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: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 5
Auspex 5
MET Mechanics:

At the Convention of Thorns the Malkavian clan performed the Great Prank; a power used to strip all Camarilla Malkavians of their power of Dementation.  Since that time the Prank has ended and Dementation returned once more to the clan.  Some Malkavians, however, developed this combination discipline in an attempt to recreate what was done during the convention of thorns.  This power allows a Malkavian to reach into the mind of their victim and strip the powers of Dementation from them should they possess them; for a time.

System:  The Malkvian character spends 1 willpower trait and engages the target in a contested Mental Challenge retested with Empathy.  If the character with this combination discipline succeeds; the target may not use any levels of the Dementation Discipline and Dementation combination disciplines they possess for the next scene or an hour.

Date of Archival: 23-Jan-2023
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dominate 4
MET Mechanics:

The mind is a powerful thing, and when one masters is not even the legends of myth and fable can find ways to break the most hidden of secrets.

 

Initiate a telepathic link (Auspex 4) Once within the targets mind you can lock away memories that cannot be undone unless one has the trigger word or this combination power. Spent one mental trait per memory one wishes to have locked away if the target is willing. If the target is unwilling then a mental challenge will begin. A different challenge for each memory must be taken and this power does have the ability to be gen checked as per the rules of Dominate.

 

Once memories are locked away there is no way for anyone including the target to access them. It is as if the memory doesn't exist. The mind itself will fill in the blanks and it will naturally seem as if nothing is missing or wrong.

Date of Archival: 23-Jun-2019
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Auspex 4
MET Mechanics:

The kindred has a deeper understanding and knowledge of their own beast to the point that they can commutate with it and leave impressions or orders with it. The kindred will concentrate and converse with their own beast, implanting it with the knowledge that they have of a target person and then send it out into the local area to find their desired target.

System: Use of this power will take ten minutes per use. Target player will spend one blood trait and concentration to throw out their beast to look for a target that they have seen prior, a picture will work or if they personally know as well. The beast will find the target in questions if they are not actively hiding. If the target is using ability stealth or a supernatural power to hide themselves then there is a contested challenge of user's mental traits verses the targets current willpower & Self-Control/ Instinct. Retest for the power is ability Animal Ken.

Date of Archival: 05-Jan-2025
Ravnos
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 4
Obfuscate 4
Potence 4
Custom Discipline Requirements (Combination): Don't Make Me Come In There
MET Mechanics:

A pure and terrifying manifestation of the Nosferatu's gifts, The Last
Face brushes chillingly close to a power all of their blood silently
recognize from their shared, waking nightmares.
Spend 1 blood trait and 1 temporary Willpower Trait to assume The Last
Face, which takes effect at the end of the round. The Nosferatu gains
the Negative Mental Traits Violent, Unstable, and Warped while wearing
The Last Face, but they also gain the Physical Traits Deadly x2,
Savage x2, and Vicious x2. The Nosferatu additionally gains a
defensive retest against any physical attacks directed at them as a
single target while the power is active.
Finally, at any point while wearing The Last Face, the Nosferatu may
call their own beast forward, triggering a Self-Control/Instinct test
against 5 traits to resist frenzy or ride the wave; if the Nosferatu
relents on this Frenzy test, they gain a defensive "Frenzy" retest
against mental and social challenges until the Frenzy ends.
A Nosferatu may retain The Last Face until the end of the scene or
until they use a full turn to pull themselves out of it (which may not
be done while in frenzy). A Nosferatu suffers from the negative traits
Lethargic and Witless for an hour after using The Last Face due to the
physical and mental toll it takes on them.

Date of Archival: 30-Mar-2025
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 2
Fortitude 2
MET Mechanics:

The life of a Caitiff is filled with the road ahead. Often hated by Camarilla elders there are not a lot of domains where they are tolerated. The condescending pity from many an Anarch domain can be just as bad. The Sabbat held territories are perhaps the best reason for this power as many Caitiff have left those domains at a flat out run.

 

MET Mechanics:

Once the Character possesses this Discipline its effects are automatic. The Character may take one addition step during a movement (Walking Cautiously, Moving Directly or Running, See the three step rule page 201 in LotNR) with no extra penalty.

Date of Archival: 14-Dec-2021
Anarch
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Animalism 5
Fortitude 5
MET Mechanics:

Those who take up the mantle of Caine’s Chosen die a second death, so that their renewed existence belongs to the Black Hand.  While each Agent would give their lives without question, they do not have the right to die without their superior’s permission.

System: To active The Oath Made Real, the cainite must expend 3 Blood and 1 Willpower and 1 Health Level, which are stored in a cohesive vessel or pool.  Until the secondary effect of this power is activated, or the blood and will are reclaimed by the user, the user’s maximums of those pools are reduced by that amount.

Should the user lose their last Health Level, or otherwise meet Final Death, their body crumbles to ash as normal.  The user loses a Permanent Willpower and one of each Virtue category, and their body reforms from the stored blood at the next sunset and at their last Wounded Health Level with 3 Blood and 1 Willpower in their pools.  Any items that were on their body when they died will remain where they fell, as will a pile of ash that to all forms of investigation will indicate their Final Death.  All sympathetic links (Summons tags, Thaumaturgical ritual items or concepts, etc) others had on the user are severed, though new ones could be established if the user interacts with those individuals again.

Note: This power cannot be used to circumvent the Black Hand's ability to find and/or kill the PC with it.  The Seraphim will always maintain sympathetic links to the character

Date of Archival: 20-Jan-2023
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Potence 5
MET Mechanics:


The user of this power rides the edge of their self control to harness their Beast's preternatural ferocity in dangerous situations -- though this leaves the user more vulnerable to all types of frenzy.

System: This power may be activated whenever the user is required to make frenzy (but not Rötschreck) test. The player MUST enter into the Self-Control challenge and not spend Willpower to suppress the frenzy. Should the user succeeded in the Self-Control challenge, they may then spend 1 Blood and 1 Willpower to activate this combination power, allowing the user to tap into the latent ferocity of the Beast - this may only be done immediately after the self-control challenge, or the opportunity is lost.

Once activated, the user's connection to his beast is temporarily tightened, providing preternatural enhancements for the next hour or scene. The user gains the Physical Traits Ferocious x3 , which can be used and count towards ties like any of the users other Physical Traits. Furthermore, the user gains a free, defensive-only retest against any Social Challenge for the duration of the power. The retest has no limit on the amount of times it may be used, but is strictly limited to resisting discipline powers or other defensive situations.

However, this comes at a significant drawbacks for the duration of the scene or hour. First, the user tightened connection to the beast leaves them much closer to frenzy and unable to suppress the urge - the user is at -1 self control (cumulative with the Brujah disadvantage or any other flaw or situation that impacts self-control) and the user may not use willpower to suppress any future frenzy tests for the duration of the scene. Also, the user is unable to use any offensive powers that require a mental challenge nor may they use a non-agressive social challenge. Thus most Thaumaturgy would be impossible to use, and while Dread Gaze would be acceptable, Entrancement would not. The ST has a final call on what constitutes 'aggressive' and 'non-aggressive'.

Date of Archival: 16-Feb-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Daimoinon 1
Auspex 3
MET Mechanics:

The Baali are the true masters of discretion, discovery and the darkest secrets, whether from the universe or from tormented souls. Feeling a person's sins and peering into the subliminal whispers that each individual unconsciously gives are things that any Baali can do masterfully, and so they have learned to keep the most sordid secrets to be used in the most important moments.

However, sometimes it is much more fun – or useful – for such secrets to be exposed in front of everyone, especially in front of the enemies of the Baali capable of using this power.

After feeling a target's sins, the Baali is able to imbue an opponent with the individual's own filth. With this, anyone, be it a vampire, or any other supernatural entity, who touches the target victim of this power will receive flashes and visions of the poor unfortunate's greatest secrets (the power does not work with mortals). The secrets will be the same secrets received by Baali, after he uses the basic power of Daimoinon "Sense the Sin". How such secrets are interpreted will depend solely on the character receiving such information.

System: First, the Baali must successfully use basic Daimoinon: Sense the Sin on the target. If successful, the secrets the Baali will receive will depend on how many Mental Attributes were wagered in the initial contest, as per the rules of the Discipline. Then, touching the target (perhaps requiring a Physical Challenge, if applicable), the Baali must spend 1 temporary Willpower trait and 1 Blood Point to turn the individual into a "Spirit Touch talisman." Any secrets discovered with Sense the Sin will be "transferred" back to the target, impregnating their skin and clothing (other personal items in their possession are unaffected unless the Baali touches them directly) with any sins the target have, and can be felt by any supernatural creature that touches the target longer than a simple “bump” for the rest of the night. A hug or a handshake are examples of acceptable physical touches for this combination of Disciplines.  A Storyteller must be present to arbitrate any use of this power, and to narrate its effects over the remainder of the evening.

Note: Anyone who learns the power of THE ABDOM REVELATION can only learn it in a Baali Sacrifice Well. The sins of those sacrificed in the Well float freely through it, and in the last lesson for learning this power, the student must perform a sacrifice of an intelligent and sentient creature, gouging out its eyes, and eating them (the eyes are said to be the window to someone's soul). Then he must kill the target while putting his hands through his eye sockets, all while reciting dark chants.

Date of Archival: 27-Nov-2021
Demon, Demon
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 5
Potence 5
Presence 5
Custom Discipline Requirements (Combination): Burning Wrath
MET Mechanics:

MET System: You need only spend a Blood Trait and a Willpower Trait to invoke this power.  You must then make a Self-Control/instinct test verses 3 traits. If the player fails they fall into Frenzy and the power fails to activate as the beast takes them over.

At the end of the turn, the character's inner passion overtakes them, and their skin will turn blood-red, and heat will be felt by anyone within 3 steps of the character. You gain the bonus traits of Burning x3 and Social Traits of Intimidating x2.  The character's eyes will glow white-hot to the point that their gaze will be felt physically (but not damagingly) by anyone he sets his eyes on.  Mundane and Supernatural fire and flame do not invoke the same level of fear for the character, so they get a free retest against Rotschreck due to such effects.

 

During this time, the character will deal one additional level of aggravated damage on all hand to hand strikes and will deal 1 aggravated damage per round to anyone in direct physical contact (such as wrestling or grappling with, but not just striking) the character.

 

Summoning up the inner passion of a Brujah in this manner also makes them more prone to the violent nature of his soul, giving him the negative mental traits of Violent x2 while the power is active.  This should be role-played appropriately. The Brujah is also considered down a Self-Control/Instinct trait while the power is invoked as they are holding their passions close to the surface.

 

Note: This power inherently makes you interact with your environment, so it will break Obfuscate (except Mask of 1000 faces), and is inherently offensive to those around you (so it will break your own Majesty).

Date of Archival: 31-Jan-2015
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Thaumaturgy - Path of Blood 5
MET Mechanics:
The Seal of House Lucifer
 
This is a passive power - meaning that use of this power is not an action, and is considered always active unless the user wishes it to not be, even when they are in a state that would otherwise not allow them to make this decision (Torpor, Unconscious, Staked, etc) The user may decide the results of all powers, challenges and abilities that provide information about the Scion of House Lucifer. Only those who are of the House of Lucifer may take this combination power. While this power does not directly change information that is represented by relevant lore abilities, extant documented records, or other forms of direct knowledge transfer; It would however allow the scion to appear as if they are under no magic if their aura is perceived. It also allows for false memories to be given if telepathy is used against them, or that they are not lying if challenged with aura percept or empathy.  This power cannot be used to detect when the character is being perceieved, as the scion is never aware when this power's effects are called
 
This power requires that the character is a member of House Lucifer by blood, and requires the Arcane Heritage (House Lucifer) merit
Date of Archival: 21-Aug-2016
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 16XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Akhu 5
MET Mechanics:

Pre-Reqs

Akhu – Path of Corruption: Dependence (MET: Laws of the Camarilla P. 42)

Presence: Entrancement (MET: Laws of the Night Revised)

Challenge Type: Social

Retest: Subterfuge

Difficulty: Contested

Notes:

  • This combo is considered to manipulate Emotions, but not manipulate the mind, when comparing it against other powers where this is a consideration.

  • As Serpents Due is a Presence combo it is effected by the merit: Quiet Heart, and the Combo: Denial of Aphrodite's favor, as well as other instances where this is a factor; although not listed.

  • As Serpents Due is an Akhu combo power, it is effected by Magic Resistance, as well as counter Magic. As well as other instances where this is a factor; although not listed.  The target however will not have "magic Sparkles" in their aura during its duration, only when the power is invoked, this is also true for the Setite who invokes it.

  • Setite Citizens who belong to the Cult: “Hands of Ash”– is assumed to have a teacher for this combo, but should still log their learning of it with MIlwaukee Nocturnal Rapture.

Restrictions:

  • Setite Citizen only  (if a Citizen becomes Ordained, the power is lost and XP should be refunded)

 

Requirements:

Although you do not need to know any actual specific information about the target, the more information you have, generally it is easier to manipulate them, at the very least a brief conversation. This power relies on social interaction and manipulation, as such it is not appropriate to use during combat.

Mechanics:

Engage the Target in a Social Challenge (Retest: Subterfuge). If successful, the target’s Emotions become bonded with the idea of an outstanding Debt (and how to repay it) for one night per Permanent Social Trait, the citizen posses.   The target feels no particular way towards the Citizen in specific, only to their outstanding debt.  With this psychological addiction to the debt, as a constant reminder, the Target must bid an additional trait in all challenges when not pursuing its repayment, until the debt is paid.  This effect will fade gradually once it is.

Refusal:

The Target has the free will to refuse to pay the debt, but to do so is a dangerous betrayal. In addition to the effects mentioned above, the Setite who invoked the Serpents Due, gains an additional five social traits against the target, in any challenge that asserts their authority. IE: Dominate, Presence, Subterfuge, or Leadership – Other additional disciplines/powers, or abilities at ST discretion.  Finally the target is unable to regain any willpower traits, unless they are actively involved in repaying the debt.

Limitations:

      A Citizen may only call upon a Debt from the same Target after a period of 5 game sessions, or if the ST’s feel the Citizen has taken sufficient actions to place the target again in debt to the clan/Citizen.

Continuously calling upon this power, is severely looked down by other Citizens as it weakens its strength, especially if used frequently on the same target.  As such in these extremes an ST may declare the Target & their Forefathers no longer owe a Debt to the Clan – which usually ends harshly for the Citizen at the hands of their fellow Citizens.

 
Date of Archival: 12-Feb-2015
Followers of Set, Followers of Set
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Animalism 3
MET Mechanics:

A creep who masters this combination discipline learns to tap into their own clan curse for strength and power.  The Nosferatu Antitirbu calls upon his beast to enhance his own monstrous appearance and form.  The Creep grows in strength, size, and deformity.  Each Creeps form is different from one another, as the creep can select new Nosferatu deformities when this form is taken. This combination discipline is often used by the Nosferatu Antitribu to help build their own urban legend among mortals, to hunt and kill.

System:  The character spends 2 blood traits to activate this power for the next scene or an hour.  During that time the character gains the Physical Traits Deadly, Vicious, and Brutal.  Additionally the character gains one of the following Nosferatu merits for the next scene or an hour:

Lizard Limbs, Long Fingers, Oversized Fangs, Piscine, Slimy, Gaping Maw, Projectile Vomiting, Tough Hide, Foul Blood, Patagia, Monstrous Maw

If the character already has the selected merit when using this power, double the mechanical effects it grants if any.  I.e. If a Nosferatu Antitribu already has the Tough Hide merit, and selects Tough Hide again, They would gain an additional bruised health level on top of the normal one the merit grants.  This power is a shape changing power.
This combination discipline may only be learned by Nosferatu Antitribu characters.

Date of Archival: 16-Jul-2024
Nosferatu

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