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: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 1
Presence 2
MET Mechanics:

By studying another combination discipline of the Lasombra, the Holy Shield, members of Daughter of the Dark Father have adopted and created their own version.  By focusing their sheer presence and resilience upon another, they weaken the true enemies of Caine.  Rather then a focus upon the infernal this combination discipline focuses on those who worship the Antediluvians and those who follow the ways of the Dark Mother.

System: Spend a Willpower and a 1 Blood to activate this power for the next scene or an hour. Antediluvian Worshippers, and Bahari are almost unable to act directly against the vampire. The character gains a number of Bonus Traits in all challenges against those from the above qualifications, equal to their Presence rating. Additionally, those characters from the previously listed qualifications must bid an additional number of traits equal to the user’s Path rating.  Characters must maintain a Sabbat Morality rating of at least 8 to use this combination discipline.  This combination discipline will not reveal to the character if their opponent is an Antediluvian Worshipper or a Baharist.

Date of Archival: 21-Nov-2024
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Presence 5
MET Mechanics:

If you succeed in beating your target in the challenge the ferocity of the encounter starts to overwhelm them. As they start to sense you striking at them from the wrong direction. Putting them off balance on how to defend against your real strike.  This is accoplished by using the powers of obfuscate to redirect your victims perceptions and force them to sense you coming from another direction by displacing your presence. 

Mechanic: Engage in a contested mental test. Retest is Tactics. If you best your target in the challnge you may expend up to three traits to increase your cap for comparison on ties in any challenge with the target for the scene for each trait spent. Further you may gain a fient retest for the scene that can be used against them. This retest can be canceled with Alertness. 

Date of Archival: 06-Apr-2016
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 4
Obfuscate 3
MET Mechanics:

“The second I stepped foot into the Conclave, a wave of dread washed over me. Call it whatever you like; Kindred intuition, the wisdom of immortality…the vibes were not chill. As the Justicars took their seats, I and the other Archons moved to our positions and I could have sworn, out of the corner of my eye, that in the corner of the room cloaked in shadows was a…Jester? I know now that my reluctance to investigate at the time was an effect of it as well; no matter, not like it would change what happened. The start of the meeting was uneventful, politics as usual and the discussion of future plans, until my Justicar spoke up and said that the Tremere were moving into our clan’s domains. “What? Where did this come from?” I asked myself. “An improvised power play?” The Tremere Justicar rose out of his seat, shouting “We wouldn’t have to move into your domains if the Brujah would keep to their own!” the Brujah Justicar stood up “We have done nothing of the sort! If anything, we should all be pointing fingers at clan Toreador for performing dark blood rites with the unseelie court for inspiration!” Before I knew it, the entire room was plunged into chaos as accusations flew left and right, and Justicars were at each other’s throats. Some of the Archons leapt to join the fray, but I had enough of my senses still to grab my Justicar and get out of there. As we made our way out the door, I saw the Jester again, in the shadows, slowly waving goodbye to me…

Mechanics: The Malkavian targets another character within line of sight and engages in a contested Social Challenge against them, Retest Subterfuge. If the Target loses, they gain the Derangement: Compulsive Liar in it’s active form for the duration of the night, along with the Negative Social Trait: Untrustworthy x 3.

Date of Archival: 25-Jan-2025
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 4
Auspex 4
MET Mechanics:

With the deadly venom and toxins of your studies, you can transmute your blood into a substance that weaken and poisons your victims. You can then coat weapons with this foul ichor, spit at your foes or simple bring it to the surface of your skin to affect your victim by touch. Unwary Foes may actually drink such tainted vitae

              Each Blood Trait that you spend on this power is converted into a dangerous poison. If this tainted vitae touches a victim or is otherwise ingested into her system, she loses one Social Trait automatically. Thus, you can strike someone with your hand (and a physical challenge) and cause the victim to lose an additional Trait due to your venom. You can coat weapons of dagger-size or larger with this poisonous blood or even kiss your opponent. You can even make a Physical Challenge against anyone within 10 feet to spit this blood at a victim.

              Any given attack may only use one Trait of blood with this power, though multiple attackers with poisoned weapons could wreak deadly havoc on a single victim. Similarly, you can only spit a single Trait of this tainted vitae or strike unarmed with a single Blood Trait in each action. Altering your blood in this fashion does not require an action on your part – you can strike an opponent with your hand, for instance, and then declare the use of Crypt Rot with a single Blood Trait. You can concentrate multiple Blood Traits onto a single weapon, though each strike uses only one Trait of blood (and thus reduces only one Social Trait from the victim). Of course, preparing yourself thus is a legitimate tactic if you think you will be in a pronounced fight and want a weapon sufficient for several strikes.

Date of Archival: 02-Oct-2019
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Obfuscate 3
Presence 3
MET Mechanics:
Along with Circumspect Revelation, certain aspects of Black Hand membership often need concealment when interacting with other Cainites - and most especially with other sects. Of these, concealing one's Path of Enlightenment - and the beast within - is highly advised. This power allows to not merely conceal one's nature but to actually provide the outward expression of another path. By default, this power gives the impression that the cainite is on Humanity but withe the appropriate lores (Lore: Paths of Enlightenment 3+), the cainite could pass as if on another path.
 
Mechanics: Spend 1 temporary Willpower and make a static Social challenge against three times your current path rating (3-15), retest Subterfuge. On success, present the outward and inward appearance of the preferred path at the same level as your actual path (Caine 3 could appear as Feral Heart 3, etc). For instance if posing on Humanity, you could pass amongst kine with little effect. On examination of those with the proper abilities, you present as if on the path in question. Any attempt to break this requires digging through Telepathy to determine your true self. If used to present Humanity, this power does NOT replicate the Mortal Skin combo - you still have to figure out how to breathe, heartbeat, eat food, etc.
 
Note: Although you 'present' as if on a seperate path, you maintain your actual hierarchy of sins. Violating those sins results in the requisite challenges and possible loss.
Date of Archival: 23-Mar-2017
Sabbat
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Dominate 5
MET Mechanics:

Fortitude level 5, Dominate level 5 (The Fortitude 5 is for the totality of body, and the Dominate 5 is for the investiture of spiritual essence into body)

This power was designed to protect against the sorts of techniques that Tremere and other blood mages are famous for. Specifically the theft of Blood and other parts of a person's body to be used as a sympathetic link for powers like Path of Curses, Scry, etc. The way it works is simple; While this power is active, any part of your physical body (hair, blood, eyelash, ashes, skin flakes, anything) that is seperated from your body instantly looses any and all significance, worth and utility for all mystical powers/abilities,such as scrying, theft of blood via Engage the Vessel of Transference, Path of Curses, or anything else. In other words, no one will ever be able to take a sympathetic link from your body. This also includes 'beneficial' reasons to remove part of your body. For example, while this power is active, you cannot embrace childer or blood bond a ghoul, since the moment the blood leaves your body, it instantly becomes generic dead blood. This power does not prevent you from expending blood normally. If a blood mage uses Path of Blood level 4, Theft of Vitae, on a Kindred with this power, the blood mage will not be blood bound, but the target of Theft of Vitae will still loose blood points as normal.

Once learned, this power is always active, unless specifically deactivated in the following way; Normally upon awakening at sunset each evening, a Kindred must spend a blood point to wake up. If a Kindred with this power wants to deactivate it for the evening (for example if they plan to embrace a childer that night), then they must expend an additional level of permanent willpower along with the blood point when they awaken, just as if they had activated Fortitude level 5. If they do this, then they will loose all levels of Dominate and Fortitude for the entire evening, until they go back to sleep again the next morning.

Note that the power can be detected by the observant. Upon removal, blood will congeal, hair will whiten, tissue gets britle, and generally speaking stuff will visibly loose vitality.

Date of Archival: 21-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 2
Potence 2
MET Mechanics:
 
Description:  The Gangrel, when activating Shape of the Beast to shift to a fight form, may spend an additional blood to activate this power.  Once shifted, the Gangrel takes on his standard fight form but in addition, their teeth become gnarled and their jaw shifts to accommodate the altered fangs.  The jaw is noticeably larger and unwieldy.  This power remains active for the same duration as Shape of the Beast.   While enlarged, the Gangrel's bite does potentially greater damage.  After a successful bite attack, the Gangrel makes a simple challenge.  If successful, the bite does an extra level of damage.  As this power only functions in the Gangrel's Fight Form, it may not be combined with Serpentis: Skin of Adder or Gangrel Mixed Blessings.

 

Date of Archival: 05-Aug-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 2
Custom Discipline Requirements (Combination): Steal the Terrible Swiftness
MET Mechanics:

Current Rider (Steal the Terrible Swiftness, Protean 2) Exp: 4

Another trick of Morgan Andros who learned the combination discipline Steal the Terrible Swiftness and discovered it was worthless when swimming.  He designed this technique to fix such a silly issue so that he could move as quickly in his native terrain as he did on land.

Mechanics:  As per Steal the Terrible Swiftness but the user may now use it while swimming after performing at Statis Physical Challenge, retest Athletics against 10 traits.  This does not allow them to do anything they could not normally do such as braving depths they could not normally withstand.

This combo can only be taught by Morgan Andros

Date of Archival: 03-Dec-2020
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Technica 5
Auspex 5
MET Mechanics:

True Vampire hackers have learned over time that technology, the internet and cyber space all tied to the supernatural world as well.  Those who have mastered the inceptor discipline of Technica have learned to combine it with the arts of Astral Projection to extend their own consciousness into the realm of cyberspace itself.  While many danger lie within the real of Cyber Space, many secrets and means to access nearly any technology on the planet if they are brave enough.

System:  A character with this combination discipline may activate it by spending 1 temporary willpower point.  This combination discipline functions in all ways to the Auspex power “Astral Projection” except for the character does not travel to the Astral Realm.  Instead they may travel to the Cyber Realm of the Umbra or the Wicked City.  Both these realms can be extremely dangerous to a vampire and a storyteller should consult the White Wolf books in regards to the rules and setting of those realms.
XP Cost: 10

Date of Archival: 21-Nov-2023
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Technica 3
Auspex 3
MET Mechanics:

A vampire who masters the arts of Technia can learn to combine them with their own supernatural ability to enhance their senses.  By doing so, the vampire can start to graft advanced technology to themselves, similar in a way that members of clan Tzimisce work flesh and bone into horrifying weapons.  A body, however, can only hold so many modifications.  While a master of this combination discipline can certainly change modifications they make out, there will always be an upper limit.

System:  Once purchased this combination discipline is always active. With this combination discipline the character may purchase any of the following Enhancements at a cost of 2 experience points apiece. The maximum number of modifications a character may possess at any time is equal to their level of Computers Ability.  The mechanics for these modifications can be found in Laws of the East starting on page 280.  All costs for use of these modifications is replaced with blood.
• Emotion Suppressers
• Night Eyes
• Video Eyes
• Spy Eyes
• Tasers
• Sheaths
• Cyberclaws
• Psi-Band Radio
• Snake Fangs
• Enhancers
• Vibroblades
• Grenade Launchers
• Internal Tracking Gear
• Web Spinners
• Field Armor
• Keypads
• Kabuki Masks

Date of Archival: 21-Nov-2023
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Presence 5
MET Mechanics:

Daddy Issues allows you to know if the Presence power Father Knows Best is being used on you. Furthermore, at the cost of one blood trait, one willpower trait, and shouting “you’re not my real dad!” anyone who hears the shout, including the one using this power, gets a free retest to negate the effects of Father Knows Best, even if they wouldn't normally get one. Negating the effects of Father Knows Best functions the same as if the father figure had betrayed everyone's trust, causing everyone who succeeds in their test to immediately resent the father figure and refuse to cooperate with them.

Date of Archival: 01-Jan-2025
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 4
Serpentis 4
MET Mechanics:
Adapted from Draconic Visage – ST Vault Cobo Compilation 2 p. 13
The Vampire has learned to shift their  form into the fearsome visage of a  tremendous winged serpent, gaining hardened scales and feathered wings. 
System: Shifting into  Damballah's Visage costs 3 Blood Traits.  You gain scales which allow an additional soaking challenge against damage as per Fortitude 4, and allows double effectiveness for soaking damage from natural fire (or mystically created fire now outside the control of its creator). 
Additionally, you gain wings which allow for flight at up to 15 miles/25 kilometers per hour with average maneuverability, hovering, and the ability to carry up to 20 lbs./10 kilograms. 

 

Date of Archival: 28-Dec-2019
Sabbat, Followers of Set

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