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
Assamite Sorcery - Dur-An-Ki 4
Quietus 5
MET Mechanics:

Anima Elementorum (Soul of the Elements)
Dur-An-Ki Elemental Mastery: 4
Cruscitus: 5
Experience Cost: 7xp

A warrior who has unlocked the powers of the old blood is without a doubt a force to be reckoned with but when bolstered through an ascension through the heavens and a keen understanding of the world's true structure they come to a realization. All objects and all of reality is but a reflection of the Umbra and its spirits. All objects have a will among them and through combining the mastery of the old ways with ascension of self along the Ladder of Heaven the Warrior has learned to allow these spirits to inhabit his body briefly to exert their power on the world like the Sorcerers of old

System: Expend a Willpower Trait and a Blood Trait. As you do so you welcome the elements to house themselves within your own body to extraordinary efficiency. You may combine up to Two Elements within yourself to produce different combinations of effects based on the table below and last for a Scene. This is considered a form power and follows rules for such.

Air: Gain a retest on all Stealth Challenges
Earth: Gain 3 Levels of armor that cannot be Ignored
Water: Gain an extra 3 Steps of Movement per Action
Fire: When physical contact make a simple test, on a win or tie deal an additional Fire Based Damage

Additional effects for other elementals are at ST Discretion

Date of Archival: 02-Apr-2022
Assamite, Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dominate 3
Celerity 3
MET Mechanics:


Similar in function to Quick Study, this combination focuses on the physical. More than simple mimicry, the Kindred who utilizes this Discipline tears the physical experience of learning, the “muscle memory,” from his victim and imprints those pathways into his own brain, leaving his victim incapable of performing skills she may have mastered years before.

System: Like Quick Study, this Discipline combines Auspex and Dominate to identify and isolate, but adds Celerity to allow for the theft of physically oriented abilities. The Kindred enters the mental challenge to identify and isolate one skill set desired per two temporary Willpower traits currently possessed, then spends a blood trait to initiate the theft. The thief must then spend an equal number of physical traits to the number of physical ability traits being stolen. The character may, again, immediately spend two experience points for every trait he wishes to acquire permanently, and the target must possess more permanent traits in the ability than the PC at the time of the theft.

Because this combination relies on Dominate, it will only work on vampires of equal or higher generation than the user and the challenger must expend a temporary Willpower trait before blood traits are used. Victims’ ability traits are restored at the same rate that the creature heals aggravated damage.

Because the vampire learns these abilities by imprinting memories, he suffers from the active derangement Sanguinary Animism for one hour for every trait stolen. If multiple abilities are taken from the same individual, this time is cumulative. If abilities are stolen from multiple targets, the time overlaps, but the Kindred suffers this derangement for each victim and may result in too many active, albeit temporary, derangements to be allowed to live.

The use of this Discipline is tantamount to psychic rape. Player Characters following the Path of Humanity should, at the Storyteller’s discretion, test to maintain their Humanity when acquiring abilities in this manner.

Date of Archival: 16-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Thaumaturgy - Path of Blood 5
MET Mechanics:

Magic is the power of will made manifest, and magic is channeled through the power inherent in symbols of all types. Those symbols can be used to identify, create, bolster, or destroy the things they are linked to. By completing his understanding of the unchanging nature of the Kindred body, and the power inherent in vitae, the thaumaturge can protect himself from the creation and strengthening of those connections, most often referred to as sympathetic links.

Sympathetic magic, the magic involved in accessing and manipulating the connections between things, can be a great boon to a thaumaturge, and a great hindrance when it is used against him. This power renders almost all such connections useless; and unless specifically noted below, covers all such supernatural connections created after the power is learned, as well as all connections from mundane sources. Rituals and powers that specifically create such a connection, like the ritual “Enchant Talisman” or “Transubstantiation of Seven” will still create that connection.

Hair, fingernail clippings, blood (as in DNA sequencing used by mortals) cannot be forensically traced back to the possessor of this power, if the item is question is harvested before the power is learned.
Those mundane connections are not strong enough to maintain themselves in the face of the Apathetic Link. Blood from the possessor of this power cannot be used to ghoul or embrace unless this power is deactivated for a number of turns equal to the time involved to perform the action, plus one, or unless the blood was removed and stored before this power was learned. The cost to temporarily deactivate
this power is a temporary Willpower per turn. For example, to ghoul or to embrace generally takes a minimum of two turns worth of deactivation (plus the blood needed). On the first round the power of
the symbolic connection is re-established, on the second, the actual ghouling or embrace occurs. Additional time may be necessary as per the ST.

A ghoul that is already blood bound that is fed by the possessor of this power will remain a ghoul, and will maintain the blood bond, as that connection is being maintained and not created, and the power of
blood to maintain someone as a ghoul is inherent to vampiric vitae, not to any inherent supernatural connection.

Blood taken from the thaumaturge by supernatural means (such as Theft of Vitae) is still lost, and still counts as blood, but will not increase (or create) any blood bonds.

Mechanics: This power is active once learned, unless a temporary Willpower is spent to negate the power for a single turn.
This power does not stop someone from Blood Bonding the possessor of this power (Blood Bonds, LotN:R, p.211). All mechanical effects of a Blood Bond take effect. However, the RP aspects of the Bond
are considered to be at one drink less, and while this power is active, it counts as “having absolutely no contact” regardless of the contact that occurs. It is the full 12 months, regardless of the amount of
permanent Willpower the thaumaturge possesses, and does not begin until a full (3pt) blood bond is established. Permanent connections of this nature are not affected by this.

Acts that would create a new, supernatural connection from the possessor, require at least two turns to enact, more at Storyteller discretion.

This power does not negate already existing supernatural connections (blood bonds, the Kindred’s blood stored somewhere, etc.) it simply prevents any new supernatural connections from forming (blood
bonds to the possessor, new ghouls, new embraces).

The sorts of connections found using mortal forensics (DNA, etc.) are not capable or being maintained in the face of this power, from links taken after this power is learned. For example, if, for some reason, a Kindred’s DNA were on file, and two blood samples taken from a crime scene were tested, both samples would test as coming from the same individual, but would not be able to be traced back to the Kindred.

Date of Archival: 25-Sep-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Fortitude 4
MET Mechanics:

Aphrodite's Blessing (11-pt Combo)
Requirements: Dominate 4; Fortitude 4; Denial of Aphrodite's Favor; optional Presence 3

MET: When a Cainite with this combination Discipline is successfully targeted by any kind of emotionally-affecting power, he may spend a Social Trait to receive an automatic retest, even if the power normally does not allow a retest. Regardless, he is automatically aware of any attempts to influence his emotions as described above, even if he does not defend against them successfully, though the source is not necessarily obvious. In addition if the user has the requisite Presence and has been instructed in the advance techniques of this Discipline by a suitable tutor, he may spend an additional Social Trait whenever he successfully defends against such a power to reflect it back against the original wielder. (The wielder receives a normal test to resist the reflected power and is considered to win all ties in such instances.) 

Date of Archival: 05-Aug-2018
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Animalism 3
MET Mechanics:

Aphrodite's Untamed Favor

Requirements: Dominate 3, Animalism 3, Denial of Aphrodite's Favor, Self Control 3
XP Cost: 11 (willing to go to 12 if you want Dylan)

Description:
Ventrue have refined their ability to withstand Presence. This ability extends that defense to other disciplines. A Ventrue who knows Denial of Aphrodite's Favor, is able to extend their defense to Animalism as well.

System: This power applies the Generation Limiter of Dominate to the first three levels of Animalism. Making one immune to Animalism up to Quell the Beast as long as the defender is of lower generation then the user. However, this is a double edged sword, as you are immune to Quell the Beast even in Frenzy.

Date of Archival: 13-Feb-2019
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Auspex 1
MET Mechanics:

(Also Requires the Magic Resistance Merit) Spend one hour in meditation, focusing on the weaknesses in your own aura. Once afterwards on the same night you may spend one blood and one willpower to gain ties against offensive Blood magic that targets you for one scene or hour.

Date of Archival: 31-Jan-2015
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 13XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Presence 5
MET Mechanics:

As your strength is nigh inexhaustible, so too is the force of your personality. Having mastered the ability to sway the emotional will of the mob you have further refined the spark of passion that drives your being. Now you are able to display but a fraction of the burning fire in your heart to sway people to your cause.

Mechanics: When initiating a social challenge, you may use "Passionate" as your bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus you may continuously use "Passionate" in successive social tests. Only if you are forced to risk multiple Traits---such as due to wounds or Negative Traits---do you risk losing any of your other Social Traits. If you run out of Social Traits, you cannot use this Discipline. Once you have been completely exhausted, you can no longer enter challenges. This combination discipline only works on standard social challenges or with the disciplines Animalism, Dementation, and Presence.

Date of Archival: 31-Jan-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Fortitude 5
MET Mechanics:

SPECIAL: Must be a Ventrue or Ventrue Antitribu descended from Tiamat

Producing Crusaders and Kings of great personal power, and inhumane monsters prone to dealing directly with any threats, the blood of the dragon Tiamat, demon goddess and monster of Ur manifests many ways in the tainted bloodline. Prone to battling sorcerers and monsters for control of the city states, the children of Tiamat are frequently forced to demonstrate their tragic power.

System: Spend one blood to activate Armor of the Demon Goddess for one scene or hour (whichever is shorter). The Ventrue (or Ventrue Antitribu) descended from Tiamat reduces all incoming damage by one level, before Fortitude or other modifiers are applied. Additionally, they have a free defensive retest to resist all hostile magic (Vampiric blood magic, mage spheres, hedge magic, etc), at ST discretion.

Date of Archival: 27-Jul-2020
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 20XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Fortitude 5
MET Mechanics:

Pre Req:
Membership: Knights of the Blood
Clan: Ventrue

Armor of Warrior Kings was created by Knights of the Blood in order to maintain and enforce the military objectives of the Clan. Armor of the Warrior Kings provides them with the protection necessary to face down even the most vicious and barbaric rabble.

      When this power is activated the Ventrue projects an aura of authority and superiority, becomes supernaturally physically capable, and is able to sustain damage that would cripple or kill one less formidable. Those in the immediate presence of this Ventrue may perceive them to be suddenly mightier and more imposing, although there will be no physical transformation of the Kindred activating this power. The use of this power alone does not constitute a Masquerade breach, so long as the Ventrue does not shrug off potentially fatal wounds or obviously display their supernatural might in the presence of mortals.

 This power is not without a price of its own. The Ventrue consider themselves elite amongst their Kindred, and the Knights themselves the chosen of their Clan's authority. In harnessing the purity of their blood to gain access to this power, they forever cut themselves off from calling upon the combative shape changing powers of inferior Clans.

      In order to activate this power, you must spend one Blood Point, and one temporary Willpower. Until the end of the scene, or sooner if desired, the Ventrue activating this power will gain the additional Physical Traits of Enduring x2 and Resilient x2, and the additional

Social Traits of Commanding and Intimidating. As long as this power remains active, the first point of damage taken from each attack or damage source is eliminated. If the Ventrue activating this Combo Discipline possesses no out of Clan Specific Disciplines ((i.e.

Valeren, Dementation, etc.)) then they gain an additional Enduring Physical Trait.

      When Armor of the Warrior Kings is purchased, you willingly forfeit your ability to utilize the combat form powers of all other Clans ((i.e. Feral Claws, the fight form of Shape of the Beast, Skin of the Adder, Form of the Cobra, Black Metamorphosis, Horrid Form,

Typhonic Beast, or any other combat related form powers)). Should the character have already purchased these Disciplines, they no longer have access to them. This does not prohibit the character from purchasing the Disciplines related to these form powers. For example, a Ventrue that has learned Armor may still learn Protean up to Mist Form. If they do, then they must still pay the experience points for Feral Claws and Shape of the Beast on the way to that level of mastery, though they will not be able to utilize the former and will only be able to assume flight form with the latter.

 
Date of Archival: 12-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Placeholder for Combination Discipline 1
Potence 2
MET Mechanics:

Armory of Steel and Flesh
Requires Body Armory + Potence 2
XP Cost: 8XP

Mastery of Flesh and Bone, shaping weapons from them and harnessing them is the cornerstone of many Tzimisce.  But, to take it a step further, and sculpt the very weapons made from one's self into the works of one's hands is the next step. By imbuing craft made weapons and armor with one's skill in Body Armory, you are able to meld and infuse that which you create with the supernatural resilience and empowerment of your flesh and bones.  The flesh and bone warp and twist around your works of art and war as to instill it with the makings of one's self.  Left with weapons of destruction, forged and fired, the grotesque weapons are visions of nightmarish horror.

Mechanics:
Spend 2 Blood Traits to activate this power for the remainder of the night. Once activated, the weapon in your hand/hands is covered by veins, muscle, and bone. During the power duration, all damage done by the weapon is converted to natural agg (as personal armory). The weapon is now considered an extension of yourself for the purpose of carrier attacks. During the duration of this power, the weapon can not be disarmed.

Date of Archival: 09-Aug-2020
Tzimisce

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