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
Animalism 5
Akhu 3
MET Mechanics:

Cost: 1 Blood, Which must be spent from a Blasphamy Shrine
Challenge: Social \ Retest: Subterfuge
Duration: Instant

Animalism 5: Drawing out the Beast
Akhu 3: Path of Anubis: Voice of Command

This power targets Equipment only; therefore is only subject to other powers or items which protect equipment.
 

When on the verge of Frenzy you may force the frenzy upon a spirit held in bonds as opposed to another target.  If successful, the Spirit "Frenzies" Shattering its bonds which contain it.   The spirit is then free to act normally there after; or be effected by others normally.   While the spirit is not required to attack the holder of the fetish (as per a broken activation test) it is an option the spirit has, (at ST discretion.)   The Spirit will not "Automatically" attack the invoker of this power, due to its use.

This power is Subtle in its use, much like other powers of Animalism and Akhu.   It is not overt or obvious unless being directly being observed and they know what they are "looking for"

 

The Challenge is against Triple the rank of the Fetish (note, Fetishs are only ranked 1-5 thus Minimum of 3, maximum of 15)  The Fetish gains a single free retest to not be destroyed.  The Invoker has as many retests as allowed by local House Rules.

Date of Archival: 27-May-2016
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Dementation 3
MET Mechanics:

Rummage Sale

Dementation 3 (Eyes of Chaos), Auspex 2 (Aura Perception)
 
Auction houses, libraries, antique shops, rummage sales... Sometimes, you need to figure out which objects in a random assortment of junk are the particular objects you'll need later. By combining the Malkavian's ability to read into chaos with the ability to view auras, this power allows the vampire to do a visual scan and identify objects likely to be plot-relevant. Even if non-magical in nature, objects that have significance in some way will give off a faint aura, allowing the Malkavian to identify such objects, even in the midst of dozens more.
MET System: Spend a turn focusing on the area in which the objects are located, then make a static Mental Challenge (difficulty determined by the Storytellers). Upon a success, any and all objects that could be considered plot-important in that location will be revealed as such. Upon a failure, the Malkavian becomes entranced by the patterns of Chaos (as per Eyes of Chaos failure). This power retests with Enigmas. Note: Even the successful use of this power does not guarantee such an item will be revealed, as there may simply be none at that location. All results are at Storyteller Discretion, though they are encouraged to be creative.

 

Date of Archival: 28-Apr-2018
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 3
Obfuscate 2
MET Mechanics:

The Toreador Antitribu are no strangers to fear and its uses. This power is useful for beginning a campaign of fear within a domain. With a few words of worry and dread and a single, unwitting subject, a vampire with this power can spread fear among a populace without appearing to be a rumormonger.
System:  The character may spend 1-3 Mental trait to activate this power.  For each trait spent the character may present to the storyteller something they want to be picked up by others using the Contacts Background.  This may be any rumor they desire to spread.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Celerity 3
MET Mechanics:

Requires: Ihai Creation Ritual
At times a vampire may need to move as directly and swiftly to an opponent as possible. Buddhist vampires learn to harness their spiritual strength within and their connection to objects with Auspex and Speed of Celerity to stick to a surface for a time being.  As long as the vampire keeps moving they can avoid nearly any obstacle and run along walls or ceilings.

System: Spend 1 willpower to activate this power for the next scene or an hour.  While active the character may move along walls and other surfaces without any penalty or for any distance as long as they keep moving.  The vampire will be able to walk along any wall or surface as if it was as sound as the floor naturally.

Date of Archival: 27-Mar-2019
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Protean 3
MET Mechanics:

Using your mastery of Presence, and your control of Protean you can divert people from entering the area where you melded with the Earth. By spending one additional Blood and one Willpower when you Earthmeld, your project an Intimidating feeling that encompasses the a radius of 20' from where you are interred, making no one want to approach the area. To be able to enter, the person must spend a Willpower, then enter into a contested Social challenge. Retesting Leadership or Willpower to break through the effect.

Date of Archival: 02-Feb-2015
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 5
Protean 3
MET Mechanics:

Using your mastery of Presence, and your control of Protean you can divert people from entering the area where you melded with the Earth. By spending one additional Blood and one Willpower when you Earthmeld, your project an Intimidating feeling that encompasses the a radius of 20' from where you are interred, making no one want to approach the area. To be able to enter, the person must spend a Willpower, then enter into a contested Social challenge. Retesting Leadership or Willpower to break through the effect.

Date of Archival: 07-Feb-2015
Brujah , Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Protean 3
MET Mechanics:

The Gangrel can conceal ordinary ghouled and otherwise mystically-linked animals on their person in the form of tattoos, untouched by time or biological need until they are awoken and released, which removes the tattoo.

System: Spending 1 Willpower prepares your flesh for a single turn, allowing your ghouled, blood-bound, or other mystically-connected animal companions to assume the form of a tattoo in their vague likeness on your skin, or to tear free and resume their normal form. These animals can be no larger than the Gangrel themselves, nor can they be a fully supernatural, animal-like creature such as a Bygone. The Gangrel can contain a number of such animals in tattooed form equal to their permanent Willpower, though the animal must be a willing guest in the Gangrel's flesh and as with Animalism 1, a swarm of small creatures such as insects or bats could count as a single animal.

While in tattooed form the animals are in a sort of timeless, suspended animation, requiring no sustenance to maintain themselves, though they remain subconsciously aware of the Gangrel's desires and intentions. During any turn in which at least one animal tears itself free from the Gangrel's flesh, the character suffers a single level of unsoakable lethal damage that cannot be reduced or negated, even with Fortitude.

If an animal's tattoo is destroyed through sufficient damage or some other effect, the animal is instantly destroyed as well. This transforms the tattoo into a permanent scar that can never be physically healed or removed, even by powers such as Vicissitude, Biothaumaturgy, and the like. Specifically attacking a tattoo requires both intention a successful physical challenge, followed by two Simple Tests. If either Simple Test is successful, the tattoo is hit, and accumulating two lethal damage will destroy it.

Should the Gangrel die, any animals currently in tattooed form tear their way free moments later and flee to the four corners.

Date of Archival: 18-Sep-2025
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Fortitude 4
MET Mechanics:

Description: Some Nosferatu Enforcers draw their inspiration from the smallest of underground denizens. Taking their knowledge of the protective exoskeletons of insects, these Nosferatu have learned how to create armor of their own. When using this power, the user forces their blood out through their skin into a hardened exoskeleton. This fearsome manifestation of Beast and Blood grants the vampire a temporary armor.

Mechanics: The user expends a Willpower and a number of blood (up to a max of 3) to activate the power. The blood used then pools over the skin of the vampire for the number of rounds equal to blood spent and hardens into a chitinous armor. Each blood spent in this fashion offers one health level versus physical damage types (but not fire, sunlight or magical sources) and acts similar in fashion to a ballistic vest in that clothing can be worn over it. Blood spent on this power during combat forms armor at the end of the round. The bulky nature of the armor does not allow for armor to be stacked with the use of this power. It is an obvious breach of the Masquerade unless hidden by powers like Obfuscate, etc. This armor lasts for a scene, an hour, or until destroyed. If destroyed, the user may make the same expenditures and time to reform the armor.

Date of Archival: 08-Mar-2017
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 3
Potence 3
MET Mechanics:

Sanguine Armory:

Cruscitus 3 Potence 3

10xp

By expending blood traits the user is capable of creating a weapon out of their own blood. The weapon lasts for a scene and can be bloodied and altered as normal. The user may employ multiple uses of this power at a time, weapons appear when the blood is expended, as blood seeps out of your skin evaporating into the air only to be crystallized into a weapon within your grasp. Weapons created in this process retain their normal Dark Epics or other source book stat block. When the scene in which these weapons are created ends or an hour passes, whichever is first, the weapons fade into sand that becomes inert and unusable for anything mundane nor magical, making them unable to be used for thaumaturgical purposes.

1 Blood: Small Weaponry such as Daggers, Shortswords, Knuckles
2 Blood: Medium Weaponry such as Broadswords, Spears, and Small Axes
3 Blood: Large Weaponry such as Axes, Greatswords, and Scythes

Note that these weapons are made from blood, so they can never receive the staking special. Also these are examples of weapons but the full extent of what this combination can create is up to the ST's

Date of Archival: 02-Feb-2021
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Presence 3
MET Mechanics:
Members of the Diamond Thunderbolt are often closer then blood. Its members seek true
enlightenment through sex and sharing of blood in vampiric orgies. As a result its members have
developed a technique to pull upon the enlightenment they gain through these acts. By drinking
blood and sharing it among its members they develop a deep connection similar to the Valuderie.
Through this Tantric blood and sex can its members truly connect with its other members and
ascend towards Nirvana. The members of the Diamond Thunderbolt can feel each other at all
times because of this connection and even in times of desperation pull upon the gifts and arts of
the other members after drinking their blood.
 
System: The first part of this combination discipline is considered permanent once purchased.
Those who partake in the rituals of the Diamond Thunderbolt can sense automatically the
emotions of other members, even at any distance, and can feel the other’s physical pain,
pleasure, or peril. The second part of this combination discipline requires the expenditure of a
Willpower trait to activate. When in the presence of another member of the Diamond
Thunderbolt you may spend 1 willpower trait to use one of the disciplines possessed by the other
member in line of sight as if it was your own. This a one for one cost basis. Each use of
another’s discipline requires the expenditure of a willpower trait. In addition to be able to call
upon this aspect of the combination discipline they must have at least one blood trait of the other
vampire in their system to call upon their disciplines.
Date of Archival: 22-Jun-2017
Lasombra
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Potence 3
MET Mechanics:

Fluff:
By calling upon your beast as a weapon you have a terrifying ally in battle, but at a cost. The kindred allows his beast to rise to the surface enhancing their strength. While the beast will give the Kindred enhanced physical prowess it also allows the beast to take control more easily.

 

Mechanics:

By spending a willpower trait the character wakes his beast up and calls on its power for a scene or hour. While active the character will do one extra damage on all unmodified brawl or melee attacks. However, the kindred is also down two self-control traits and one conscience trait while this power is in effect.

Date of Archival: 21-Oct-2021
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Protean 4
Potence 2
MET Mechanics:

The Gangrel bearing this power has learned how to summon forth jagged scales.  These scales only manifest when the Gangrel is using their fight form, but it makes it a truly terrifying form to behold.  Additionally, due to the appearance, without some form of disguise or uses of Obfuscate, the modified form will clearly be a breach of the Masquerade.

To enact this power, the Gangrel must spend an additional blood when shifting into their fight form via Protean: Shape of the Beast.  This cost is in addition to any extra blood spent to expedite the transformation.  Activating this power is optional, they may still use Shape of theBeast without activating this enhancement.  However, if they do so and wish to then add the benefits of this power, they must reactivate both Shape of the Beast and this power.  Once activated, the Gangrel receives several benefits:  first, due to the increased durability, they gain the bonus Resilient x2.  Additionally, they receive 3 bonus Healthy health levels.  While in this form, anyone attempting to grapple them, makes a static physical challenge after a successful grapple against the Gangrel's traits, retesting with Brawl.  If they lose, they take a lethal damage as they are stabbed by the sharp scales.

The grapple damage would only be once, when the initial grapple happens.

Date of Archival: 05-May-2015
Gangrel, Gangrel

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