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: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 5
Thaumaturgy - Path of Blood 5
Thaumarturgy Mastery of Mortal Shell 5
MET Mechanics:
Description:
After reaching the ultimate understanding on how to control mind, body and blood, the vampire can force a target (vampire or ghoul) to temporarily disable one of his supernatural powers, such as a vampiric discipline power, a blood magic or even metadisciplines.
 
System:
The vampire spends two blood point, a willpower point and makes a mental challenge to the victim. If successful he must choose one activatable power he believes the subject posses. He may choose a specific Discipline level (such as Aegis, Summon, Heightned Senses, Eyes of the Beast, Dagon's Call, etc), a specific Blood Magic Power or Metadisicpline. Doing so, that specific power will be disabled for the duration of a scene or one hour, wathever comes first. The vampire doesn't need to know how that power works, he need to know the existence of that power through Lore or because he believes to saw the target using that power before. If the target passes the test, or doesn't have that specif power, he will remain immune to another use of "Obliterate the Night Gifts" for the entire night.
 

 

Date of Archival: 02-Aug-2015
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Animalism 3
MET Mechanics:

 Cost: 8xp

Occulta Dis

(Latin: The Hidden Push, Pushing the Hidden)

Auspex 3, Animalism 3

During particularly harrowing investigations, there are times when the investigator is made aware that he is being watched either via paranoia or outside factors.  It is in this instance that the investigator may psychically force his Beast to Quell those unseen who can see its face. This is a powerful force of will and the user has no choice as to which of the targets are affected.

Date of Archival: 18-Jul-2017
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 2
Obfuscate 4
MET Mechanics:

Octopus' Disappearing Act (Protean 2, Obfuscate 4) Exp: 9

A technique designed by Morgan Andros after watching an octopus escape from a foe far larger than itself.  As the black ink flooded around it's would be killer he realized just effective it would be against any foe that relied on sight to find it's prey.  A foolish revelation in hindsight but it lead to him developing a way to turn his blood into ink and spraying it from the mouth.

Mechanics:

In Water:  The Mariner spends a Blood and sprays ink from their mouth.  The ink spreads quickly and by the end of the round it has created a pitch black orb of roughly 3 yards in radius.  It lowers the traits of any test requiring line of sight by 2 traits unless one expends a dot of Blindfighting or activates an power that allows one to fight undisturbed in complete darkness otherwise granting use of Darkness rebid against them.  This sphere lasts the scene or 15 minutes.

On Land:  The Mariner spends a blood and initiates their desired target in a physical vs physical challenge, retest Athletics.  Should the Mariner be successful, they spray thick black ink into the enemy's eyes and the opponent is blinded till they spend an Action and perform a Static Physical challenge against their own base traits (retest Athletics) and succeed.  While the Ink is in their eyes it lowers the traits of any test requiring line of sight by 2 traits unless one expends a dot of Blindfighting or activates an power that allows one to fight undisturbed in complete darkness otherwise granting use of Darkness rebid against them. 

This combo can only be taught by Morgan Andros

Date of Archival: 03-Dec-2020
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Protean 3
MET Mechanics:

For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the 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 of the material world at

all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the

surface and showering dirt in all directions. You cannot act during the first turn that

you rise from the soil in this fashion, though if you rise up of your own accord (which

you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin. 

Date of Archival: 02-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Protean 3
MET Mechanics:

Anarch Brujah/Gangrel or Patched members of the SoO
Gangrel Coord Approved

For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the 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 of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujah, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.
 

Date of Archival: 31-Jan-2015
Brujah , Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 3
Fortitude 1
MET Mechanics:

Odin’s Ironhorse Entombment:

For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects youcompletely from daylight and allows you to sleep undisturbed. You remain unawareof what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.

Date of Archival: 18-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 3
Fortitude 1
MET Mechanics:

Odin’s Ironhorse Entombment:

For a traveler in the wilds and roads, Odin’s Ironhorse Entombment is an invaluable power. With this Combination Discipline, you sink into the bosom of the earth with your motorcycle, able to sleep mystically undisturbed within the soil. You must be touching raw soil and your motorcycle. Odin’s Ironhorse Entombment; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you all of your possessions. Using the power protects youcompletely from daylight and allows you to sleep undisturbed. You remain unawareof what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will. While bonded with the earth, you and your motorcycle remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If you patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally. You must spend 2 blood and take 3 full rounds to activate Odin’s Ironhorse Entombment. This combination discipline is for all Anarch and Anarch Gangrel, Brujha, and Patched in Sons of Odin. It will also Honor the Sons of Odin and my Sire Svidi the Ironhorse may he forever be blessed by Odin.

Date of Archival: 18-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 4
Fortitude 2
MET Mechanics:
A character with this Combination Discipline is possessed of a preternatural grace that is astounding to behold. When knocked down, they roll to their feet. The Brujah can leap, slide, swing on ropes and perform incredible feats of athleticism as easily as a fish can swim. 

System: Spend a point of Blood and a Willpower. For the remainder of the scene, the character may perform Athletics challenges made to perform stunts as a reflexive action. Furthermore, the character isn't impeded by unstable terrain when moving, sliding over the hoods of cars and climbing with the economy of motion they possess in an unimpeded sprint. They rise from prone reflexively. This Combination Discipline may never be utilized for the purposes of attacking and is intended to serve as a substitute for an attack action. Abusive uses of this Combination Discipline automatically fail at storyteller discretion.

Date of Archival: 10-Jun-2018
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 1
Fortitude 1
MET Mechanics:

This power is always considered active, but may be lowered at will.

When the PC possessing this combo kills someone and that person has been declared final death in scene the character may have a short rp scene. This cannot detect if someone has managed to fool others into thinking they have died and this combo cannot be used to save someone from final death it simply allows them to die slower and offer rp to those involved. This power also does not force anyone to rp only gives the option.

Date of Archival: 03-Aug-2024
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Fortitude 5
MET Mechanics:

To battle a character with this power is to face one meant to wade into waves of enemies as though they were nothing at all. They can fight long others would give up and remain hungry for more.

System: The character howls, shouts or otherwise cries out their intention to fight all enemies at once. For each opponent after the first, the character gains +1 courage and 1 level of damage reduction against all sources that are not fire and sunlight to a maximum of 4. The battle lust comes at a disadvantage though, they suffer a -1 penalty to resist frenzy and gain an additional Beast feature should they frenzy. Only Gangrel may learn this power and it costs 2 Blood and 1 Willpower to activate. At last for a scene or hour (whichever is shorter) and cannot be terminated early.

Date of Archival: 02-Feb-2025
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Akhu 5
Presence 5
MET Mechanics:

One Born Every Minute: Iron Facade, Majesty, Path of Corruption: Dependence

XP cost: 12

 

This power inverts Iron Facade and Majesty, projecting an image of helplessness, leaving the user susceptible to attack. Once successfully attacked, the user may reflexively spend 1 blood to invoke One Born Every Minute, forcing the target to make a Conscience test vs. the user’s permanent Subterfuge rating. If the target relents or loses the test (and the permanent Morality dot), they proceed with their new permanent Morality rating. 

 

If they win the test, they retain their Morality rating and must roleplay the consequences.

 

One Born Every Minute may be used against multiple attackers, but each target costs 1 blood. This power automatically fails against vampires with Conviction or in uncontrolled frenzy. It may only be used once on a given target per scene.

 

This power may only be used once per night on a target.

 

Date of Archival: 28-Jul-2018
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Obfuscate 3
Presence 3
MET Mechanics:
One of Us
 
Animalism 3 Obfuscate 3 Presence 3
 
9 experience
 
Mortals are everywhere. Kindred interact with them for many reasons: tools, food, even companionship. However, sometimes when a kindred gets out of touch with their humanity, it makes it hard for the vampire to be around mortals or more to the point makes it hard for mortals to be around the kindred. This power allows the user to be a wolf wearing sheep's clothing.
 
To use this power, the player must spend a willpower to have his presence mask and suppress the feelings mortals would have towards his beast. This power is only effective against non-supernatural mortal. For the purposes of detection, interacting with mortals, and general appearances the pc is treated as if they had humanity 5 for the scene or hour, whichever comes first. This has no bearing on anything other than the above mentioned uses, nor does it cause the pc to actually have humanity 5. The pc's humanity and any generation challenges are based on his true path rating.  
Date of Archival: 31-Aug-2016
Nosferatu

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