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
Presence 5
Dominate 5
Custom Discipline Requirements (Combination): Denial of Aphrodite's Favor
MET Mechanics:
Original Name of Combo: Ventrue Control is Absolute
(Presence x5 / Dominate x5, Self-Control x5, Denial of Aphrodite's Favor)
The possessor of this power will always compare traits in tests of presence or dominate. 
This means that if your opponent wins on ties (iron heart/perfect clarity) you will still compare traits. Also if the opponent has powers that would make them immune (Pavis of the foul presence/denial of Aphrodite’s favor) you will still throw at test and compare traits. Awe retests are still negated in this case and they are a retest not a separate challenge. 
Date of Archival: 18-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 1
Protean 4
MET Mechanics:
This Discipline costs one Blood Trait to activate and lasts for one scene. Any primarily slashing melee attacks such as swords, and claws will do one less level of damage for that scene, to a minimum of no damage. This is effective on all sources of slashing damage, including supernatural sources such as the claws of other Vampires, Lupines, and the like. 

 

Date of Archival: 26-Feb-2019
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Potence 3
Vicissitude 3
MET Mechanics:

It crawls beneath the skin

Fortitude 3, Potence 3, and Vicissitude 3

8 exp

While most flesh crafters have to know a bit about biology to use Vicissitude well, those that understand the kindred condition and their own autonomy are frightening indeed. This combo allows the vampire using it to hide modifications they have made on their own beings and shape them to appear to be 'normal' conditions, while maintaining the benefit they provide. Enhanced strength through flesh crafting just looks like bulky muscles or an exoskeleton is covered with a false layer of skin to look like huge sized person. The limit to this is the vampire's knowledge of the human body and their imagination.

System: To activate this power for the night the character spends both a blood trait and a willpower trait. For each level of medicine possessed by the character, they can physically mask one of his Vicissituded modifications and make it appear to be a merit, flaw, mixed blessing, negative traits, or some other less monstrous, more explainable option. The modifications continue to provide the same benefit while masked with this power. Obviously some powers, such as extra limbs, are beyond the scope of this power. For each modification hidden, the character will pick up a negative trait for the duration of the power as he has to move differently or has too much flesh pressed to one location. What can and cannot be affected by this power is at ST discretion.
The character may end this power instantly, at any time.
This power is not considered a form power and does not prohibit the use of any other powers.
Some examples of changes might be: Size (either variant) for the merit Huge Size, Exoskeleton for the mixed blessed Exoskeleton, Foot Pads as a bestial effect, Bulky as someone who is merely muscularly bulky.

Date of Archival: 05-Dec-2018
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 2
Potence 3
MET Mechanics:

Through the strength of Potence, the flesh crafting mastery of Vicissitude, and the knowledge of being hit in unfortunate places, a Cainite is able to take advantage of the most vulnerable part of any man (no not that) – the back of the dome. By concentrating on the power of Vicissitude in his fist before he strikes the back of the luckless victim’s noggin, his knuckle turns into a fine point that with the ferocity of Potence, delivers a very devastating attack.

System: To activate this power, the Cainite must spend a blood before he punches the target. He must be able to punch the back of the target’s head. Perform the necessary Physical Challenge to punch the target as normal and if successful, the punch does an additional three levels of damage. The attack must be a punch and cannot be used with weapons.

Date of Archival: 02-Mar-2021
Tzimisce, Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Animalism 3
MET Mechanics:
Keep the Peace
 
Often times, Kindred will find their Beast becoming enraged when they are presented with bad news.  Through a combination of the social mastery or Presence and an intimate knowledge of soothing the Beast, the user of this combo is able to create an effect that allows them to present bad news or upsetting information in such a way that it will not provoke the Beast's ire.
 
System:  The user spends one willpower trait and make a static social challenge against 8 traits (retest with Leadership) per person you wish to target.  If you succeed, the affected parties will be unable to enter Frenzy for the duration of the scene and only while in the direct presence of the user of this power.  This power only works in social situations such as meetings or negotiations.  If one of the people affected by this power are physically attacked or forced into a supernatural frenzy (such as being targeted by Animalism: Drawing out the Beast), then the power will not shield them any longer.
Date of Archival: 16-Sep-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Vicissitude 4
MET Mechanics:

The Bratovitch family is known for both their strong sense of loyalty as well as their ferocious outlook on life. This ability was developed by Vladimir Rustavich's personal lineage to highlight this ferocity and bring about an advantage to the truly violent nature of the Bratovitch while distilling out the crutch of sorcery that has taken over much of clan Tzimisce.

Systems:
Once this Combination is learned it is considered to always be active.

The Bratovitch's zulo form has become more monsterous and violent than normal. When activated, their Horrid Form possess Ferocious ×3 in ADDITION to the normal benefits of the power.

The Bratovitch are known for their mastery over breeding and being in touch with their animal natures. The Bratovitch may call for a free retest on any challenge using the Animalism Discipline. They may use this retest a number of time per night equal to their level of Animalism.

Drawbacks:
This Combination Discipline may only ever be learned by those of the Bratovitch bloodline, revenant or vampire.

While in possession of this Combination Discipline, the Bratovitch may not learn Koldunic Sorcery. Should they choose to learn Koldunic Sorcery, they will immediately lose this Combination Discipline

Date of Archival: 29-Apr-2020
Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Presence 3
MET Mechanics:
Using this power the kindred endears the target's very beast to him.  This power augments the power of Entrancement.  Upon declaring your target for an entrancement you must spend a willpower.  If the power is successfull the vampire that used the power is now considered a "loved one" to the target of this power in the event that he is placed in danger.  This power lasts until the Entrancement ends.  While this power is active the target cannot attack the power user even when frenzied.  As with normal entrancement the power ends if the user attacks the target.
 
To clarify, this power does not bend the will of the conscious mind but instead ingratiates the beast of the target to himself.  For the purposes of role play the target should act as no different than a routine entrancement.  This power is subtle and hard to detect as anything other than an entrancement.
Date of Archival: 28-Nov-2017
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 1
Thaumaturgy 5
MET Mechanics:

Requires Advanced Movement of the Mind

Effect: As one of the few Clans with none of the Physical Disciplines at their innate disposal, the Magi of Clan Tremere are often extremely vulnerable when they find themselves attacked in close combat, especially given that most Tremere focus on their Mental prowess over Physical. This technique allows such physically frail Tremere to defend themselves against conventional attacks by covering themselves in a telekinetic bubble.

System: Spend 1 Blood. For the rest of the scene, when the user of this technique is the target of a physical attack (Bullets, Blades, Claws, etc.), they may choose to bid a Mental Trait instead of a Physical Trait in defense. If they choose to do so, they defend using the trait pool they would use when utilizing Movement of the Mind: Control, and retest with Occult rather than Dodge or other traditional defensive abilities. Note that as the Tremere is bidding a Mental Trait, they do not gain any benefits from Celerity or other Disciplines/Techniques that amplify physical defensive ability. Furthermore, while the Tremere's mind is the source of the defensive power, attacks against their Kinetic Barrier do not count as 'Mind-Affecting', and as such this power does not benefit from powers/effects that provide resistances specific to mind-affecting powers.

This Combination Discipline requires Tremere Coord Approval to be learned by anyone other than Camarilla Tremere.

Date of Archival: 03-Sep-2025
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 1
Serpentis 3
MET Mechanics:

A tongue-in-cheek reference to Ventrue and Setites who have found common grounds, this discipline draws upon the particular legacies of resilience of both clans to make it's possessor nearly impervious to the Serpent's birthright; toxins.

Any time a kindred possessing this discipline is affected by the deleterious effects of a toxic substance such as poisons, venoms, or toxins, those effects are negated at the end of the scene as the kindred's body adapts and produces anti-bodies.  In addition, the kindred may reflexively spend a blood trait when such a substance enters their system to adapt immediately, ignoring the effect of that substance for the rest of the scene.  In the case of supernatural substances, their unique nature means that this expenditure will protect the bearer from a single source of the toxin, such as all the extract gathered from one crop of a supernatural plant, or the repeated poisonous bites of a single Naga.  In the case of disciplines that have multiple levels which would fall under this immunity, each power of the discipline (I.e. level 1, level 2, etc.) Is considered a different source for the use of this power.

Date of Archival: 22-Apr-2015
Ventrue, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Presence 4
MET Mechanics:
Kings Blood-
Requirements: Dominate 4, Presence 4, Denial of Aphrodite's Favor
 
King's Blood takes the resistance to outside coercion facilitated by Denial of Aphrodite's Favor and enhances that defense to affect Dominate.
 
Effect:
Once it is bought, King's Blood is always considered to be active and the Kindred may not turn off it's effects.  While King's Blood is active the user automatically wins ties, regardless of current mental traits, when someone challenges him with a Dominate power (Basic, Intermediate, or Advanced).  Should some effect, such as wound penalties, cause the Kindred to always lose ties the two effects cancel out and mental traits are compared as normal.
 
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Date of Archival: 18-Feb-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Presence 2
MET Mechanics:

The followers of Caine are known as Noddists for they are scholars as well as diablerists.  They seek the hidden knowledge and secrets of Caine in hopes of strengthen their own personal power.  This combination discipline was developed by the Noddists to help them in those efforts.  By tapping into their own memories, heightening them and focusing them, they gain an edge over others.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour.  During this time the character gains a number of bonus mental traits in all challenges related to Lore or the Occult equal to their level of Lore: Noddist ability.

This combination discipline only works if the character is on Path of Caine.

Date of Archival: 16-Dec-2022
Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Koldunic Sorcery 1
MET Mechanics:

As Per Mystic Sight in Guide to the Low Clans, aka Thaum Sight in the Tremere Clanbook

Date of Archival: 31-Jan-2015
Tzimisce, Tzimisce

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