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
Presence 4
Thaumaturgy - Sielanic 4
MET Mechanics:

The Telyavelic Tremere developed this unique combination discipline to draw power from their god to increase the potency of their blood for a longer time then even normal.  By channeling their blood magics and calling to Telyvael they may defeat some of the limitations of the Path of Blood, but only at great cost and sacrifice.

System:  The character may spend 1 permanent willpower trait to activate this power.  If they do, they are allowed to use the power Potency of Blood for a second time in a night.  They may not use this power more than once a night in of itself.

Only Telyavelic Tremere Characters May learn this Combination Discipline

Date of Archival: 24-Jan-2023
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 2
Auspex 2
MET Mechanics:

History is replete with stories of statues and religious icons that seem to weep tears of blood. This power enables a vampire to lay hands on any depiction of a religious figure - it need not be Christian - and cause the statue to secretly, painlessly steal minute quantities of Vitae from those who pray at or touch it. Laying on hands again causes blood to well up and flow from the eyes of the figure. Any medium can be subject to this power, from stone to canvas to a photograph, so long as the object is short side size is larger. The blood that comes from this manifestation possesses the ability to heal all manner of ailment and to work similar miracles.
System: To empower an object to steal blood from a target, it firstly must be a religious icon of some sort, even blessed items of the faith will work.  When doing so the character spends 1 temporary willpower to empower the object for one month of use.  There after anyone who touches the item will lose 1 blood trait every 3 seconds outside of combat or 1 blood trait a round in combat; to a maximum of 3 blood traits lost.  The blood stolen may be retrieved by the user of this power later but it is no longer the victim’s blood.  Instead the blood may now be used to heal any wound or ailment.  If the blood is used to heal the target will heal a number of health levels of damage equal to each trait given.  A character may only have one Blood of the Faithful active at a time.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Presence 2
Celerity 4
MET Mechanics:

A character with this Combination Discipline elevates their capacity for violence to an awe inspiring rampage. The character instinctively weaves through the worst of a firefight to deliver brutal, pinpoint accurate blows with guns or knives. Their footwork becomes like a dance, coupled with the quick staccato gun shots, most gruesome of fast paced knife tricks and the cacophony of lamentations made by their eviscerated enemies becomes a show stopping sensation that can leave even the most jaded Toreador hypnotized... If they can keep from shying away from all that gore.

System - By spending a Blood trait and a point of Willpower, the character enters a trance. While in this state, the character deals an extra level of damage when making attacks using any gun or knife. Furthermore, attacks with guns may utilize a "Range Retest" by spending a mental trait regardless of how close their target is and whether or not they are able to return fire. Finally, once each turn, the character may spend a Willpower trait to make an additional attack at the end of the turn. This attack must use a gun or knife. A character may not make more additional attacks this way than they have levels of the Performance Ability in a single night.

Date of Archival: 01-Mar-2023
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 5
MET Mechanics:

In nights past, the Knights of the Blood of the Ventrue developed this combination discipline. With some of the Knights of the Blood defecting to the Sabbat they keep the secret of this combination discipline alive among them. They learned to channel the strength of their blood within their bodies to great them a tremendous advantage in fighting for a brief time. Giving the Order of the Blood an advantage over lesser foes. The blood of the Ventrue Antitribu rises to the surface to form blood colored layers of mail armor over the ventrue. In addition their muscle mass increases and their speed heightens to new levels during this time as well.. Indeed seeing a Ventrue Antitribu in the Blood Regalia is a sight to behold.

System: This power is considered a form changing power. The character may spend 1 blood trait for a single armor health level or a single Brutal Physical Trait for the next scene or an hour. A character with this power may spend a maximum of 5 blood for armor and 5 blood for Brutal Physical Traits.

Only Ventrue Antitribu may learn this power

Date of Archival: 06-Feb-2023
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Path of Blood 2
Thaumaturgy 3
MET Mechanics:

Requirements: Path of Blood 2, Lure of Flames 3

Activation: 1 Blood

Duration: Scene or Hour

XP Cost:  9

The ancient enemies of Clan Tremere are the Tzimisce, well known for their use of blood, and turning into pools of blood, sometimes to acid.  The Tremere have taken this advantage and turned it into a disadvantage for their enemies by expanding on their mastery of blood by causing their own vitae to become the bane of Kindred existence the moment it leaves their own body.  Expanding on this, Bloodfire can also be used to prevent their own vitae from falling into the hands of their enemies, the Thaumaturge may cause discarded, or stored Kindred blood to catch fire. 

This power only works on Kindred Blood.

While activated, the eyes of the thaumaturge will appear to have dancing flames for irises, and their skin will take on a ruddy hue, and with the slightest touch or a focused glance cause Kindred blood to become flammable and ignite as if it was gasoline gaining the incendiary trait.

Should any of the Thaumaturge’s own vitae leave their body, such as from wounds, theft of vitae, or someone drinks their blood, the blood will immediately ignite and turn to ash.  Anyone within melee distance of the Thaumaturge must make a static physical challenge (difficulty 7 traits) to dodge (Dodge retest) or take 1 aggravated damage per blood trait from the fire as it burns to ash.  The Thaumaturge is magically immune to damage from their own Bloodfire, but is not immune to any subsequent fire the Bloodfire may cause. 

If the blood is outside of a body or vessel, such as on the ground, discarded, a pool of blood, splattered on the walls, no challenge is necessary. 

If within an inanimate vessel, such as a bottle, a clay pot, a vessel of transference, or principle focus of vitae infusion  a static mental challenge (difficulty 7 traits) is necessary for it to ignite as many visible vessels as the thaumaturge’s Occult skill.   If the object is in use by another, a mental challenge against the physical traits of the wielder is necessary.

This power cannot be used on a target unless they are a body of blood, such as in Vicissitude: Bloodform, and if so, a physical challenge if touched, or a mental challenge against their physical traits if gazed upon is necessary. If successful the blood will catch fire immediately causing 2 aggravated damage per turn to the bloodformed individual, requiring a rotschreck check at a -2 penalty.   This lasts until the bloodformed individual resumes physical shape again.

Date of Archival: 01-Sep-2023
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Celerity 2
MET Mechanics:
By spending a Willpower in addition to the blood that is necessary for Celerity, the user is able to blur his likeness to his foes making him harder to hit. 
This allows the user to use 'Blur' as a retest for any contested speed based challenge for the duration of Celerity. 
The willpower requirement is necessary for initiating Blur but it is not necessary to keep blur up, just the typical blood for celerity. 
 

 

Date of Archival: 05-Feb-2015
Sabbat
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Celerity 3
MET Mechanics:

When Celerity is active, and the full move (Dark Epics) option is taken, rather than multiplying his movement by 2, The Vampire is able to increase his movement by an incredible factor of 10.

 
Date of Archival: 31-Jan-2015
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Protean 3
Vicissitude 3
MET Mechanics:
Body Armor: Requires Body Armory + Fort 2
XP Cost: 6
 
Paying homage to the capacity of forming weapons from one's bones, this variation allows for the creation of armor befitting the nature of the shaper. Using bone structure within to create the lattice work and strengthening it with the power of undeath's resilience.
 
Mechanics:
Similar to Body Armory, with a successful body crafts challenge, spend variable amount of blood, maximum of your fortitude, to imbue armor with your fortitude in additional health levels of physical armor. (Maximum 5 armor levels) 
Date of Archival: 23-Jun-2019
Tzimisce, Tzimisce, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 5
Obfuscate 3
MET Mechanics:

This power allows the Gangrel to temporarily change their animalistic features into their original human form. This power works against all forms of observation or recording.

After spending a Willpower trait, and 1 Blood trait, the user burns a number of Mental Traits equal to the number of Beast Traits/features they wish to disguise. Body Control lasts for one (1) hour, but can be continued for a another hour by spending another trait of blood to fuel the Protean side of the combo. The Gangrel morphs into their original human looking form until this power is 'renewed,' they let it run out or turn it off. Willingly ending this power requires only a thought, but costs nothing.

Anyone using Auspex on the Gangrel will, if they win the challenge, notice that some kind of Obfuscate is being used, but since the change is physical, they will only see a blurry shimmering effect, like heat shimmer over asphalt, surrounding the Gangrel's features.

Date of Archival: 16-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Fortitude 4
MET Mechanics:

Body of a Paragon

(6xp, Requires Potence 4 and Fortitude 4)

Vampires are creatures of both physical power and ageless beauty.  No two disciplines better represent this than Fortitude, being the pinnacle of the vampire's endurance and timelessness, and Potence, the manifestation of the vampiric body's ability to produce physical power beyond what the materials should be capable of.  As a vampire learns to master these powers to the pinnacle of his ability, it only makes sense that he might find ways to increase their effectiveness by combining them.

System: Body of a Paragon grants two benefits to it's master.  First, the vampire wins ties when testing down damage without expending a trait, and by expending a physical strength or stamina trait the vampire automatically succeeds in attempts to reduce the damage with Fortitude, with no challenge necessary.  Additionally, when refreshing strength related physical traits with Prowess, the vampire also refreshes his stamina traits as well.  This power is always on and does not require any special activation.  Like other Fortitude powers, it becomes reflexive once learned.

Date of Archival: 19-Sep-2016
Anarch Coordinator

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