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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 5
Fortitude 2
MET Mechanics:

Spend a blood to turn a Vicissitude Modification or Physical Merit into blood, and then absorb it into the body of the Kindred. The Kindred gains One Healthy Heath Level for each absorbed Merit and/or Modification.The Kindred need only concentrate to restore the Modifications and Merits at a rate of one per round. All such Modifications and Merits return at the end of the round. The Kindred  losses One Healthy Health Level for each Restored  Modification or Merit and the Kindred also takes One Unsoakable Lethal Damage.

Date of Archival: 29-Jul-2016
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obeah 5
Temporis 1
MET Mechanics:

The mystical healing arts of Obeah are limited by their ability to heal only those who are still considered live and active. Those who suffer sudden or unexpected death upon a battlefield before the powers of Obeah could be used have little to no chance of ever coming back. However, this combination discipline art was designed to give the vampire a chance to save those who may have died, if they can act quickly enough. By calling upon the arts of Temporis, a vampire with Obeah can recall a moment in time as a person dies, to reach them and restore them to life. However this must be done quickly, and at great spiritual cost to the user.

System: Touch a creature that has died within the last minute and spend 1 blood Trait, both the user of this combination discipline and the recipient must each spend one permanent willpower trait.. The person who has reached Final Death revives with 1 health level and returns to life. This power can't revive a creature that died of old age, and it can't restore missing body parts. Creatures that have taken too much physical damage cannot be revived or brought back to life at storyteller's discretion.  Those brought back by this power suffer from the negative trait Lethargic for the rest of the evening and gain a permanent derangement decided by the storyteller.

Date of Archival: 01-Feb-2019
Salubri, Salubri, Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Auspex 2
Dementation 3
MET Mechanics:

Description

This combination discipline was created to see the true extent of how far someone has fallen towards the beast. The more someone has fallen towards the beast the more it manifests in their appearance and mannerisms...but not always in the same way (and some have learned to mask this). It is intended to help those that have fallen to acknowledge their fall, and hopefully to regain what they have lost. It can also just be a useful tool when dealing with other kindred.

 

System

You must first stare intently at another character.

Then, make a Static Mental Challenge against that character's Mental Traits (Retest Investigation).

If the challenge succeeds, then you may ask the character their Humanity score (and they must answer truthfully). Merits like Blush of Health or Disciplines like Obfuscate cannot help, as Reveal the Beast allows you to see an aspect of the character's true self, and such things will not hide it. If the target is not on Humanity but on a Path of Enlightenment, they will answer “Zero”. If the target does not have a beast you get a “Null” result or non-reading. You will know if there is no beast present.

The character this Discipline is used on may realize you are doing something, and get a strange sensation of vulnerability or exposure. How the character reacts to that sensation is up to them.

Date of Archival: 29-Nov-2016
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Presence 4
MET Mechanics:

Reveal the Chains
Auspex 2 / Presence 4
Cost: 10xp

When using Aura Perception you have the option of asking an additional question, 'Do you have any Blood Bonds or Vinculum Ratings?' This power is not capable of telling the difference between the two, but does detect their presence or absence. If they are present the user may spend a mental trait to assess the severity of the bond, for the purpose of this power Vinculum ratings 1-3 are considered a 1 point bond, rating 4-7 are considered a 2 point bond and rating 8 - 10 are considered a 3 point bond. 

Date of Archival: 11-Dec-2021
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Augury 4
Temporis 5
MET Mechanics:

Reverse the Sands

Auspex 4, Temporis 5

9xp

Sometimes, time flows unnaturally, whether this is the result of Temporis, the intervention of Willworkers, or simply a schism in nature. Reverse the Sands gives a True Brujah an option aside from standing by and watching it unfold. Being able to view the flow of time as they can, those with Temporis can try to halt abnormalities when they find them.

System: The True Brujah must have detected an abnormality in the flow of time with Time Attunement, and have found its source. The character then engages in a contested Willpower Challenge for effects still under their creator’s control, or a Static Willpower Challenge against a difficulty of the creator’s Willpower for abnormalities that have been left to their own devices. If successful, the character stabilizes the abnormality, and the time distortion ceases functioning.

Date of Archival: 25-Mar-2020
Brujah , Brujah
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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 5
MET Mechanics:

The Toreador are well known for their ability to turn foe into friend with just their artistic performance.  The clan of the rose is legendary for brining even cold hearted Kindred to tears with soulful displays of their art.  Some toreador have developed this power to reinforce this legend.  When giving a performance of their chosen art (music, acting, poetry, etc) they may attempt to influence a crowd with their presence and projected heightened feelings.  With this the Toreador can win over swaths of fans during the performance and even after the performance convince those moved by it to help them out or become close friends with the Toreador, willing to do major favors in a exchange for a chance of seeing the art once more.

System: If someone is a fan of your Performance or turned into a fan via other uses of Presence from the performance, you may make a contested Social Challenge against a single target retested with Performance.  If you succeed the fan will do a major favor for you.  Major favors include putting a good word in for them, commit a minor crime for the character; shoplift, help out in a fight etc for the next scene or an hour.  The power lasts until you take an action that would break it and turn the target against you (especially combat).

You may also attempt to use this power on a large group during an active performance to turn the group watching into fans of yours.  This use of the power is a Static Social challenge retested with Performance at a starting difficulty of 10 +1 for every 50 people (to a max difficulty of 20).  If you succeed you turn the crowd into fans though they will not perform major favors for you as in the previous use of this power (you would need to then talk to them after the performance and use this power again on them individually while talking to them).  Though they will react positive to you. This power costs 1 willpower per use to activate.

Date of Archival: 09-Jun-2025
Toreador
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

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