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
Animalism 4
Auspex 5
MET Mechanics:

 In order to use this power, a vampire must have sent her consciousness into the Astral Plane through the use of Auspex: Psychic Projection. This power allows Kindred to use the Animalism: Subsume the Spirit power through their psychic projection form. With a Static Social challenge against the target animal, a Kindred may temporarily displace the animal's soul as her psychic form possesses and assumes control of it's body. As per Animalism: Subsume the Spirit, additional Social traits may be spent to carry over the use of disciplines. A Kindred's silver cord is not apparent while possessing an animal in this fashion. A Kindred may choose to depart the host body at any time and in doing so, her psychic form reforms in the Astral Plane and may continue moving and acting in accordance to the limits of Auspex: Psychic Projection. If the animal's body is destroyed while being possessed by the Kindred, her psychic form is immediately ejected into the Astral Plane

Date of Archival: 29-Mar-2018
Nosferatu
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
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

XP Cost: 12XP
MET Write-Up:

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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 5
MET Mechanics:

Description: This power take the idea of a Kindred protecting his mind into another's (Auspex: Telepathy) and quite literally expands upon it, allowing the Kindred to engage in multiple telepathic links at once. The user take the theory of exuding one's force of personality via Presence: Majesty and applies it instead to the expansion of his mind, leaving it open to wider possibilities.

Mechanics: The user must spend a willpower and a Mental trait to activate this power. Afterwards the user may engage in multiple telepathy challenges for the remainder of the scene. A Mental trait must be spent to engage in Telepathy with Supernatural beings as normal, however the character can only have as many active telepathic links as she has permanent Investigation ability traits. Anyone attempting to break into the link(s) must defeat the user in a Mental challenge as normal and will break all telepathic links at once if successful. Parties that are included in this group telepathy may only communicate with the user of this discipline through the Telepathic link and not each other. However, the user may relay whatever information she wishes to any given party. Due to the multifaceted reach of this power, the user gains the Negative traits Oblivious x2 while this power is active.

Date of Archival: 24-May-2017
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 3
Auspex 4
Presence 3
MET Mechanics:

Also requires possessing at leas Malk Time 1.

 

Description –

This power allows a Malkavian to take control of their local madness network, amplifying, quieting, or even shutting it down completely.

MET mechanics –

All actions cost one willpower, and a simple mental test. All powers end immediately if the individual using the power loses consciousness.

Broadcast – spend a willpower and make a simple test of 10 minus malk time. You may broadcast a thought/feeling loud and clear. It will override any background noise, and only be filtered through your own derangement, and reach any Malkavian in the city.

Quiet – spend a willpower and make a simple test of 13 minus malk time. The network is dampened. One must concentrate (10 trait mental test) to hear anyone on the network. It lasts a scene or an hour. Length can be extended at the rate of 1 mental per hour, but cannot continue past the user dropping into sleep for the day.

Hold back the floodwaters – spend a willpower and make a simple test 18 minus malk time. The network is shut down. All feelings, emotions, or screams are held back. This power lasts a scene or an hour. Once the network is released, anything backlogged that would have come across it during that time blasts through at once. However, the expenditure of a permanent willpower by the user clears that backlog, and nothing blasts through. The Malkavian that was holding the network back is down one mental trait, due to the mental stress of holding the network in check. This lasts until sunrise.  

Date of Archival: 21-Jul-2019
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Animalism 4
MET Mechanics:
Its no secret the control Gangrel have over their beast. With this terrifying and probably suicidal ability it becomes surprisingly apparent. Utilizing a unique expertise of Animalism the Gangrel has mastered parting their consciousness from it's beast, though the beast may never leave the body. When the two part, the Beast in body instantly enters a frenzy similar to Wassail, and will not stop until rendered into torpor or the consciousness returns to the body. 
                                  
System: Whenever a Gangrel leaves their body willingly (Possession, Subsume, Astral, etc.) or force ably  (Soul Steal, ect.) the beast remains behind. The Beast takes over the body entering a wassail like frenzy until rejoined with the vampires consciousness, rendered into torpor, or destroyed.  While separate, willpower traits are shared as well as garnering a new beast trait.                                                                                         
This power is always active.
Date of Archival: 23-Jan-2016
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 17XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 5
Presence 5
MET Mechanics:

Must have Obtenebration in clan

Whenever you teach Obten to another, you spend one permanent WP. Whoever you teach Obten to, or any Obten combo, you may spend a WP to see through their Obten and be unaffected by their Obten for the scene. You may also grant others protection from your own Obten by beating them in a social challenge (occult). Each person you target this way may see through your Obtenebration as if they themselves created it. You may only target one person per permanent WP a night.

Date of Archival: 09-Aug-2023
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 4
Fortitude 2
Potence 2
MET Mechanics:

Description: The strength of one's blood can be an important factor in matters of survival. But not everyone is willing to commit the heinous acts of diablerie to heighten the capabilities of their own blood. By the use of multiple disciplines, one can learn how to push the limits of their blood by using it at a faster rate than they usually can, but at a price. If not careful, you can burn through your Blood Pool frighteningly quickly.
Mechanics:
Permanent: You may spend 3 blood per round regardless of Generational limit. For each blood beyond your normal generational limit you spend in a given round an additional blood is lost from your system after the expenditure. Hunger Frenzy Challenges apply normally due to low blood and if the loss would bring you below zero blood, you automatically Hunger Frenzy.
Example:
A character at 11th generation can normally only spend 1 Blood Trait per turn. With this combination discipline, you can spend up to 3 blood traits. Then immediately lose 2 additional blood traits for a total of 5

Date of Archival: 22-May-2022
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Auspex 3
MET Mechanics:

The Toreador clan are famous social masters and engineers.  The discipline they are most associated with is their true mastery of Presence.  The Toreador clan has developed this combination discipline to reinforce that belief.  By combining their arts of extending their senses and mixing it with their presence they appear to others as some of the most beautiful and graceful kindred on the planet.
System:  The Toreador spends 1 willpower trait to activate this power for the next immediate Social challenge.  During that time the Toreador may add their Presence discipline rating in Bonus Traits to that Social challenge.  This combination Discipline may only be learned by members of the Toreador Clan.

Date of Archival: 01-Nov-2023
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Obfuscate 3
MET Mechanics:

Experienced Sabbat are capable of creating a mental network of telepathic communication between their pack. Once the network has been opened, any packmate affected by Pack of One Mind can send out a silent, mental message to the entire pack such as, “I am being attacked, come help me!” or, “I’m currently breaking into the back of the building. Where are the rest of you?” This Combination Discipline cannot be used on an unwilling or unaware subject.
System:  With this combination discipline the character may make a normal telepathy challenge with any member of their pack.  If they succeed both the user of this combination discipline and the receiver may spend 1 temporary mental trait.  For the remainder of the night the characters have telepathic connection regardless of distance or line of sight.  This power may be used multiple times on pack mates to link the entire pack.  This power only works on vampires who a member of the character’s pack.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dementation 5
MET Mechanics:

“Another Elysium, another boring Primogen Council meeting. The same thing, gathering after gathering. Primogen Elsabran scoffs at this, Primogen Igmond balks at that. I wonder if this is what my sire was on about with “Eternal damnation can manifest most deceivingly” all those years ago, because this is both eternal and I do indeed feel damned. I begin to doodle behind the cover of my legal pad when I hear Primogen Uktus shout “Break into your haven? I know NOTHING of the sort”, standard stuff really from Uktus when all of a sudden I start hearing gasps. I slowly raise my head over the vertical legal pad and notice that Uktus is paralyzed, as if he were having a heart attack. Blood leaked down his face, pouring out from his eyes, ears, nose and mouth, so hot that steam was furiously coming from it as it exited his body. “Uktus, what is this?! What is going on here?!” screamed Elsabran. Uktus struggled to speak “I…don’t…know…” but as the words finished leaving his mouth, the rush of blood intensified and grew even hotter, causing boils to form all over Uktus. Some of the other Primogen, the smart ones, immediately fled, while Igmond moved to help Uktus. Uktus gurgled “Igmond…help me! I do not deserve this!” and with that last sentence, the blood now poured out from him like a hose. Igmond got it in the face and recoiled back, the heat melting his skin. I lowered my head back down behind my legal pad and as the blood hit it I could feel the leather melting in my hands before snapping my arms to my side. After a minute, silence fell. I got up from under the table and saw Elsabran tending to Igmond, whose face had been melted right off. Uktus, or at least what remained of Uktus, was a pile of steaming blood and ash.”

Mechanics: The Malkavian targets another character within line of sight and engages in a contested Social challenge against, Retest Subterfuge. If successful then for the remainder of the scene/hour, anytime the target character tells a lie, their blood begins to furiously boil. Kindred take 2 Aggravated Damage and lose 2 Blood Points each time they say anything that they do not believe to be true. Other creatures take 2 Aggravated Damage.

Date of Archival: 25-Jan-2025
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Fortitude 4
MET Mechanics:

Description
While it is good to appear impervious to attacks, there are other times when it is needed to appear to be wounded when you are not. Either maintaining the masquerade or suckering your opponent to keep them attacking you, it's good to appear as you are expected to be and not as you are.

Mechanic:
Spend one Blood Trait. You may activate this power at any time. Once active it lasts for the scene. While active when you receive an attack, you can show it as you have received damage expected, even if you soaked the damage using Fortitude. This power can be used selectively per attack. This power can be used in conjunction with Iron Facade, allowing you to choose which wounds you want to show.

There is a limit to the imagery made, no fountains of blood, no loss of limbs. Characters with Auspex may attempt to Pierce this with the usual challenge of Auspex Versus Obfuscate. Bystanders who see particularly way too much damage than possible may attempt to see through the illusion automatically.

Date of Archival: 15-Sep-2023
Nosferatu

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