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: 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

G

Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 5
Thaumaturgy - Elemental Mastery 4
MET Mechanics:
Possession of a human, or for others an animal, is a known skill set among Kindred.  Some few have learned, through their magics, to transform their bodies in inanimate objects and through the marriage of these two skills comes the ability to possess inanimate objects.  The skilled kindred may possess any inanimate object that is slightly larger than a man, such as a large man-shaped statue. 

Once possessing the object, the Kindred may move / control the object in the same way that it would normally moved (a motorcycle could drive, a wheel barrow could roll) as well as animating it in a fashion similar to Animate the Unmoving (chairs could walk as could statues or dolls).  The Kindred may spend Mental Traits as per Possession to utilized disciplines.  Should the Kindred spend enough Mental Traits to utilize Dominate, he may also speak via the object though and may be able to utilize Dominate should the object have features that mimic eyes sufficiently (a motorcycle with its headlight or a statue with their eyes would work, but a chair, unless it had a face drawn on it, would not work)
 

Physical traits would be based upon the size of the object with the following guidelines:

 
Small objects:  doll up to anything the size of a medium sized dog - 4 phys traits and 3 health levels
Medium objects: medium sized dog through 12-year-old child - 7 phys traits and 6 health levels
Large objects: man-sized through slightly larger than man sized - 10 phys traits and 8 health levels
Date of Archival: 19-Jan-2016
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Protean 2
MET Mechanics:

Protean is the all purpose survival tool of disciplines and the Gangrel clan has always been able to take its adaptability to new heights. Gecko Cling allows the vampire using it to flatten their fingers and toes out into thick pads with small "hook" like hairs on the underside. This allows the user to "stick" to walls, ceilings and other surfaces as if they were standing on flat ground.

System: Spend a blood to active Gecko Cling for a scene or hour. While active the vampire may move normally on walls and ceilings as if they were flat ground. Additionally, the user has five extra traits towards maintaining their footing or grip. 
Gecko Cling and Feral Claws may not be activated at the same time. Activating one power supersedes the other.
Date of Archival: 10-Nov-2017
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 1
Presence 2
MET Mechanics:

Forged in the battles of Gehenna and the Final Nights, some members of the Sabbat developed and discovered this unique ability.  By not fleeing at the sight of the ancients or turning from their sacred duty as Sabbat, the Cainite combines their arts of Supernatural Resilience with their own Presence to create an aura of defiance.  The cainite gains an ability to defy almost impossible odds and gains a slight edge against the ancients for a time.

System:  Spend a Willpower and a 1 Blood to activate this power for the next scene or an hour. Vampires of 5th generation or lower 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 (halved, round down).  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 there is of lower generation or not, that is simply an OOC mechanic.

Date of Archival: 21-Nov-2024
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Thaumaturgy 4
MET Mechanics:

According to Aristotle, a philosopher in Ancient Greece, "the whole is greater than the sum of its parts". This observation was adopted to explain human perception by the Gestalt psychology school of thought in the twentieth century. The Tremere have known this for centuries, and this combination power may be why.

System:
             The user spends a point of blood and a point of willpower to activate this power. By focusing his attention on those in his field of vision and maintaining concentration for a full turn, and spending one mental trait per intended target (per telepathy) the user can grant himself and those around him that he can see at the time of activation the benefits of Readiness (Focused Mind 1). If he chooses to spend additional mental traits in addition to the activation costs (from one to a maximum of three), he can add the benefits of Centering (Focused Mind 2) to the targets in the equivalent traits that he chose to spend during activation.
             The maximum number of individuals the user can choose to grant all the benefits of this power can be equal to or less than the value he has in the occult ability (maximum 5) and even in a crowd, he can choose exactly who will receive these benefits. This power lasts for a scene or hour or until the user leaves the target's presence, whichever comes first.

This power requires Path of the Focused Mind 4

Date of Archival: 17-Jul-2022
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 1
Potence 1
MET Mechanics:

This combo allows the Brujah to add their  Celerity rating with their  Potence rating when hitting for foe for distance. When Brujah spends blood for celerity

Date of Archival: 17-Jul-2024
Brujah

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