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: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Fortitude 4
Custom Discipline Requirements (Combination): Stride of the Storm
MET Mechanics:

Requires: Ihai Creation Ritual, Stride of the Storm
In their philosophy and teachings, Buddhist vampires learn to clear their minds and fear nothing.  Fear is natural but to face it and overcome it is true inner strength. With the skills taught by Stride the Storm the vampire learns to channel that power inward. After which the vampire no longer need concern themselves with fear for a time.

System:  Spend 1 Willpower. For the next scene or an hour you are immune to all fear effects/powers.

Date of Archival: 27-Mar-2019
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 5
Assamite Sorcery - Dur-An-Ki 5
MET Mechanics:

Spend a mental trait to change one aspect of your blood. Common items are anything that can be uncovered with Taste of blood. as well as blood walk This power lasts the night. Additionally once per year the user is able to spend a permanent willpower to break any sympathetic links to him making Sympathetic links like blood or fetished items unable to be used against him in Thaumaturgy.

Date of Archival: 31-Jan-2015
Assamite, Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Thanatosis 3
MET Mechanics:
Samedi are known to have a variety of skills when it comes to disguise, survival, and gathering information. Their very appearance requires them to be "out of sight" when obtaining information about the living or potential targets. Who would even look for a Samedi in a dusty corner or a cold fireplace?

By spending a Willpower, the Samedi can focus only one of the following senses - hearing, smell, or touch, while in Ashes to Ashes. This will allow her to either take in information more clearly in the 20ft. radius or expand their sensory radius to 30 ft.

 
Cost: 10 XP
Date of Archival: 04-Nov-2018
Giovanni, Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Daimoinon 1
Auspex 1
MET Mechanics:

The character performs an elaborate ritual with another being, most often taking the form of a Catholic confession.  As the recipient speaks aloud their crimes, the character must interact with them in some way each time.  Some may whip their targets for each sin they've committed, some may kiss their forehead, others still may eat small pieces of bread dipped in their blood.  Regardless of the method used, the targets of this power feel their burdens lifted and find themselves with renewed purpose.

 

System: This power can only be used on a willing target.  At the culmination of the scene, as the target lists the final sin they wish to confess, they immediately lose one permanent Willpower.  However, they also immediately gain one permanent morality trait, which cannot go above their normal maximum.  No experience need be expended here, as the target is simply exchanging one for the other.

 

The character performing the Sin-Eating gains black veins in their aura as if they had diablerized, a mark of the sins they have taken within themselves.  They also gain one temporary Willpower, which may exceed their Generational maximum and lasts until the veins in their aura fade (which they do so as if the character had diablerized normally).  While the character may perform as many Sin-Eatings as they have time for, they cannot gain more temporary Willpower at one time than they have Conscience/Conviction traits.

Storytellers may also grant the character performing this power visions, nightmares, or even temporary Derangements based on the sins they have consumed and whom they have used it on.

Date of Archival: 31-Jan-2015
Demon, Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Daimoinon 5
MET Mechanics:

This power requires no challenge yet has a preparation time. Absolution takes roughly an hour depending on severity as the Baali and the subject become intimately familiar with the "sin" to be removed. Upon completion the Baali need only to expend 1 wp and 1 blood point as they kiss the feet of their target.

Once the power is used, it can only be used once a night. It will take a number of months equal to half the cost of the “sin” being eaten away, a minimum of 1 month time. Once the time is up the Baali can buy off the “sin” at cost. (not double the cost)

At ST discretion for the sin eater can absolve one of the following things: a derangement, a certain flaw, or negative traits. should the Baali do this, they take on whatever was absolved.

This cannot be used to "cure" Malkavians or remove clan disadvantages.

Date of Archival: 17-Apr-2024
Demon, Demon
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Auspex 3
MET Mechanics:

Blood carries many secrets of a person within it, and this combination discipline was developed to allow a vampire to understand the hidden things one’s blood.  A vampire so trained in this combination discipline can there after taste the blood of their victim and learn all the weaknesses and faults simply by taking time to concentrate on the stolen vitae in their veins.

System: To use this combination discipline the character must first successfully feed from their target (other willingly or through combat), and mark on their character sheet which of their blood traits is from that target. By expending one of those Blood Traits the character may ask one of the following questions per Blood Trait of the victim’s they spend:

·         A Flaw the Character possesses

·         A Negative Trait the Character possesses

·         A Derangement the Character possesses

·         The Character’s Nature

·         The Character’s Permanent Willpower Score

·         What Path of Morality the Character is on and it’s Rating

The answers must be truthful, but if there are multiple answers to the question, the target may choose which answer the character received.

Date of Archival: 01-Apr-2024
Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Melpominee 3
MET Mechanics:

This combo may only be learned by Daughters of Cacophony.

With a simple friendly embrace, kiss on the cheek, pat on the head or even a handshake, the sirens have found that they can bestow their gift, or their curse upon a victim.  

MET system:  First the Siren must perform some kind of friendly act, a kiss on the cheek, back of the hand or a hug and spend 1 temporary Willpower trait. She then engages her target in a social challenge.  (Performance: Singing is the retest for the Siren and Willpower or Awe may be used as a retest for the defender). Please note that if the target of this power is evasive to a touch then the Siren may need to enter into a physical challenge with her target in order to establish contact.

If the DoC wins the challenge, the victim suffers from the cacophany for the remainder of the evening and is Oblivious x2 and is down 2 traits on any perception related challenges. If the victim is a Toreador and is having this power used upon them for the first time, they are entranced by the cacophany for no less than 15 minutes or they may blow 3 mental traits to prevent becoming entranced. Any subsequent time that this power is used upon a Toreador, they are either entranced by the cacophany for 10 minutes or may blow 2 mental traits to prevent from becoming entranced.
Please note that the Siren does not need to audibly sing to enact this power as she is focusing on the cacophany and her voice within it.
 

Date of Archival: 16-Feb-2015
Toreador, Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dementation 3
MET Mechanics:

For thousands of years, cultures around the world have placed permanent paint on their bodies, whether as mystical defense, as a status symbol, rites of passage or simply as personal decoration. The Malkavian clan considers art to be a way of spreading their truth, whether it be on the skin or not. Those who have this combination of Disciplines can create tattoos that remain on the vampire's skin for a certain time and convey their beliefs, legacies, coded messages or something without any meaning through the drawings. System: The tattoo artist spends a temporary point of willpower, and uses a point of blood incorporated into the ink (this will not cause a blood bond) and makes a social challenge for each month this power lasts, being able to retest with Crafts: Tattoo, up to a maximum of 12 months. The tattoo, to be completed, takes a number of hours equivalent to the target's willpower, minus one hour for each mental characteristic spent, with a minimum of one hour. After the tattoo artist manages to finish the tattoo, it can be reinforced, with the tattoo artist giving a specific feeling to his art. Spending a blood point to compose the ink (this will not cause a blood bond) and the expenditure of a social characteristic. The tattoo takes an hour to strengthen using the combination of disciplines. Those who are not part of the MLM must keep Eyes of Chaos (Dementia level 3) active while completing the booster. Once reinforced, the effect of the tattoo becomes active for everyone who sees it. And, for the duration of this power, it will awaken this feeling in those who see it. The bearer of the tattoo receives a bonus trait in all social challenges, against those viewing the tattoo. This power is not cumulative. The reinforcement and its effect last as long as the duration of the tattoo. For those who have Malkavian Time and/or are part of the Malkavian Madness Network (MMN), the tattoo can be recognized with a signature, whether or not the tattooed person is connected to MMN or whether or not they have Malkavian Time. Can be identified or tracked as a Malkavian. Someone with high Malkavian Time (level 4 or more), can make a static mental challenge against a fixed mental difficulty of the tattoo artist, to find out who made the tattoo, analyzing for a turn the tattoo patterns and the feeling created by Skin Madness, If defeated, he suffers a one-characteristic penalty on all mental challenges for the next scene or hour, whichever ends earlier.

 

 

Por milhares de anos, culturas de todos o mundo colocaram pinturas permanentes em seus corpos, seja como defesa mística, como símbolo de status, ritos de passagem ou simplesmente como decoração pessoal. O clã Malkavian considera a arte uma forma de espalhar sua verdade, seja ela na pele ou não. Os que possuem essa combinação de Disciplinas podem criar tatuagens que permanecem na pele do vampiro por um determinado tempo e passam através dos desenhos suas crenças, legados, mensagens codificadas ou algo sem nenhum sentido.

Sistema: O tatuador gasta um ponto de força de vontade temporário, e usa um ponto de sangue incorporado à tinta (isso não causará laço de sangue) e faz um desafio social para cada mês de duração deste poder, podendo retestar com Ofícios: Tatuagem, até um máximo de 12 meses. A tatuagem, para ser finalizada, demora uma quantidade de horas equivalente à força de vontade do alvo, menos uma hora para cada característica mental gasta, com um mínimo de uma hora.
Após o tatuador conseguir finalizar a tatuagem, ela pode ser reforçada, com o tatuador dando um sentimento específico a sua arte. Gastando um ponto de sangue para compor a tinta (isso não causará laço de sangue) e o gasto de uma característica social. A tatuagem demora uma hora para ser reforçada com o uso da combinação de disciplinas. Aqueles que não fazem parte da MMN devem manter Olhos do Caos (Demência nível 3) ativo enquanto concluem o reforço. Após reforçada, o efeito da tatuagem torna-se ativo para todos que a estejam vendo. E, pelo tempo de duração desse poder, ela despertará este sentimento àqueles que a veem. O portador da tatuagem recebe uma característica de bônus em todos os desafios sociais, contra aqueles que estiverem vendo a tatuagem. Esse poder não é cumulativo. O reforço e seu efeito, duram o mesmo tempo que a duração da tatuagem.
Para os que possuem Tempo Malkaviano e/ou fazem parte da Malkavian Madness Network (MMN), a tatuagem pode ser reconhecida com uma assinatura, estando ou não o tatuado conectado a MMN ou mesmo tendo ou não Tempo Malkaviano. Podendo ser identificado ou rastreado como um Malkaviano.
Alguém com Tempo Malkaviano alto (nível 4 ou mais), pode fazer um desafio mental estático contra uma dificuldade fixa dos mentais do tatuador, para descobrir quem confeccionou a tatuagem, analisando por um turno os padrões da tatuagem e o sentimento colocado pela Skin Madness, em caso de derrota, sofre uma penalidade de uma característica em todos os desafios mentais pela próxima cena ou hora, o que terminar antes.

Date of Archival: 24-Apr-2024
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Presence 5
MET Mechanics:

This power grants two main effects, one coming from Fortitude and the other from Presence.

After spending a blood point, your skin hardens until it resembles the mesmerizing glow of a cut jewel. For the remainder of the scene or one hour, any damage taken is reduced by 2 levels.

In addition, any attacker who is susceptible to Presence and attempts to launch an attack directly against the user of this power while it is active in a bright environment (such as headlights, streetlights, a full moon, etc.) must win a resisted Social Contest or be fascinated, unable to attack or take hostile action against the user, enchanted by the glow of his skin. If the attacker wins the contest or the user takes direct action against him, he may attack normally, but will suffer a 2 traits penalty while the power is active, due to the distraction caused by the skin's glow.

This power makes any attempt at stealth impossible. Additionally, exposing oneself openly while Skin of Diamond is active may be a violation of the Masquerade, attracting unwanted attention from hunters and other threats.

 

 

Este poder concede dois efeitos principais, um advindo da Fortitude e outro da Presença.

Após gastar um ponto de sangue, sua pele endurece até se assemelhar ao brilho hipnotizante de uma joia lapidada. Durante o restante da cena ou uma hora, qualquer dano sofrido é reduzido em 2 níveis.

Adicionalmente, qualquer atacante que seja suscetível a Presença e tente desferir um ataque diretamente contra o usuário deste poder enquanto ele estiver ativo em um ambiente iluminado (como faróis, postes, lua cheia, etc.), deverá vencer uma Disputa Social resistida ou ficará fascinado, incapaz de atacar ou tomar ações hostis contra o usuário, encantado pelo brilho de sua pele. Caso o atacante vença a disputa ou o usuário tome ações diretas contra ele, ele poderá atacar normalmente, mas sofrerá a penalidade de 2 características enquanto o poder estiver ativo, em função da distração causada pelo brilho da pele.

Este poder torna qualquer tentativa de furtividade impossível. Além disso, expor-se abertamente enquanto Skin of Diamond estiver ativo pode ser uma violação da Máscara, atraindo atenção indesejada de caçadores e outras ameaças.

Date of Archival: 02-Mar-2025
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Serpentis 3
Fortitude 4
MET Mechanics:
As a result of many years of training and battle, a warrior in the service of the Cult of Sobek has discovered a way to modify his own Skin of the Adder to resemble more of a crocodile than snake. He found that his hardened hide allowed him to resist damage with greater ease than before but was no longer able to squeeze though small openings. An acceptable exchange in the eyes of a warrior.
 
When the user transforms into their Skin of the Adder form they may choose to  "harden" their scaley skin to be more like a crocodiles than a snakes. In addition to a cosmetic change this form modification will remove The Skin of the Adders power of fitting through openings that its head can fit through but provide the benefit of a hardened hide.  The Mechanical benefits of this power, will allow the user to win on ties for Resilience and Resistance soak challenges without having to expend the usual phyisical trait. In games whose house rules already allow this, instead have this power provide a free retest on such challenges.
Date of Archival: 19-Feb-2015
Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Fortitude 3
MET Mechanics:
MET Mechanics:
You no longer need to make the simple tests when using Fortitude: Resilience, Fortitude: Resistance or Visceratika: Armor of Terra to affect damage done to you. You are considered to have always won these static tests. This effect has no cost and is always active, even in Torpor.
 
This power is considered to be a level of Fortitude for purposes of sharing via Master Fortitude: Shared Strength or the Combination Power Inspire Greatness (and other similar powers)
Date of Archival: 08-Apr-2018
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Temporis 4
MET Mechanics:

Skipping Stones

Obfuscate 5, Temporis 4

12xp

The natural progression of temporal manipulation has always been the ability to traverse linear time forward and backwards. With this art, the Kairos is capable of casting an individual forward in time. While their ability to affect others is less precise, there is a fine amount of control when enacting this power on one's self.

System: The character spends a Blood Trait and engages the target in a contested Stamina-related Physical Challenge. The Kairos retests with Occult, while the target retest with Survival. If successful, the target is cast forward in time. They disappear from where they stand, and reappear in the same location after a number of days equal to the Physical Traits spent by the Kairos. If the target would reappear in a dangerous situation, they reappear in the closest safe place, instead. If used on one's self, the Kairos can determine when they reappear, through it must be within the month.

Date of Archival: 25-Mar-2020
Brujah , Brujah

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