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: 13XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dementation 5
MET Mechanics:

Malkavians have been known to melt the minds of their victims. With this power the malkavian can not just melt minds, but destroy them completely. What more, those that suffer from madness succumb to this power ten fold.

 

The player spends a willpower and engages his opponent in a mental challenge. If the player succeeds against his opponent the target suffers one unsoakable bashing, plus one additional bashing for each derangement the opponent has.

Date of Archival: 22-Jan-2022
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Obfuscate 1
MET Mechanics:

Requires: Forbidden Zone

The Nosferatu twists the understanding of the powerful forbidden zone. When creating the zone the Nosferatu can designate one target, to whom escape becomes obfuscated. The Nosferatus victim finds they are unable to think of or enact any action that would allow them to leave the zone while it's active. This can only be broken if the target beats the Nosferatu in an obfuscate challenge. For the cost of 1 willpower, the Nosferatu adds their levels of obfuscate and auspex to their traits. This power lasts for the scene or hour.
When the Nosferatu leaves the zone the effect ends immediately

Date of Archival: 15-Sep-2025
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 3
Fortitude 5
MET Mechanics:

Eyes of Chaos has many applications, but also some potentially disruptive side effects. Some enterprising Malkavians have created a way to both improve the basic uses of this power, and to provide protection against those side effects.

MET Mechanics: When performing an Eyes of Chaos test to determine someone's nature, or to discern complex patterns (ST discretion, as this use is more flavor text than rule in the book), if the Malkavian fails the test, they do not become entranced by the patterns of chaos, they simply get no result.

When using Eyes of Chaos to avoid surprise, the Malkavian may spend a temporary Willpower Trait to have the power last the night (as opposed to a Mental trait per scene/hour).

The Malkavian may still choose to employ Eyes of Chaos without the added benefits and protections from Mind's Eye of Chaos.

Date of Archival: 09-Apr-2022
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dementation 5
Obfuscate 4
Custom Discipline Requirements (Combination): Madman's Quill
MET Mechanics:

Description: A Kindred using Mindworm creates a series of increasingly sophisticated data algorithms (Firewalls) which weave a contagious madness into the mind of anyone attempting to hack through or interpret the code. Using Mindworm, Malkavians can make the target of their power insane and/or confused/forgetful of what happened when they encountered the code (Firewalls).

The Malkavian uses Mindworm to embed the specified Dementation power for each Firewall into computer coding. Normally this is Coding of computer security software algorithms but it may also be used on regular software such as a Microsoft Word documents, PowerPoint presentations, etc.. Once triggered, each Dementation power works the same as the Discipline in MET with the same requisite tests, retests, etc.

Unlike Madman's Quill, Mindworm has three consecutive levels or “Firewalls.” Below are the Dementation powers embedded in each:
Firewall 1: Dementation 2 (The Haunting)
Firewall 2: Dementation 4 (Voice of Madness)
Firewall 3: Dementation 5 (Total Insanity)

MET System: To introduce Mindworm into software, the user must have at least Computer Ability 4 and also have at least one dot of either Crafts: Coding/Programming (or similar name) or Crafts: Hacking. The process of actually writing/embedding the code takes a number of nights equal to the encoded power’s. This time is NOT cumulative. Taking 5 nights to apply Firewall 3 applies all three levels of Firewall. Note that each individual software application (computer system, individual program, laptop security file, etc.) is considered a SEPARATE application of Mindworm and requires the full time dedication for each application. The coder can choose which level of Firewall(s) they want to employ; they do not have to encode all three.

Once encoded, Mindworm Firewalls are permanent. Subsequent attacks by the same hacker or other hackers would still have to breach them as described. Destruction of the embedded code (such as completely scrubbing infected programs from the device and reinstalling from the original source) will get rid of Mindworm. The coder may also choose to remove the Firewall code at any time, thus ending the effect. Destroying the creator renders all Firewalls inert and ends any lingering effects. The duration of each Firewall’s Dementation effect is the same as the base Dementation power’s duration.

At the time of encoding, the item should be noted with the coder’s mental traits (adding Obfuscate levels) AND Social traits for use in the challenges outlined below.

When first encountering the Firewall, the target makes a Social challenge versus the coder’s traits (retest Empathy). If they fail, they are affected by the Firewall’s Dementation effect. It is perfectly possible to get through all 3 Firewalls, fail the Test against each suffering all the effects or a combination thereof and STILL actually access/get to the program/software that the Mindworm was protecting (though there would still remain any normal Computer defenses).

Anyone encountering the code who *resists* the power(s) can make a Mental challenge (difficulty is the coder’s traits + obfuscate; target may add Auspex levels to their traits) to notice there is something “off” about the code (retest Investigation or Awareness). This test is applicable for each level of Firewall. (If they fail to notice Firewall 1, they can still notice Firewall 2.) This gives the victim the option of stopping at each Firewall...or at least going forward knowing the risks. If the victim of the Firewalls does not have Auspex, they cannot test at all (since the code is embedded with Obfuscate). Exactly what they determine about the code is left to Storyteller Discretion.

Date of Archival: 29-May-2021
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Chimerstry 2
MET Mechanics:

Master of Illusion and confusion, some Rogues have developed this discipline technique to confuse and confound their enemies.  By creating illusionary copies of himself, the Ravnos Antitribu can appear to have an army of himself at his beck and call.  Though these illusions can not actually harm or truly interact they make for a great distraction and frightening ones enemy.

System: For 1 Willpower, the wielder of this power can create up to his Subterfuge ability rating in intangible copies of herself. These copies of herself can cause no actual physical harm or damage, but can cause a great amount of confusion against attackers.  For the remainder of the scene or an hour the Rogue gains 1 free retest to use in combat challenges equal to the number of illusionary copies of himself.  Once a retest is used, it is expended and this power may only be activated once per scene.  With Obfuscate 4, this power allows the character to disappear, leaving between 1 or more of the intangible images in her place.  This effect grants the Rogue a free retest on all Obfuscate challenges to vanish only.

This Combination Discipline may only be learned by Ravnos Antitribu

Date of Archival: 08-Feb-2023
Ravnos, Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 1
Dominate 4
Obfuscate 4
MET Mechanics:

Mirror Mask

Obtenebration°+Dominate°°°°+Obfuscate°°°°; cost: 9 XP
 
Lasombra are resentful of their inability to view their own reflections, and this often leads them to cruelty or downright pettiness toward those who never lost this ability. This power allows the user to force their suffering onto another for a little while, either as punishment or to force someone to live with a small piece of the frustration they face every night.
 
Mechanics: Spend 1 blood trait and 1 willpower, then make a Mental challenge as per Dominate. If successful, the target gains the flaw Cast No Reflection for a number of nights equal to the user's permanent willpower.
Date of Archival: 11-Aug-2019
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Obfuscate 4
MET Mechanics:

Description: An ingenious combat technique that uses subtlety and stealth. The user of this combination moves quickly to the point of creating illusions of himself to distract the opponent while hiding between them.

Duration: A complete scene or until it is discovered.

MET Rules: With the cost of 1 blood point, you create up to 5 illusions that move in the same way as you. The opponent must perform a mental test to discover the real you, retest by investigation or alertness. If the opponent fails, he gains the distracted negative mental trait x3. He can try to find you later, but as long as he doesn't find you will be entitled to the SURPRISE effect on every physical attack you make against your opponent.
NOTE: If the user of the combination is discovered by the opponent, the 5 illusions are undone immediately. The user will be able to use the combination again in the next round.

Date of Archival: 30-Jul-2021
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Thaumaturgical Countermagic 2
MET Mechanics:

Spend a Blood and a Willpower the power is active for 3 uses where the user cloaks themselves in Warding magic. This ability makes it so supernatural powers that are directed at the owner but normally are not contested vs the player become contested challenges of the appropriate category. Temper challenges become willpower challenges for the user of this combo vs the aggressors appropriate temper. Retests are whatever the power power would normally give, defaulting to occult if non are given.

Date of Archival: 25-Nov-2024
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 5
Animalism 5
Potence 5
MET Mechanics:

Some animals have a special ability to enhance the electromagnetic field they have internally, creating different uses for it, such as guidance, escape and even hunting.
With this power, Gangrel uses the properties of his blood to modify and enhance his body internally by stimulating, projecting and amplifying an electromagnetic field with his beast and expanding around him, leaving anyone who comes into contact with this field confused and stunned. Allowing the Gangrel to know if someone is following them and act accordingly.

System

The Vampire spends 1 point of blood and 1 point of willpower, to create this electromagnetic field around him, being able to change the size of the area hit within a radius of 5 meters around him, per point of power he has, allowing him to modify the size and intensity of the radius of action as desired.
People who enter the field's range of action lose 2 mental traits and remaining within the field leaves them dazed and confused, making it difficult to focus on following a target.
The electromagnetic field created can cause damage to electronic material assets,  at Sts discretion .
Only people who do not have a physical body within the field's range of action are immune to its effects.

Suggested cost 15xp

Date of Archival: 07-Jun-2024
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Protean 5
MET Mechanics:

Spend a willpower to activate the power for a scene or an hour. While in Mist form (costing the normal blood to change forms) you can communicate with other people in the area. To willing targets your mist form appears to form generic appearance. The form is still obviously mist in appearance and you still function as someone in mist form by the book (you have an idea of your surroundings, but not exact details, cannot be targeted by physical attacks, 1 less damage from non magic fire. etc). While in this form, mist talker allows those who you wish to hear your voice, as though the mist was speaking to them. Only the willing subjects of your choice can hear you. They cannot communicate back without speaking out loud, thus they can be heard by anyone else. Your mist form can take on a more detailed shape similar to mask of 1k through the spending of mental traits, though you will still appear as a mist version with those specific features. Because you are in mist form and only appear to have eyes to those who see you, you cannot dominate someone while in this form. This also means that others cannot dominate you either due to lack of eye contact. Because you are not actually establishing a full telepathic link with the targets no mental trait needs to be spent. An unwilling subject can be made to see and hear you by spending a mental trait and issuing a telepathy challenge. If won Mist Talker works on the target in addition to the telepathic link created. A telepathic link can still be created while in Mist Talker normally without revealing your Mist Talker form.

Date of Archival: 15-Apr-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 2
Placeholder for Combination Discipline 1
MET Mechanics:

Molten Claws 12 xp -

(Protean 2 and Burning Wrath.)
Cost 1 Blood and 1 Willpower to activate (this cost is in addition to the initial cost of Feral Claws or Burning Wrath)
Grow claws that emit a red glow.  
 
The brujah with this power is able to channel their passion through their claws enabling them to use Burning Wrath through the claws granted by Protean. This allows your unarmed attacks to deal 2 aggravated damage. (3 with Puisannce.)
 
Feral Claws or Burning Wrath MUST be active before this power can be activated. After one of the above requirements are met the brujah must then spend another blood and a willpower to activate Molten Claws. 

 

Date of Archival: 15-Dec-2018
Brujah , Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Fortitude 2
MET Mechanics:

By joining with the Black Clads in pursuit of the heartsblood of their enemies and their long buried secrets, a moment of triumph was experienced by those who participated. A character can never have more than on. They are: The Crusader’s Call, The Writhing Woods, This I Swear.

Coming from the line of Kings speeches and the ability to motivate others comes natural to them. Giving a speech to their subjects is all in a day's work to motivate them to do as they bid.

System: Spend 2 Willpower and give a convincing speech. All allies within hearing distance gain 2 free retests for the scene so long as they follow the Ventrue and their plan. This Combination Discipline may only be taught by Ventrue Antitribu and no PC may possess more than one “Moment of Triumph” Combination Discipline.

Date of Archival: 19-Nov-2021
Ventrue

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