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: 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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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
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Fortitude 5
MET Mechanics:

With the expenditure of a willpower, the Kindred activates Majesty. With the expenditure of a second willpower trait, the Kindred can give up to 3 friendly targets inside his/her Majesty range an additional trait for all challenges. This trait cannot be lost. It fades immediately as the "Caster" drops his/her Majesty, as it is tied to that power.

Character must also have 6+ appearance traits.

Date of Archival: 06-Mar-2015
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Protean 2
MET Mechanics:

The character spends a Blood Trait and a Willpower Trait, focusing the unrelenting rage of their Beast into their fingertips. The Gangrel's claws ignite in an ethereal, smoky blue fire which gives off no heat, and cannot ignite fires or provoke Rotschreck.
System: The Gangrel's claw attacks become able to strike and grapple with opponents who have assumed immaterial or incorporeal forms, such as Psychic Double, Astral Projection, or spirits and wraiths manifested into the material plane, as if they were still wholly physical. As a result, Mist Form and similar powers also no longer offer protection against the physical assaults of the character. These Ghost Claws persist until the user puts them away or for the scene or hour.

Date of Archival: 23-Oct-2024
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 5
Fortitude 3
MET Mechanics:

Ghost Shirt uses some of the protecting power of Mist Form without having to sacrifice your physical form.  When active your body takes on a grayish white appearence and the edges of your physical form seem to blur or become unfocused and mist trails behind you as you move.

 

Mechanics: By spending a Blood trait and a Willpower Trait you are able to use some of the protective power of Mist Form without losing your physical form.  While Ghost Shirt is active you take one less damage from all incoming ranges attacks.  Further damage may be tested down with Fortitude as normal.  This power is active for a scene or hour, whichever comes first. 

(You must be able to trace your learning back to Joseph Hook in order to learn this combo.)

 

Date of Archival: 19-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 5
Fortitude 3
MET Mechanics:

Ghost Shirt uses some of the protecting power of Mist Form without having to sacrifice your physical form.  When active your body takes on a grayish white appearence and the edges of your physical form seem to blur or become unfocused and mist trails behind you as you move.

 

Mechanics: By spending a Blood trait and a Willpower Trait you are able to use some of the protective power of Mist Form without losing your physical form.  While Ghost Shirt is active you take one less damage from all incoming ranges attacks.  Further damage may be tested down with Fortitude as normal.  This power is active for a scene or hour, whichever comes first.

(You must be able to trace your learning back to Joseph Hook in order to learn this combo.)

Date of Archival: 22-Dec-2018
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 5
Assamite Sorcery - Dur-An-Ki 4
MET Mechanics:

Ghostly Prison

Sorcerer Quietus 5, Spirit Manipulation 4 (10xp)

The deathly nature of vampiric vitae is a powerful force of entropy throughout the many realms of existence. When coupled with the sorcerous ability to entrap disembodied entities in physical forms, it was simply a matter of time before this technique was developed by enterprising Assamites of the sorcerer caste, who were already accustomed to using their blood as weapons against the immaterial.

System: The Sorcerer spends 1 Blood Trait and makes a declaration that they are spitting at the dematerialized spirit or similar creature (Abyssal, Astral, Bygones, Daeva (Creatures of Smoke and Shadow), Demons, Djinn, Fallen without a Host, Umbral and Wraiths). The sorcerer engages the entity in a contested Mental Challenge, retest Occult. This can affect the entity even while it exists in another realm, though the user must be able to perceive such an entity before they can target it.

If successful, the entity calcifies into an obsidian statue resembling its former self and falls through the barrier between worlds to land at the sorcerer's feet. In this state, the sorcerer can question the entity within, though only they can hear it's answers.  This doesn't mean they are forced to answer the sorcerer's questions either and can indeed lie. It's up to the sorcerer to come up with their own means to discern the truth.

The entity remains suspended in this state either for a scene or hour, until the sorcerer releases it, or until the statue is broken. If the statue is broken the entity is forcefully returned to its realm of origin, regardless of where it was when it was captured.

At the storyteller's discretion, the powerlevel of the trapped Entity could cause the amount of time trapped to be adjusted

Date of Archival: 13-Oct-2020
Assamite, Assamite, Assamite

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