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 4
Necromancy - Western 1
MET Mechanics:

By spending a temporary willpower trait and one blood trait, and mixing some of the remains (typically ashes) of the fallen into the paint, the artist may infuse the impression of the final moments of the subject’s death into the painting itself.  This can be completely hidden inside the nuances of the painting, which may seem normal at a casual glance. However, if the viewer regards the painting for 30 seconds to a minute, they will receive visions of the last moments of the subject’s existence; these images will seem to come to life on the canvas.

If the artist spends an additional temporary willpower, they can render the impressions so vividly that the viewer experiences it as if they, themselves, were dying.  At ST discretion, a courage check may be required to avoid being overcome by the sensations.

This must be approved by a Storyteller, and the impressions from the death scene should be written onto the object’s item card.  The painting must be created at Crafts x3 or higher.

 
Date of Archival: 07-Aug-2018
Giovanni, Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 2
Auspex 4
Dominate 3
MET Mechanics:

Mensageiros do Walker
Requisitos: Animalismo 2, Dominação 3, Auspícios 4
Custo: 10 XPs
Este poder cria, para o vampiro, um mensageiro seguro (e apenas um) capaz de entregar uma mensagem breve e retornar com a resposta igualmente breve. A mensagem pode ser complexa, porém não extensa, pois usa-se o animal como mero meio de transporte para a mensagem. O animal mensageiro carrega em sua mente a mensagem, a qual somente o Destinatário será capaz de receber. O contato visual entre o Remetente e o Mensageiro e depois, entre o Mensageiro e o Destinatário é obrigatório para que a mensagem seja “gravada” e, posteriormente, “entregue”. O mesmo é verdadeiro para a resposta, caso tenha alguma.

Sistema: O vampiro gasta um ponto de Força de Vontade temporário, fitando os olhos do animal e dá um ponto de seu sangue para ele. Ao dar a vitae e gastar o sua Força de Vontade temporário, o vampiro vincula o animal à força mística do sangue vampírico e torna-o um Mensageiro livre dos grilhões da servitude de um carniçal, porém preso ao dever de entregar a mensagem confiada diretamente e somente à pessoa indicada, da melhor maneira possível e o mais rápido que puder, desde que não se coloque em risco.
Para incutir a mensagem na mente do Mensageiro, o Remetente deve ter contato visual e criar um vínculo empático com o animal (pelo menos 30 segundos olhando fixamente os olhos do Mensageiro). Após esse tempo, o Remetente dita sua mensagem, de forma clara. A mensagem, como dito acima, pode ser complexa, com termos técnicos e intrincada, porém não pode ser extensa (a capacidade dos animais referente a memorizar coisas, para os efeitos dessa Metadisciplina, é extremamente baixa), limitada a, no máximo, duas frases curtas a médias, por exemplo “o chip estará fixado no verso do tampo da mesa 4 da cafeteria de toldo verde da Avenida X. Não deixe o homem de chapéu branco saber disso” ou “encontre-me no Elísio às 20:00. Leve o iPhone azul e venha sozinho”. Depois, o Remetente deve fazer uma imagem mental clara do Destinatário, o caminho para chegar a ele e o local onde conhecidamente o Destinatário se encontra. Após isso, o Mensageiro partirá imediatamente de forma direta e o mais rápido que puder até o Destinatário. O animal deve conhecer minimamente a região de abrangência (limitado à Comarca ou área de jogo da Crônica/House) de onde o vampiro esteja, de modo que não seja um problema para o Mensageiro ir até onde o Destinatário comumente frequenta. Ao encontrar o Destinatário, o Mensageiro se aproximará dele e fará o que for preciso para chamar-lhe a atenção. Ao fixar contato olho-no-olho, a mensagem é jogada em sua mente, EXATAMENTE como ditada pelo Remetente, cuja voz ecoará na mente do Destinatário. O Mensageiro não entenderá nada da mensagem, não será capaz de repeti-la, não saberá tirar dúvida alguma e a esquecerá assim que a entregar, ficando com sua mente novamente vazia e voltando para o Remetente. Qualquer frase imediata à entrega da mensagem será considerada resposta e o Mensageiro a levará de volta ao Remetente.
Segurança: o link mental será feito apenas e tão somente entre o Remetente e o Mensageiro e entre o Mensageiro e o Destinatário, sendo verdadeiro para a resposta em seu caminho inverso. Qualquer tentativa de invasão mental para “roubar” a mensagem do Mensageiro fará com a mensagem seja apagada e esquecida pelo Mensageiro. Ainda, se este perceber que está sendo rastreado ou perseguido, a mensagem também será apagada e esquecida, devido ao instinto de sobrevivência e autopreservação que os animais possuem. Obviamente, se o animal for morto, a mensagem se perderá com ele.
Limitação: Apenas um Mensageiro pode ser criado para cada Remetente. É possível criar Mensageiros para outros vampiros, desde que se tenha 1 ponto de sangue para vincular o animal com o vampiro para quem o Mensageiro será doado, sempre no limite de apenas um por vampiro. Se um segundo Mensageiro for criado o primeiro perde o vínculo automaticamente. O Mensageiro não pode ser transformado em carniçal, sem que perca completamente sua habilidade e se torne um carniçal comum. Em qualquer situação, o Mensageiro não retornará de imediato ao Remetente; ele ficará vagando como um animal comum de sua espécie e, somente na noite seguinte, voltará ao Remetente. Noites seguidas de rastreio ou perseguição fará com que o Mensageiro perca suas habilidades e volte a ser um animal comum já na terceira noite. Não há um aviso místico ao Remetente quando o Mensageiro perde suas habilidades ou morre (apenas há a ciência de uma mensagem não entregue, seja pela recusa em recebê-la pelo Destinatário ou quando este não for encontrado). O Mensageiro também perde suas habilidades se um segundo Mensageiro for criado para o mesmo Remetente.

Walker’s Messengers
Requirement: Animalism 2, Dominate 3, Auspex 4
Cost: 10 XPs

This power allows a vampire to create a safe messenger (and one single Messenger) from a regular animal of his or hers choice, who is able to deliver a quick message and return with an answer equally quick. The message itself can be complex, although not an extensive one, because the animal is used as a simple vessel to the message. The Messenger is loaded with the message inside its mind, that only the Destinatary is able to receive. Eye contact is required to “input” the message and, thereafter, “delivered”. The same is true for the answer, if that’s the case.

System: The vampire spends one temporary Willpower point, gazing the animal into its eyes and give it one blood point. While giving the vitae and spending the temporary Willpower point, a bond between the vampire and the animal is created due the mystic force of vampire blood and turns the animal into a Messenger, free from the grisp of a ghoul servitude, but obliged to the duty to deliver the message entrusted to him by the Sender, by any means, right and direct to the Destinatary, since there’s no danger for his life.

To input a message into the Messenger’s mind, the Sender must lock eye contact and create an empathetic bond with the animal (about 30 seconds gazing the Messenger eyes). After this time, the Sender says his message aloud, cristal clear. The message, as mentioned before, can be complex, with technical terms and complicated, but cannot be extensive (an animal’s memory capacity, for this power effects, is really short), limited to, at maximum, 2 short to medium sentences. For example, “the chip can be found at the bottom of the table number 4, at the green solace coffee shop at the X Avenue. Do not let the man with white hat know this” or “meet me at 8 PM at the Elysium. Bring the blue iPhone with you and come alone”. After that, the Sender must think of a clear image of the Destinatary and trace a clear path to the place where the Destinatary can be found or lives. Then the animal will leave, right and direct to the Destinatary, the fast as it could, following the given path. The Messenger must have a minimal knowledge of its deliver area, limited to the city where the vampire who created it lives or the House has jurisdiction, that shall not be a big issue to the Messenger to find the Destinatary and deliver the message. When the Destinatary is found, the animal will do anything possible to call the Destinatary’s attention, until eye contact is made. Once eye contact is made, the message is sent: the Destinatary literally hears the Sender’s voice and the message is echoed into the Destinatary’s mind. The Messenger will not understand nothing of the message and it is given EXACTLY as told by the Sender when it was “recorded” before. Once delivered, the Messenger will forget the message that cannot be retrieved by any means. The Messenger cannot understand the message (it only repeats the sentences, like a recording tape) and any question done by the Destinatary cannot be answered, as the animal will not understand the details of the message. Additionally, anything told by the Destinatary soon after the message is delivered, the Messenger will record and send back to the Sender as an answer.

Security: the mental link will be made only between the Sender and the Messenger and then with the Messenger and the Destinatary, being true the way back if an answer is provided to the Sender. Any attempt to “steal” the message will result in loss of the message by the Messenger. The same will happen if the Messenger perceives it is being pursued or tracked, due the survival and self-preservation instinct possessed by any animal. Obviously, if the animal is killed, the message is lost.

Limitations: One, and only one Messenger is allowed to each Sender. It is possible to create a Messenger for another vampire. A blood point must be given to the vampire who shall create the Messenger and all the remaining procedure shall be done as normal. The Messenger cannot be turned into a ghoul; if a blood of any vampire (including its creator’s) is given to the Messenger, it will be turned into a common ghoul and its ability to deliver messages will be lost. In any situation, the Messenger will not return immediatelly to the Sender; it will be roaming and will return only next night. It will do that “security protocol” whenever aware of being pursued ou tracked until the third night, when the Messenger loses its ability due the fear of being hunted and its survival instinct is triggered, and its life is saved. There’s not a mystical warning to the Sender if the Messenger is killed or if its ability is lost: the Sender will notice that he or she no longer has a Messenger when, by the third night, the animal doesn’t come back. The only thing that the Sender shall know is when the Messenger couldn’t deliver the message, be it by Destinatary’s refusal to receive it, or if the message couldn’t be delivered by another way, such as the Messenger didn’t find the Destinatary. Due the limitation of only one Messenger, if a second one is created for the same Sender, the first Messenger created loses its ability, as its bond with the Sender.

Date of Archival: 23-Nov-2023
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Fortitude 1
MET Mechanics:

Using the knowledge to harden the body is applied to strengthening the astral cord that connects the Kindred using Psychic Projection to their physical body on the physical plane.

The bonus traits applied when defending in astral combat are dependent on the user's possessed level for the fortitude discipline

BASIC LEVEL(S): +1 non-biddable bonus trait on defense
INTERMEDIATE LEVEL(S): +2 non-biddable bonus trait on defense
ADVANCED LEVEL: +3 non-biddable bonus trait on defense

As noted the bonus traits provided are not biddable in challenge, but do count towards trait totals for the purpose of defending and may be used when declaring overbidding.

Date of Archival: 07-Nov-2020
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Potence 5
MET Mechanics:

Cainites posessing Potence can perform physical feats beyond human and even other Cainite capabilities. A Malkavian Antitribu, spending countless hours experimenting with focusing his powers through the fractured mirror of Malkavian perceptions of the world, has discovered a way to transfer a bit of the phyiscal power of Potence into the mind-based powers of Dominate and Dementation.

System: Cainites posessing Mental Juggernaut may use the Bomb when using Dominate or Dementation.

Date of Archival: 23-Mar-2018
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Auspex 2
Dominate 1
MET Mechanics:

Mental Prowess (Auspex 2, Dominate 1, Obfuscate 1, Potence 2, 4 XP) - By focusing your mental faculties and calling upon the strength of your Blood, you can refresh your mind once a night. By spending 1 Blood Point and 1 Action, once per night, the user may refresh all of their mental traits.

Date of Archival: 01-Feb-2016
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 13XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Obfuscate 5
Auspex 5
MET Mechanics:

Additional Requirement: Subterfuge 3+

Wielding her mastery of both perception and concealment, the user of this combination discipline may focus her mind to set up defenses against the most invasive mental probes.
 
By meditating on a particular aspect of her history, the user generates a "mental warden" to stand guard over a particular memory. This warden is an autonomous fragment of the user's self - drawing its appearance and mentality from a particular point in the user's history - and exists as guardian of a defined memory or piece of information. The player must expend willpower to create each mental warden and meditate for one hour on the memory in question. A user may have no more mental wardens active than her permanent willpower. Each guarded memory, as well as a description of the guardian, must be filed with the STs as an item card or as a character sheet comment to be considered active.
 
In the event of a telepathic (or similar) invasion into one of the defined memories, the warden may make an Awareness check to detect the intruder, even if the user of the discipline is not aware of the probe or is torpored, unconscious, or staked. Should the Warden detect intrusion into the memory it guards it may attempt to attack the individual attempting to access the memory. Each Warden has the same number of Willpower as the character in question does when full. Each round the Warden may spend a Willpower to either attempt to eject the individual from the target's mind or Astrally manifest and attempt to drive off the invader using any disciplines the victim possesses. Should all of the Warden's Willpower fail to drive off the invader it dies.
 
STs in the mood for mischief may allow awakened mental wardens to attempt a hostile take-over of the user in exceptional circumstances.
Date of Archival: 10-Feb-2015
N/A
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Protean 4
Vicissitude 5
Custom Discipline Requirements (Combination): Flesh of Wind and Water
MET Mechanics:

Prerequisite: Protean 4, Vicissitude 5, Celerity 2, Flesh of Wind and Water
When you shift change into a physical transformation form. Vicissitude mods on yourself to something else of the same point cost or less on to the new form.
System: If you have Flesh of Wind and Water, you can spend an extra blood as you change, it changes your Vicissitude Modification(s) temporarily in your forms as you change. Once the form is done changing they can't be changed unless you shift again. Your Vicissitude Modification can't be more then what you have in point value.Example: each 5 point merit gets you 5 or less in one merit not 5 points of merits one for one exchange.

Date of Archival: 10-Jun-2024
Tzimisce, Tzimisce, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 5
Auspex 4
MET Mechanics:

This combination allows a possessing vampire to access via a subtle telepathy, the unconscious mind of the mortal being possessed.  Doing so causes the vampire to speak with the accent and inflections of the mortal (or ghoul), as well as to be able to utilize some of their abilities and memories as if they were their own.  This is done to complete a ruse as to that the person possessed is in their own and right minds, and to dissuade questions if the mortal is ‘acting strangely’ due to being possessed.

System:  The vampire makes a normal challenge to possess the mortal in question.  When in possession, the vampire spends the requisite number of mental traits in order to utilize powers of the blood available while in Possession.  In addition for each mental trait spent, they also can access the abilities and memories of the mortal, per the chart below.  When accessing said abilities, they access the mortals abilities, not the possessing vampires, so they vampire may have access to abilities that they themselves do not have.  If the vampire possesses the abilities themselves, then the mortals abilities supplement those of the vampires.  In any case, the vocal patterns, mannerisms and other personal affectations remain those of the mortals, not that of the possessing vampire.

Further, the possessing vampire can pull memories out of the unconscious mind of the mortal, so that the illusion of control is complete.  Should the vampire be asked a question that only the mortal could answer, the vampire spends a mental trait, and knows the answer necessary to maintain the ruse.

  • 1 mental trait:  1 ability category

  • 2 mental traits: 2 ability categories

  • 3 mental traits: 3 ability categories

  • 4 mental traits: 4 ability categories

  • 5 mental traits: 5 ability categories

e.g.  For instance, if the vampire had no dots in computers, but spend a mental trait to possess a mortal with 4 dots in computers, the vampire while possessing, will have 4 dots in computers.

Date of Archival: 16-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Presence 4
MET Mechanics:

Ventrue's are kings. Their authority stands out more than any other kindred. With this combo the king invoking its power uses their will and their rule becomes unquestionable. Less kindred can try and resist the might of clan ventrue, but this combination of powers gives the king a powerful edge.

System: This power is always active. When engaging as the aggressor in any challange the retest is Intimadation, Leadership, or Ettiqutte the user may spend a willpower to gain a retest. In games where retests may be cancealed with the 'like' retest this would be cancelled with the targets defensive willpower retest.

Date of Archival: 22-Oct-2022
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Thaumaturgy - Sielanic 3
MET Mechanics:

The Blood of the Telyavelic Tremere is tied forever to the god Telyavel.  It gives them strength and purpose.  Members of the bloodline developed this combination discipline to draw on that connection and gain strength from their god for a small amount of time.  Once used, the Telyavelic Tremere takes on aspects of the God and their form will even shift and change to reflect it.

System:  The character spends 3 blood traits to activate this power which lasts a scene or an hour.  During that time the character gains 3 bonus traits to distribute among their attributes as they see fit.  Once selected these bonus traits may not change categories and this power may not stack.

Only Telyavelic Tremere Characters May learn this Combination Discipline

Date of Archival: 24-Jan-2023
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 3
Potence 3
MET Mechanics:

The strength of the Ironclad as an army comes from this combination discipline they developed. By combining their skills and mastery in supernatural strength and speed the vampire physically grows stronger and tougher. The vampire themselves grow in height and in muscle mass for a time.

System: The character spends 2 blood traits to activate this combination for the next scene or an hour. During that time the

character gains the following physicals traits: Brawny, Brutal, Deadly, Fierce, and Tough. Additionally all Brawl and Melee attacks the character makes during this time have their damage increased by one.

Date of Archival: 24-Sep-2024
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Potence 3
MET Mechanics:
Calling upon the strength of animals previously subsumed, this power allows its wielder to focus these predators' strengths into their next attack, mimicking the importance of their need to make the first strike count. Even though this power gives its user an advantage, using it can be dangerous.
 
Mechanics:
To activate this power, make a self control/instinct challenge vs. 3 and choose a target within line of sight.  If successful, your next physical attack against this target gains a number of bonus traits equal to your levels Animalism, not exceeding your generational max.  Failure of the self control/instinct challenge results in automatic frenzy (As this is an auto-frenzy, Animalism 5 cannot be used to potentially negate it). 
 
This power can only be used the number of times per night equal to your self control/instinct rating.
Date of Archival: 23-May-2018
Gangrel

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