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: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Anarch Sorcery - Hacktivism 1
Auspex 2
MET Mechanics:

Technomancy 1, Auspex 2, Hacktivism Mentor 5, 6 XP
This power is a digital refinement that combines the principals of Thaumaturgical Sight with Analyze, allowing the Technomancer to project an analysis field and scan their surroundings.

System: The Technomancer performs a static Mental challenge, retest Awareness, to activate this power. Once activated, they may scan a digital area or device to gain an array of information, such as the digital layout, an area or device's inhabitants, and their natures. Hidden data, such as concealed ID codes or Arcane-cloaked icons, may raise the difficulty accordingly.

Date of Archival: 04-May-2020
Tremere, Anarch
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Presence 5
Custom Discipline Requirements (Combination): Hand of the Master Artisan
MET Mechanics:

Additional Reqirements: Must have mastered 15 art forms 

"This combo allows the artisan to temper their creations with their awesomeness"

System: spend one willpower while crafting an object it gains a number of charges equal to its crafts level. Each time that the object would be permanently destroyed instead one of its charges expended and whatever would have destroyed is negated.(damage, magic, ....)

Date of Archival: 03-Jan-2018
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Temporis 3
Potence 3
MET Mechanics:

By using their potence and focusing a small temporal disruption into a weapon or unarmed strike, the wielder causes their strike to pass through the target without causing physical harm, but will instead cause a target to suffer from temporal flux, momentarily blasting the targets being with a shock of compressed time as the past, present, and future all converge and ripple around the victim. The victim of such an attack perceives the effect as a splintering of reality, as multiple time streams chaotically converge and overwhelm their perceptions with near-infinite sensory input. Mechanically, the wielder declares the use of this power and makes a normal attack that will deal no damage with the attack, but if the attack hits it will cause the victim to lose one or more actions on the next round. The wielder may attempt to strike the target's head if they choose, performing two simple tests which if successful, cause the target to be completely unable to act on the next round. In all cases (regardless of simple tests to strike the head), if the attack hits, the victim will lose one action on the next round. If the same target is struck multiple times in a round with this power, the loss of actions will stack. No matter how many times a victim is struck with Temporal Shock, even if multiple called shots are successful, in no case will the effects of this power extend beyond the next round. Lastly, a target who is unable to act is still able to dodge or soak attacks made against them - they simply cannot activate powers or attack.

Date of Archival: 07-Feb-2015
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Potence 3
MET Mechanics:

The Brujah are often known as the warriors and front-line fighters of the Camarilla.  While it’s true the Brujah do love to fight; some members of the clan have gone above and beyond to excel in this fact.  By combining their speed of celerity into the might of their fists; the Brujah becomes an unstable rage filled warrior on the battlefield.

System:  The Brujah spends 1 willpower trait to activate this power for the next immediate Physical challenge. During that time the Brujah may add their Celerity/Temporis discipline rating in Bonus Traits to their next Physical challengea. This combination Discipline may only be learned by members of the Brujah Clan.

Date of Archival: 01-Nov-2023
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Auspex 3
Dementation 1
MET Mechanics:
Metadiscipline: Terpsichore's Charm
 
Presence 5 (to allure and strike all of the audience)
Auspex 3 (in order to take into account the emotion the artist wanted to inspire in the moment of their creation)
Dementation 1 (to introduce and enhance the aforementioned emotion in the audience)
 
Whether you dance, paint, sing, or practice any type of art, your work invokes true emotion. When you create art or undertake a performance, you can choose one appropriate emotion or state of thought to be reflected in that endeavour. Anyone viewing the art or observing the performance feels that emotion. If an individual wishes to take an action that runs contrary to the chosen emotion, such as attacking someone in the presence of a painting that invokes calm, she may spend 1 Willpower. If she does so, she ignores all Terpsichore's Charm effects for the next hour.
The effects of Terpsichore's Charm are passive, not aggressive, and encourage observers to feel emotion or enter a certain state of mind. The emotion encouraged by the art is felt by the victim, but Absent Sway does not force the victim to act in any specific manner. You might paint a picture that provokes viewers to feel the emotion “anger.” The manner in which the individual responds to feeling anger is up to the player of that character. However, if the character wishes to act in some manner that is diametrically opposed or contradictory to the emotion encouraged by the Terpsichore's Charm, she must spend 1 Willpower. For example, if she was in the presence of the painting that evoked “anger,” she would not have
to punch the person beside her, but she would be forced to spend a point of Willpower if she wanted to start peace negotiations, or announce she has forgiven her enemies for their past slights.
Terpsichore's Charm cannot affect individuals in combat and has no effect once combat starts, but the power can make it difficult for characters to start combat in the first place. 
A character does not have to spend a point of Willpower to overcome Terpsichore's Charm if acting upon the emotion caused by the art would cause the character harm or prevent the character from acting in self-preservation.
Date of Archival: 14-Jun-2018
Toreador, Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Presence 3
MET Mechanics:

Drawing forth from the conviction of one's cause and ones self, the body, mind and spirit become testaments. These manifestations are not visible, but none can deny that when the tough gets going, the tougher one becomes. Seen as being rough upon one's spirit, the bolstering effects of this discipline take their toll, and risk the very soul of those who rely upon it too often. And, because Andyness is close to Godliness, he can't be the victim of something he made. Nor can any that are as Pious as him.

Mechanic : This power can be activated reflexively, and at anytime before the initial challenge of an action is thrown. Expend a Willpower to activate this power. For the next scene or hour, whichever ends first, you are up traits on all challenges that you are the defender. You are up traits equal to the level of your path/road of humanity/heaven. At the end of the scene or hour, the final round that the power is still active, you engage in a path check challenge. The difficult of this challenge is a 4 regardless of what your path/road of humanity/heaven is at. If you fail the challenge you lose a level of your path regardless of that level. Also this challenge will occur if at anytime during the power being active, you path sin and require a check at your current level. After this challenge and result, the power fades. Any levels of your path that are lost to this power can not be gained back by role-play alone. You must achieve approval from your ST as well as spend the experience points to gain the level back. This combo does not give you added bonuses in challenges against people who are at Path/Road of Humanity/Heaven 5.

Date of Archival: 07-Dec-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Fortitude 5
MET Mechanics:

Testaments of the Cause
Fortitude 5 + Presence 3
12 xp

Drawing forth from the conviction of one's cause and ones self, the body, mind and spirit become testaments.  These manifestations are not visible, but none can deny that when the tough gets going, the tougher one becomes. Seen as being rough upon one's spirit, the bolstering effects of this discipline take their toll, and risk the very soul of those who rely upon it too often.

And, because Andyness is close to Godliness, he can't be the victim of something he made. Nor can any that are as Pious as him.

Mechanic :

This power can be activated reflexively, and at anytime before the initial challenge of an action is thrown.

Expend a Willpower to activate this power. For the next scene or hour, whichever ends first, you are up traits on all challenges that you are the defender. You are up traits equal to the level of your path/road of humanity/heaven.

At the end of the scene or hour, the final round that the power is still active, you engage in a path check challenge. The difficult of this challenge is a 4 regardless of what your path/road of humanity/heaven is at. If you fail the challenge you lose a level of your path regardless of that level. Also this challenge will occur if at anytime during the power being active, you path sin and require a check at your current level.

After this challenge and result, the power fades.

Any levels of your path that are lost to this power can not be gained back by role-play alone. You must achieve approval from your ST as well as spend the experience points to gain the level back.

This combo does not give you added bonuses in challenges against people who are at Path/Road of Humanity/Heaven 5.

Date of Archival: 06-Jun-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Thaumaturgy 3
MET Mechanics:

As the true masters of Hermetic Thaumaturgy, the Tremere have spent centuries refining the art.  In particular, the Path of Blood is almost always the first path of blood magic any Tremere learns.  As a result of this focus some Tremere have developed this combination discipline as a refined mastery of their power in the Potency of Blood.

System:  Once purchased this combination discipline is always considered active.  The Tremere character using Potency of Blood now needs only spend 1 Mental trait per generation they wish to decrease too instead of 2.

Date of Archival: 13-Sep-2023
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Presence 4
MET Mechanics:

Man's  fear  of  what  lies  in  the  dark  has  pushed  them  into  civilizations  and  made  them  huddle  around  campfires  at  night  for  protection.  This power  calls  upon  that  fear  and  awakens  the  primitive  flight  mechanism  that  has  helped  mankind  avoiding  danger.

Spend  one  willpower  and  do  a  static  social  challenge  difficultly  at  storyteller  discretion  (5  traits  if  it's  a  silent  night,  7  if  high  traffic  area,  9  if  a concert  is  happening,  etc.).  The  player  bids  a  number  of  social  traits  based  on  the  area  he  wants  to  effect,  1  for  a  small  group,  2  for  medium,  3  for large.  The  player's  character  let's  out  a  roar,  a  howl,  or  something  of  the  like  that  provokes  fear  to  any  mortal  who  hears  its  call.  Mortal  who  have 3  or  less  will  willpower  will  want  to  flee  the  area  immediately.  If  they  do  not,  they  gain  the  negative  mental  trait  cowardly  for  the  next  scene  or hour  and  will  not  go  near  where  the  sound  came  from.  Mortals  who  have  4  willpower  or  more  must  engage  in  a  static  willpower  challenge  vs  3  if they  want  investigate  where  the  notice  came  from.

Date of Archival: 13-Feb-2020
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Chimerstry 4
Auspex 2
MET Mechanics:
The need to have tricks, secrets, and spread misinformation is paramount to surviving in the Kindred world. The Ravnos are reknowned for their trickery through the powers of their blood, and this extends their skills to alter ones aura to hide from prying eyes. Be it misinformation, infiltration, or simply hiding, this power allows the user to craft theirs, or that of their allies, aura to fit their needs.
 
System: This power works on the user, and any target who is willing to allow the user to alter their aura. Expend one blood and one willpower to ensure the aura around the targets body reflects nothing but a normal, unaltered, kindred aura. If checked for lies, emotion, or derangements the aura does not change, for good or for bad. This effect would hide rituals, active Thaumaturgy, and effects in ones aura (such as diablarie veins, if one was lying, etc.). This trick thwarts powers such as Aura Perception, Mystic/Thaumaturgy Sight, and other similiar powers. When it comes to the powers of the elders and beyond, it is up to the storyteller if this trick will hide from such overwhelming powers.
Date of Archival: 08-May-2019
Ravnos, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Potence 5
MET Mechanics:

System: This power only works on Vampires. The user must first grapple their intended target and successfully feed from them.  Once they have successfully taken one blood trait from their target vampire, the user may engage the victim in a contested Willpower challenge.  If the user succeeds may further spend 1 Willpower trait and temporary reduce his generation by 1.  This change lasts for a scene or an hour and may only be used once per night.  The user gains all the benefits of their new generation, accept the ability to use elder and above level disciplines.

Date of Archival: 17-Apr-2016
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 4
MET Mechanics:

Write up: Social Challenge

When someone uses presence 1-4 on you, you automatically know a presence power was used on you. You can then do 2 chops, one to determine what presence power was used. The second to determine who used it on you. You can only determine what presence power was used on you if you have that level of presence. When trying to determine who used it on you, you must have had at least a 5 minute interaction with them, or have used Presence or Auspex on them. This only works for presence levels 1-4.

Retests:
You can bid Investigation as a retest for both chops.

If a limit is required:
You can only use it as many times in a night as you have dots in Awareness.

Date of Archival: 09-Sep-2023
Toreador

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