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: 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
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

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