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
Protean 4
Serpentis 2
Auspex 1
MET Mechanics:

Created by: Akmonhotep, aka Julio.
This power was created by a Follower of Set who became blind as a punishment for his sins. The kindred with this power is able to perceive the world around him by using senses akin to echolocation.

System:
To activate this power, the kindred must spend One temporary Willpower trait and Three blood traits. The Vampire use the combined Disciplines to create tremor, heat and sonar sensorial organs which grants the ability to "see" in total darkness. However, it is not related to sight. By creating sounds as tapping a cane, lightly stomping a foot, snapping fingers, or making clicking noises with their mouth they perceive the reflected sound-waves or echos to form a mental image of his surroundings. This "mental image" is limited to general format and exact distance of the objects around him and a precise idea of the landscape within the power's range.

Basic Obtenebration "Shroud of Night" affects the character partially as it muffle sounds. If the character is caught in such area while this power is active, she suffers no Trait penalty in resolution of challenges, but they are still forced to make a single retest on any successful challenge because of the muffled sounds.
Basic Quietus "Silence of Death" creates a Blind 3-meter radius sphere which hinders Blind Snake's Trick making a "dark" area where the user cannot perceive what is inside.

The area the user can perceive is a 10fts. (3m)-radius diameter sphere per level of Auspex the character has.

Date of Archival: 14-Apr-2020
Followers of Set, Followers of Set, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Obfuscate 4
MET Mechanics:

By extending their keen senses the user is able to remain free from those that might be looking for them as they move in Obfuscate. Once the user is safely under the effects of Obfuscate they may spend a mental trait to activate Blind Spot. Once activated this allows the user to add their levels of Auspex as well as their levels of Obfusacte when comparing traits in the event of a tie with a someone looking to break the user Obfuscate. This power remains active for the scene or hour. If the user breaks their Obfuscate they must spend again to reactivate the power of Blind Spot.  This power cannot be extended to others via Cloak the Gathering.

Date of Archival: 23-Nov-2015
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Temporis 4
Fortitude 2
MET Mechanics:

Description: Blind the Sun
Pre-requisites: Temporis 4, Fortitude 2.
By spending 1 blood point and 1 willpower in a standard action, the Kairos will bring the night to a 3 feet square room. For the next 8 hours, and as long as the Kairos stays in the room, no kindred within that room will suffer from the effects of day time, including damage and/or sleepiness. After 8 hours, the room, and everyone in it, is affected as if at sunrise. Should the Kairos leave the room before those 8 hours, the effect ceases instantly. Should anyone enter the room during the use of the power, he/she will not seize its effects.
Cost: 12 XP

Date of Archival: 25-May-2021
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 5
Auspex 2
MET Mechanics:

(Also requires False Reflection merit)

Description: Certain Nosferatu can send a false impression of his disguise on recording and electronic media. Through the mastery of Obfuscate and the extension of the Nosferatu's senses, they are able to send any of their Obfuscate powers into electronics that could record them.

Mechanics: Spend a Mental Trait for the use of this power (beyond any expenditure for Mask of a Thousand Faces or other uses of Obfuscate) and the user may extend any of his Obfuscate powers into any electronic device that could perceive them. The user should describe what the electronics identify.

Date of Archival: 03-Feb-2015
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 2
Quietus 2
MET Mechanics:

Blood Born Warrior

Fortitute 2 Quietus 2 requirement

Warrior bloodline only

 

Cost: 1 Blood and 1wp. Gain the negative traits Violent, and Monsterous for the scene or hour

Effect: For the next scene or hour, the mechanic’s for spending blood traits to gain “Bloody”/whatever your house rules call blood traits used as physical traits traits above and beyond your generational limit are changed. Rather than having all such traits disapear at the end of the round a limited number of the “bloody” traits will continue to exist for the scene or hour. The limit is determined by how much Fortitude and Quitus you possess. At second basic in both powers you may have two “Bloody” traits above your generational limit for the scene or hour. At first intermediate in both Fortitude and Quitus you may have three “Bloody” traits above your generational limit for the scene or hour. At second Intermediate in both Fortitude and Quitus you may have four “Bloody” traits above your generational limit for the scene of hour. At Advanced in both Fortitude and Quietus you may have five “Bloody” traits above your generational limit for the scene or hour. “Bloody” traits may be risked and lost as regular traits, and they count for the comparison of ties.  “Bloody” Traits lost may be regained by spending blood, but the absolute upper limit on traits you may possess beyond you generation limit remains the same.

Date of Archival: 07-Apr-2015
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Obfuscate 3
Vicissitude 3
MET Mechanics:

In further development by certain fiends this combination discipline allows the Tzimisce vampire to cause the blood in their body to explode of them.  Creating a vast thick substance of blood within an area from their body.  Those who would travel through this thick wall of blood itself find their movement and ability to see extremely restricted.

System:  The character spends 1 blood trait to generate a thick globe of blood in an area of 10 feet.  This globe of blood eliminates nearly any ability to see.  Characters caught in the Blood Globe are down two traits in all challenges and have a forced retest against them in any challenge.  Those who have Heightened Senses or Eyes of the Beast may remove 1 trait penalty per power they possesses.  The character may only create a blood globe centered on themselves and then it remains stationary.  For each blood trait spent by the character at time of activation they may extend it by ten feet.

Date of Archival: 29-Nov-2023
Tzimisce, Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 4XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 2
Auspex 2
MET Mechanics:

A trained vampire can learn to track their prey across any distance once they have tasted the blood of their victim.  This combination discipline is a reflection of this ability.  As long as the vitae remains in the system of the vampire, their prey has little hopes of alluding them should they manage to escape.  In this the vampire has but smell the air like a blood hound to find their target.

System:  To use this combination discipline the character must first successfully feed from their target (other willingly or through combat), and mark on their character sheet which of their blood traits is from that target.  Once they do so, the character for the next scene or an hour may spend 1 blood trait (It must be one from the target) and make a static Mental Challenge retested with Investigation equal to a difficulty of the target they feed from Mental Traits.  Should they succeed, the character will know the exact detailed location of their target within in the range of a city.  This ability lasts for as long as the character has blood traits in their pool that come from the victim.

Date of Archival: 01-Apr-2024
Tzimisce
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 4
Thaumaturgy - Sielanic 4
MET Mechanics:

The Telyavelic Tremere developed this unique combination discipline to draw power from their god to increase the potency of their blood for a longer time then even normal.  By channeling their blood magics and calling to Telyvael they may defeat some of the limitations of the Path of Blood, but only at great cost and sacrifice.

System:  The character may spend 1 permanent willpower trait to activate this power.  If they do, they are allowed to use the power Potency of Blood for a second time in a night.  They may not use this power more than once a night in of itself.

Only Telyavelic Tremere Characters May learn this Combination Discipline

Date of Archival: 24-Jan-2023
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 2
Auspex 2
MET Mechanics:

History is replete with stories of statues and religious icons that seem to weep tears of blood. This power enables a vampire to lay hands on any depiction of a religious figure - it need not be Christian - and cause the statue to secretly, painlessly steal minute quantities of Vitae from those who pray at or touch it. Laying on hands again causes blood to well up and flow from the eyes of the figure. Any medium can be subject to this power, from stone to canvas to a photograph, so long as the object is short side size is larger. The blood that comes from this manifestation possesses the ability to heal all manner of ailment and to work similar miracles.
System: To empower an object to steal blood from a target, it firstly must be a religious icon of some sort, even blessed items of the faith will work.  When doing so the character spends 1 temporary willpower to empower the object for one month of use.  There after anyone who touches the item will lose 1 blood trait every 3 seconds outside of combat or 1 blood trait a round in combat; to a maximum of 3 blood traits lost.  The blood stolen may be retrieved by the user of this power later but it is no longer the victim’s blood.  Instead the blood may now be used to heal any wound or ailment.  If the blood is used to heal the target will heal a number of health levels of damage equal to each trait given.  A character may only have one Blood of the Faithful active at a time.

Date of Archival: 12-May-2020
Toreador
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Presence 2
Celerity 4
MET Mechanics:

A character with this Combination Discipline elevates their capacity for violence to an awe inspiring rampage. The character instinctively weaves through the worst of a firefight to deliver brutal, pinpoint accurate blows with guns or knives. Their footwork becomes like a dance, coupled with the quick staccato gun shots, most gruesome of fast paced knife tricks and the cacophony of lamentations made by their eviscerated enemies becomes a show stopping sensation that can leave even the most jaded Toreador hypnotized... If they can keep from shying away from all that gore.

System - By spending a Blood trait and a point of Willpower, the character enters a trance. While in this state, the character deals an extra level of damage when making attacks using any gun or knife. Furthermore, attacks with guns may utilize a "Range Retest" by spending a mental trait regardless of how close their target is and whether or not they are able to return fire. Finally, once each turn, the character may spend a Willpower trait to make an additional attack at the end of the turn. This attack must use a gun or knife. A character may not make more additional attacks this way than they have levels of the Performance Ability in a single night.

Date of Archival: 01-Mar-2023
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Potence 5
MET Mechanics:

In nights past, the Knights of the Blood of the Ventrue developed this combination discipline. With some of the Knights of the Blood defecting to the Sabbat they keep the secret of this combination discipline alive among them. They learned to channel the strength of their blood within their bodies to great them a tremendous advantage in fighting for a brief time. Giving the Order of the Blood an advantage over lesser foes. The blood of the Ventrue Antitribu rises to the surface to form blood colored layers of mail armor over the ventrue. In addition their muscle mass increases and their speed heightens to new levels during this time as well.. Indeed seeing a Ventrue Antitribu in the Blood Regalia is a sight to behold.

System: This power is considered a form changing power. The character may spend 1 blood trait for a single armor health level or a single Brutal Physical Trait for the next scene or an hour. A character with this power may spend a maximum of 5 blood for armor and 5 blood for Brutal Physical Traits.

Only Ventrue Antitribu may learn this power

Date of Archival: 06-Feb-2023
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Thaumaturgy - Path of Blood 2
Thaumaturgy 3
MET Mechanics:

Requirements: Path of Blood 2, Lure of Flames 3

Activation: 1 Blood

Duration: Scene or Hour

XP Cost:  9

The ancient enemies of Clan Tremere are the Tzimisce, well known for their use of blood, and turning into pools of blood, sometimes to acid.  The Tremere have taken this advantage and turned it into a disadvantage for their enemies by expanding on their mastery of blood by causing their own vitae to become the bane of Kindred existence the moment it leaves their own body.  Expanding on this, Bloodfire can also be used to prevent their own vitae from falling into the hands of their enemies, the Thaumaturge may cause discarded, or stored Kindred blood to catch fire. 

This power only works on Kindred Blood.

While activated, the eyes of the thaumaturge will appear to have dancing flames for irises, and their skin will take on a ruddy hue, and with the slightest touch or a focused glance cause Kindred blood to become flammable and ignite as if it was gasoline gaining the incendiary trait.

Should any of the Thaumaturge’s own vitae leave their body, such as from wounds, theft of vitae, or someone drinks their blood, the blood will immediately ignite and turn to ash.  Anyone within melee distance of the Thaumaturge must make a static physical challenge (difficulty 7 traits) to dodge (Dodge retest) or take 1 aggravated damage per blood trait from the fire as it burns to ash.  The Thaumaturge is magically immune to damage from their own Bloodfire, but is not immune to any subsequent fire the Bloodfire may cause. 

If the blood is outside of a body or vessel, such as on the ground, discarded, a pool of blood, splattered on the walls, no challenge is necessary. 

If within an inanimate vessel, such as a bottle, a clay pot, a vessel of transference, or principle focus of vitae infusion  a static mental challenge (difficulty 7 traits) is necessary for it to ignite as many visible vessels as the thaumaturge’s Occult skill.   If the object is in use by another, a mental challenge against the physical traits of the wielder is necessary.

This power cannot be used on a target unless they are a body of blood, such as in Vicissitude: Bloodform, and if so, a physical challenge if touched, or a mental challenge against their physical traits if gazed upon is necessary. If successful the blood will catch fire immediately causing 2 aggravated damage per turn to the bloodformed individual, requiring a rotschreck check at a -2 penalty.   This lasts until the bloodformed individual resumes physical shape again.

Date of Archival: 01-Sep-2023
Tremere

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