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
Potence 5
Celerity 5
MET Mechanics:

Description: Sometimes, you just need to end a fight and take a gamble on one big attack instead of running out the clock. Fortunately, you have celerity and Newton's Second Law tells us that Force equals Mass times Acceleration!

Mechanics: When using Fleetness, or a higher level of celerity, you can sacrifice all your extra attacks that round and channel that speed into accelerating your primary strike, delivering one devastating attack instead of multiple lesser attacks. When you do so, you increase the damage by the total number of celerity attacks you sacrificed (if you gain two additional attacks from celerity it triples your damage, if you gain three additional attacks it quadruples your damage, etc.).

Restriction: This power may only be taught by someone who has both required disciplines in-clan. Because of the way this power functions, it can't be converted to work with Temporis.

Date of Archival: 24-Jun-2020
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Chimerstry 4
Custom Discipline Requirements (Combination): Beast's Communion
MET Mechanics:

When a vampire understands the beast, they can dig into its core and begin to bring aspects of it to the surface, using it to deceive the perceptions of others.

System: With a the expenditure of a Will Power and a static social challenge, difficulty 15 minus their Self-Control/Instinct rating, retest Animalism, the user may commune with their beast and enforce their deception. The beast’s deception cloaking the individual conceals rituals, active Thaumaturgy, alters one’s aura in such a way to conceal deception, emotional state, forms, derangements, and even creature type to a degree. This deception works against powers such as Aura Perception, Mystic/Thaumaturgy Sight, See the Reflected Form, and other such similar powers. While this power is active their aura reads as frenzied; rapidly rippling colors, but no other information may be gleaned.

Date of Archival: 18-Feb-2020
Ravnos, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 3XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 1
Animalism 1
MET Mechanics:

As vampires age their blood and beasts become more potent.  A trained vampire with this combination discipline can smell the very growing rot and decay of their vital organs and learn the true age of a vampire.  They need not even see the vampire, only be able to smell their presence to learn how old a vampire truly is.

System:  Whenever you are in proximity of another vampire you may make a static Mental Challenge retested with Investigation against a difficulty of your targets permanent Mental Traits.  If you succeed, you may ask the target how old they are as a vampire and get a truthful answer even if they themselves do not know the answer in character. This power grants you the knowledge of how old a vampire is.

Date of Archival: 27-Dec-2023
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Chimerstry 4
Custom Discipline Requirements (Combination): Sympathetic Agony
MET Mechanics:

The ability to lie is key to unlife. Deception, half truths, and variations of such are just a part of the night. Everyone has their own tricks and ways, but a wielder of Smoke and Mirrors has taken deception to an entirely new level. They may deceive not only someone interrogating them, but possibly even an entire room if the need arises. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.

System: This power costs one blood to use per target, and calls for a standard chim challenge (social, retest subterfuge) and lasts for a scene or hour. If successful, the user of Smoke and Mirrors may expend a social trait per deception to appear as they wish. This even causes physical ques (such as a finger bone turning black, bubbling blood, etc.). If the user has the optional pre-req, this power may be used reflexively in response to a power being used on them.

Date of Archival: 09-Jun-2025
Ravnos, Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Serpentis 2
Auspex 2
MET Mechanics:

While the abilities of both Tongue of the Serpent and Auspex allow most serpents to see perfectly fine in the dark; supernatural darkness presents its own problems.  As such members of the Serpent of the Light bloodline developed this combination discipline to use their snake tongue to see near perfectly in all forms of darkness.

System:  Spend 1 blood trait to activate this power for the next scene or an hour.  During that time you no longer require line of sight for any power or ability use as long as the target is within 10 feet of you.

Only Serpents of the Light may learn this power

Date of Archival: 06-Feb-2023
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Protean 4
Auspex 3
MET Mechanics:

Combining the powers of Spirit's Touch, and Shape of the Beast, a Gangrel with this power can literally sniff out the trail of a target.  The Gangrel must smell a track, or item from their target, and the leftover oils, skin cells, blood, etc. are absorbed into the nasal cavity of the character.

The Gangrel then makes a mental test against the target's physical traits.  If successful, the character then can follow the track of the target.  Supernatural creatures are actually easier to track, as they are rarer, and leave more of a trace.  It is important to note that this power is dependent upon the sense of smell.

The Gangrel gets a bonus to track corporeal, living supernatural creatures (Changelings, Changing Breeds) of +2.  Vampires being dead, and not leaving oils or much to trace, are tracked with a +1 bonus.  Wraiths can also be tracked, but only those that have left a physical manifestation (+1).

If an individual was obfuscated, it can throw off the track, and the Gangrel must make a standard Auspex v. Obfuscate challenge to keep the trail.  This power can also be fooled by Chimerstry.

The difficulty to find the target goes up after more time has passed. After a week, the difficulty increases by +1.  2 to 8 weeks, and it increases by an additional +1, after 3-6 months it is +3, and within 6-12 months the difficulty goes up to +4.  Beyond a year, and the trail is impossible to find.

The power may be foiled/spoiled by measures taken to literally cover tracks (vinegar, anise, etc.).  Said bonus to the target could gain is up to the storyteller.  Conversely, the tracker could get bonuses if the prey is particularly 'foul' or strong smelling (various flaws).

This power can only track one target at a time.

Date of Archival: 15-May-2020
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Dementation 4
Presence 5
MET Mechanics:

Social Disorder-

 

In a room full of vampires the right words can create total chaos. The user spends a willpower and defeats their target in social challenge. The user begins to speak to their target, and while they are speaking the no one may take an actions against the user as long as they speak and take no other action. At the end of the speech the target will enter into a frenzy, the target may spend a willpower to avoid the frenzy. If the target spends a willpower in this way they become subject of the second part of the power. The target then becomes compelled to provoke those around them into frenzy. This continues till the target is successful or the 10 minutes to remove themselves from the target of their frenzy has passed and they frenzy themselves.  Those that the target attempts to cause to frenzy may also spend willpower to avoid frenzy normally.

 

Date of Archival: 26-Jun-2016
Malkavian , Sabbat
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 1
Dementation 3
MET Mechanics:

Social Graces allows the kook to reset their social appearance by peering into and pulling an unused version of themselves from within the cracks of reality.
Mechanics: This power allows the kook to refresh their social attributes (beguiling, commanding, ingratiating, persuasive) once a night. Using social graces costs nothing, does not cost an action, and can be done at any time. This power functions like Prowess except that it affects the social attribute category instead of the physical attribute category.

Date of Archival: 05-Oct-2021
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Flight 2
Potence 2
Fortitude 2
MET Mechanics:

Sonic Flight  (Flight ••, Potence ••, Fortitude ••)

 

The power of flight is one of the reasons that the Gargoyles have existed for so long. Usually, they can only fly at a speed regulated by their mastery of Flight. This combination allows them to apply some of their other natural skills to allow for high sustained speeds for travel purposes only. 

 

 

System:

 
This power can only ever be used outside of combat and may not be used to fair escape. 
Your flight speed is multiplied by half your levels of Potence (round up) for a set duration of time. This duration is equal to an hour for each level of Fortitude rating the character has.  As a drawback, your carry weight is reduced by the same modifier.
 
Cost: 6

 

Date of Archival: 18-Nov-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 32XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 5
Fortitude 5
MET Mechanics:
Sorcerous Suppression: The Broken Rung
Sorcerer’s Quietus 5, Fortitude 5
XP: 32
Sorcerous Suppression: The Broken Rung
 
Ashipu derive their power from the covenants and pacts between themselves, man, and the ethereal. But what happens when those pacts are broken? By forcibly interrupting the bond between an Ashipu and their covenants, a devious Sorcerer can temporarily inhibit another from accessing their paths and rituals. In the years before the Schism, Sorcerers whispered of this technique in the shadowy halls of Alamut and it’s use by the Demon Child, Ur-Shulgi, when breaking The Curse. Derision in the Clan has left those tales at the Mountain, while those who have joined the Ivory Tower scour for any recorded instructions. Having his curiosity re-kindled by a recent encounter with the Demon Child, a young Ashipu of The Camarilla vowed to no longer be swayed by the very covenants he himself had mastered. To accomplish this, he delved deep in to the Ascension searching for insight amongst the Ladders of Heaven. Upon his return he knew he had found the answers he had been searching for. Whereas before those seeking knowledge of the Covenants of the gods had cautiously climbed on only the strongest of steps in the ladder, this Ashipu marked and learned each broken rung. By inserting the broken rung in to a contesting Ashipu’s Ladder, he found himself able to suppress and deny his adversary’s access to their Dur-An- Ki.
 
Sorcerous Suppression is treated as a combination discipline, not a path of Assamite Sorcery. You may only oppose a path or ritual equal to your Quietus rating or below. While active, this power is considered reflexive and has no additional expenditure beyond the initial Blood and Willpower for the scene. Sorcerous Suppression is primarily effective against Dur-An- Ki. If used against any other form of Blood Magic or Hedge Magic (storyteller discretion), the character will have five fewer traits to attempt to suppress the alien magics.
 
Non-Assamites with this Combination will gain the Flaw: Hunted By the Dragon Caste, and Non-Sorcerer Caste will be treated as if One Rank Lower for purposes of learning Dur-An- Ki out of Caste.
 
System:
Spend a Blood and a Willpower to activate this power for the scene. For it’s duration, you may make a Mental Challenge against your target to attempt to cancel a path or ritual within a number of yards equal to your Quietus rating. You gain bonus traits equal to your Quietus rating for the purposes of this challenge. An Awareness expenditure with an Occult Retest against the invoker of this power will allow observant individuals to realize what is transpiring. This technique retests with the Ability: Occult
Date of Archival: 27-Nov-2017
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 3
Auspex 5
Fortitude 5
MET Mechanics:
Soul Graft

Vicissitude 3,  Auspex 5, Fortitude 5

18 points

After many casualties at the hands of the Giovanni's greatest weapon, a method was devised to utilize the skills of Vicissitude to graft one's soul to their body so it cannot be removed by any means.
System: You may spend one blood to graft your soul to your body. This process happens immediately however you loose one temporary willpower in the the process, if you have no temporary willpower when you activate this power you fall into torpor. For the next hour, if your soul would leave your body for any reason you instead take one level of unsoakable lethal damage and your soul remains in your body. While in effect, this power would prevent the user from uses Astral Projection, Subsume the Spirit, or Possession. 

 

Date of Archival: 14-Mar-2017
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Vicissitude 3
Auspex 5
Fortitude 5
MET Mechanics:
Soul Graft (Taught by Void, creator)

Vicissitude 3,  Auspex 5, Fortitude 5

18 points

After many casualties at the hands of the Giovanni's greatest weapon, a method was devised to utilize the skills of Vicissitude to graft one's soul to their body so it cannot be removed by any means.
System: You may spend one blood to graft your soul to your body. This process happens immediately however you loose one temporary willpower in the the process, if you have no temporary willpower when you activate this power you fall into torpor. For the next hour, if your soul would leave your body for any reason you instead take one level of unsoakable lethal damage and your soul remains in your body. While in effect, this power would prevent the user from uses Astral Projection, Subsume the Spirit, or Possession. 

Date of Archival: 14-Mar-2017
Tzimisce, Brujah

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