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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 1
Dominate 4
Obfuscate 4
MET Mechanics:

Mirror Mask

Obtenebration°+Dominate°°°°+Obfuscate°°°°; cost: 9 XP
 
Lasombra are resentful of their inability to view their own reflections, and this often leads them to cruelty or downright pettiness toward those who never lost this ability. This power allows the user to force their suffering onto another for a little while, either as punishment or to force someone to live with a small piece of the frustration they face every night.
 
Mechanics: Spend 1 blood trait and 1 willpower, then make a Mental challenge as per Dominate. If successful, the target gains the flaw Cast No Reflection for a number of nights equal to the user's permanent willpower.
Date of Archival: 11-Aug-2019
Lasombra, Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Obfuscate 4
MET Mechanics:

Description: An ingenious combat technique that uses subtlety and stealth. The user of this combination moves quickly to the point of creating illusions of himself to distract the opponent while hiding between them.

Duration: A complete scene or until it is discovered.

MET Rules: With the cost of 1 blood point, you create up to 5 illusions that move in the same way as you. The opponent must perform a mental test to discover the real you, retest by investigation or alertness. If the opponent fails, he gains the distracted negative mental trait x3. He can try to find you later, but as long as he doesn't find you will be entitled to the SURPRISE effect on every physical attack you make against your opponent.
NOTE: If the user of the combination is discovered by the opponent, the 5 illusions are undone immediately. The user will be able to use the combination again in the next round.

Date of Archival: 30-Jul-2021
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Thaumaturgical Countermagic 2
MET Mechanics:

Spend a Blood and a Willpower the power is active for 3 uses where the user cloaks themselves in Warding magic. This ability makes it so supernatural powers that are directed at the owner but normally are not contested vs the player become contested challenges of the appropriate category. Temper challenges become willpower challenges for the user of this combo vs the aggressors appropriate temper. Retests are whatever the power power would normally give, defaulting to occult if non are given.

Date of Archival: 25-Nov-2024
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 5
Animalism 5
Potence 5
MET Mechanics:

Some animals have a special ability to enhance the electromagnetic field they have internally, creating different uses for it, such as guidance, escape and even hunting.
With this power, Gangrel uses the properties of his blood to modify and enhance his body internally by stimulating, projecting and amplifying an electromagnetic field with his beast and expanding around him, leaving anyone who comes into contact with this field confused and stunned. Allowing the Gangrel to know if someone is following them and act accordingly.

System

The Vampire spends 1 point of blood and 1 point of willpower, to create this electromagnetic field around him, being able to change the size of the area hit within a radius of 5 meters around him, per point of power he has, allowing him to modify the size and intensity of the radius of action as desired.
People who enter the field's range of action lose 2 mental traits and remaining within the field leaves them dazed and confused, making it difficult to focus on following a target.
The electromagnetic field created can cause damage to electronic material assets,  at Sts discretion .
Only people who do not have a physical body within the field's range of action are immune to its effects.

Suggested cost 15xp

Date of Archival: 07-Jun-2024
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Protean 5
MET Mechanics:

Spend a willpower to activate the power for a scene or an hour. While in Mist form (costing the normal blood to change forms) you can communicate with other people in the area. To willing targets your mist form appears to form generic appearance. The form is still obviously mist in appearance and you still function as someone in mist form by the book (you have an idea of your surroundings, but not exact details, cannot be targeted by physical attacks, 1 less damage from non magic fire. etc). While in this form, mist talker allows those who you wish to hear your voice, as though the mist was speaking to them. Only the willing subjects of your choice can hear you. They cannot communicate back without speaking out loud, thus they can be heard by anyone else. Your mist form can take on a more detailed shape similar to mask of 1k through the spending of mental traits, though you will still appear as a mist version with those specific features. Because you are in mist form and only appear to have eyes to those who see you, you cannot dominate someone while in this form. This also means that others cannot dominate you either due to lack of eye contact. Because you are not actually establishing a full telepathic link with the targets no mental trait needs to be spent. An unwilling subject can be made to see and hear you by spending a mental trait and issuing a telepathy challenge. If won Mist Talker works on the target in addition to the telepathic link created. A telepathic link can still be created while in Mist Talker normally without revealing your Mist Talker form.

Date of Archival: 15-Apr-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 2
Placeholder for Combination Discipline 1
MET Mechanics:

Molten Claws 12 xp -

(Protean 2 and Burning Wrath.)
Cost 1 Blood and 1 Willpower to activate (this cost is in addition to the initial cost of Feral Claws or Burning Wrath)
Grow claws that emit a red glow.  
 
The brujah with this power is able to channel their passion through their claws enabling them to use Burning Wrath through the claws granted by Protean. This allows your unarmed attacks to deal 2 aggravated damage. (3 with Puisannce.)
 
Feral Claws or Burning Wrath MUST be active before this power can be activated. After one of the above requirements are met the brujah must then spend another blood and a willpower to activate Molten Claws. 

 

Date of Archival: 15-Dec-2018
Brujah , Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Fortitude 2
MET Mechanics:

By joining with the Black Clads in pursuit of the heartsblood of their enemies and their long buried secrets, a moment of triumph was experienced by those who participated. A character can never have more than on. They are: The Crusader’s Call, The Writhing Woods, This I Swear.

Coming from the line of Kings speeches and the ability to motivate others comes natural to them. Giving a speech to their subjects is all in a day's work to motivate them to do as they bid.

System: Spend 2 Willpower and give a convincing speech. All allies within hearing distance gain 2 free retests for the scene so long as they follow the Ventrue and their plan. This Combination Discipline may only be taught by Ventrue Antitribu and no PC may possess more than one “Moment of Triumph” Combination Discipline.

Date of Archival: 19-Nov-2021
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 3
Animalism 4
Auspex 1
MET Mechanics:

By joining with the Black Clads in pursuit of the heartsblood of their enemies and their long buried secrets, a moment of triumph was experienced by those who participated. A character can never have more than on. They are: The Crusader’s Call, The Writhing Woods, This I Swear.

The Fiends come from a long line of ruthless lords for whom the mountain, the forests and all who dwelled within knew to bend knee. This combination draws on a fraction of that legacy and allows the Tzimisce to modify living plant matter with the same terrifying efficiency that the flesh sculptors manipulate the flesh of their mortal stock..

System: Spend one Willpower and feed a plant a trait of your blood. Vissitude levels 1-3 may be used on the plant as though it were a living subject. The storyteller is the final arbiter of what an acceptable plant minion should look like but they should be able to take at least three steps on their action during combat, and have at least four physical traits and health levels. Larger pants, such as an oak tree can be expected to have much, much more. This combination discipline cannot be used in combat and doesn't combine with other Vissitude combos. This Combination Discipline may only be taught by a Tzimisce and no PC may possess more than one “Moment of Triumph '' Combination Discipline.

Date of Archival: 19-Nov-2021
Tzimisce, Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Auspex 2
MET Mechanics:

By joining with the Black Clads in pursuit of the heartsblood of their enemies and their long buried secrets, a moment of triumph was experienced by those who participated. A character can never have more than on. They are: The Crusader’s Call, The Writhing Woods, This I Swear.

To a Crusader, honor is everything. As long as the Crusader speaks the truth and only the truth, others believe him.

System: By spending a Willpower point, the Character can make every word he says bear the ring of truth. Listeners are not necessarily inclined to obey them or follow his suggestions, but it becomes clear that they speak the truth as they know it. The character using this Combination Discipline must speak the truth, as they know it and not hide or misleading details, or the Combo backfires and does not work no matter the generation. This Combination Discipline may only be taught by Ventrue Antitribu and no PC may possess more than one “Moment of Triumph” Combination Discipline.

Date of Archival: 19-Nov-2021
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Presence 5
MET Mechanics:

Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.

While most Ventrue prefer logistics and a more conservative approach to battle, there still remains the increasingly few who prefer to exist as shining beacons of courage and take to the field personally to see their enemies beaten.

System: At the beginning of combat, the Character may spend a point of Willpower to gain a number of additional Healthy health levels equal to the amount of personal status that the character has in the Camarilla. Positional Status, Loaned Status and phantom Status traits do not grant any additional health levels. While this power is active, the character may not declare Fair Escape. Furthermore, should the character fail a Courage Challenge for any reason, they immediately lose access to this Combination Discipline until the following dawn. This power remains active for the remainder of the scene. This Combination Discipline may only be taught by Ventrue and no PC may possess more than one “Moment of Truth” Combination Discipline.

Date of Archival: 28-Sep-2021
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Dominate 4
Fortitude 4
MET Mechanics:


Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.

The Curse of Caine is anathema to lupines and spirits, who believe that it causes one to stand outside the cycle and beyond the natural order. This Combination Discipline is proof of such and allows the Cainite to channel their unholy resilience in a manner that rejects the power of the spirit world, allowing the Cainite to shrug off their most devastating blows.

System: Whenever the character suffers damage from a spirit’s attack, whether charms, claws or otherwise, the character only suffers half damage, rounded down. If the character suffers damage from a spirit Fetish, they suffer damage normally but the Fetish deactivates upon resolution of the attack and may not be activated again for the remainder of the scene. The character is sensed as an Agent of the Wyrm to all powers that can detect it with no need for a challenge. This Combination Discipline is always active and may only be taught by Ventrue PCs and no PC may possess more than one “Moment of Truth” Combination Discipline.

Date of Archival: 28-Sep-2021
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Celerity 2
Presence 5
MET Mechanics:

Upon the demise of the Anathema, a moment of clarity came to those who participated. A character can never have more than on. They are: The Adamantine Spirit, The Worldstriding King, The Witty Repartee and Armor of the Ivory Warden.

The Ventrue are have a long, dignified history of resolving conflicts with words, preferring progress of the carnage that is all too common for more warlike Kindred. However, there comes a time when one must stoop to taking up arms against an adversary too dim witted to rise above their base thuggery. On such an occasion, the Combination Discipline is to help serve as a reminder to such thin skinned, audacious fools that duels too are the domain of proper gentlemen.

System: At the beginning of a round of combat, the Kindred spends a point of Blood and Willpower before they make a scathing remark toward their chosen opponent. For the remainder of the round, they receive a free retest on Melee challenges against them so long as no one else engages their chosen opponent with any actions. If the character has the higher ground, they are also up two traits on the first Social Challenge made against their chosen opponent that round. This Combination Discipline may only be taught by Ventrue and no PC may possess more than one “Moment of Truth” Combination Discipline.

Date of Archival: 28-Sep-2021
Ventrue

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