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: 20XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 4
Vicissitude 4
Custom Discipline Requirements (Combination): Instantaneous Transformation
MET Mechanics:

Although visually this power can be confused with "Shape of the Beast's Wrath", an attentive character could identify, as ST discretion, the clear relationship between the disciplines combination and the Horrid Form, as this last one with some "cosmetic" changes.

Master Splinter, a.k.a. Horrid Beast, was developed as a tool to increase fight power holding up the animal characteristics from Shape of the Beast in an amalgam to the monstrosity of Horrid Form, creating a biped battle horrid beast. This combination of discipline requires Instantaneous Transformation as a prerequisite, this power grants a catalyze effect that combines Protean and Vicissitude in this transformation combo power (according to MET: LoTN page 170, Vicissitude cannot be used when Shape of the Beast is active). The Cainite will assume a combat shape that implements the advantages of both the two powers of transformation, although it also mixes part of its disadvantages.

When the Master Splinter is active, the Cainite body wraps, changes and grows to a full eight feet in height, the skin becomes slimy and rubbery while the transformation takes place. Nails grow in claw shapes, sleek fur covers cainite full body and the face gets a snout, soon is possible recognize the physical characteristics of animal fight form from Shape of the Beast, as some animal behavior from it. Inlaid in the body, almost hidden by the long fur, sharp bony spikes protrude from bony joints, such as wrists, elbows, knees and back.

Game Mechanics: The player must make a Physical challenge against 11 traits - retest Survival - and spend the normal cost associated with the both shifts (one blood point for Shape of the Beast and two blood points for Horrid Form). If successful, the change takes three turns, summing the transformation turns of the two both powers. Failure indicates that the shift takes only the standard form associated with Instantaneous Transformation.

Successful transformation to Master Splinter grats to cainite:

  • Six bonus Physical Traits (as Horrid Form): Brawny, Dexterous, Enduring, Ferocious, Quick and Stalwart;
  • Two bonus Mental Traits (as Shape of the Beast): Alert and Attentive;
  • Three Negative Social Traits (as Horrid Form): Bestial, Feral and Repugnant;
  • You inflict lethal damage in brawlin combat and score an extra health level of damage on all such attacks (as Horrid Form);
  • Those unused to such sights Horrid Beast or at least Horrid Form may need to make a Courage test.

Also, cainite gain inability to speak (as Shape of the Beast) and gains no improved running speed, as this bonus granted by Shape of the Beast is based in a quadruped form. In Master Splinter form, you can use any of your normal Disciplines except Necromancy, Serpentis, Thaumaturgy and Vicissitude (the inability to speak may make Dominate difficult, of course).
Cainite remains in Master Splinter form until the next dawn, or until decides to change back.

Date of Archival: 15-Feb-2021
Tzimisce, Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Presence 1
Custom Discipline Requirements (Combination): Attunement
MET Mechanics:

Prerequisites: Attunement, Potence 3, Presence 1

Description: “This is too plain. It’s missing something. I got it! If I add some scrollwork here, and a splash of blue… Yeah, this will really make it look gorgeous!”
System: The crafter gains a retest on all challenges that use a craft they possess. In addition, this power allows a crafter to spend up to three social traits for additional bonus traits to craft an item, on a one for one basis. The item in question must be designed to be aesthetically pleasing for this benefit.

In MET, this power costs 9exp traits

Date of Archival: 04-Nov-2018
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 3
Potence 3
MET Mechanics:

Description: “His hands began to vibrate, becoming so fast that they stood still once again. Carefully, he took the metal rod, and as his hand moved along it, the metal began to flatten like it was a piece of soft clay.”
System: Spending a blood for a scene negates the need for a craftsman to use tools, so long as the task can theoretically be done with bare hands. All craft tests made while using this power are considered to be two traits more difficult. Alternatively, if this power is used while within the crafters workshop, the power is considered to be an additional assistant, with the same crafts levels as the user, not subject to normal limits. Additionally, if used in conjunction with the combination discipline Burning Wrath, this power makes the user immune to frenzy tests against all types of fire and reduces all damage done from fire by one, to a minimum of one, as the users hands are wreathed in fire themselves. This is an inadvisable combination for any project that may be flammable.
In MET, this power costs 9exp traits

Date of Archival: 07-Oct-2018
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 21XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 5
Fortitude 5
Custom Discipline Requirements (Combination): Mastering the Commanding Mind
MET Mechanics:
VENTRUE ONLY
 
Like Mastering the severe mind but the Ventrue decreases its generation in 3 (three) for comparison purposes only.  Only one “Mastering Mind” can be active at a time.
 
Duration: One scene or one hour.
Date of Archival: 03-Apr-2016
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Fortitude 4
Custom Discipline Requirements (Combination): Mastering the severe mind
MET Mechanics:
VENTRUE ONLY
 
Like Mastering the severe mind but the Ventrue decreases its generation in 2 (two) for comparison purposes only.  Only one “Mastering Mind” can be active at a time.
 
Duration: One scene or one hour.
Date of Archival: 03-Apr-2016
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Fortitude 3
MET Mechanics:
VENTRUE ONLY
 
Description: For countless years Clan Ventrue was known as Masters of Dominate. Recently the spread of Blood Magic have made this title hard to prove. In this search, Lucas Bonfim, a young Ventrue from Brazil, researched this powers to stand over the magicians of blood, and bring the Ventrue back to their place as Kings. He based his research on the lineage inheritance and this power cannot be taught to those whose blood does not come from a Ventrue Lineage.
 
System:Spending a willpower trait, the Ventrue can modify his generation for the purpose of uses of the dominate or combos using dominate and which are subject to restricted use by generation, as the discipline Dominate. Willpower spent for this does NOT count against the 1 willpower per round limit. The Ventrue decreases its generation in 1 (one) for a comparison purposes only. Spending an extra Carisma related trait and knowing the "Deny Aphodite's Favor" power, the Ventrue can colect the same benefits to the powers of Presence. Only one “Mastering Mind” can be active at a time.
 
Duration: One scene or one hour.
Date of Archival: 03-Apr-2016
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Dominate 5
MET Mechanics:

Cost: 1 blood and 3 mentals to activate
With this power the kindred can see through the eyes and hear through the ears of any construct they have created that is within 50 miles  as if it were their own eyes. They can see and hear clearly through all of them at the same time, similar to the power Read the Winds, but only with Magical Constructs the user of the power created.  This power works with creations like Power over Life (Conjuring 5), Homunculi, Cognizant Constructions, Stone Dogs and Razor Bats, and any other creature or crafted construct the bearer of the power has made.

Date of Archival: 18-Sep-2021
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Potence 3
MET Mechanics:

The Unifiers are well known for their skills and expectations of Obedience and loyalty from those beneath them.  This combination discipline was created by them to reflect this fact.  By combining their mastery of dominate with supernatural strength; few can resist their commands and power of words.

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 traits on all dominate challenges equal to their morality rating in Power and the Inner Voice halved (round down).

This combination discipline only works if the character is on Path of Power and the Inner Voice.

Date of Archival: 16-Dec-2022
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Potence 3
MET Mechanics:

It's one thing to bite someone in a fight. It's another entirely to tear away a chunk of flesh raw and bloody and potentially delicious.

System: During a round in which you have spent blood for Celerity you may as part of any bite attack tear away a chunk of flesh, increasing the damage by one level. While most kindred would need to spit this grim morsel out, individuals with the Cannibal merit or Nagaraja may swallow and regain one blood point.

Date of Archival: 05-Apr-2025
Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Visceratika 3
Potence 3
MET Mechanics:

Mayhem Motorcycle Mastery

XP Cost: 9xp

Disciplines required - Visceratika 3, Potence 3

Write up: Mayhem’s Motorcycle Mastery is the ultimate tool for the traveling member of Mayhem Motorcycle Club. With this combination discipline, the user of this power sinks into stone with their motorcycle, able to sleep mystically undisturbed within the stone. You must be touching stone or concrete and your motorcycle to use this power. You immediately begin sinking mystically into the stone or concrete, taking with you all of your possessions. Using this power protects you completely from daylight and allows you to sleep undisturbed. You remain unaware of what transpires around you, and indeed, you are not fully part of the material world at all. While in this state, you cannot move other than to exit the object at will. The only exception to this is if you have Visceratika level 5 - Flow within the mountain, in which case you then may move freely within the stone if you activate that power. While bonded with the stone, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the stone. Thus, you cannot be readily detected either physically or with spirits. If the stone you are fused with is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting out of the stone.  You must spend two blood and take a full round of concentration to activate Mayhem Motorcycle Mastery. This combination discipline is for any patched Anarch member of Mayhem Motorcyle Club that possesses the prerequisites to learn the discipline.

 
Date of Archival: 10-Jun-2016
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 3
Temporis 3
MET Mechanics:

Med Tactics

Fortitude 3, Temporis 3

6xp

Some abilities of the Changed have been shown to reverse the effects of time on a target. Med Tactics narrows the scope of that ability, focusing it on wounds to affect a sort of specialized healing ability.

System: The Kairos bids up to 5 Stamina-related Physical Traits and engages in a Physical challenge retested with Survival against a difficulty of 8 Traits, plus 1 Trait for each health level of damage currently on their target. If successful, the Kairos can then spend Blood Traits to heal damage on their target at the following rate: one Blood Trait for every two Bashing damage, one Blood Trait for every Lethal damage, and Two Blood Traits for every Aggravated Damage. Only a number of health levels may be healed this way equal to the traits bid in the challenge. If unsuccessful, the target suffers an unsoakable level of Lethal damage, as the temporal power directed at their wounds runs rampant, speeding their progress and tearing them open even further.

Date of Archival: 21-Mar-2020
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Obeah 4
MET Mechanics:

The healing of the Salubri bloodlines is spoken of in mystified whispers and is rumored to have the capacity to remove the scars left by even the harshest treatment of Kindred society.
Physical touch is required either near the wound or simply in friendship, but it must be consensual on the part of both the Healer and Patient or the discipline fails.

Each Blood Trait that the Healer expends "heals"* one point of a Physical or appearance related Social or Supernatural Negative Trait or Flaw.

Alternatively, the Salubri can provide counseling for a minimum of 10 minutes before spending two Blood Traits and making a Static Social Challenge with a difficulty of the subject’s base Mental Traits.

Success removes two points of Mental, Social, or Supernatural Negative Trait or Flaw.  For each additional 5 minutes of counseling and Blood point spent, another point of Flaws or Traits may be removed.

This cannot be used to remove clan/tribe/kith etc. mandated Flaws or Negative traits, but it can be used to suppress them for a night.

*The narrative of the power provides a story reason for characters to justify buying off Negative Traits or Flaws, it doesn't mean there is no cost to removing them.

Date of Archival: 04-Aug-2024
Salubri, Salubri

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