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: 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: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Auspex 3
MET Mechanics:

Bloodhound Gift

The agents of Apophis are often as elusive as they are bold, frequently hiding in plain sight as they engage in their nefarious schemes. Those who dedicate their nights to repelling this threat have a wealth of experience with ferreting out their enemies, and this experience has coalesced into a technique referred to as Bloodhound Gift, which allows them to scent out the various nuances of corrupted blood while it is still nearby.

System: Once learned, this power is always active. The vampire can smell nearby blood which is tainted by Apophis, even if it is currently within a sealed vessel such as a blood bag (or a body), though the character must be close enough to catch the target’s scent, which is usually within 3 yards unless other factors are in play. Furthermore, they can parse out the subtle differences in scent to glean relevant information about a particular sample of blood. This information does not come automatically, however; the vampire must focus on a particular subject to get anything more than generic corruption. The player makes a Static Mental Challenge (difficulty of 7 traits; retest with Investigation). If successful, the player may ask the Storyteller for a single piece of information from the chart below and receive a truthful answer.

  • Presence of absence of drugs, alcohol, or other foreign substances
  • Creature Type (vampire / ghoul / bane mummy / etc.)
  • Mortal health concerns
  • Blood-related Merits / Flaws
  • Relative strength (ie. Generation / Rank / etc.)
  • Age of a mortal to within 5 years, or of an immortal to within 50 years
  • Supernatural subgroup (ie. vampire Clan / garou Tribe / mage Tradition / etc.)
Date of Archival: 24-Oct-2024
Gangrel
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: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Presence 3
MET Mechanics:

- The PC must have at least Fame x2 , Academics: Art Criticism x3 and Expression x3.
- Toreador only.

Description:
You know exactly what everyone is expecting when you show up to the exposition. They look with the corner of their eyes while you move piece by piece, and any expression or sound you make people start to guess what you have in your mind. What are you thinking about the Artists and their creations? You finish your visit and go away, but you simply can’t forget about one specific thing you saw there. They were right, EVERYONE must know about this, only you can say to the world what being an Artist really means, and deeply you know: they are all captured by your presence and anxiously waiting for your opinion.

System:
This combo represents the canalization of Toreador’s power to get the attention of the crowd and now use it to point at another subject, highlighting the good (or bad) qualities of an Artist. It manipulates the Auspex ability to perceive the emotions attached to a determined object, using this perception to give to the created piece of critic the desired emotions, that of Awe and Entrancement of the Toreador Presence, to influence the viewer's opinions about the subject.

Touching someone’s reputation isn’t a light task, and demands effort from the one using the power of this combo as well. The use of this demands the expenditure of a temporary Willpower point, to represent the effort of the Art Critic for the production of the evaluation of an Artist’s production. The Art Critic must be exposed to at least one piece of art of the target PC, and then produce an Art Criticism (Role play it!). This production needs to be written by the Player, and must be presented to the public in the words of the Art Critic (eg. send over an e-mail list, read aloud in a live event, etc.) representing the spread of the opinion and the attention being pointed out to the target PC (the Artist).

After that, the target PC is considered to have a +1 level of Fame representing the buzz caused by them with the Art community; Also, a criticism piece contains the opinion about the Artist's competence, and so, how people will perceive them now. The Art Critic must choose a good or bad reputation for the Artist, and in doing so, the target PC will now be perceived with a higher (good review) or lower (bad review) social standing, in other words, the Artist is considered temporarily having the equivalent of the Reputation merit or the Notoriety flaw (with all normal implications of these), and having 1 point lower or higher clan prestige if being a Toreador PC, when on Social interactions. All effects have a temporary duration of 1 month, and the Willpower point expended to activate the power cannot be recovered by the Critic while the effects last.

Restrictions:
- The Combo cannot be used in a self-evaluation.
- The Combo doesn’t strip or add Status/Prestige, it is a temporary and virtual perception (People really want to be around or acquire Art from this person after what has been said about them, for example).
- As this may be used in PCs outside the Critic's chronicle, the effects over the target PC must be approved by their STs to have the mechanical effect (but the STs can’t block the Art criticism from being published or said IC, this is not an automatic cross-chronicle redline tool, only the mechanical effects can be negated if the STs says so).
- The use of the combo doesn’t protect the Art Critic from any consequences of his criticism about the other PCs being said in public at large (so, choose your words and targets wisely).

Date of Archival: 27-Jul-2025
Toreador
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
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Visceratika 5
Custom Discipline Requirements (Combination): Penultimate Scry
MET Mechanics:

Name: Bonded Projection
Requirements: Auspex 5, Visceratika 5, Penultimate Scry
Cost: 12 XP

Upon mastering the use of other levels of Auspex with the powers of Visceratika, the Gargoyle has finally unlocked the ultimate mastery of the two powers combined. She can now Psychically Project while Bonded with the Mountain.

MET System: The Gargoyle must spend a Blood to activate Bond with the Mountain, spend a Willpower to activate Psychic Projection, and spend a Mental Trait. Keep in mind, the challenge for seeing the Gargoyle's physical form, and the damage required to eject the body from Bond (as per Laws of the Night Camarilla Guide p. 72) remain the same. The Gargoyle is not aware that her body has been found or ejected from Bond with the Mountain while in Psychic Projection (unless she is in the same location as their body for some reason and can see it happen).

Date of Archival: 13-Jan-2021
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 4
Fortitude 5
MET Mechanics:

Bone Clad Avatar
Vicissitude 4, Fortitude 5
Xp Cost: 16

Requirements: a pile of Bones, 5 blood

Duration: Scene / hour which ever comes first. Can dismissed at any time.

Silence breaking

System: as you add the bones to your form make a physical challenge vs. 8 retest body crafts. As you spend 5 blood to go into a monstrous form.

Gain the following: Beastial, Feral, Repugnant x2, Slow, Brawny, Enduring, Ferocious x2, Stalwart x2

Also gain 10 Bruised Health levels temporarily. The health levels are lost as the bones break. There is no repairing these bones.

Your speed is halved. Upon the first time viewing this form there is a Courage test against 3 traits.
No social challenges can be done except for intimidation. And you deal an additional lethal damage with Brawl attacks. Immediately followed by a mass Trauma challenge.

Date of Archival: 25-Mar-2021
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 3
Fortitude 3
MET Mechanics:

The powers of Vicissitude have long been used to create weapons and armor from flesh and bone, but with precision a thin coating of hardened vampiric bone can be applied to such items - or even themselves - giving them a porcelain-like appearance and greatly increasing their durability.

 

System: To coat an item in bone, the player makes a Static Dexterity-based Physical test with a difficulty of 9 (retest with Body Crafts), and take one health level of unsoakable lethal damage for every four square feet of surface area which must be covered, as they extrude their own bone into a thin sheet. If successful, the coating hardens immediately and can not be entirely broken unless by a supernatural power of a level exceeding their level of Vicissitude at the time of use. If unsuccessful, they still take the levels of damage, but the coating turns to ash immediately. The coating can only bond with organic surfaces (bone, leather, wood, etc.) and if placed on metal or other inorganic material, the coating turns to ash.

 

When applied to armor, the wearer gains a Resilient physical trait. Additionally, once per round, they gain a free retest on one Fortitude challenge, as the bone coating deflects some of the blow. Note that while the armor can not be entirely destroyed except by powers exceeding the user’s Vicissitude level, they still take damage once the armor levels are depleted.

 

When a coated weapon is used to make a successful physical attack, the wielder may make a simple test. On a win or tie, the weapon deals an additional health level of damage.

 

When undergoing a full-body Vicissitude shape-change (whether entering Horrid Form, or returning to their normal form from another Vicissitude form,) the user may make a Static Stamina-based Physical test with a difficulty of 9 (retest with Body Crafts) as a free action. If successful, the form is coated as though it were armor (though gains no actual armor levels,) and natural attacks are considered to be coated weapons. However, the form gains an alien, porcelain-like surface, making interactions with mortals exceptionally difficult - for the purposes of mortal interactions, they have the negative social traits Eerie x3, in addition to being an obvious breach of vampiric secrecy. If unsuccessful, they take two health levels of unsoakable lethal damage.

Date of Archival: 27-May-2017
Tzimisce, Tzimisce

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