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: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Potence 5
MET Mechanics:

Tired of breaking his weapons at full Potence a Brujah Blacksmith developed a way to purify metal by focusing on auspices and Potence leaving his weapon with the resistance of the Potence used in the forge.
System:
By spending a mental trait and focusing on the sound of the blows on the metal, the forger is able to identify the places where his blows with the hammer will purify the metal in the best possible way using his Potence.
The weapon gains the resistance of the Potence level used during forging and only works for melee weapons.
The player must make a Craft/Physical test with retest by the appropriate Craft, difficulty of the Potence used x3 to avoid breaking the item in the forge.

Date of Archival: 16-Jun-2024
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Sylvan 1
Vicissitude 2
MET Mechanics:

Hand of Demeter

Sylvan 1/ Vicissitude 2

A vampire using this power can manipulate plant matter in the same way a Tzimisce can alter flesh and bone.  They can graft plants and fungus onto living or dead creatures.  Patient users of the power have been known to make a plant look like a completely different species.  The negative social trait Botanical is appropriate for vampires with lots of plants attached to them. 

The ability Crafts: Body Crafting is used for crafting using this combo discipline.

Date of Archival: 10-Oct-2018
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 2
Celerity 2
MET Mechanics:

Members of Clan Assamite are known as skilled assassins the world over.  Their ability to vanish without a tracer is near legendary in the Kindred world.  Some of those of the clan have developed this combination discipline which helps reinforce this belief.  By combing the speed of celerity and the vanishing of Obfuscate; the Assamite finds it much easier allude those who might pursue them.

System:  Once purchased this combination discipline is always considered active.  The assamite character with this power may spend 1 temporary mental trait to retest any use of Obfuscate they are using.

Only Assamite Antitribu Characters May learn this Combination Discipline

Date of Archival: 24-Jan-2023
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 0XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Fortitude 5
MET Mechanics:
 
Hand of the Astra
[Potence 5, Fortitude 5]
 
Added Pre-reqs: Crafts: Weaponsmithing or Blacksmithing x3 or more. Astra mark.
 
The now called Astra were once a proud caste of warriors in the city known as City of Light. Fighters against the Daeva, protectors of their people, they were known not just by their symbol but as well by the dark weapons each one of them carried and cared for as extensions of themselves. 
 
It was rumored that the secrets of its forging was first developed by one of the first members of the caste, based on ancient powers known only by those of Brujah blood. Others rumors put its origin in another one of the tools provided by the gods to the faithful to survive the threat of moving shadows among others. 
 
Whatever the origin was, the unquestionable truth was that those weapons held powers only understood by its creators.
 
System: The forger of the blade must spend one point of blood per trait of the weapon style he is forging as well as an additional one. The blood is absorbed by the blade during its forging causing it to resonate with the creator. The downside is that the weapon becomes a sympathetic link to its creator.
 
Then, through the careful engraving of ancient symbols of power and strenght, the mark of the astra and his own name (which does not need to be his true name but the one he is known by among the Astra), the forger spends a permanent willpower, finishing to bind the weapon to him. 
 
Lastly, the caster must keep the weapon at his side for 7 days and 7 nights in a row in order for its special ability to manifest itself. 
 
The special ability is exclusive to the forger and the crafted weapon, to be defined by the player and their storytellers. It needs to be something tied to the personality and history of the character as the weapon is an extension of its creator. 
 
The weapon created with this combo causes the damage to become aggravated when used by an Astra. Additionally, the creator can call the weapon back to his hand as long as its in line of sight. Any non-Astra that holds the blade suffers 1 aggravated damage per turn holding it. 
Date of Archival: 03-Dec-2017
N/A
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Celerity 1
Obfuscate 4
MET Mechanics:

The user must spend one temperary willpower and engage anyone he/she wishes to effect with the power in a mental challenge (as if Obfuscate: Vanish from the Mind's Eye). While under the effects of this power the user may spend one temperary mental trait at the beginning of the turn to immediatly reobfuscate after each attack that turn. If the user decides not to spend the mental trait, his/her obfucate is seen through, or is struck with a melee or brawl attack the power ends and must be reactivated.

Date of Archival: 20-Jul-2018
Assamite
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

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