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: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Animalism 2
MET Mechanics:

A perceptive Vampire can examine another and learn, through a delicate combination of glimpsing the target's aura and inducing just a bit of fear, whether they suffer from any flaws. This has the side effect of allowing the character to learn the target's clan by learning their clan weakness.
System:  Engage your target in a contested Social Challenge retested with Investigation.  During this challenge the character may risk 1 to 5 social traits in this challenge.  Should they succeed the character may gain one of the following from the character per social trait risked in the challenge: Clan Weakness, A Flaw, or Negative Trait possessed by the victim.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 36XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Auspex 4
MET Mechanics:

Spend 1  Temporary Willpower.  If touched (User does not use the power offensively as a carrier), the attacker(s) is/are subject to agony and suffers Penalties similar to the Wounded Condition.  Fortitude or similar powers and abilities does not mitigate these penalties as the pain is not actual damage.  This effect lasts for the Scene.  If attacker has Pain Tolerance or similar Merit, effect lasts only for 1 round (unless he touches, continues to touch, or is attacked again.) 

If used as a carrier attack, Empathy is the retest and it is resolved like any other Carrier Attack.

When activated, anyone using Telepathy or similar power on the user will suffer the affects automatically.  This power CANNOT be used offensively, (User cannot have initiated the challenge but can use the power to end Telepathy he did not initiate.)

After scene ends, the user must make an extended Willpower challenge (Current Willpower, not Willpower total,) the difficulty and number of Challenges equal to the number of rounds the power was active.  The user is subject to the effects of the power for a number of minutes equal to the number of challenges lost, this time can be lowered by half if the user possesses Pain Tolerance.

Anyone learning this power must have a source of pain, such as Permanent Wound, or be freshly damaged and not soak the wounds, causing a new source of pain to fuel the power.

This Combo costed 36 XP to create through 1 year of role play.

Date of Archival: 22-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Fortitude 3
MET Mechanics:

As the true masters of the art of pain, members of the Toreador Antitribu have taught themselves how to deaden their nerves and feelings to such things when inflicted on them. They quite literally feel no pain no matter what causes it. To them, they consider such efforts pathetic as only a Toreador Antitreibu can truly inflict or understand it.

System: Once purchased this combination discipline always considered active. You never suffer the effects of wound penalties regardless of their source or supernatural power that inflicts even the mechanical effects of wound penalties.

Only Toreador Antitribu may learn this power

Date of Archival: 06-Feb-2023
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Protean 4
Custom Discipline Requirements (Combination): Fenris' Talons
MET Mechanics:

Fenrir's Wartooth Talons: (Fortitude 3, Protean 4, Fenrir's Talons) 8xp

 

The long nights have not been kind to Bulvi, in an effort to combat Loki and his spawn Bulvi mastered the art of Fenrir's Talons and learned a new trick of the Old Wolf or should we say stealing an old trick. With time changing and diplomacy slowly replaced by the calls to war Bulvi knows his time draws near. Realizing giving up is not an options Bulvi set's his mind to the task at hand. 

 

Spending an additional blood will cause an addition Talon to grow from the Gangrels fist it also adds a smoldering flame to the Talons. All benefits from Fenrir;s Talons remain. The new talons removes the need to do a simple test for the additional aggravated damage it is applied without the challenge (base damage is now two aggravated damage). Talons also add two additional aggravated damage and grants Armor Piercing. Fenrir's Wartooth Talons also adds two additional physical traits when disarming. 

 
This power was made by Bulvi the Wartooth. This power can only be taught to other Einherjar on  path Via Asigard or Via Einherjarrating 3 or higher. It can only be taught by Bulvi the Wartooth and requires Gangrel Coordinator approval.
Date of Archival: 19-Jul-2019
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Auspex 2
MET Mechanics:

The user has trained themselves to sense when another person in their vicinity attempts to throw their beast at someone. Through the power and instinct of their own beast, they are able to prevent the target's beast from leaving them. However, if they fail, the beast that is being thrown triggers the flight response in the holder of this power, potentially causing them to run in fear.
Activation Cost: 1 Temp Willpower
System: If someone in the user's immediate area attempts to throw their beast into another person, the holder of this power may attempt a social challenge against the person throwing their beast.
If the person with this power succeeds, they prevent the beast from leaving the original Kindred, though the beast still enters its frenzy.
If the user fails their chop, they must make a self-control test, if they lose they enter rotschreck and must flee from whoever the beast lands in.
This power is retested with Animal Ken.

Date of Archival: 07-May-2025
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Potence 5
MET Mechanics:

Advanced Magic Resistance Power

Requirements to purchase:
Merit: Magic Resistance
Required Path: Road of the Beast/Path of the Beast
Animalism x3
Potence x5
May not have any form of magic disciplines/rituals on your sheet while you have this combination discipline. If any type of magic is ever learned, you automatically lose this combination discipline from your sheet.

This technique was developed by Gargoyles who fought back against and escaped from their Tremere creators. Their hatred of the magics their masters used to control and punish them combined with their instinct for survival led some Gargoyles to become incredibly resistant to blood magic.  They occasionally share these secrets with fellow Anarchs they deem Kindred spirits.

As a devoted adherent to Path of the Beast, your will to survive is stronger than most. Due to your Beast’s innate disdain for the trickery of magics, you have become even more resistant to their uses upon your person. Although unclear to thaumaturges as to how you have become resistant to their blood magic, you win on ties against any use of thaumaturgy/blood magic paths or rituals upon your person. This protection does not extend to your items or to those around you.

If affected by a blood magic path or ritual that would not normally allow for a challenge, you may force a challenge, but you will compare traits as normal in the event of a tie rather than win ties by default.  You can only force challenges in this way on effects of a level less than or equal to your rating on Road of the Beast.  Basic rituals require a rating of 4, Intermediate require 8, Advanced require 10.

This combo is only teachable by the Gargoyle NPC controlled by the Tremere Coordinator’s office, and may not be taught by PCs to other PCs.

 

----PT

 

Poder avançado de resistência mágica

Requisitos para comprar:
Mérito: Resistência Mágica
Caminho necessário: Estrada da Besta / Caminho da Besta
Animalismo x3
Potência x5
Pode não ter nenhuma forma de disciplinas / rituais mágicos em sua folha enquanto você tiver esta disciplina combinada. Se algum tipo de magia for aprendido, você perde automaticamente essa disciplina de combinação de sua folha.

Esta técnica foi desenvolvida por Gárgulas que lutaram contra e escaparam de seus criadores Tremere. Seu ódio pela magia que seus mestres usavam para controlar e puni-los, combinado com seu instinto de sobrevivência, levou alguns Gárgulas a se tornarem incrivelmente resistentes à magia do sangue. Eles ocasionalmente compartilham esses segredos com outros Anarquistas que eles consideram espíritos Membros.

Como um devoto adepto do Path of the Beast, sua vontade de sobreviver é mais forte do que a maioria. Devido ao desdém inato de sua Besta pelos truques da magia, você se tornou ainda mais resistente ao uso que ela faz de você. Embora não esteja claro para os taumaturgos sobre como você se tornou resistente à magia do sangue, você ganha em empates contra qualquer uso de caminhos ou rituais de taumaturgia / magia do sangue em sua pessoa. Essa proteção não se estende aos seus itens ou àqueles ao seu redor.

Se afetado por um caminho ou ritual de magia de sangue que normalmente não permitiria um desafio, você pode forçar um desafio, mas irá comparar as características normalmente no caso de um empate ao invés de ganhar empates por padrão. Você só pode forçar desafios dessa forma em efeitos de um nível menor ou igual à sua classificação em Road of the Beast. Rituais básicos requerem uma classificação de 2, Intermediário requerem 4, Avançado requer 5.

Este combo só pode ser ensinado pelo NPC Gárgula controlado pelo escritório do Coordenador Tremere, e não pode ser ensinado por PCs a outros PCs.

Date of Archival: 30-Aug-2021
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Auspex 3
MET Mechanics:

Some Ravnos have learned to deafen their opponent's psychic potential in order to inhibit their ability to pierce their illusions. By creating a form of feedback between a target and their beast, the Ravnos can effectively render their opposition's Auspex unusable for a short time.

System: Once per round, As a free action, the Ravnos may spend 1 Willpower Trait and engage a single target in a Social Challenge, retested with Animal Ken. If successful, the target may not benefit from auspex ratings in relation to piercing illusions up to and including advanced for the turn.

Date of Archival: 02-Aug-2021
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 1
Auspex 4
MET Mechanics:

By looking into the eyes of an animal, you can establish a telepathic link. This allows you direct access to an animal's thoughts, emotions and memories, but the power is limited by the fact that contact is with an animal. You may expend a mental trait in order to search the animal's mind for a specific event or detail. At storyteller discretion, this could provide you with a particular image, such as the face of an attacker, but any image should still be limited by the animal's perceptions (a dog is colorblind, for example). Entering an animal's mind in this fashion, and dealing with its non-human thought processes is taxing and leaves a trace behind. For the duration of the night, you gain the Negative Social Trait Feral for each animal you engage with this power.

Date of Archival: 10-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Auspex 4
MET Mechanics:
Through a deep understanding of the mind of an animal, a Kindred can enhance the powers of Auspex to be able to sense things within an animal's memory. They can delve deep into the thoughts of a beast, to witness what they have experienced.
 
This can be very useful for those who seek information, but comes with its own price, having a temporary effect on the mind and mannerisms of those who utilize this ability. Thus this power is a closely guarded secret of Clan Nosferatu, and is rarely taught, though when it is, it is usually to those who hold the positions of Double 0 or Hivemaster.
 
MET System: As with feral whispers, one must have eye contact with an animal to attempt use of this power, and then must engage the target in a social challenge, after which the animal's mind may be entered and looked into as with the Auspex power Telepathy. There is no way to dig deeper, as the mind of a beast simply doesn't retain a long enough memory, but the user may experience anything that the animal remembers from it's five senses. How someone smelled, what they looked like, sounds, sometimes even vague recollection of words spoken, though the animal has no idea what they mean.
 
After use of this power, the Kindred is affected by the sympathetic bond to the animal's mind. The Kindred temporarily gains the negative social trait Feral, and the negative mental trait Impatient, which may be negated with willpower, as with the affects of Subsume the Spirit. How far back one can look into an animal's memory and how much they can learn is, as always, up to Storyteller discretion. Retest: Animal Ken.
Date of Archival: 10-Feb-2015
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 3
MET Mechanics:

A Knight of the Sabbat is only as good as the soldiers around him.  His strength comes from his pack and their code of milan.  It is this thought process that created this combination discipline.  By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.

System:  When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour.  During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with.  This applies only to a mass combat against one target where the character is fighting with allies.  This bonus may not exceed 5 traits.

This combination discipline only works if the character is on Path of Honorable Accord.

Date of Archival: 16-Dec-2022
Lasombra
Custom Content Category: Combination Discipline / Technique
Blood Magic Category: Necromancy - Voudoun
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Necromancy - Voudoun 4
Thanatosis 2
MET Mechanics:

In recent nights Soul Anchors and the such, have been a plague on Necromancers and one of their most useful tactics. While once thought to be a rare thing for Vampires to acquire, this is no longer the case. So Final Nail in the Coffin combines the power of Necromancy and Thanatosis to combat these items and rituals, putrefying flesh, and natural material to break their enchantments. Opening up avenues for Necromancers to once again ply their magic without hindrance.

System: When the Necromancer activates Soul Stealing, they must also expend an additional Temporary Willpower and Blood trait to infuse their necromantic energies with that of Thanatosis’ entropic essence.

Should the Necromancer win the challenge to rip the soul from his target's body, but fails due to a Soul Anchor or other magical effects, or items. The entropic energies of Thanatosis seek out and destroy that which anchors the soul. Whatever it is, as long as there is some physical component to destroy. A nail, tattoo, or object that is preventing the soul from leaving the body. Rituals that are cast beforehand, but have no physical component are unaffected. 

To destroy the Soul Anchor, or item(s) the Necromancer must win a Static Social challenge against sixteen traits, retesting with Occult. If successful, the object is destroyed. Allowing for the soul of the victim to be removed through any means that allow such a thing.

If there is more than one effect preventing the soul from being stolen, this power must be infused with an additional Temporary Willpower and Blood trait to affect each additional effect that tethers the soul. If your generational limits do not allow for additional Blood expenditure in the round, you must simply recast Final Nail in the Coffin when you are able. Targeting the item(s) or magical effects one at a time. A Static Social challenge must be made for each item or ritual.

Date of Archival: 29-May-2023
Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 2
Potence 2
MET Mechanics:

Few vampires question the Nosferatu's position as the greatest masters of stealth, and the strength with which they can project their Obfuscate is not unrelated.
A Nosferatu with this power gains a retest on challenges to assert or defend their Obfuscate. Cloak the Gathering does not extend this retest to others.

Date of Archival: 18-Nov-2019
Nosferatu

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