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: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 4
Vicissitude 5
Celerity 2
Custom Discipline Requirements (Combination): Flesh of Wind and Water
MET Mechanics:

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: 23-Oct-2021
Tzimisce, Tzimisce, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 5
Obfuscate 5
MET Mechanics:

Assamites are notorious for their love of Diablerie.  Some members of the clan have developed this combination discipline so when the devour another vampires soul they may steal their identity for a time.  This allows the Assamite to access the victims contacts and resources they may have had for their own use.  That is, until the illusion fades.

System:  When an assamite with this combination discipline diablerizes another vampire they may use the diablerized vampires Background for the next month as if they were his own.  They may also assume their identity, personality, and voice during this time using Mask of a Thousand Faces as well.

Only Assamite Antitribu Characters May learn this Combination Discipline

Date of Archival: 24-Jan-2023
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Necromancy - Western 1
MET Mechanics:

Discovered in an ancient manuscript, believed to be a Venetian ritual to reveal the soul of an object or entity.

This combination power allows its user to detect the presence of a soul and is useful in determining the presence of a soul in a creature or object. Its primary use is in determining the difference between a soul-bearing wraith or a plasmic entity or item.

It was developed to distinguish between soulforged relics/wraiths/drones/etc. that possess souls and those that do not. As well, it may show souls that have been damaged or tainted/otherwise corrupted.

Mechanics:

By engaging in a static mental challenge (versus 6 traits, retested with Thanatology), the user will see the presence of souls within 20 feet indicated by a blue-flamed outline.

Tainted/corrupted souls will show with a black flame.

Damaged souls will bear red flame at the location of the damage.

This only works on visible or non-concealed items or entities. Concealed entities or items require a normal mental challenge against the target as with the mechanics of the power being used by the concealed or concealer. This power lasts for ten minutes or the scene, whichever ends first and is at ST discretion and requires an ST be present.

Date of Archival: 23-Oct-2024
Giovanni, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Thaumaturgy - Path of Blood 2
MET Mechanics:

The powers used for this are: Auspex 2 + Auspex 3 + Thaum 2

 

With this ability, the user can see magical auras. In much the same way as Aura Perception: the user can see a halo of crimson over any target (items, effects, areas, or people) that possess, or have remnants of, magical properties. This also has the use of allowing the user to view the whorls and eddies of magical power through the world. This sight extends to all paradigms of Kindred magic, although some might show a different color of aura. Generally, the stronger the magic, the brighter the aura will be, but is it hard to gauge the exact power of any magical effect.

System:
This ability is used in much the same way as Aura Perception. The user stares at the target (item, effect, area, or person in question) for a few moments, and may engage in an initial static occult challenge: the user's mental traits vs 7 traits. The user may then choose to spend up to 2 additional traits to the initial risked trait: to gain more insightful information about the magical properties of their target. This is akin to the function of Spirit's Touch. The user must declare how many traits they are willing to risk with the challenge upon initiation of the challenge.

This allows for the user to bid up to 3 traits that are risked per activation of this power, per scene/hour. If this challenge is successful, no traits are lost. If this challenge is lost, then the risked traits that were declared upon initiation of the challenge, are lost as result.

--Upon success of the challenge, with the minimum of 1 trait risked, the user can determine if the target has magical properties, or has had magical properties used on it/them within that evening. The user can also sense and see the flow of magic everywhere in their range of vision; enabling them to see the snaking trails of ley lines and the pooled power of crays.
--2 traits risked: The user accurately gauges whether the sensed magic comes from the target’s own power or if the magic is from an external source. the more bright the aura of the target, the more magic the target has active on them. This also tells the user the magical properties of the enchantment; such as if the enchantment is helpful, harmful, for offensive use, or for defensive use.
--3 traits risked: The user can recognize the ritual/path/base paradigm of power of which the magical properties belong to; so long as the user has seen and confirmed the aura before, or can confirm it with a lore challenge. Targets capable of mortal magic, or other forms of sorcery, glow with crackling sparkles of power even if they are not presently using their power. This calculation also determines if the target is an illusionary effect; allowing for a free retest against the targeted illusion.

Should the user of this power also wish to use Aura Perception, or any other aura-reading powers on the target, the user must initiate a new action to do so. 
Each target must be a separate challenge.

Date of Archival: 13-Nov-2020
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Protean 3
MET Mechanics:

By expanding ones consciousness through nature, the user of this power is able to completely free their soul from the confines of their physical form.

System: Spend two Blood Traits and one Willpower Trait in order to invoke this power. The user must be located in a natural setting. A small back yard garden or playground will not do, but a city park, wooded area or golf course would be sufficient. Whenever disembodied, you may move about as though you’re utilising Psychic Projection. The difference is that in this form you are not tethered to your body, and with the expenditure of a temporary willpower, may return to it at any time.

Regardless of natural or man made location, any instance where the possessor of this power’s soul is forcibly removed from their body, they may immediately spend a temporary willpower to return to their body. If they are unable to spend a temporary willpower for this purpose, a permanent willpower may instead be spent to return to their body and prevent it from suffering any negative effects that it suffered during the time the soul was separated from the body.

Whenever separated from their body, the user of Roots of the world Tree is instinctively aware of the location and condition of their body, regardless of where it is. Should the user have a means of knowing if the body is or is about to be disturbed, they may use the mechanics above to immediately return to their body and act as if not surprised.

When activated, this power lasts for one scene.

Purchasing Roots of the World Tree costs 18 Experience Traits.

Date of Archival: 27-Oct-2024
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Protean 3
MET Mechanics:

 By channeling the Beast while on the verge of frenzy and focusing on a vampire in torpor.The user's Beast forces the target to awake from torpor with all the rage of the Beast in tow.  System: Rude Awakening works similar to Drawing Out the Beast. The user must be on the verge of frenzy or work themselves up to the point of frenzy. The user then engages the target in a static social challenge (retest with Animal Ken) and spend a Blood trait and a Willpower trait. If the user wins the target awakes from torpor in a frenzy. If the target was in torpor because of damage they spend a blood trait to heal a level of damage. If the user of the power fails in the challenge they frenzy as normal for Drawing Out the Beast........which probably isn't good for the intended target.

Date of Archival: 23-May-2017
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Akhu 3
MET Mechanics:

Cost: 1 Blood, Which must be spent from a Blasphamy Shrine
Challenge: Social \ Retest: Subterfuge
Duration: Instant

Animalism 5: Drawing out the Beast
Akhu 3: Path of Anubis: Voice of Command

This power targets Equipment only; therefore is only subject to other powers or items which protect equipment.
 

When on the verge of Frenzy you may force the frenzy upon a spirit held in bonds as opposed to another target.  If successful, the Spirit "Frenzies" Shattering its bonds which contain it.   The spirit is then free to act normally there after; or be effected by others normally.   While the spirit is not required to attack the holder of the fetish (as per a broken activation test) it is an option the spirit has, (at ST discretion.)   The Spirit will not "Automatically" attack the invoker of this power, due to its use.

This power is Subtle in its use, much like other powers of Animalism and Akhu.   It is not overt or obvious unless being directly being observed and they know what they are "looking for"

 

The Challenge is against Triple the rank of the Fetish (note, Fetishs are only ranked 1-5 thus Minimum of 3, maximum of 15)  The Fetish gains a single free retest to not be destroyed.  The Invoker has as many retests as allowed by local House Rules.

Date of Archival: 27-May-2016
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Dementation 3
MET Mechanics:

Rummage Sale

Dementation 3 (Eyes of Chaos), Auspex 2 (Aura Perception)
 
Auction houses, libraries, antique shops, rummage sales... Sometimes, you need to figure out which objects in a random assortment of junk are the particular objects you'll need later. By combining the Malkavian's ability to read into chaos with the ability to view auras, this power allows the vampire to do a visual scan and identify objects likely to be plot-relevant. Even if non-magical in nature, objects that have significance in some way will give off a faint aura, allowing the Malkavian to identify such objects, even in the midst of dozens more.
MET System: Spend a turn focusing on the area in which the objects are located, then make a static Mental Challenge (difficulty determined by the Storytellers). Upon a success, any and all objects that could be considered plot-important in that location will be revealed as such. Upon a failure, the Malkavian becomes entranced by the patterns of Chaos (as per Eyes of Chaos failure). This power retests with Enigmas. Note: Even the successful use of this power does not guarantee such an item will be revealed, as there may simply be none at that location. All results are at Storyteller Discretion, though they are encouraged to be creative.

 

Date of Archival: 28-Apr-2018
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Obfuscate 2
MET Mechanics:

The Toreador Antitribu are no strangers to fear and its uses. This power is useful for beginning a campaign of fear within a domain. With a few words of worry and dread and a single, unwitting subject, a vampire with this power can spread fear among a populace without appearing to be a rumormonger.
System:  The character may spend 1-3 Mental trait to activate this power.  For each trait spent the character may present to the storyteller something they want to be picked up by others using the Contacts Background.  This may be any rumor they desire to spread.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Celerity 3
MET Mechanics:

Requires: Ihai Creation Ritual
At times a vampire may need to move as directly and swiftly to an opponent as possible. Buddhist vampires learn to harness their spiritual strength within and their connection to objects with Auspex and Speed of Celerity to stick to a surface for a time being.  As long as the vampire keeps moving they can avoid nearly any obstacle and run along walls or ceilings.

System: Spend 1 willpower to activate this power for the next scene or an hour.  While active the character may move along walls and other surfaces without any penalty or for any distance as long as they keep moving.  The vampire will be able to walk along any wall or surface as if it was as sound as the floor naturally.

Date of Archival: 27-Mar-2019
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Protean 3
MET Mechanics:

Using your mastery of Presence, and your control of Protean you can divert people from entering the area where you melded with the Earth. By spending one additional Blood and one Willpower when you Earthmeld, your project an Intimidating feeling that encompasses the a radius of 20' from where you are interred, making no one want to approach the area. To be able to enter, the person must spend a Willpower, then enter into a contested Social challenge. Retesting Leadership or Willpower to break through the effect.

Date of Archival: 02-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Protean 3
MET Mechanics:

Using your mastery of Presence, and your control of Protean you can divert people from entering the area where you melded with the Earth. By spending one additional Blood and one Willpower when you Earthmeld, your project an Intimidating feeling that encompasses the a radius of 20' from where you are interred, making no one want to approach the area. To be able to enter, the person must spend a Willpower, then enter into a contested Social challenge. Retesting Leadership or Willpower to break through the effect.

Date of Archival: 07-Feb-2015
Brujah , Gangrel

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