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: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Chimerstry 5
MET Mechanics:

Being inflicted with the rage unleashed by Hazimel has bestowed upon the user the ability to tap into millennia of sleepless aggression. Once activated, the user can inflict countless amounts of rage and aggression at a target, potentially causing them to lose control of their beast. This combination is a reward from the Hazimel plot, and may not be taught by the player once learned.

System: This combination power costs a willpower, and a blood. It calls for a social challenge, retest subterfuge, and requires touch or eye contact. If successful, The Rage of the Sleepless alters the calming effect of Quell the Beast into one of rage. The power of Horrid Reality tricks the beast into a frenzy-like state for three rounds, after which they emerge without further challenges. In this state the victim will attack whomever they believe to be the weakest in their presence, and can be disbelieved if powers that prevent frenzy are active when inflicted (use local disbelief challenge rules).

Date of Archival: 09-Jun-2025
Ravnos, Ravnos
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
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 4
Presence 2
MET Mechanics:

O sangue de um rei é a prova de sua nobreza, ele é sagrado pois tráz consigo o peso de sua linhagem. Como na lenda da Bainha da lendaria espada Escalybur, esse don foi desenvolvido para preservar o sangue dos reis. Ao atingir o dominio sobre seu proprio corpo o rei faz com que qualquer tentativa de afetar seu sangue seja falha, ferimentos não sangram, tentativas sugar o seu sangue são frustradas, até mesmo a magia se furta tamanha a grandeza deste poder. Este poder não detém custo para ser ativado e é considerado sempre ativo, toda vez que uma habilidade ou poder for afetar o sangue do detentor do Presente de Avalon (Gift from Avalon), este deve ser submetido a um teste simples em caso de vitoria o alvo perde uma caracteristica fisica (Temporaria) para cada ponto de sangue que seria afetado, em caso de  empate ou derrota nada acontece. O sangue do alvo so pode ser afetado, quando o mesmo não possuir mais nenhuma caracteristica fisica (Temporaria).

Date of Archival: 10-Mar-2015
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Animalism 3
Presence 3
MET Mechanics:

Who knows what evil lurks in the hearts of cainites?  Only one whom has plumbed the very depths of the unholy themselves, and emerged still whole.  From those righteous souls forged in hellish flames, no sin can be hidden.  They can see the marks of corruption lurking beneath as surely as they have once felt it on their own flesh.

System: To use this power, the cainite must spend a round staring at their victim.  This is not a casual glance, your eyes are very clearly (but not literally) burning into your target, and that much is obvious to any onlookers.  You must then bid a number of traits and engage the target in a Social Challenge, nudging their will and drawing forth what the sins they conceal within.

For one Trait you may learn a Negative Trait the target possesses, or perhaps the circumstances of a Morality Check they have made recently.  With two Traits risked you may assess the strength of their Morality Path, and which Path or Road it is that they follow.  For three Traits, you push deeper into their inner heart, and may learn a Derangement they possess or a crime of their society that they have committed.  For Four traits their entire soul is laid bare and you may become aware of truly monumental sins they have committed, that their very lives depend on keeping secret.

Note that this power requires the assistance of a Storyteller to use, both to ensure that the information received matches the severity of the risk, and that it is presented allegorically to the user of this power rather than literally.  Against Elders or beings of power above and beyond PC level, the effectiveness of this power is entirely at the Storyteller's discretion.

Date of Archival: 20-Jan-2023
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Potence 5
Obfuscate 5
MET Mechanics:

Mechanics: 1 Blood, on any successful grapple this round you may engage in a mental vs mental challenge against your target. If successful both you and your victim are immediately under the effects of Vanish from the Minds Eye as long as the grapple is maintained. Mental vs mental challenge, aggressors retest is stealth and defenders is investigation. Onlookers get a normal vanish challenge to maintain sight.  The user of this power must make a simple test to continue it's effects if his target speaks while under it's effects. 

Date of Archival: 25-Feb-2016
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 5
Valeren 5
MET Mechanics:

To activate this power, the Salubri must have eye contact with their target and engage them in a Mental challenge, retest Medicine, adding each of their levels of Valeren/Obeah/Watcher Valeren (maximum 5) to their traits for this challenge. The effects of this power are instantaneous, as the combat or conversation that ensues will be at the speed of thought.

Upon success, the Salubri's third eye opens and glows a baleful red as they bring their target into a dreamscape that they may describe upon entering. It may not be larger than 100x100 meters and the landscape is completely static, it may have dramatic flares to it at ST discretion based on the mood of the user of this power. The Salubri may use this power to speak to their enemy for a time or convey messages to someone in combat, or in some instances, take a moment to say goodbye to a close friend. The Salubri must spend a willpower for every thirty seconds of conversation, if out of combat. Due to the protections afforded by their physical forms, most targets may not be harmed while in the dreamscape. However, creatures without a physical manifestation are more susceptible to the soul-bending effects of Valeren, and may be attacked. For example: A human being or a spirit bound in an object may not be harmed, while a Vampire in Astral Projection may.

Any combat that happens inside of the dreamscape uses the dream fighter's social traits plus their Valeren ratings but the combatants otherwise incur no benefit from supernatural powers other than pre-existing, stat-related boosts, successfully attacking in dream combat confers one level of "damage" represented by the loss of a single unit of an appropriate resource (Essence for Spirits, Willpower for Vampires in Astral/Soul Steal). Exerting the necessary power needed to attack within the dreamscape is extraordinarily difficult for the Salubri using this power, and as such it comes with its risks. Every round spent in combat costs a willpower from the Salubri using this discipline. If the Salubri's willpower is reduced to 0 through this expenditure of otherwise taking damage, they become incapacitated. Once the dreamscape in which there was a fight has ended, the participants are down whatever resources they lost and the Salubri (aggressor only) is unable to act again until the beginning of the following round. Spirits reduced to 0 Essence are destroyed. If this power was used for combat purposes, the Salubri may not activate Valeren-related powers for the next scene or hour due to the significant strain they have put on themselves.

Date of Archival: 19-Feb-2022
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Presence 3
MET Mechanics:

The rill of the hunt itself gives vampires who follow the path of orion great strength and purpose.  Its followers of this path made sure to develop this combination discipline to reflect they are the supreme hunters of the vampire world.  The vampire channels their own emotions for the hunt and mastery of their beast to give them amazing skills during their hunts.

System:  The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour.  During that time the character gains a number of bonus traits in all challenges related to a hunt equal to their morality level of Path of Orion halved (round down).  These bonus traits only apply when the character is making challenges related to a prey they are hunting.

This combination discipline only works if the character is on Path of Orion.

Date of Archival: 16-Dec-2022
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