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: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 1
Auspex 3
Presence 4
MET Mechanics:
Fox Hunt:
Animalism 1
Auspex 3
Presence 4
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 a 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: 17-Jun-2019
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 4
Auspex 4
MET Mechanics:

Members of clan Malkavian developed this unique combination discipline to attack their victims and drive them even further into madness.  Those unlucky enough to be assaulted by a Malkavian with this power find their very will to live to driven away. Worse off, those who suffer from active insanity find its effects even more potent..

System: The Malkavian character spends 1 blood trait and engages the target in a contested mental challenge retested with Empathy.  If you succeed the target loses 3 temporary willpower traits and an additional willpower per trait per active derangement they have at the time this power is used.

Date of Archival: 23-Jan-2023
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Dominate 5
Thaumaturgy - Biothaumaturgy 2
MET Mechanics:

This combination technique allows the thaumaturge to use Animalism: Subsume the Spirit or Dominate: Possession on any Biothaumaturgical construct they have either created personally, or sufficiently studied with Thaumaturgical Forensics. Mostly animal constructs require Animalism, while mostly human constructs require Dominate. Truly bizarre combination creatures require both.
System: The Thaumaturge must spend at least an hour studying a construct they have not personally constructed. After studying a construct, the Thaumaturge may then possess a construct with Animalism: Subsume the Spirit or Dominate: Possession, along with appropriate trait expenditures to maintain Discipline use.
Any modifications other than Biothaumaturgy or similar Hermetic magic make a construct uninhabitable, causing this power to fail.

Date of Archival: 01-Mar-2023
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
{Combo w/in single Discipline} 1
MET Mechanics:

Requires Magic Resistance

There are some that can naturally resist magic. For those, this is only a minor benefit in the long run against blood mages and undead Necromancers. The kindred whom learns this power becomes a force of nature that reviles undead magi and juggernauts through their magic barriers as if it were nothing. The user of this power can literally shrug off any kindred magic thrown at them the same way a Gangrel or Ventrue shrugs of damage. However, there is a price for learning and using this power.

System: This power functions as advanced Fortitude Aegis. However, when using your Aegis you become immune to the challenge in which you utilize Aegis within.  Any further times you are targeted by magic that round, you are up an additional 3 traits in comparison of ties.  Examples include: if you activate Aegis while controlled by Movement of mind you regain control of your body, if you were Soul Stolen by Path of Bones your soul returns to your body, or if you have any fetishes or magical items made by blood magic they turn off and must be reactivated in a round this power has not been used in. This power must be used before the challenge is thrown.

Date of Archival: 05-Feb-2021
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 4
Valeren 3
MET Mechanics:

System: When interacting with an opposing majesty, the user of this power may spend a wp to ignore the requirement of politeness that majesty inflicts upon those in its radius. Upon spending a wp, the user's third eye opens and glows dark blue. While this power is activated the user may continue to roleplay as if unaffected by majesty. To interact with them in any manner that requires a challenge will still require the user to break the majesty (or majesty variant) 

Date of Archival: 28-Aug-2019
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 1
Dominate 2
MET Mechanics:

Possess Self-Control as a Virtue
Path/Code of Honor Requirement
In order to benefit from this combo, the character must either follow a path or possess a Code of Honor with the following (or similar) tenet
"fighting the Beast when you should not; not fighting the Beast when you should"
In place of making a Self-Control challenge to resist Frenzy, the character may relent and automatically enter Frenzy. For the duration of this
Frenzy, the character may treat their Self-Control (Including all sources that would modify the character's Self Control) as if it were Instinct,
allowing the character to "Ride the Wave" and all other benefits of possessing Instinct as a Virtue.
This combo may also be activated (Player's discretion) if the character would be forced to Frenzy without a Self Control Challenge, even if the
character did not relent to the challenge that would cause this Frenzy. For example, the character may attempt to resist Drawing out the Beast, fail
the challenge, and still activate this combo.
At the conclusion of this Frenzy, for the rest of the night, the character is treated as being one Self Control less for the purposes of Frenzy
Challenges or subsequent activations of this combo. The penalty is cumulative with each activation of this combo.

Date of Archival: 08-Feb-2019
Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 4
Celerity 5
Fortitude 2
MET Mechanics:

Sempre que estiver usando Velocidade do vento ( rapidez 5 ) o membro pode gastar um ponto de sangue adicional para ativar a fúria trovejante.
A furia trovejante cria uma carga de eletricidade devido a velocidade sobre humana, essa eletricidade provoca 1 nivel de dano letal adicional aos ataques
desferidos pelo membro ( gasta o ponto de sangue adicional ao da celeridade e cada ataque que acertar provoca 1 de dano letal adicional, dura ate o final do turno)
Pode ser feito uso de armas totalmente de metal enquanto este poder é usado.

Date of Archival: 29-May-2024
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Fortitude 2
Potence 2
MET Mechanics:

Your brawl and melee attacks come as a flurry of blows rather than a single strike to overwhelm your opponents.

Spend a blood and a willpower. For the rest of the scene all of your brawl and melee attacks come as a flurry of attacks and cause 2 additional levels of damage of the appropriate type. Additionally if you make at least 1 physical attack each action on the third attack and every consecutive attack action there after the wind from from your blows forces everyone within 3 steps of your target to make a simple test or be forced to take a step back.

Date of Archival: 03-Aug-2024
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Valeren 5
MET Mechanics:

One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles.  Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.

System:  The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs.  The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack.  Meaning Carrier attack powers may now work with Vengeance of Samiel.

Only Salubri Antitribu may learn this power

Date of Archival: 06-Feb-2023
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Valeren 5
MET Mechanics:

One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles.  Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.

System:  The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs.  The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack.  Meaning Carrier attack powers may now work with Vengeance of Samiel.

Only Salubri Antitribu may learn this power

Date of Archival: 06-Feb-2023
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 5
Temporis 5
MET Mechanics:

THIS CUSTOM CONTENT WAS DECLINED BY THE BRUJAH COORDINATOR IN SEPTEMBER 29th 2016

Mechanics: By spending one (1) Blood Trait and one (1) Willpower, the user gains a number of additional free retests equal to her Self-Control traits. Per Clotho’s Gift, she can use these retests on any mental, social, or physical actions. These retests can be combined with other retests, but must be used immediately after the initial challenge and before any other retests. Only one retest can be used per action. This power lasts for a scene or an hour. After the character uses her retest, she takes one level of lethal damage that may be tested off or healed through normal means.

Description: The user has combined the ability to exert immense strength and endurance with the ability to step out of time. Rather than fully removing themselves from the flow of time, through strength and endurance they are fluttering between it. Using this understanding of how time will flow, they are able to make minor alterations regarding actions taken against them. However, shuffling between the many timelines and possibilities takes a heavy toll on the kindred’s body.

Date of Archival: 05-Aug-2016
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Valeren 5
MET Mechanics:

The Salubri Antitribu are a bloodline of pure rage and malice. Hunted and scorned their entire existence; many attempted to cling to legends and myths of their long last clan. Many would say this art was one such long part of their Warrior history. However for the Furies that know it, the scoff at such claims. The Salubri, to them are long dead, gone, and failed. They wouldn’t have their named tied to such shame. To the Furies this art is a modern development created by them channeling their very rage into a potent weapon against the enemies of the Sabbat.

This Combination Discipline was developed as a means to channel their Furies rage into their weapons. By unleashing the fury of their beast a Salubri Antitribu screams a war cry in battle and pushes his rage into his sword. As the Salubri Antitribu does so his third eye glows a dark red and a steaming red mist seems to pour from his blade. This attack becomes extremely hard to avoid for the victims of it. Once more it causes the Salubri Antitribu’s blade to be able to nearly cut through anything no matter the toughness of it. When a Salubri Antitribu strikes with such an attack hands, arms, feet, all slice off the victim flying into the air in a shower of blood. As the Salubri Antitribu is showered in his victim’s blood his beast comes forward as the two almost become as one. While this can be a dangerous technique if used to often, it remains one of the most potent abilities of the Furies.

System: The character spends 1 willpower and engages his target in a Physical Challenge retested with Melee. On a win they may sever the intended limb from the body of the victim; in addition to the normal damage inflicted by the attack. Doing so results in the inability to use the severed limb and the negative traits Clumsy and Lame. A severed limb may be restored immediately after the expenditure of three blood traits per severed limb. This expenditure may exceede generational limits and may be done reflexively. If the victim is a mortal the severed limb is permanent unless a mystical form of healing is applied to it. The use of the discipline Aegis and other similar powers do not stop the severing of the limb even if all the damage is resisted.

Date of Archival: 15-Jan-2018
Salubri, Salubri

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