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: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Celerity 3
MET Mechanics:

Combo-Discipline: Focused Might

Creator: Gil, Clan Nosferatu

Home Chronicle: Carpe Noctum

Combo Discipline: Focused Might

Cost: ?

Requirements:

Base Disciplines:  Potence (Level 4) and Celerity (3)

Abilities: Minimum of 6 points in Brawl, athletics, meditation, or similar abilities

 

Activation Requirement:

Normal activation: One full turn in concentration to prepare.  One blood point to activate celerity.  The action goes off on the alacrity action of the next turn

Alternate: One Willpower and one blood point to activate it during the current turn’s alacrity action

 

Activation Affect:

Allows the user to attempt an open handed strike against a target with the flat of the hand/palm.

 

Limitations:

The strike cannot be used in conjunction with a weapon or to throw an object.  It is intended to be a specific martial arts move.

The user loses all Celerity follow up actions regardless of success or failure       

 

Mechanics:

After activation the using player will declare, “I am potently striking <Target>”

Bonus Traits: 1 bonus trait per level of celerity used

Damage:

Base:  One level of aggravated and one lethal damage due to the immense force of the strike

Bonus Damage:

1 lethal for each celerity follow-up action the user would normally have received

1 Lethal if the user has Potence 5

Date of Archival: 14-Aug-2016
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Auspex 4
MET Mechanics:

Throughout clan history, the Toreador have been gifted with great speed and enhanced senses. Through practice and training, a Toreador named Juno, known for his zealotry to the clan and combat ingenuity sought to combine the clans gifts. Through the practiced focus of the senses, this allows a Toreador to select a single opponent in combat and read their every move. This give the rose a superior advantage in reflexes, both evading and slipping through a foes defense. So focused does the user become on that opponent however, that they are less alert to any others in combat around them.

Artistically, this ability can also be used in certain types of performance or dance where it might be important to impress a single target of the audience. (In this usage it would grant a +1 to the performance ability against that target alone).

MET Rules: This ability costs one temporary willpower to activate and lasts for the scene or one hour. At the beginning of a combat round, a target must be chosen. The user gains three Physical Traits quick against the declared target. However, the user is down one trait against all other opponent's physical challenges that round. Only at the beginning of a new combat round can the target be switched. An additional temporary willpower expenditure is required each time the target is switched.

Used in an artistic performance or dance, it is ST discretion whether this would be appropriate or not. For example a stripper on a pole would work well, but not an orator giving a speech. If applicable, it grants an additional virtual level to the performance on that target only. The performance level may not cross above generational maximum. ( i.e. If normally it is danced with a performance level of three, that target perceives it as a four.)

Date of Archival: 04-Feb-2015
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Chimerstry 5
Presence 4
MET Mechanics:
Follow your Heart
Requirements - Chim 5, Presence 4
Exp Cost: 12
Spend a Willpower, enter a Static challenge against your base Social Traits (you're basically summoning yourself to the Permaniced item)
Retest investigation
Functions like a reverse summon, meaning, you won't stop trying to get to the Permaniced item until you are within a radius of 10 feet of it.
 
Since Combo's have this kind of stuff attached to them, I'd like to make it Faction: Cult of Lilith - Neophyte. This PC has never been a clan player, and plans on teaching no one.
 

 

Date of Archival: 18-Apr-2016
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy 5
Thaumarturgy Mastery of Mortal Shell 5
MET Mechanics:

Tremere Only Combination Discipline, must have a Binding Agreement with the Tremere Coordinator's office to have this combination discipline (or it can be covered as part of an existing Binding Agreement if in certain Tremere Secret Societies).

Requirements:
Hermetic Thaumaturgy Path - Movement of the Mind x5 (Tremere version only)
Hermetic Thaumaturgy Path - Mastery of the Mortal Shell x5 (Tremere version only)

Cost: 18 exp

This combination is a carefully guarded secret of House and Clan, only utilized by those who have approval from the Inner Council of Seven themselves. Of course, should a Tremere misuse this power or attempt to teach without permission, the Inner Council of Seven can and will execute their own sense of consequences upon the magi.

The user must declare a target that is within line of sight, make a grip-like gesture with one or both hands, and spend a single blood and temporary willpower to activate. Once activated, the user makes a contested Mental (User’s) vs Physical (target’s Stamina) challenge against the target. If successful, the target lifts into the air and is crushed (potentially to death).

At the start of each round thereafter, the target may make a contested Physical (Target’s Stamina) vs. Mental (User’s) challenge against the user to break free of the hold. For each round of being crushed, the target takes 2 lethal damage (soakable with Fortitude) and is completely unable to speak, breathe or move.

This requires the full focus of the user unless Dual Thought was activated prior to this power being used. The victim is unable to speak for the remainder of the scene or hour once affected by this power as their throat and lungs are forcibly crushed. This power prevents blood magic that requires a spoken component from being cast by the target for the scene or hour. As the target is also immobilized while being crushed, they are unable to use any powers or items that would require bodily movement or hand gestures. The target is also unable to utilize any physical disciplines or actions while under the effects of this power (excluding Fortitude for the use of damage reduction). If the target does not have any Fortitude, they are unable to resist the use of this power upon them. If the target is able to shift to a non-corporeal form (mist/fog/blood/etc), they may escape from this power, but are still affected by the loss of speech as written.

Date of Archival: 23-Aug-2022
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 1
Fortitude 1
Dominate 1
MET Mechanics:

You have unearthed a level of mental prowess unusual in vampires. Where others would find their mental abilities lacking, you redouble your efforts. By combining these disciplines a Cainite can refresh and fortify their mental capabilities, restoring all Intelligence related mental traits lost. You must restore all of them at once. Using Force of Mind 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 mental interactions. By spending a Willpower and a variable amount of Mental 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 Mental Traits in order to change how many Mental’s have been spent on the chart below (It is necessary to log how many Mental Traits have been spent for this power with a Storyteller).  This power does not prevent you from acquiring Negative Mental 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 Mentals 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 Mental 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 Mentalss 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
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

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