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
Serpentis 3
Fortitude 4
MET Mechanics:
As a result of many years of training and battle, a warrior in the service of the Cult of Sobek has discovered a way to modify his own Skin of the Adder to resemble more of a crocodile than snake. He found that his hardened hide allowed him to resist damage with greater ease than before but was no longer able to squeeze though small openings. An acceptable exchange in the eyes of a warrior.
 
When the user transforms into their Skin of the Adder form they may choose to  "harden" their scaley skin to be more like a crocodiles than a snakes. In addition to a cosmetic change this form modification will remove The Skin of the Adders power of fitting through openings that its head can fit through but provide the benefit of a hardened hide.  The Mechanical benefits of this power, will allow the user to win on ties for Resilience and Resistance soak challenges without having to expend the usual phyisical trait. In games whose house rules already allow this, instead have this power provide a free retest on such challenges.
Date of Archival: 19-Feb-2015
Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 2
Fortitude 3
MET Mechanics:
MET Mechanics:
You no longer need to make the simple tests when using Fortitude: Resilience, Fortitude: Resistance or Visceratika: Armor of Terra to affect damage done to you. You are considered to have always won these static tests. This effect has no cost and is always active, even in Torpor.
 
This power is considered to be a level of Fortitude for purposes of sharing via Master Fortitude: Shared Strength or the Combination Power Inspire Greatness (and other similar powers)
Date of Archival: 08-Apr-2018
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Temporis 4
MET Mechanics:

Skipping Stones

Obfuscate 5, Temporis 4

12xp

The natural progression of temporal manipulation has always been the ability to traverse linear time forward and backwards. With this art, the Kairos is capable of casting an individual forward in time. While their ability to affect others is less precise, there is a fine amount of control when enacting this power on one's self.

System: The character spends a Blood Trait and engages the target in a contested Stamina-related Physical Challenge. The Kairos retests with Occult, while the target retest with Survival. If successful, the target is cast forward in time. They disappear from where they stand, and reappear in the same location after a number of days equal to the Physical Traits spent by the Kairos. If the target would reappear in a dangerous situation, they reappear in the closest safe place, instead. If used on one's self, the Kairos can determine when they reappear, through it must be within the month.

Date of Archival: 25-Mar-2020
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Obfuscate 4
MET Mechanics:

The Nosferatu uses their mastery of stealth to move in a terrifying manner that keeps their enemies off guard. Using obfuscate the blink out of sight between movements, granting them a retest on dodging attacks coming at them, so long as they continue moving during their actions. This gives the appearance of glitching in and out of reality as the shunt forwards towards their targets.

Date of Archival: 15-Sep-2025
Nosferatu
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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Animalism 3
MET Mechanics:

Master of Secrets, your relentless pursuit of information drives members of the Nosferatu Clan to move through every shadowed corner, where a single lie can condemn both body and soul. By provoking your Beast in a perilous pact, the vampire gains the power to deceive and survive situations that would otherwise be impossible, but such power comes at a cost: the Beast, once caged, may find the keys to unlock its prison.

MET System: Spend one blood point reflexively. For the remainder of the current scene or for one hour, you gain a retest on all Subterfuge rolls. Any supernatural effect that automatically seeks to reveal the truth behind your words or actions becomes a contested social roll, with subterfuge retest by you, and with empathy retest by the adversary. If you lose this contest, the supernatural effect functions normally. If you win, your words and actions are accepted as truthful by all observers. Should you lose the contest, the storyteller may call for a Frenzy check at any time for the rest of the night.

Warning: Revealing this power to anyone outside the Nosferatu Clan is a grave taboo and may result in severe consequences, such as destruction. Because of its nature, this power can only be learned by members of the Nosferatu Clan.

Date of Archival: 12-Oct-2025
Nosferatu
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: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Presence 5
MET Mechanics:

By drawing out their vampiric natures to superhuman levels of beauty and seduction, Kindred can adapt the innate power of Kindred Vitae empowering one's body through Potence and Presence, you may similarly call upon the ability to use your blood to temporarily boost your appearance. Kindred who have mastered this technique can direct their blood through their body to more than their muscles. Your skin turns pale and gaunt while your lips turn red and cheeks flush, and a glisten of red can be seen in your eyes. This power is a breach of the masquerade, and attempts to hide these obviously vampiric features negate its effect.

System: Once this combination discipline is learned this effect is always active. You may spend blood to increase your appearance traits. The limitations for spending blood for social traits are identical to spending blood for Physical traits as written in Laws of the Night (revised). The term conflict in a social situation does not apply to social prowess and as such lasts for one scene.
One Blood trait can be spent to gain an extra [Appearance: Alluring] trait for the duration of a [Scene]. You can bid this trait like any other, and you can count this trait in ties and overbids. You can spend like this as a reflexive action at any time, not counting as your action, though of course you still obey the limits of blood expenditure according to generation. You can raise your [ Appearance: Alluring] traits up to the limit of your generation for one [Scene]; any additional traits added with blood beyond that remain only for the duration of a single challenge.
By the nature of this power, you are pushing your appearance beyond mortal expectations and is a breech of the masquerade. Any attempts to conceal this power with Obfuscate, Mortal Skin, or similar powers negate its effect and you lose all traits gained from this technique.
 

Date of Archival: 18-Oct-2025
Tremere

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