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: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Presence 3
MET Mechanics:

The Ventrue are often known for their mastery of Dominate.  By combining this art with the emotional powers of Presence; the Ventrue’s Dominate powers become near undeniable.  As such this combination discipline grants the Ventrue the mastery to maintain their own power base and command over others.

System: The Ventrue spends 1 blood trait to activate this power for the next scene or an hour.  During that time the Ventrue player gains 3 retests to use on any Dominate, Presence, or Fortitude challenge.  Once called upon these retests are lost and this power may not be stacked or activated again in the same scene. This combination Discipline may only be learned by members of the Ventrue Clan.

Date of Archival: 01-Nov-2023
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 5
Presence 5
MET Mechanics:
By drawing on the blood of Lasombra, the user exerts a mastery over the Abyss. As a result, the Obtenebration of non-Lasombra does not affect the user for the duration of the scene. (I.e. Arms of the Abyss will not attack her, the off-hand attack from Black Metamorphosis cannot be used against her, she may see through Shroud conjured by non-Lasombra, etc). All uses of Obtenebration by other Lasombra still affect her as normal. This power costs 1 Willpower to activate.
 
Date of Archival: 05-Jul-2016
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 2
Presence 2
MET Mechanics:

With this power, the user may draw upon their mastery of crowds and animals alike to apply their normal uses of the first two levels of Animalism to swarms of insects and other arthropods, such as arachnids. Nosferatu seem to have a more intrinsic understanding of these creatures, however; non-Nosferatu suffer a 1 trait penalty to uses of this power.

 
Date of Archival: 12-Feb-2015
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Augury 3
Auspex 3
MET Mechanics:

Mechancis: This combo allows for the user to embed a life-like, interactive memory in an object for another to experience. The object can not be larger than a breadbox (i.e. a doorknob, pocket watch, or necklace? Yes. A House, cat, car, mattress, chair? no) and the user must expend a temporary willpower to copy the memory into the object (the user still retains the memory). The user can not omit or change any part of the memory intentionally. After the memory is bestowed, the next cognitive creature to touch the object (mortal, kindred, mage, hunter, garou? yes. Rat, Spider, Pigeon, Robot? No) must engage in a static social challenge against the user (retest with Empathy). Should they lose, they will experience the memory. If the target wins the challenge, the object awaits the next to touch it. An item card recording derangements/effects, social traits, and the highlights of the memory should be created whenever this power is used.

Date of Archival: 01-Apr-2017
N/A
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Obtenebration 3
MET Mechanics:

Spend a Blood and a Willpower to activate this power for the Night. Angel's, and character’s with True Faith or on truly Pious Roads/Paths are almost unable to act against the vampire. The Vampire is up traits in all challenges equivalent to their Obtenebration rating. Additionally the Angel etc. must Bid extra traits equivalent to the user’s Path/Road rating.

Date of Archival: 26-Aug-2024
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

Approved Feb 9, 2012:

Lucid Dreamers can exert incredible control over their own dreams, delving into their own subconscious, dredging up insights, and controlling their meditative states more effectively.  Similarly, those with knowledge of Telepathy can catch glimpses of others dreams and even interact with them in a limited fashion, so long as the telepath is actually awake.  Those who know Opening the Gates of Horn and Ivory, however, are able to do far more.

If the user is in close proximity to a sleeping target, either physically or on the Astral, they may initiate a Mental Challenge in order to merge a projection of themselves (and potentially, their own dreams) into the sleeper's dream state, effectively falling asleep themselves and creating a shared dream realm through which the sleeper and the user of this power can interact.  From this point until the target wakes, the user of Opening the Gates ofHorn and Ivory may perceive the target's dream and guide those dreams, including allowing the target to remember their dreams with perfect clarity upon waking.  Note that the cycles of dawn and dusk do not interrupt this power.

The real strength of this power is to allow for additional roleplay opportunities, to hold intimately private conversations, to perform psychological or psychic feats of various sorts, or to teach across great distances while sleeping.  The remaining paragraphs serve to offer guidance around those parameters, which are ideally worked out by the user and the target OOCly.

If the user of this power makes radical shifts in the target's dream state, the target may make a single Mental Challenge against the user to eject him from the dream, as his subconscious pushes against the foreign presence; if this Challenge is failed, however, the target's dreams are at the mercy of the user of this power; at a minimum, the target may be forced to suffer the effects of the Nightmares flaw.  If the target has the Lucid Dreaming ability, however, they may make such a Challenge whenever they become aware of the user or notice a significant shift in their dream state; if they succeed, they may force themselves awake, severing the connection.

Otherwise, this power may be used to probe for deep memories per the description of Telepathy.  The user is also considered to have the target's eye contact and attention for the purposes of Dominate, Presence, and Dementation, all of which can be used to effect drastic changes in the target's dreams (and, thus, the shared dream space).  The user is considered to be able to spend his own blood, as his consciousness is within his own form, sharing a dream space with the target.  This connection lasts as long as the target sleeps or the user wishes to maintain the connection, and, during the day, both user and target may elect to use their Lucid Dreaming scores in place of their Morality Traits for the purpose of determining trait caps.  The target may only relent to challenges if they implicitly trust the user of this power, are Blood Bound to the user, or possess the Lucid Dreaming ability

Date of Archival: 21-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 2
Quietus 2
MET Mechanics:
Like much of Quietus, the madman can turn his blood into an alchemical poison to physically, or in this case mentally harm his opponents. Also like much of Quietus, the poison produced through this process is no longer blood, and cannot be used to blood bond anyone, or be manipulated through uses of Thaumaturgy. This power was created by The Twilight~ as a means to weaken the minds of the heretics he interrogates, to make them more pliable, and easier to extract information from.
 
With the deadly venom and toxins of your studies, you can transmute your blood into a substance that weakens and poisons the minds’ your victims. You can then coat weapons with this foul ichor, spit it at your foes or simply 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 a Mental Trait in addition to the Physical lost from the challenge, 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. (Do not actually spit at your foe, of course - simply make your intentions known before making the challenge.)
 
Mortals who lose all of their Mental Traits in this fashion have a complete psychotic break by the next night, and they do not act normally. This could lead to a permanent mental disorder at the discretion of the storyteller. Otherwise, all lost Mental Traits return at the next game session, as usual. 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 Lucidity’s Subtle Respite 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 protracted fight and you want a weapon sufficient for several strikes.
 
Date of Archival: 10-Mar-2015
Malkavian , Malkavian , Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Protean 3
MET Mechanics:

The embrace of Ennoia, the cold waterfall of the Gauntlet, blood of the old ways, or whatever connection it may be; many people occasionally sense the spirit world waiting just out of reach. It takes something of the former for that tenuous connection to call back. This birthright is home, it is lure, it is temptation and it is danger. Some believe that their ancestors or their gods retreated beyond the reach of this world and into that other. This connection to the Middle Umbra allows them to go further through that shallow connection between worlds than any other, stepping back out into the realm of the gods.

System: The Character spends one Blood Trait and makes a static Mental Challenge retested with Survival against triple the local Gauntlet rating then takes three full turns (each additional Blood Trait spent lowers the time by one turn, to a minimum of one turn with three Blood Traits). If successful the Character melds with the Gauntlet over the course of that time, completely entering the chilled void of the Gauntlet at the end of the final round. About ten minutes later the character steps through. He can spend one Mental Trait to reduce this time to a minute or two to make it 30 seconds. Failure doesn't bar the Character from trying again, but each successive failure within one scene raises the difficulty by six Traits, up to a maximum of 30. In addition, on a failure, make two Simple Tests. If both fail, the character becomes stuck in the Gauntlet, lost to a spirit storm or otherwise seriously inconvenienced. Storytellers shouldn't get sadistic with these complications - make them story hooks, not death traps - but botching a sideways step is a bad thing. Returning is equally difficult and requires all the same challenges. Unlike a Garou the character may not act as an Opener of the way, being able to take only clothing and small personal possessions with him. Disclaimer: Nothing about this power inherently changes the reaction of any entities encountered; if recognized for what it is most non-bane spirits are immediately hostile to the undead. This Combination Power costs 18 experience traits.

Date of Archival: 03-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dementation 5
MET Mechanics:

Communicate the words: "You should be a better at-" and apply the description of an ability to your intended target. Then engage in a Contested Mental Challenge, retest is Empathy. Your target may not relent to this power. For the remainder of the night,you do not have access to the ability lent, as if you had expended them as retests, regardless if the power was successful or not.

On success, the Malkavian using this power may implant as many or as little of a single category of an ability into their target for the rest of the night. The max of the ability that your target can receive is up to 5. This does not stack with their current rating of the same related ability. But it can refresh those abilities previously used. 

You MUST HAVE the related ability on sheet & unspent to lend it. For example if you have used 1 Occult out of 5, then you may only "lend" up to 4 Occult. The target also gains a random temporary derangement for the rest of the night that MAY NOT be suppressed by Willpower expenditure.

Date of Archival: 11-Dec-2023
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Custom Path 5
Obfuscate 5
MET Mechanics:
Requirements: Obfuscate x 5, Path of Occultatum x5
Rarity: R3 (Coord Approval)
 
Cost: 12 XP
 
Tremere are the masters of blood magic and have many tools at their disposal in dealing with the enemies of House & Clan. Unfortunately, their magics leave behind traces either on their victims or in the general area where the magics were cast which can be used to link House & Clan back to the scene. This combination power allows the caster to hide the magical resonance of individual uses of Thaumaturgical powers (not including rituals).
 
System:
 
With the expenditure of a permanent will power and 3 temporary mental traits, the caster can hide the magical resonance left behind by the use of individual Thaumaturgy path levels. The effect of hiding the magical resonance lasts for 90 days. Elder powers, such as Elder levels of Auspex, are able pierce the obfuscation with a static mental challenge with a difficulty of 15. Retest would be investigation or awareness. Those who witness the use of the path of thaumaturgy in person at time of use can not be fooled by this power, and can see through the obfuscation. Those with the Faux Path x3 can make a challenge to break the obfuscation with a difficulty of 20, retest with investigation. 
 
Each use of this combo power work on a single use of a single thaumaturgical power. For example, if both Firestorm and Levinbolt are used in the same area, this combo would have to be used twice to hide each individual use of thaumaturgy.
 
This does not work on paths that bind spirits or wraiths into objects, such as specific levels of Spirit Manipulation, as the resonance of the spirit/wraith inside would still be detectable.
Date of Archival: 15-Aug-2020
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Presence 3
MET Mechanics:

Fear can be paralyzing and even attractive from a Malkavian. Magnetic phobia causes a paralyzing effect on the target's mind and their body moves towards fear. The caster rolls Intimidation (with a retest for Empathy). One success causes the target's mind to become paralyzed with fear, and their body to move toward the caster. The target can only be stopped if there is a mental attack from another member on it. The target may attempt to resist with a Willpower test.

Date of Archival: 27-Jan-2024
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Melpominee 5
Presence 5
MET Mechanics:
This Combo Discipline was created by <PC Name redacted>, based in Vitae Aternus. In order for any PC or NPC to learn this combo, they must be taught by <PC Name Redacted>. This combo may only be learned by Daughters of Cacophony.
 
You have mastered the art of song and emotion and gone beyond the ability to affect others' emotions. Using the power of your voice, you can extend your presence to affect any that hear your voice.
 
MET System: The character spends a blood trait and a willpower to activate this power. Upon the activation of this power, the character can extend her Presence powers to any who can hear her voice, up to a maximum of 5 people. The rules and retests for the level of Presence being used apply. In the case of Majesty, the character must continue singing or talking for the power of Majesty to remain active. Once they cease singing or talking, the Majesty drops. This power cannot be used in conjunction with Dread Gaze or any Presence combination powers.
Date of Archival: 10-Feb-2015
Toreador, Toreador

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