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