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: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Quietus 3
MET Mechanics:

During an assignment, an Assamite Antitribu often strews his escape route with tripwires, caltrops and other traps. The Assamite who has developed this power can leave far worse traps -- pools of his own acidic vitae, concealed by powerful Obfuscation powers.

 

System:  The Assamite Antitribu places a pool of vitae (1-3 Blood Points worth) in a chosen spot and makes a Static Mental Challenge retested with Stealth at a difficulty of 10 to conceal the pool. Anyone stepping into the pool takes 1-3 Aggravated wounds, depending on the amount of vitae put into the pool. If the victim steps into it and is able to soak any of the damage, the amount of blood remains equal to the orginal spent, to damage others who happen into the Trap. (Example: Farid creates a 3 pt. Trap, which Geoffrey stumbles into. The Ventrue, manages to win his soak challenge, leaving 3 pts for his unfortunate lackeys to stumble into.) A trap remains potent until sunrise. Despite the level of Obfuscate used, anyone with an Auspex equal to or greater than the Assamite Antitribu’s level of Obfuscate spot the trap with a successful Investigation challenge.

 
Date of Archival: 31-Jan-2015
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Hermetic 5
Auspex 5
MET Mechanics:

Note: This power specifically requires Advanced understanding of Spirit Manipulation.

Whereas Duality grants the Magi existence on the Physical realm and the Umbra at the same time, they are impeded by the rigidity of the Gauntlet and are distracted by seeing across both realms.

Traverse the Twilight Realm allows the Magi to fully enter or exit the Umbra.  Traversing the Twilight Realm is not without peril as one can get stuck within the Gauntlet trapped until they are able to free themselves, or with assistance from another.  Rumors have it that terrible creatures exist in the Gauntlet and becoming stuck can gain their attention.

The journey from the physical realm through the gauntlet into the Umbra takes time, typically one minute for each level of the gauntlet rating (normally 7 page 223 LotWR); during this time the Magi fades from the physical realm at the end of the turn.  Once fully phased they are effectively nowhere (page 229 LotWR) until they reform on the other side, but if the Magi has the use of a reflective surface they can reduce the amount of time it takes to one round per gauntlet level. 

While Traversing the Twilight Realm the Magi must concentrate for at least one round as they prepare for the journey and then by spending a blood, a Willpower and then making a Willpower challenge against the gauntlet rating to actually traverse. During this time they may not take any offensive action (but they may defend against attacks) or the power fails.   

The Magi may attempt to bring others with them as they travel by spending an additional blood and a Willpower per person.  Those who wish to traverse must be willing, and are subject to the same outcomes as the magi.

Traversing the Twilight Realm is not without it’s dangers.  If the Magi fails this Willpower challenge, the power fails and they must immediately make another static Willpower challenge against the gauntlet rating, if they fail this test they are stuck in the Gauntlet until they find a way out either from another successful use of this power, or some other means.  Each time they fail the difficulty increases by two for the next attempt to escape the Gauntlet in that area.

Those who accompany the magi are also unable to take any actions during the round, and are subject to the outcome of the Willpower challenge made by the magi.

Date of Archival: 18-Sep-2021
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Presence 3
MET Mechanics:

Harness thy Anger

Potence 3 + Presence 3

MET Cost: 9XP

Emotions run high in Brujah, though meant not to rule they are a prevalent reality. Tapping into those emotions, and grasping at the purest form of anger, drawing it forth in such a way that it becomes as much a part of them externally as it is internally. The user's skin radiates their hot blooded anger, and their presence an inciting fury. This state, however, takes a toll, as anger is drawn to the surface, mental faculties fail and the urge for violence takes root. 

 

Mechanics: The Character spends 2 Blood Traits and receives the following benefits for the duration of the scene: Brawl Attacks deal an additional level of Aggravated Damage, Physical Traits: Scorching x2, Social Traits: Blazing x2. Negative Mental: Shortsighted x2, Violent x2. This power may be turned off with a simple challenge, once per scene, but if reactivated in the scene the effects may not be turned off once again. 

Date of Archival: 25-Aug-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Fortitude 2
MET Mechanics:

Potence 5 + Fortitude 2

Representative of the true strength behind potence, and the understanding of the discipline's power in more than simply the power of internalized strength, this power focuses on externalizing the nature of potence through one's limbs.  By focusing the explosive nature of one's potence, and harnessing it with one's inherit toughness to withstand such force, they may direct it from a distance through the earth by way of striking it.

Mechanics: Spend a Blood Trait to activate for scene/hour. You make a Physical Challenge against your opponent, and if successful, the ground directly underneath the target explodes in a geyser of stone, rock and dirt (or, if indoors, wood, concrete and plumbing), inflicting three levels of lethal damage, without any more additional damage from Puissance, as sharp shards of debris rip into the target.

If used against a car, the car will be disabled unless it is specifically armored. The power may be used indoors, but the results are far more spectacular - not only will there be a gaping hole on the floor, but the resulting shower of floor materials will break nearby windows and cause other damage to the surroundings.

If there is another floor or a basement below the target, she must make a Static Physical Challenge against six Traits to remain on the same floor or fall through the resulting hole. This may also happen outdoors if someone happens to be standing on directly on top of a sewer pipe, on a bridge, and so forth. A good rule of thumb is that if there is less than a foot and a half of concrete, earth or whatever, it means that there will be a large hole if Tremor is used there.

The attack has a range of 10 feet per level of Potence, meaning that you will always have a basic range of 50 feet.

Date of Archival: 06-Oct-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 3
Auspex 1
Presence 1
MET Mechanics:

You are able to make shots that would make Hollywood Action Stars blush. Your aim is nearly unerring and truly a thing to behold.

Spend 1 Blood: For the remainder of the scene or one hour You gain a number of additional Dex Based Traits equal to your base skill in Firearms. A specialization allows an additional trait for this purpose.

In addition to these additional traits you may declare special trick shots. You may forgo dealing damage to a target to instead do one of the following per shot:

Disarm: The Target drops any carried/held item of your choice.

Dance!: You can force the target to take 2 steps in any direction away from yourself.

Intimidating Display: You may make an impressive display, such as shooting a cigarette out of a targets mouth, knocking off their hat etc. After winnging the initial challenge to hit you must make a Test of your Physical Traits vs the Targets Courage x2. There is no applicable retest for this test. If you succeed, the target is down two traits on challenges for the next round. This may be overcome by the target spending a Willpower.

Date of Archival: 17-Sep-2022
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 4
MET Mechanics:

Developed during the Anarch Revolt; this combination discipline continues to be taught and used by the Ventrue Antitribu in the modern nights. Long ago; these anarch venture learned to channel the power of the beast and the fire of passion within their blood. Once focused and turned inwards this combination discipline allows the Ventrue Antitribu to gain strength from the fire of their convictions and seem more intimidating and feral in their stature.

System: To activate this combination discipline the character must spend 1 blood trait and make a Self-Control/Instinct challenge at difficulty 4. If the character fails this challenge they enter frenzy; if they succeed they gain the following benefits for the next scene or an hour. The bonus social traits Intimidating x2 and the bonus Physical Traits Brutal x2

Only Ventrue Antitribu may learn this power

Date of Archival: 06-Feb-2023
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Obfuscate 4
MET Mechanics:

True Vision (Auspex 4, Obfuscate 4)
Members of Clan Malkavian were first known as seers and prophets.  The clan has a legacy of renown for such things.  As true seekers into the ether of Fate, some Malkavians have developed this combination discipline.  While others may claim to be Seers and Prophets, the Malkvian can see these others’ attempts to bend fate for their own benefit and throw a kink into their plans. This combination Discipline may only be learned by members of the Malkavian Clan.

System:  The Malkavian spends 1 willpower trait to activate this power for the next scene or hour.  During that time, the Malkavian may cancel up to three retests used against them that rely on Prophecy, Fate, or Luck in any form.

Date of Archival: 01-Nov-2023
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Chimerstry 5
Auspex 5
MET Mechanics:
Trupos Mule
 
   Experience Cost: 10
    
 

Auspex x5, Chimestry x5, Requires Craft Ephemera

     When using Astral Projection, you may spend a Willpower to manifest using Trupos Mule, allowing you to create a Chimerical body of yourself that allows you to interact with the physical world for the scene using your current physical traits. Any time this form is damaged, that damage is taken as if in Astral Combat and reduces your Willpower total by the number of damage taken. Reaching zero willpower results in the breaking of your silver cord and the same effects as if this happens in Astral Projection. The user may choose to end the power early by declaring the intention at the beginning of the round, and the power ceases at the end of that round. 

     All physical trait losses incurred through physical challenges while using Trupos Mule affect the user's normal body as well, but trait losses from Scorpion's Touch and similar powers only affect the Trupos Mule form. 
     This form does not allow the use of any Disciplines that require the expenditure of Blood, only those that require no expenditure or expenditure of Willpower and do not require a physical presence (i.e. Fortitude, Potence, etc)
 

 

Date of Archival: 14-May-2016
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 2
Auspex 4
MET Mechanics:

Truth in Silence:
Hematus 2/Auspex 4
XP Cost: 8

Flavor- This Combination Power allows the user to apply the powers of Truth of Blood against a subject via telepathy. This means that they could ask a variety of questions directly to the target's mind and derive and analyze their answers without ever having to speak a word or say anything out loud. This power has the same limitations of Telepathy and Truth of Blood except as outlined in the mechanics below. It should also be noted that the questions asked in Telepathy will read as clear and concise statements/responses to the user of this power despite the empathetic nature of telepathy.

Mechanics- The user of this power must still engage in a Telepathy initiation with their target at the normal cost of 1 Mental for a Supernatural creature and a mental vs mental challenge. Likewise they must also satisfy the requirements of the Truth of Blood power, such as a measure of the target's blood. Once Telepathy has been established the user of this power must then spend 1 Temporary Willpower to enact this combination power. For the duration of the power the user can treat any telepathic response as a statement as per the write up of Truth of Blood, allowing them to use the power to analyze such statements for truth and hidden motive.

This power lasts for one scene, one hour, or until the Telepathy ends for any reason, whichever comes first.

Date of Archival: 19-Dec-2020
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 4
Custom Discipline Requirements (Combination): Doubletalk
MET Mechanics:

Custom Combination Discipline: Obfuscate 4, Blood Apocrypha, Doubletalk

The Nosferatu are the masters of the hidden, of gathering secrets and above all, keeping them.  Yet among vampire kind are a variety of powers intended to discern, coerce or steal the the truth behind thoughts and words.  So the power to subvert and avoid the wiles of other kindred was developed, itself the greatest of secrets within the clan of such.  The vampire speaks the truth, but those around them draw from it only what the vampire wants them to, which may have nothing at all to do with what they actually conveyed.

System: The user may expend a Blood and a Social Trait to activate this power for a scene.  During the scene, any powers or effects that would determine or force the truth from the user will register that any and all statements, written or spoken, by the user are true.  Aura Perception, Court of Hallowed Truth, Bone of Lies, and powers like them will detect no lies or intent to deceive from the user.

If the user also possesses the combination discipline I Know, or the ability Art of Memory, this combo also functions against powers that would pull information directly from their mind (for example, Telepathy), allowing the user to respond to mental questions or digging with whatever answer they like and it will seem to be truthful.

Note: Against Elder level and above powers used to discern the truth, this power is entirely at Storyteller discretion of whether it even works or not, or how effective it is.

Date of Archival: 20-Jan-2023
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 3
Auspex 3
MET Mechanics:

While others may have learned the secrets of Dementation, the Malkavians are its true masters.  To better cement this fact, members of the clan developed this combination discipline.  By protruding an aura of madness around them, the Malkavian can focus their arts of Dementation to better effect then any of those not of Malkav’s blood.

System: The Malkavian spends 1 blood trait to activate this power for the next scene or an hour.  During that time, the Malkavian player gains 3 retests to use on any Dementation challenge.  Once called upon, these retests are lost, and this power may not be stacked or activated again in the same scene. A retest used on this challenge may only be called upon once per challenge. This combination Discipline may only be learned by members of the Malkavian Clan.

Date of Archival: 14-Sep-2023
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Auspex 4
MET Mechanics:

The force of your personality is no longer limited by what your active mind can perceive.  Your subconscious awareness of those around you is enough for you to project your feelings and flush out those hidden from your sight.  With this power, you extend a calling to those who surround you to make their presence known.

Mechanics:  

The user of this power engages his Majesty with the standard expenditure.  Any individuals who are hiding their presence from the user must immediately test against his Majesty to remain so.  The tests are identical to any offensive actions taken against a Majesty user.  The possessor of this power is considered the defender for purposes of ties resolution and disciplines.  

*The use of this power is not a hostile action and thus does not break Majesty.

Date of Archival: 20-Feb-2015
Brujah

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