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
Auspex 4
Placeholder for Combination Discipline 3
MET Mechanics:

Touch Up
Prerequisites: Attunement, Auspex 4,
Description: “He took up the sword once again, feeling its familiar weight and shape. He knew it intimately from when he crafted it, putting all his knowledge into its creation. But he had learned more. He spoke to the blade, in his mind the sound of his voice materializing as glowing bands that surrounded the bare metal. He saw its pattern and began to work in his new knowledge, strengthening and purifying the blade.”
System: This power allows the use of all others that stem from Attunement upon an object that has previously been created by the craftsman. Initially spending a willpower, and then a blood to activate Attunement, the crafter may then spend one blood per two effects they wish to impart upon the object. This blood does not need to be spent in one turn. Upon completion, a second willpower must be spent for the craftsman to use The Bond Breaks and ending the power. While this power is active, any wards upon the object do not affect the crafter. This power requires 10 minutes to complete and may not be used during combat. This power cannot be used to destroy an object.
In MET, this power costs 12exp traits

Date of Archival: 13-Apr-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 4
Celerity 2
MET Mechanics:

This power is always active.
When your character takes damage, and successfully test down that damage using Fortitude you auto test down one additional point.

Date of Archival: 13-Feb-2023
Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dominate 4
Fortitude 5
MET Mechanics:

Powers, Abilities, and Knowledge can have great value, especially when rare or unique.   As such there will be times where you may wish to teach a trusted ally or associate something new, but you want to ensure they do not further spread it to others.  Being the “Masters of Business” they are, the Ventrue have found a way to ensure their agreements are upheld.

 

MET: The teacher and student must shake hands, and each spend one blood and one willpower to form a binding agreement.  Once the agreement is established and the teaching has begun, the student is unable to reveal, willingly or otherwise, what has been learned.  If attempts to reveal the information are made, it will be presented in an incomprehensible manner only growing more so as the attempt persists.  Additionally, the teacher will become aware of any attempts to extract or teach the power, ability, or knowledge.  At any time, the teacher may, under their own free and unencumbered will, temporarily suspend the agreement to allow the student a single approved teaching to another or spend a Willpower to permanently end the restriction.

Date of Archival: 12-Feb-2025
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Potence 3
MET Mechanics:

Transcendence of the Mind
Requirements: Auspex 5, Potence 3
Experience Cost: 12

 

History:
Erik Reinhardt was sitting around one night and decided that it would be nice to be able to increase his mental capacity like using blood to increase his physical prowess. His mind was made up; he created this combination discipline to be able to do exactly that. he believes this has many applications. Wouldn't it be nice to be able to contemplate cancer research with a much more powerful mind? What about trapping small woodland spirits for fetishes? What about summoning rituals? The applications in his mind are endless.

System:
Cost: 1WP + 1 blood trait
Additional Costs: 1 blood per mental trait

Spend one temporary willpower and one blood to activate transcendence of the mind> For the next hour or scene you can spend blood to increase your mental traits up to your generational maximum. Blood of potency can also be used first to lower your generation, and then transcendence of the mind will increase your traits to your new generational maximum. This combination discipline can only be used once per night.

Date of Archival: 21-Mar-2018
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Hermetic 1
Fortitude 5
MET Mechanics:

The mundane is delicate, that is the nature of being mundane and fleeting of life. The mortal coil is one that afflicts the living and the inanimate but in the world of the supernatural that is something that is eschewed in favor of the immortal life. Calling upon the unyielding fortitude to shrug off the mightiest of blows, and using that to transform the item in question, a skilled thaumaturge can give any item a false immortality.

System: Expend One Blood and One Willpower plus a number of Mental Traits equal to the gnosis or crafts rating  of the item being affected (whichever is higher (if multiple crafts are used then use the highest single craft used). An item affected by Transform the Mundane becomes invulnerable to any effect which would destroy it of a level equal to or less than the Occult rating of the caster and gains the ability to negate up to its gnosis or crafts rating, whichever is higher, number of effects which would otherwise destroy the item. These are considered “Aegis” like and effects shrugged off in this manner are cumulative and do not refresh. Once all “Aegis” expenditures are used the item can be destroyed as normal unless it is transformed again. You cannot renew the charges until all charges are expended.

Note: This power does not prevent spirits from escaping fetishes via failed fetish activation, Exorcism or other such fetish breaking/releasing powers. If the spirit escapes/is released, the item will remain whole.

Date of Archival: 01-Jul-2021
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obtenebration 4
Fortitude 2
MET Mechanics:

The Lillian's have long worshiped the monsters of the Dark Mother. Where many of these creatures have been lost to time, their memory remains through her teachings. With some force of will, and the strength of shadows, the Lillian my reshape the Black Metamorphosis to take on some aspects of a Harpy.

System: The Lillian must first active, and change into Black Metamorphosis. Afterwards, they may spend a blood, and two socials to alter the arms that extend from their body into that of black wings. This allows the Lillian to fly with speeds of 45 mph, with the ability to carry up to 50 pounds, and requires the Lillian to actually use the wings to fly. While this form is active, the Harpy loses the extra action granted by Black Metamorphosis, as the arms are now wings.

Date of Archival: 07-Aug-2020
Lasombra, Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Quietus 3
MET Mechanics:

During an assignment, an Assamite Antitribu often strews his escape route with tripwires, caltrops and other traps. The Assamite who has developed this power can leave far worse traps -- pools of his own acidic vitae, concealed by powerful Obfuscation powers.

 

System:  The Assamite Antitribu places a pool of vitae (1-3 Blood Points worth) in a chosen spot and makes a Static Mental Challenge retested with Stealth at a difficulty of 10 to conceal the pool. Anyone stepping into the pool takes 1-3 Aggravated wounds, depending on the amount of vitae put into the pool. If the victim steps into it and is able to soak any of the damage, the amount of blood remains equal to the orginal spent, to damage others who happen into the Trap. (Example: Farid creates a 3 pt. Trap, which Geoffrey stumbles into. The Ventrue, manages to win his soak challenge, leaving 3 pts for his unfortunate lackeys to stumble into.) A trap remains potent until sunrise. Despite the level of Obfuscate used, anyone with an Auspex equal to or greater than the Assamite Antitribu’s level of Obfuscate spot the trap with a successful Investigation challenge.

 
Date of Archival: 31-Jan-2015
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Hermetic 5
Auspex 5
MET Mechanics:

Note: This power specifically requires Advanced understanding of Spirit Manipulation.

Whereas Duality grants the Magi existence on the Physical realm and the Umbra at the same time, they are impeded by the rigidity of the Gauntlet and are distracted by seeing across both realms.

Traverse the Twilight Realm allows the Magi to fully enter or exit the Umbra.  Traversing the Twilight Realm is not without peril as one can get stuck within the Gauntlet trapped until they are able to free themselves, or with assistance from another.  Rumors have it that terrible creatures exist in the Gauntlet and becoming stuck can gain their attention.

The journey from the physical realm through the gauntlet into the Umbra takes time, typically one minute for each level of the gauntlet rating (normally 7 page 223 LotWR); during this time the Magi fades from the physical realm at the end of the turn.  Once fully phased they are effectively nowhere (page 229 LotWR) until they reform on the other side, but if the Magi has the use of a reflective surface they can reduce the amount of time it takes to one round per gauntlet level. 

While Traversing the Twilight Realm the Magi must concentrate for at least one round as they prepare for the journey and then by spending a blood, a Willpower and then making a Willpower challenge against the gauntlet rating to actually traverse. During this time they may not take any offensive action (but they may defend against attacks) or the power fails.   

The Magi may attempt to bring others with them as they travel by spending an additional blood and a Willpower per person.  Those who wish to traverse must be willing, and are subject to the same outcomes as the magi.

Traversing the Twilight Realm is not without it’s dangers.  If the Magi fails this Willpower challenge, the power fails and they must immediately make another static Willpower challenge against the gauntlet rating, if they fail this test they are stuck in the Gauntlet until they find a way out either from another successful use of this power, or some other means.  Each time they fail the difficulty increases by two for the next attempt to escape the Gauntlet in that area.

Those who accompany the magi are also unable to take any actions during the round, and are subject to the outcome of the Willpower challenge made by the magi.

Date of Archival: 18-Sep-2021
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 3
Presence 3
MET Mechanics:

Harness thy Anger

Potence 3 + Presence 3

MET Cost: 9XP

Emotions run high in Brujah, though meant not to rule they are a prevalent reality. Tapping into those emotions, and grasping at the purest form of anger, drawing it forth in such a way that it becomes as much a part of them externally as it is internally. The user's skin radiates their hot blooded anger, and their presence an inciting fury. This state, however, takes a toll, as anger is drawn to the surface, mental faculties fail and the urge for violence takes root. 

 

Mechanics: The Character spends 2 Blood Traits and receives the following benefits for the duration of the scene: Brawl Attacks deal an additional level of Aggravated Damage, Physical Traits: Scorching x2, Social Traits: Blazing x2. Negative Mental: Shortsighted x2, Violent x2. This power may be turned off with a simple challenge, once per scene, but if reactivated in the scene the effects may not be turned off once again. 

Date of Archival: 25-Aug-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Fortitude 2
MET Mechanics:

Potence 5 + Fortitude 2

Representative of the true strength behind potence, and the understanding of the discipline's power in more than simply the power of internalized strength, this power focuses on externalizing the nature of potence through one's limbs.  By focusing the explosive nature of one's potence, and harnessing it with one's inherit toughness to withstand such force, they may direct it from a distance through the earth by way of striking it.

Mechanics: Spend a Blood Trait to activate for scene/hour. You make a Physical Challenge against your opponent, and if successful, the ground directly underneath the target explodes in a geyser of stone, rock and dirt (or, if indoors, wood, concrete and plumbing), inflicting three levels of lethal damage, without any more additional damage from Puissance, as sharp shards of debris rip into the target.

If used against a car, the car will be disabled unless it is specifically armored. The power may be used indoors, but the results are far more spectacular - not only will there be a gaping hole on the floor, but the resulting shower of floor materials will break nearby windows and cause other damage to the surroundings.

If there is another floor or a basement below the target, she must make a Static Physical Challenge against six Traits to remain on the same floor or fall through the resulting hole. This may also happen outdoors if someone happens to be standing on directly on top of a sewer pipe, on a bridge, and so forth. A good rule of thumb is that if there is less than a foot and a half of concrete, earth or whatever, it means that there will be a large hole if Tremor is used there.

The attack has a range of 10 feet per level of Potence, meaning that you will always have a basic range of 50 feet.

Date of Archival: 06-Oct-2019
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Celerity 3
Auspex 1
Presence 1
MET Mechanics:

You are able to make shots that would make Hollywood Action Stars blush. Your aim is nearly unerring and truly a thing to behold.

Spend 1 Blood: For the remainder of the scene or one hour You gain a number of additional Dex Based Traits equal to your base skill in Firearms. A specialization allows an additional trait for this purpose.

In addition to these additional traits you may declare special trick shots. You may forgo dealing damage to a target to instead do one of the following per shot:

Disarm: The Target drops any carried/held item of your choice.

Dance!: You can force the target to take 2 steps in any direction away from yourself.

Intimidating Display: You may make an impressive display, such as shooting a cigarette out of a targets mouth, knocking off their hat etc. After winnging the initial challenge to hit you must make a Test of your Physical Traits vs the Targets Courage x2. There is no applicable retest for this test. If you succeed, the target is down two traits on challenges for the next round. This may be overcome by the target spending a Willpower.

Date of Archival: 17-Sep-2022
Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Presence 4
MET Mechanics:

Developed during the Anarch Revolt; this combination discipline continues to be taught and used by the Ventrue Antitribu in the modern nights. Long ago; these anarch venture learned to channel the power of the beast and the fire of passion within their blood. Once focused and turned inwards this combination discipline allows the Ventrue Antitribu to gain strength from the fire of their convictions and seem more intimidating and feral in their stature.

System: To activate this combination discipline the character must spend 1 blood trait and make a Self-Control/Instinct challenge at difficulty 4. If the character fails this challenge they enter frenzy; if they succeed they gain the following benefits for the next scene or an hour. The bonus social traits Intimidating x2 and the bonus Physical Traits Brutal x2

Only Ventrue Antitribu may learn this power

Date of Archival: 06-Feb-2023
Ventrue

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