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
Celerity 3
Obfuscate 3
MET Mechanics:

Misdirection and confusion are powerful tools in a hunters arsenal. Drosmenech seems to enjoy sowing fear and confusion as much as he enjoys the hunt.

Mechanics:

Spend 1 Willpower, for the remainder of the scene, no matter what level of Celerity is employed the Cainite appears to be moving at a slow deliberate pace. As such, use of higher levels of Celerity are not a breach of the Silence/Masquerade. Despite appearance, they will move the appropriate distance, make the appropriate number of actions, etc for the level of Celerity activated. This power effects Movement/Stalking Only. This power ceases effectiveness once direct combat begins.

Date of Archival: 30-Sep-2025
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 2
MET Mechanics:

You strike fear into the mind of your victim, pulling an image straight from their nightmares and embodying it. Make an auspex challenge vs the current willpower of your victim, retest with investigation. If successful, the victim perceives you as the entity they fear most. This does not change the appearance of the Nosferatu for anyone but the target, though the Nosferatu knows what this entity is and is able to mimic it with a static mental test. While afflicting the target with their own fear they are down 3 traits on all challenges, and the Nosferatu also gains a free retest on all social challenges against the target. This affect lasts until the target leaves the Nosferatus presence.

Date of Archival: 15-Sep-2025
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Presence 1
MET Mechanics:

You burn with an inner radiance, wearing your heart on your sleeve, or exuding the virtue of your path. Those around you are bolstered by your beliefs.
Mechanic:
This power is always active as long as you have temporary willpower. If you run out of temporary willpower, the effect fades until you regain one. While this power is active you automatically win on any virtue challenge that you double the difficulty of.
Also, anyone within 10 feet of you gains +2 to any virtue challenge they engage in while in this proximity to you. The bonus of this aura affect can not be stacked by multiple applications of this combo power.

Date of Archival: 10-May-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Quietus 5
Auspex 1
MET Mechanics:

(Also requires Crafts: Tattooing ability) 

Description: In ancient nights when the Children of Haqim were seen as scourges of the other clans, the dark-skinned assassins would mark themselves to signify their warrior prowess. Through intricate lines and scrollwork an Assamite would ritually alter his body to tell the story of the enemies he had defeated, assassinations claimed, and battles won. Some marked themselves with the laws of Haqim or the very medallion of the clan. Others wove complex scenes of unmatched beauty that seemed to move along the very muscles they covered. This power harkens back to that long lost craft and can be used by a Child of Haqim to permanently tattoo the flesh of another vampire.

Mechanics: The Assamite mixes some of her blood with inks derived of natural sources (ash for black, lapis for blue, chalk for white, etc.) until a suitable substance is formed. Then, using a delicate blade, the artist begins the process of tattooing her quarry. This is often a long and painful process as the subject takes a level of aggravated damage due to the Quietus-poisoned blood. This damage is not soakable through use of disciplines and must be healed naturally. Unlike most damage, when this is healed the marks of the tattoo still remain.

 

Depending upon the intricacies of the image being embedded into the flesh, this process can take anywhere from one hour to several nights to complete. Anything that covers more than 1-square-foot worth of the target's body will do an additional level of aggravated damage per square foot of skin the tattoo covers. However, any piece of art of this size will obviously take quite a bit of time to finish, giving the target time to heal between sessions. If the artist decides to take her time in crafting the piece over multiple nights, she is up +1 trait on her crafts test for each night set aside towards this process, up to 5 nights for a total of +5 traits. While a larger piece may take longer than this to craft, the artist no longer gets bonus traits after that point. Crafts levels are decided as per normal house rules.

Due to the supernatural nature of these tattoos, the ink may at times appear to shift slightly causing the images to move ever so faintly on the body of the target. A banner held aloft may occasionally seem to almost flow in the wind or blood might drip from a knife blade. However, this is merely an illusory image as the ink stays still within the target's flesh.

This power belongs only to the individual who created it and should not be replicated by another PC or NPC.

Date of Archival: 01-Feb-2015
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 13XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Auspex 3
MET Mechanics:

A weapon and armor are considered to be an attack and defense equipment. However, some items are created so exceptionally that they convey a kind of defensive aura, which makes it more difficult to be transposed by any melee attack, either by obfuscating the attacker, intimidating him or, maybe emanating a feeling that makes the opponent realize it power and feel unable to act safely in combat.

System: Your weapon or armor has a kind of aura that conveys insecurity to enemies, every time you are targeted by a melee attack, you get a free retest that cannot be "cut" by the attacker. The Arcane Shield must be inserted during the creation of the melee weapon, shield or armor. It affects opponents within a radius of up to 3 meters, being useless against distance attack weapons. To be effective, your opponent needs to be fully aware, that means he can’t be in a frenzy. By producing a kind of aura, the effect works even in total darkness or against opponents who don’t see it. The effect of Arcane Shield is not cumulative, if used on a sword and armor, the effect is only applicable once. The use of this power is only defensive and cannot be used to attack or to cause any kind of damage. To insert the Arcane Shield in the item, the creator must win or draw a social challenge (can be retested with the ability “craft”) and 1 blood trait.

Date of Archival: 20-Aug-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Fortitude 2
Presence 2
MET Mechanics:

The vampire encourages his allies to fight on, giving them a radiating aura of purple and black.

Mechanics: The user of this power spends a blood, takes an unsoakable lethal and engages in a static social challenge against a number of traits equal to the number of allies he wishes to effect with this power, retest Leadership. Upon success, each other person chosen is granted an additional Healthy Health level and is awarded a free 'Inspired' retest on all Dexterity and Stamina retests for the remainder of the scene or an hour. This retest may only be used for defensive purposes.

Date of Archival: 05-Dec-2025
Anarch
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 2
Presence 2
MET Mechanics:

The Knights of the Sabbat are some of the most inspirational warriors of the sect. They hold to a dark code of honor and are the first to volunteer for battle. Many legendary knights have rallied their fellow Sabbat to Crusade and watched as their will was near insurmountable. This comes from this combination discipline developed by members of the path. Their master over their own mind and emotions makes their will near unbeatable.

System: A character with this combination discipline may spend 1 willpower trait to automatically win any single willpower challenge they have to make. This combination discipline may be used once per scene. This combination discipline only works if the character is on Path of Honorable Accord.

Date of Archival: 09-Jun-2025
Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Potence 3
MET Mechanics:

This power allows the wielder to give their social disciplines and combos to another regardless of generation. This power works as per inspire greatness.

Date of Archival: 08-May-2023
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 4
Potence 4
MET Mechanics:

The tattooist lights incense around the Kindred receiving the tattoo, then the tattooist uses a small fire to purify the needles, The tattooist utilizing the power quietus of baal's caress mixes that into the blood. Once this is done the ink is infused with the alchemical portions of both blood and the poison. Calling upon the strength needed to drive the ink deep into the subject's skin, it allows the alchemical creation to last on the Kindred permanently. The bonding of the alchemical solution to the skin of a Kindred is due to the acidic-like qualities via Baal's Caress.

Mechanics:

Effect: This combination power requires the target be tattooed (which can be the character using this combination discipline or another), which cannot be done in combat, and costs the character using the combination a temporary Blood and Willpower trait per use. This combo will allow the character being affected to gain up to three, bonus, named traits that can be bid and lost as usual. The character being affected takes double the amount of bonus traits in aggravated damage that cannot be reduced in any way. If the character being affected uses the power of Aegis the tattoos disappear along with the bonus traits. A character may only have one use of this power active at any time (Example: Greg the Gangrel uses this power to gain the Physical, Strength related traits Brawny x3. Greg cannot benefit from a second use of this power and also gain the social traits Alluring x3 or the Stamina traits Enduring x3). These traits are limited through a character's generational caps and do not bypass such limits. This power can only be used on vampires.

Date of Archival: 09-Mar-2023
Brujah , Assamite, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Fortitude 2
MET Mechanics:

The vampire exudes an appearance of being unbeatable, as if his fortitude is so intense that any and all attacks against him are futile. He becomes frightening to behold, an undefeatable bully and monster. Vampires of particular Generation (8th or lower) appear to grow taller and darker, whereas Vampires who posses Protean may appear to have skin made of stone or wood. (A combination of the two is possible.)
System: The character spends 1 blood and 1 willpower trait to activate this combination discipline for the next scene or an hour.  During that time the character gains a number of Bonus Social Traits to all Intimidation related challenges equal to their level of fortitude.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Potence 2
Obfuscate 1
MET Mechanics:

Intellectual Prowess (Auspex 2, Dominate 1, Obfuscate 1, Potence 2, 4 XP) - By focusing your mental faculties and calling upon the strength of your Blood, you can refresh your mind once a night. By spending 1 Willpower Point and 1 Action, once per night, this power operates as Potence: Prowess except for Intelligence-related Mental Traits.

(This replaces mental prowess due to the issue of allowing a trait refresh across all categories of mental traits)

Date of Archival: 11-Feb-2016
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Auspex 3
MET Mechanics:

Members of the Tremere clan are known for their intellect and wisdom.  Some members of clan Tremere have developed this combination discipline to focus their mind and senses into their mastery over the minds of others.  As they do so, their own mental fortitude and tapping into the wellspring of self-grants members of the clan great clarity and insight for a time.

System:  The Tremere spends 1 willpower trait to activate this power for the next immediate Mental challenge.  During that time the Tremere may add their Auspex discipline rating in Bonus Traits to their next Mental challenge. This combination Discipline may only be learned by members of the Tremere Clan.

Date of Archival: 01-Nov-2023
Tremere

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