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: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 4
Auspex 3
MET Mechanics:

Combining the powers of Spirit's Touch, and Shape of the Beast, a Gangrel with this power can literally sniff out the trail of a target.  The Gangrel must smell a track, or item from their target, and the leftover oils, skin cells, blood, etc. are absorbed into the nasal cavity of the character.

The Gangrel then makes a mental test against the target's physical traits.  If successful, the character then can follow the track of the target.  Supernatural creatures are actually easier to track, as they are rarer, and leave more of a trace.  It is important to note that this power is dependent upon the sense of smell.

The Gangrel gets a bonus to track corporeal, living supernatural creatures (Changelings, Changing Breeds) of +2.  Vampires being dead, and not leaving oils or much to trace, are tracked with a +1 bonus.  Wraiths can also be tracked, but only those that have left a physical manifestation (+1).

If an individual was obfuscated, it can throw off the track, and the Gangrel must make a standard Auspex v. Obfuscate challenge to keep the trail.  This power can also be fooled by Chimerstry.

The difficulty to find the target goes up after more time has passed. After a week, the difficulty increases by +1.  2 to 8 weeks, and it increases by an additional +1, after 3-6 months it is +3, and within 6-12 months the difficulty goes up to +4.  Beyond a year, and the trail is impossible to find.

The power may be foiled/spoiled by measures taken to literally cover tracks (vinegar, anise, etc.).  Said bonus to the target could gain is up to the storyteller.  Conversely, the tracker could get bonuses if the prey is particularly 'foul' or strong smelling (various flaws).

This power can only track one target at a time.

Date of Archival: 15-May-2020
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Dementation 4
Presence 5
MET Mechanics:

Social Disorder-

 

In a room full of vampires the right words can create total chaos. The user spends a willpower and defeats their target in social challenge. The user begins to speak to their target, and while they are speaking the no one may take an actions against the user as long as they speak and take no other action. At the end of the speech the target will enter into a frenzy, the target may spend a willpower to avoid the frenzy. If the target spends a willpower in this way they become subject of the second part of the power. The target then becomes compelled to provoke those around them into frenzy. This continues till the target is successful or the 10 minutes to remove themselves from the target of their frenzy has passed and they frenzy themselves.  Those that the target attempts to cause to frenzy may also spend willpower to avoid frenzy normally.

 

Date of Archival: 26-Jun-2016
Malkavian , Sabbat
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 1
Dementation 3
MET Mechanics:

Social Graces allows the kook to reset their social appearance by peering into and pulling an unused version of themselves from within the cracks of reality.
Mechanics: This power allows the kook to refresh their social attributes (beguiling, commanding, ingratiating, persuasive) once a night. Using social graces costs nothing, does not cost an action, and can be done at any time. This power functions like Prowess except that it affects the social attribute category instead of the physical attribute category.

Date of Archival: 05-Oct-2021
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Flight 2
Potence 2
Fortitude 2
MET Mechanics:

Sonic Flight  (Flight ••, Potence ••, Fortitude ••)

 

The power of flight is one of the reasons that the Gargoyles have existed for so long. Usually, they can only fly at a speed regulated by their mastery of Flight. This combination allows them to apply some of their other natural skills to allow for high sustained speeds for travel purposes only. 

 

 

System:

 
This power can only ever be used outside of combat and may not be used to fair escape. 
Your flight speed is multiplied by half your levels of Potence (round up) for a set duration of time. This duration is equal to an hour for each level of Fortitude rating the character has.  As a drawback, your carry weight is reduced by the same modifier.
 
Cost: 6

 

Date of Archival: 18-Nov-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 32XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 5
Fortitude 5
MET Mechanics:
Sorcerous Suppression: The Broken Rung
Sorcerer’s Quietus 5, Fortitude 5
XP: 32
Sorcerous Suppression: The Broken Rung
 
Ashipu derive their power from the covenants and pacts between themselves, man, and the ethereal. But what happens when those pacts are broken? By forcibly interrupting the bond between an Ashipu and their covenants, a devious Sorcerer can temporarily inhibit another from accessing their paths and rituals. In the years before the Schism, Sorcerers whispered of this technique in the shadowy halls of Alamut and it’s use by the Demon Child, Ur-Shulgi, when breaking The Curse. Derision in the Clan has left those tales at the Mountain, while those who have joined the Ivory Tower scour for any recorded instructions. Having his curiosity re-kindled by a recent encounter with the Demon Child, a young Ashipu of The Camarilla vowed to no longer be swayed by the very covenants he himself had mastered. To accomplish this, he delved deep in to the Ascension searching for insight amongst the Ladders of Heaven. Upon his return he knew he had found the answers he had been searching for. Whereas before those seeking knowledge of the Covenants of the gods had cautiously climbed on only the strongest of steps in the ladder, this Ashipu marked and learned each broken rung. By inserting the broken rung in to a contesting Ashipu’s Ladder, he found himself able to suppress and deny his adversary’s access to their Dur-An- Ki.
 
Sorcerous Suppression is treated as a combination discipline, not a path of Assamite Sorcery. You may only oppose a path or ritual equal to your Quietus rating or below. While active, this power is considered reflexive and has no additional expenditure beyond the initial Blood and Willpower for the scene. Sorcerous Suppression is primarily effective against Dur-An- Ki. If used against any other form of Blood Magic or Hedge Magic (storyteller discretion), the character will have five fewer traits to attempt to suppress the alien magics.
 
Non-Assamites with this Combination will gain the Flaw: Hunted By the Dragon Caste, and Non-Sorcerer Caste will be treated as if One Rank Lower for purposes of learning Dur-An- Ki out of Caste.
 
System:
Spend a Blood and a Willpower to activate this power for the scene. For it’s duration, you may make a Mental Challenge against your target to attempt to cancel a path or ritual within a number of yards equal to your Quietus rating. You gain bonus traits equal to your Quietus rating for the purposes of this challenge. An Awareness expenditure with an Occult Retest against the invoker of this power will allow observant individuals to realize what is transpiring. This technique retests with the Ability: Occult
Date of Archival: 27-Nov-2017
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 3
Auspex 5
Fortitude 5
MET Mechanics:
Soul Graft

Vicissitude 3,  Auspex 5, Fortitude 5

18 points

After many casualties at the hands of the Giovanni's greatest weapon, a method was devised to utilize the skills of Vicissitude to graft one's soul to their body so it cannot be removed by any means.
System: You may spend one blood to graft your soul to your body. This process happens immediately however you loose one temporary willpower in the the process, if you have no temporary willpower when you activate this power you fall into torpor. For the next hour, if your soul would leave your body for any reason you instead take one level of unsoakable lethal damage and your soul remains in your body. While in effect, this power would prevent the user from uses Astral Projection, Subsume the Spirit, or Possession. 

 

Date of Archival: 14-Mar-2017
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 3
Auspex 5
Fortitude 5
MET Mechanics:
Soul Graft (Taught by Void, creator)

Vicissitude 3,  Auspex 5, Fortitude 5

18 points

After many casualties at the hands of the Giovanni's greatest weapon, a method was devised to utilize the skills of Vicissitude to graft one's soul to their body so it cannot be removed by any means.
System: You may spend one blood to graft your soul to your body. This process happens immediately however you loose one temporary willpower in the the process, if you have no temporary willpower when you activate this power you fall into torpor. For the next hour, if your soul would leave your body for any reason you instead take one level of unsoakable lethal damage and your soul remains in your body. While in effect, this power would prevent the user from uses Astral Projection, Subsume the Spirit, or Possession. 

Date of Archival: 14-Mar-2017
Tzimisce, Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Fortitude 5
Custom Discipline Requirements (Combination): Hand of the Master Artisan
MET Mechanics:

Additional Requirement. Must have mastered 20 art forms

"With this combo the artisan is able to put their very soul into their art."

System: Expend 1 permanent willpower

to increase  the crafts, or performance level of a work of art. This combo may be used up to 3 times on one work of art. When used to craft an object it becomes a permanent sympathetic link to the artisan. If used a second time on the same work of art anyone seeing it is automatically is aware of the artisan's nature. If used a third time on the same work of art anyone seeing it is automatically aware if the artisan is on a path or humanity and their morality rating.

Date of Archival: 03-Jan-2018
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Presence 3
MET Mechanics:
A Toreador only combination discipline, may only be learned by Toreador.

By winning a mental challenge, this power allows its user to tattoo or write on someone's aura. The message is visible to any kindred using aura perception, directed at the target even if the underlying challenge is unsuccessful. The tattoo can be no more than three words or simple images in length per use of this power. Multiple uses of this discipline are possible, soul tattoos can be stacked or added on top on each other, much like a wall can be layered with graffiti, a canvas or skin might hold multiple layers of words / images.

Multiple uses of this discipline on a single aura may make aura precepting the target more difficult by two traits down on aura perception challenges, if the aura perceptor and the target are not well known to each other. If both the preceptor and the target are well known to each other, it has no effect on the ability to read an aura. Well known, is per storyteller discretion.

To apply a tattoo, the Toreador must be within six feet of the target and be able to concentrate for one full round. Speaking with the target while performing this action does not break concentration. The Toreador need not have any craft's ability, she only needs to be able to vividly visualize the outcome. The associated ability for rests is subterfuge. If the target is incapacitated or torpored, than she relents to all uses this discipline.

The tattoo lasts until the target burns a single temporary willpower trait, to erase up to three words or images per temporary willpower expended. In order to remove a tattoo, the target must first be aware of the tattoo by being informed that their aura has been altered. An altered aura is visible via the rules of aura perception. A kindred with aura perception may view their tattoo by leaving their body via astral projection, the tattoo does not leave the area of their body. The knowledge of the tattoo must be coupled with a strong desire for its removal. Alternately it will stay in place indefinitely, if the target is not aware of the tattoo, or unwilling to believe it exists, or the target may simply want to keep it as a personal work of art.

Date of Archival: 16-Mar-2016
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Dominate 5
MET Mechanics:

Soul's Anchor in the Flesh: 7 xp
(Auspex 5, Dominate 5)
Having learned many techniques to manipulate his soul outside of his body the creaator of this technique made it to protect his soul within his body.  This power can be reflexivly activated anytime that the vampires soul is seperated from his body.  The power is invoked by thowing a simple test (win or tie) retest with Meditation and WP.  If sucsesful the Kindred's soul returns to his body avoiding possible negitave ramifications of the danger outside of his body.  This technique can only be used once per threat.             
Examples include:
Possesion/Subsume suit is suddenly killed: Vampire's sould returns to body avoiding torpor and the damage from the killing blow
Astral's silver cord is severed: Vampire's soul returns to body avoiding torpor
Victim of Soul Steal: Vampire's soul retruns to body able to act
 

Date of Archival: 26-Mar-2015
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Animalism 3
MET Mechanics:

None will dare to challenge you, as your Beast serves to show your ultimate mastery over your prey as the ultimate kindred sovereign.

System: Expend 1 WP for the duration of a scene or an hour and engage a social challenge with the Kindreds that can see your char in order to use this power. All those who fail gains Submissive x2 (cannot receive more submissive for further uses of discipline) and may not insult or attack you. Furthermore, targets as long as they may see you and may not use WP for a retest.

Date of Archival: 08-May-2021
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Potence 3
Temporis 5
MET Mechanics:

Speed of Sight

Auspex 1, Potence 3, Temporis 5

12xp

 

The incredible bursts of motion and thought Temporis allows for are not truly an increase in speed, but a dilation of time around the Kairos. Because of this, the manual dexterity and athleticism common among those with Celerity often eludes practitioners of Temporis. With the prediction of Auspex and the sheer force of Potence however, a Kairos can become capable of nearly similar feats.

 

System: The Kairos spends one Blood Trait and makes a Static Physical Challenge against 12 traits, retested with Occult. If successful, the Kairos' Temporis levels are considered equivalent levels of Celerity for the purposes of Initiative and Fair Escape for the remainder of the turn. If the Kairos fails this Static Challenge, they cannot activate Speed of Sight for the remainder of the scene.

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

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