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: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Chi’iu Muh 4
Equilibrium 4
MET Mechanics:

By embracing the transformative power of Equilibrium and the Purifying might of Chi'iu Muh, a Wan Kuei uses their dharmic growth to fulfill their spiritual duty. For those capable of seeing the flow of Chi, the effect is truly spectacular.

By spending one Yin and one Yang Chi, the Wan Kuei's focus narrows to a single target. If the Wan Kuei makes a successful attack on most opponents within the same scene of the expenditure on the target, the additional damage dealt is equal to the Wan Kuei's dharmic rank.

However, the Wan Kuei are meant to combat the forces of the Thousand Hells and their agents, and in doing their purpose, this technique truly (often literally) shines. If used against the forces of Yomi and their agents, as well as other infernal creatures, the Wan Kuei's attack deals an additional level of aggravated damage. A direct agent of Yomi loses supernatural tempers equal to the Wan Kuei's dharmic rating as the forces of Heaven and the Hells clash in a cataclysm of prismatic light (often resulting in spectacular color for those with Chi Sight active). A character struck with this attack makes a simple challenge or suffers Blind Fighting rules until the end of their next action.

Date of Archival: 10-Dec-2025
Kuei-Jin
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
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 2
Potence 4
MET Mechanics:
Description: Over the years a Gangrel can learn to control your body can turn fog, merge with the earth or mold it in other shapes. Lamprey's Might, is the ultimate control over the shape of your veins. Is possible expands them, causing them to double the size, causing a warped look at his body. Your body seems to be totally glowing, blood flows through you would see its, strengthening your muscles and raising your body temperature, making it appear like a human.
 
System: The Gangrel held a contest against 10 physical characteristics, retest with survival. If success, your veins dilate, transferring 4 (Four) blood traits from you blood pool to your muscles, giving to you 4 (four) additional physical traits, may exceed the limit of the generation and remained for the next hour or scene (which finished first). Can not activate any other form of protean that changes your body simultaneously (Vicissitude, Obtenabration, Protean x 4, etc). If active, the last power actived overwhelms the old one. To renew this power for the rest of the night, need spent a temporary will power trait. When you activate this power, the Gangrel won the repulsive negative attribute for the remainder of the night, which is cumulative, gathering at a maximum of repugnant x3, but you can not add up the benefits. The use of this power is limited only by the amount of blood, in your blood pool, available for activation.
Date of Archival: 22-Feb-2015
Ventrue, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dementation 3
MET Mechanics:
NAME: Langue de la Lune
CUSTOM CONTENT CATEGORY: Combination Discipline / Technique
XP Cost: 5
CUSTOM DISCIPLINE REQUIREMENTS: Requirements: Auspex 4, Dementation 3, Awareness 3, Enigmas 3, Malkavian: Malk Time 3
 
This trick was created by Ahtram Cockroft, Cassandra Montenegro, Ladslaw Marjorie and Zack, the Jack. Anyone learning this Combination Discipline must be able to trace their learning back to any of them. 
 
Langue de la Lune is a secret language created by a Malkavian group to communicate between themselves. It was designed from a specific set of skills and perfected through the link shared by Clan - Malkavian Time. In the ears of those who do not know the language it sounds like an alien type of communication, extremely chaotic and so complex that it becomes impossible to be understood or deciphered, even by those of the blood. 
 
Langue de la Lune do not dwell on syntax rules similar to existing languages, since it involves such chaotic factors that mundane and/or non-enlightened minds could not be able to decipher. In fact, it is a set of strange words, creepy sounds and even feelings broadcasted through the Cobweb that form the entire collection of pieces of that language.
 
Also, only those touched by both madness and Dementation are able to decipher Langue de la Lune. In particular, a character never have a higher rating in the Langue de la Lune than its current level of Dementation.
 
Game Mechanics: Expend a Blood Trait and makes a static Mental Challenge versus 7 - number of derangements (permanent + temporary), retesting with Malkavian: Malk Time. If successful, you enable to speak and understand altogether Langue de la Lune during the scene.
Date of Archival: 04-Nov-2018
Malkavian , Malkavian

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