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
Fortitude 2
Potence 2
Thaumaturgy 5
MET Mechanics:

Long have Thaumaturges sought a way to empower Constructs conjured with their magicks. Through careful study, and perhaps shrewd observation of other Blood magic practitioners, a way has been found to share a Vampire's supernatural strength and durability with conjured Constructs, if only temporarily.

System: After successfully conjuring a Thaumaturgical summoned Creature/animated Construct using one of several Paths of Hermetic Thaumaturgy, the caster can then spend one (1) temporary willpower and 1-5 points of blood to activate this power, up to their permanent Occult rating. For every point of blood spent when this power is activated, the Caster shares one (1) level of Potence or Fortitude with their Summoned Creature/ animated Construct. The Caster may only share levels of Potence or Fortitude that they possess. Once shared, the Caster cannot adjust which levels they have shared without spending another willpower and an appropriate amount of blood to effectively reset their Summoned Creature/ animated Construct.

Summoned Creatures/ animated constructs which have been enhanced by Biothaumaturgy cannot be affected by this power. This power only works on Creatures conjured through Hermetic Thaumaturgy. If this power is used in combat rounds, the generational limitations for blood spent per round still apply.

This power lasts for one scene/hour or matches the normal duration of the summoned Creature, whichever is shorter

Date of Archival: 20-Nov-2024
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 1
Fortitude 1
Presence 1
MET Mechanics:

You have unearthed a level of social prowess unusual in vampires. Where others would find their social abilities lacking, you redouble your efforts. By combining these disiplines a Cainite can refresh and fortify their social capabilities, restoring all Charismatic related social traits lost. You must restore all of them at once. UsingForce of Personality costs nothing, and it does not count as an action; it may be done at any time. This may only be done once per night. Additionally, your resilience granted by Fortitude now partially extends to your social interactions. By spending a Willpower and a variable amount of Social Traits you only have to risk additional traits according to the chart below. This last for one hour or scene (whichever is longer).  While this power is active you may reflexively spend more Social Traits in order to change how many Social’s have been spent on the chart below (It is necessary to log how many Social Traits have been spent for this power with a Storyteller).  This power does not prevent you from acquiring Negative Social Traits.  Any Negative Trait that is called on you that you do not have to bid due to this power does not force the individual calling it to bid an additional trait.

No Socials spent in order to decrease the amount of negative traits that will force you to bid an additional trait:

1 Negative Trait = Bid 1 additional trait

2 Negative Traits= Bid 2 additional trait

3 Negative Traits= Bid 3 additional traits

4 Negative Traits = Bid 4 additional traits

One Social Spent:

1 Negative Trait= Bid 1 additional trait

2 Negative Traits= Bid 1 additional trait

3 Negative Traits= Bid 2 additional traits

4 Negative Traits = Bid 3 additional traits

Two Socials Spent

1 Negative Trait= Bid 1 additional trait

2 Negative Traits= Bid 1 additional trait

3 Negative Traits = Bid 1 Additional trait

4 Negative Traits = Bid 2 Additional traits

Etc.

Date of Archival: 29-Jan-2015
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 3
Presence 3
MET Mechanics:

Dementation and Presence solidify one’s personal Magnetism. It is simply a Might-like power for social challenges.

Date of Archival: 07-Feb-2015
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Fortitude 5
MET Mechanics:
Description: When one with a mastery of Auspex projects into the ether, they become one with the material that fills the region of the universes above the terrestrial plane. Those with the advanced knowledge of Fortitude have the ability to stave off the most grievous of wounds in order to persevere through that which would render lesser beings helpless. The combination of these two powers grants the user the ability to defend against harm that would affect their psychic projections during Umbral travel.
 
Mechanics: With this power, an individual has the ability to negate damage (loss of Willpower) that would affect their psychic projection. When taking damage, a psychic projector may make a Simple Test (win outright) to negate the loss of a single Willpower trait. They may increase their ability to win on ties by applying a Mental trait to the challenge. In lieu of making this test, a psychic projector may instead spend a permanent Willpower trait or three permanent Mental traits to immediately revoke all damage that would be inflicted on them for that round. Permanent expenditures may be declared at any point during the round. Success results in the psychic projector retaining all Willpower traits that would have been lost as a result of the attack. This does not include any Willpower that is spent permanently to negate damage. 
 
Date of Archival: 15-Feb-2017
Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 3
Animalism 5
MET Mechanics:

This is a carrier attack which costs 1 willpower to activate and requires either you or your victim to be touching raw soil as per Earth Meld.  Upon a successful physical challenge you may engage your victim in a social challenge (retest Animal Ken).  If you win the social challenge your beast is thrown into your victim and drags him down into the earth, where he remains aware of his surroundings. He remains there for the duration of a scene, hour, or you decide to end the power prior to the end of the scene or hour.  While this power is active, you have the drawbacks associated with Drawing Out the Beast including having to "convince" your Beast to come back to you, as well as the inability to Earth Meld yourself. This power cannot be activated within one hour of sunrise as your beast will simply not allow you to kill yourself.

Date of Archival: 30-Jan-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Temporis 4
MET Mechanics:

Normally, looking into the future is difficult, since free will and random happenstance make it a veritable spiderweb of outcomes. With this power, however, the Kairos can glance into the future just a fraction of an instant. While not far enough to make any truly momentous changes, it does allow the Kairos an extra split second to defend himself should he need to.

System: The character spends 1 Blood Trait and 1 Mental Trait to activate Foresight for the remainder of the turn. During the turn Foresight is active, the Kairos may use their Potence to defend against Physical Challenges relating to speed or toughness, as the glimpse into their immediate future provides them with enough warning to muster their strength in their defense.

 

Date of Archival: 09-Jul-2019
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 4
Auspex 3
MET Mechanics:

Flavor: The Crafter has learned how to take their very blood and imbue it into their crafting process. To a lesser extent they understand how the grooves and steel function, and how to best utilize their quietus blood with their weapon. By doing such they can increase the length in time a blood enhanced weapon can hold its edge, or even create an enhanced blade from the very beginning.

Mechanics: This power has two functions.
The first can be utilized by anyone who has learned this power. By expending a Temporary Willpower, and the standard costs for Scorpions Touch or Baals Caress, the user may enhance any bladed weapon they possess. Any such applied blood trait follows all the standard rules for Quietus, and lasts for a scene or hour, whichever comes first. (IE: No need to reapply or apply multiple traits.) Each use of this power requires the Willpower trait to be spent, as such to enhance two weapons at the same time, two willpower would be needed.

The second requires the user to be a skilled crafter. No weapon of less than Crafts x5 can receive the benefit of this secondary power, the user must be the weapons crafter, and the power must be applied during its creation. By expending 1 Permanent Willpower during the creation of an bladed weapon, the user may impart Scorpions Touch or Baals Caress on the weapon. This affect is forged into the blade with a portion of the users willpower, and remains affixed. The weapon continues to function as per normal, however anyone's whose blood was used during the weapons creation is considered 'attuned' to the weapon. At any time someone so attuned may expend one blood and one willpower to enact the poison the blade was created with for one scene or hour. This allows a user without the possession of this combo power, or even quietus, to activate Baals Caress or Scorpions touch for the full duration, based on which discipline was used when the blade was created.

Date of Archival: 22-Apr-2019
Toreador, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 4
Dementation 4
MET Mechanics:
This power was created with the combined efforts of an elder Malkavian and a Gangrel elder. Both felt this combo power could bring the clans closer together. This combo discipline requires both a Malkavian and a Gangrel to learn. A Malkavian cannot teach a Malkavian and a Gangrel cannot teach a Gangrel. In others words, a Malkavian can teach a Gangrel or a Gangrel can teach a Malkavian.
 
Delving into the twisted madness of a malkavian’s mind and the shape changing ability of a gangrel, this power unleashes madness in the physical form. The creature revealed looks like a twisted nightmarish version of the beast form of the user. For example, a wolf form appears as a writhing mass of wolf heads, tentacles, eyes, and howling human mouths. Mortals first viewing this creature of madness are driven mad with terror. Kine and the like are driven away with Rotschreck.
 
MET System: By spending a blood trait and a willpower trait, the user manifests it’s beast fight form as a form of madness. The flight form cannot be changed by this power. Instead of 5 physical traits, this beast of madness acquires the social traits Intimidating X5. When it first appears all mortals seeing this form immediately flee in terror almost identical to seeing a lupine. Kindred seeing the form get a test as normal with voice of madness and if they pass are immune to it’s effects for five minutes. The user of the power must also pass a Rotchreck test. The first minute is a three trait challenge. Second minute becomes a 4 trait challenge, and every minute after that the user must beat a five trait challenge. The form of madness last for a scene or an hour or until the user changes back to normal beast form. With the expenditure of a blood and a willpower the user can change back to normal beast form. If the user is unable to turn back because he doesn’t have the blood or willpower, he must continue to make 5 trait challenges every round until he enters Rotchreck. While he is in the throws of Rotchreck he must continue to make 5 trait Rotchreck challenges or he enters into a catatonic state and is unable to do anything but babble to himself uncontrollably as the madness has completely taken him over. This power costs 12 xp to learn.
Date of Archival: 23-Feb-2015
Malkavian , Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 4
Potence 5
MET Mechanics:
A warped variation of Black Metamorphosis, one that emphasizes brutal physical potency over intimidation. 
 
The user must expend 2 blood and 2 social traits as shadows pour from their pores and orifices, which coalesce into a massive form that covers the user's original body. The form is very large, increasing the size and bulk of the user by at least a foot, if not more, and granting the user the physical traits Brutal x2 and Stalwart x2. Furthermore, four long shadowy appendages sprout from the user's back. These four appendages end in rudimentary clawed hands that are capable of basic motor functions, but are incapable of wielding weaponry. Otherwise, they are the same tentacles as described in Arms of the Abyss, although they are considered extensions of the user and use their Traits. Thanks to these appendages, the user is granted an additional action at the end of the round, as per Black Metamorphosis. Lastly, you suffer no penalties from any sorts of mundane darkness and attacks deal an additional brawling damage a strike. 

Form of the Abyssal Beast lasts for one scene or one hour, but can be deactivated early by the user.

Date of Archival: 19-Jun-2019
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Fortitude 1
MET Mechanics:

Description: A Kindred utilizing this power has learned to harness the awesome power of his toughness and extend that to his mind.

Mechanics: The vampire adds 1 trait for basic fortitude, 2 for intermediate, and 3 for advanced or beyond. Defensively to resist mental challenges, this power is always active once learned even in torpor.

Date of Archival: 20-Oct-2023
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Quietus 5
MET Mechanics:

The Assamite power of Taste of Death can be a potent assassins tool of surprise.  However, it can often be the last blow used or one that takes some time.  By combining the arts of Celerity with Quietus; the Assamites Taste of Death becomes more potent and deadly when used.  As the Assamite literally spews much of their blood in a shower over their victims in a rain of acidy death.

System:  Once purchased this combination discipline is always considered active.  When an Assamite uses Taste of Death; this power now inflicts two aggravated damage per blood trait instead of one.  Additionally, the character may now spend up to their generational maximum of blood when using a Taste of Death in an attack.

Only Assamite Antitribu Characters May learn this Combination Discipline

Date of Archival: 24-Jan-2023
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Presence 4
Animalism 1
MET Mechanics:

This power allows you to track a being whose blood you have ingested for that specific purpose (activate this power at the time of ingestion). This power does not protect you from the supernatural effects of any blood you ingest.

Spend a willpower to activate this power and then expend 1-3 social traits. You gain 2 bonus traits in all tracking challenges related to the individual whose blood you ingested. Additionally, each trait spent allows additional tracking information. Each trait spent allows for the previous information as well.

1 trait gives you general direction
2 traits gives you an approximate distance
3 traits gives you an idea of the relative power level compared to your own; additionally, if you have a lore appropriate to the creature type you will know what type of being it is.

Cost: 10 XP

Date of Archival: 08-Sep-2018
Gangrel

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