KoNY Custom Content

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Kings of New York Custom Content

Below you will find some unique Custom Combination Disciplines for Kings of New York. Each one of these combination disciplines is possessed by a Kings of New York NPC. Player Characters may learn these custom combination disciplines from these NPCs. Only Player characters of the appropriate Paths of Enlightenment and/or Clans/Bloodlines may learn these combination disciplines and they may never be learned by those outside of those requirements. Play Characters who wish to learn these combination disciplines but are not Kings of New York players may do so with their Staffs permission and agree to follow their requirements they may not be learned by those who do not possess the correct Paths of Enlightenment and or Clans/Bloodlines.

Paths of Enlightenment Combination Disciplines

Path of Death and the Soul

  • Analyze the Cainite Soul (Auspex 2, Animalism 2)

The very nature of the Path of Death and Soul is an obsession with Death and the true power it has over every soul. In their research vampires of this path developed this combination discipline to better understand the soul of another. By combing the arts of auspex and the understanding of the beast brought on by animalism the Cainite with this combination discipline can know what morality their target follows for their own studies.

System: Once purchased this combination discipline is always considered active. When you use the power Aura Perception you may now ask the following questions and get an honest answer: • What Morality do you follow and what level is it? • What are your Virtue Traits and their level. This combination discipline only works if the character is on Path of Death and the Soul.

XP Cost: 4 Teacher: Enki

  • Summon Cainite Soul (Auspex 4, Presence 4)

While not all members of the Death and the Soul Path are Necromancers, many are. For those who are unable to learn the Blood Magic this combination discipline was developed by the path followers. By extending their senses into the ether of the underworld the vampire can then exert his dominion of presence to summon the souls of any who have died.

System: The character spends 1 blood and 1 willpower trait to use this combination discipline. They is combination discipline only works on vampires who have meet the Final Death and not been Diablirized or meet Golconda. Once activated the Soul of the dead vampire appears to the user for the next scene or an hour. During that time the vampire user may ask the soul questions and it must answer truthfully. The summoned soul will not know anything it didn’t know in life. The user cannot command the soul in any other way and it disappears into the ether after the scene or an hour. Further Necromancy powers may not be used on a soul summoned with this combination discipline. To use this combination discipline you need a sympatric link to them from life. If the vampire meet final death via the ritual Kiss of the Asp; it will also not work. This combination discipline only works if the character is on Path of Death and the Soul.

XP Cost: 8 Teacher: Enki

  • Wisdom of the Damned (Auspex 3, Dominate 3)

Vampires who follow the Path of Death and the Soul seeks to gain power and knowledge from their studies of the dead. They spend many of their waking hours in occult research and study of the soul itself. Many of the path find the dead offer great knowledge and insight. It is upon this concept this combination discipline was developed. Members of the path channel their connection to the dead to steal their knowledge for a time to empower themselves. System: The character with combination discipline may activate it with the cost of 1 willpower trait for the next scene or an hour. During that time they gain the Mental Traits Cunning, Clever, and Insidious. This combination discipline only works if the character is on Path of Death and the Soul.

XP Cost: 6 Teacher: Enki

Path of Honorable Accord

  • Inspiration of the Blood (Presence 2, Dominate 2)

The Knights of the Sabbat are some of the most inspirational warriors of the sect. They hold to a dark code of honor and are the first to volunteer for battle. Many legendary knights have rallied their fellow Sabbat to Crusade and watched as their will was near insurmountable. This comes from this combination discipline developed by members of the path. Their master over their own mind and emotions makes their will near unbeatable.

System: A character with this combination discipline may spend 1 willpower trait to automatically win any single willpower challenge they have to make. This combination discipline may be used once per scene. This combination discipline only works if the character is on Path of Honorable Accord.

XP Cost: 4 Teacher: Jonas Van Cortlandt

  • Resolve of Battle (Fortitude 2, Presence 2)

A true Knight of the Sabbat most hone is body and skill for all forms of battle. They must be prepared for anything and to always move forward. Followers of the Path of Honorable Accord developed this combination discipline to shrug off wounds in battle that would give pause to any other vampire.

System: Activating this combination discipline costs 1 willpower trait and lasts for a scene or an hour. During that time the character is completely immune to any form of Stun effects. This combination discipline only works if the character is on Path of Honorable Accord.

XP Cost: 4 Teacher: Jonas Van Cortlandt

  • Fight as One (Auspex 4, Presence 3)

A Knight of the Sabbat is only as good as the soldiers around him. His strength comes from his pack and their code of milan. It is this thought process that created this combination discipline. By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.

System: When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour. During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with. This applies only to a mass combat against one target where the character is fighting with allies. This bonus may not exceed 5 traits. This combination discipline only works if the character is on Path of Honorable Accord.

XP Cost: 9 Teacher: Jonas Van Cortlandt

Path of Feral Heart

  • Survival of the Beast (Animalism 3, Fortitude 3)

For the vampires of Feral Heart survival is their top priority. As the apex predators they will encounter others who would challenge their unlife. Thus this combination discipline was developed by vampires that follow the Path of Feral Heart to better increase their odds of several. The vampire hones his beast in sync with his supernatural toughness to better stave off any deadly blow.

System: The character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour. During that time the character gains a number of retests equal to their morality level in Path of the Feral Heart which may be used only when defending against attacks that deal damage. This combination discipline only works if the character is on Path of Feral Heart.

XP Cost: 8 Teacher: Father Bronch

  • Conviction of Flame (Animalism 5, Fortitude 5)

The Ferals teach that to master the curse of fire and overcome it will grant one great strength. It is from this practice this combination discipline was created. With complete mastery of their body and beast the fear of flame and sunlight not only no longer causes them fear; it empowers them.

System: The character must perform a Fire Dance first before activating this combination discipline. Once they do so they may spend 1 willpower to activate this combination discipline for the next scene or an hour. During that time the character is completely immune to any Rotshreck challenges they may have to throw and gain the Social traits Intimidating x2. This combination discipline only works if the character is on Path of Feral Heart.

XP Cost: 9 Teacher: Father Bronch

  • Bane of the Net (Animalism 4, Dominate 4)

Vampires on the Path of Feral Heart despise technology. They prefer to focus on the primal and primitive aspects of their nature and curse. It is from a mastery of this mind set members of the path developed this combination discipline. By extending their beast and mind they can create an aura around them shuts down all technology that may be near them.

System: A character with this combination discipline may activate it by spending 1 willpower trait for the next scene or an hour. If they do, all advanced electronics and technology fail to work automatically within a ten foot radius of a character. Any piece of technology that has complex or multiple parts will fail. Simple weapons like swords, knives, bows etc continue to function. This combination discipline only works if the character is on Path of Feral Heart.

XP Cost: 6 Teacher: Father Bronch

Path of Orion

  • Scent of the Hunter (Animalsim 3, Auspex 3)

The great hunters of the Path of Orion are always seeking out new and greater prey. A Hunter who cannot track is no hunter at all. As a result vampires who follow the Path of Orion created this combination discipline to track their prey no matter where they may run off to.

System: A character with this combination discipline may spend 1 blood to activate it for the next scene or hour. A character wishing to track another character must make a static Mental Challenge against a difficulty of the Character they are tracking’s permanent physical traits. If the user succeed they know the location of the character they are tracking. This combination discipline only works if the character is on Path of Orion.

XP Cost: 6 Teacher: Ned Bronch

  • Heart of the Hunter (Animalism 3, Fortitude 2)

Hunters on the Path of Orion who cannot control their beasts will always fail in a hunt. They must master themselves and their beasts to gain full control and be calm and alert on a hunt. As a result members of the Path of Orion developed this power to them an edge over their beasts when they might need it most.

System: A character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour. During that time you gain a free retest in all virtue challenges to resist frenzy or rotshreck. This retest is not consumed upon use and may be used in multiple challenges during a scene. This combination discipline only works if the character is on Path of Orion.

XP Cost: 5 Teacher: Ned Bronch

  • Thrill of the Hunt (Animalism 3, Presence 3)

The Thrill 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.

XP Cost: 6 Teacher: Ned Bronch

Path of Power and the Inner Voice

  • Embolden the Legions (Presence 3, Celerity 3)

The Unifiers present themselves as the primer leaders of the Sabbat. While they may crave power they do so only through the skills of those beneath them. If they are to succeed then their soldiers in Gehenna must succeed. Building on the Combination Discipline Inspire Greatness; members of the Path of Power and the Inner Voice developed this combination discipline to lend their supernatural speed to those who serve them as well.

System: The character spends 1 blood trait per character they wish to use this combination discipline on. For the next scene or an hour a character who receives the benefit of this discipline may use whatever levels of Celerity you possess as if they were their own for the next scene or an hour. This combination discipline only works if the character is on Path of Power and the Inner Voice.

XP Cost: 8 Teacher: Ecaterina the Wise

  • Mastery of Obedience (Dominate 3, Potence 3)

The Unifiers are well known for their skills and expectations of Obedience and loyalty from those beneath them. This combination discipline was created by them to reflect this fact. By combining their mastery of dominate with supernatural strength; few can resist their commands and power of words.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character gains a number of bonus traits on all dominate challenges equal to their morality rating in Power and the Inner Voice halved (round down). This combination discipline only works if the character is on Path of Power and the Inner Voice.

XP Cost: 6 Teacher: Ecaterina the Wise

  • Resolve of the Inner Voice (Dominate 3, Animalism 3)

Vampires who follow the Path of Power and the Inner Voice can ill afford to allow others to see them as weak or frightened. To protect against this ever happening vampires of the path developed this combination discipline using their mastery of dominate and their own beast. A unifier with this power will never show signs of fear or flee in terror.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character is immune to all fear causing effects. This combination discipline only works if the character is on Path of Power and the Inner Voice.

XP Cost: 5 Teacher: Ecaterina the Wise

Path of Caine

  • Knowledge of Nod (Auspex 2, Presence 2)

The followers of Caine are known as Noddists for they are scholars as well as diablerists. They seek the hidden knowledge and secrets of Caine in hopes of strengthen their own personal power. This combination discipline was developed by the Noddists to help them in those efforts. By tapping into their own memories, heightening them and focusing them, they gain an edge over others.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character gains a number of bonus mental traits in all challenges related to Lore or the Occult equal to their level of Lore: Noddist ability. This combination discipline only works if the character is on Path of Caine.

XP Cost: 4 Teacher: Simon Orozco

  • Embrace the Beast (Animalism 5, Auspex 4)

Noddists often don’t view the beast as a burden or curse. They view it as a gift from Caine. A strength to be channeled and focused. By mastering their own beast through the arts of Animalism and then focusing that power with mastery of their senses; the Noddist gains an inner strength for a time as they allow their beast to ride the edge of frenzy.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. While under the influence of Embrace the Beast, the character is not affected by Dominate or Presence. Furthermore, for the duration of the power, the character gains the Physical Traits: Ferocious and Relentless. The Combination Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of the Combination Discipline's use. The Combination Discipline also comes to an end of the character's first physical confrontation. This combination discipline only works if the character is on Path of Caine.

XP Cost: 9 Teacher: Simon Orozco

  • Amaranth’s Kiss (Auspex 5, Animalism 5)

A vampire who follows the path of Caine is a serial diablerist. Their hope is to strength their own blood to grow in equal power to Caine. This combination discipline allows the noddist to draw on the strength of the souls they have consumed for their own benefit. The noddist stores a shard of the soul consumed within themselves to be accessed later for power.

System: Whenever the character diabolrizes another vampire they spend 1 temporary willpower trait to activate this combination discipline. If they do so, the character may store part of the soul they consumed to access later for power. The character may store a number of souls in this way equal to their permanent willpower rating. At any point the character may spend 1 willpower and access one of the souls they have consumed for power. They must do this before throwing a challenge. If they do, the user gains five bonus traits for that challenge. Once used, the soul stored with this power is lost. These bonus traits only apply to a single challenge. A character with no souls stored from diablerie would be unable to use this combination discipline for bonus traits until they committed diablerie again.

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

XP Cost: 12 Teacher: Simon Orozco

Path of Cathari

  • Corrupt the Soul (Auspex 2, Presence 2)

The vampires of the Path of Cathari seek to be the darkness to counter the light. They are the test of virtue with sin. Members of the path seek to corrupt others and bring them low. However, some people are simply too stubborn to corrupt. As a result vampires who follow this path created this combination discipline to influence the very nature of a person and force them to confront the darkness.

System: To use this combination discipline the character must engage their target in a contested Social Challenge retested with Empathy. If the user succeeds they may spend 1 permanent Social trait to permanently change the targets Nature to one of their choosing. This combination discipline only works if the character is on Path of Cathari.

XP Cost: 4 Teacher: Mistress Callisto

  • Addiction of Vice (Auspex 4, Presence 4)

Some member of the Path of Cathari say this combination discipline was developed by member who knew the Blood Magic Path of Corruption. That they created it for those of the path who do not know the secrets of Blood Magic. Regardless, this tool is incredibly useful to followers of the path to aid in their corruption of the vitreous. With it they can addict others to vice and force their downfall.

System: The character using this power spends 1 blood trait and makes a contested social challenge against their target retested with Empathy. To use this power the target character must currently be engaging in a vice of some sort. If you succeed the target gains the flaw: Addiction for a number of months equal to your Path of Cathari Morality rating. This combination discipline only works if the character is on Path of Cathari.

XP Cost: 8 Teacher: Mistress Callisto

  • Wickedness of Sin (Presence 4, Auspex 4)

Those who follow the Path of Cathari are master manipulators. Vampires of the Path developed this combination discipline to empower their skill in corruption, seduction, and manipulation to get others to engage in Vice. As agents of Sin they use this power to test those who would follow the light.

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 Social challenges related to a corrupting an individual equal to their morality level of Path of Cathari halved (round down). These bonus traits only apply when the character is making challenges related to corrupting a target into vice. This combination discipline only works if the character is on Path of Cathari.

XP Cost: 8 Teacher: Mistress Callisto

Path of Redemption

  • Embrace of the Divine Tide (Animalsim 3, Presence 3)

The Divine Tide is a holy time for the followers of the Path of Redemption. They let their beast run wild and become monsters for a time. In doing so they hope to gain control and mastery of their beast by allowing it to explore for a time. Vampires who follow this path developed this combination discipline to find and inner strength from their Divine Tide experience. With it is bolsters their own views and will itself.

System: To activate this combination discipline the character must have experienced their divine tide. Once they have done so and for the next month gain Divine Tide Trait that may be spent as follows: • As A Willpower Trait • A Retest in any Virtue Challenge • A Retest in any challenge to defend against True Faith

Once this Divine Tide trait is called it used up until the character experiences another Divine Tide. This combination discipline only works if the character is on Path of Redemption.

Xp Cost: 6 Teacher: Father Flynn

  • Blessed Guard (Auspex 4, Fortitude 4)

Those vampires who follow the path of redemption often find themselves as adversaries to the forces of hell. In this work they have developed this combination discipline to grant them a powerful weapon against the armies of hell. By focusing on their own devotion to the Path and supernatural resilience the vampires gains an edge over their demonic foes.

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 fighting Demons or the Infernal equal to their morality level of Path of Redemption halved (round down). These bonus traits only apply when the character is making challenges related to combating Demons or the Infernal. This combination discipline only works if the character is on Path of Redemption.

XP Cost: 8 Teacher: Father Flynn

  • Dark Saint (Animalism 4, Presence 4)

This combination discipline was crafted by the followers of the Path of Redemption to give them an aura and look of A Dark Angel. By focusing their beast the vampire sprouts two large angelic wings from their back in a shower of blood and gore. The resulting wings allow them to fly and even protect others with them should they need to.

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 grows two angelic wings from their back and gain a fly speed of 45 mph. Additionally, they may use this wings to intercept an attack made on another character. If the character with this combination discipline wishes to do so they must expend 1 Survival ability and take the hit that was going to effect the other character. Instead of the original character suffering the repercussions of the attack you do instead. This combination discipline only works if the character is on Path of Redemption.

XP Cost: 8 Teacher: Father Flynn


Antitribu Combination Disciplines

Assamite Antitribu

NPC Teacher: Jaali Bakir

  • Hand of the Assassin (Obfuscate 2, Celerity 2)

Members of Clan Assamite are known as skilled assassins the world over. Their ability to vanish without a tracer is near legendary in the Kindred world. Some of those of the clan have developed this combination discipline which helps reinforce this belief. By combing the speed of celerity and the vanishing of Obfuscate; the Assamite finds it much easier allude those who might pursue them.

System: Once purchased this combination discipline is always considered active. The assamite character with this power may spend 1 temporary mental trait to retest any use of Obfuscate they are using.

XP Cost: 4

  • Fountain of Blood (Celerity 5, Quietus 5)

The Assamite power of Taste of Death can be a potent assassins tool of surprise. However, it can often be the last blow used or one that takes some time. By combining the arts of Celerity with Quietus; the Assamites Taste of Death becomes more potent and deadly when used. As the Assamite literally spews much of their blood in a shower over their victims in a rain of acidy death.

System: Once purchased this combination discipline is always considered active. When an Assamite uses Taste of Death; this power now inflicts two aggravated damage per blood trait instead of one. Additionally, the character may now spend up to their generational maximum of blood when using a Taste of Death in an attack.

XP Cost: 8

  • Ripples of the Blood (Quietus 5, Obfuscate 5)

Assamites are notorious for their love of Diablerie. Some members of the clan have developed this combination discipline so when the devour another vampires soul they may steal their identity for a time. This allows the Assamite to access the victims contacts and resources they may have had for their own use. That is, until the illusion fades.

System: When an assamite with this combination discipline diablerizes another vampire they may use the diablerized vampires Background for the next month as if they were his own. They may also assume their identity, personality, and voice during this time using Mask of a Thousand Faces as well.

XP Cost: 10

Brujah Antitribu

NPC Teacher: Ecaterina the Wise

  • Renegade Shot (Auspex 1, Celerity 2)

Aiming a gun on the move is hard. Aiming a gun on motorcycle is impossible. But for one gun-happy Brute thought the two great tastes of bikes and guns coming together was a personal challenge. After years of development he came up with the cowboy shot. By harnessing the speed of Celerity and the quick eye of Auspex, he learned how to steady his shooting hand by anticipating the bumps in the road before they happened.

System: This power costs 1 Blood Trait to activate and lasts a scene. For the remainder of the scene the Brujah gains a free retest on all Firearms challenges when firing a gun.

XP Cost: 6

  • Velocity (Celerity 3, Potence 3)

The Brujah clan are known for their violence and love of fighting. Members of the clan have learned to harness their supernatural speed and strength into a refined weapon. Those of the clan who learn this combination discipline make it extremely difficult for their opponents to evade their attacks. The raw strength and speed of their blows almost always land, but at a great cost of vitae and the very will of the Brujah to use.

System: The Brujah with this combination discipline may activate it by spending 1 Blood trait and 1 willpower trait for their next attack. If they do, those the Brujah attack with a Brawl or Melee attack may not Dodge the incoming attack. They may only attempt to soak the attack itself. Character with Elder levels and higher of celerity are immune to attacks made with this combination discipline.

XP Cost: 6

  • Scorching Fury (Potence 3, Celerity 3)

The Brujah were once known and feared for their power of burning wrath, but in the Final Nights something occurred that weakened the power. Much like the Celerity refinement of old that the brujah did (See the Celerity Dark Ages power the Brujah developed to make it so Celerity costs 1 blood instead of 1 blood per level) this discipline technique is a refinement of the Brujah's Burning Wrath to make it once was. The Brujah channels his fury into his blows and digs deeper than before. His Burning Wrath becomes far more intense and powerful. Not to mention lasting far longer. Thus the fear of this legendary technique of the Brujah returns once again.

System: Each Turn she spends a Blood Point to maintain this power, all her brawling attacks cause aggravated wounds. Those struck by the Refined Burning Wrath feel steam sear their flesh, and must make a Willpower check (difficulty 8) to act next turn. Those who fail the Willpower check writhe in agony as the liquid flame seems to blaze through their bodies. These mechanics are taken from the first edition Brujah Clanbook.

XP Cost: 8

Serpents of the Light

NPC Teacher: Papa Kalfu

  • Cobra Strike (Serpentis 3, Obfuscate 3)

By combining the arts of Serpentis and Obfuscate the Serpent of the Light can generate a hidden and lithe counter attack against any who would strike them. When using this combination discipline the Serpents arms quickly shift into the skin and form of snakes as they rapidly strike back at their attacker before shifting back.

System: The character spends 1 blood trait when they are attacked and make an immediate reflective counter attack against their attacker. This attack happens as a separate action that does not use up one of the character’s actions. The counter attack allowed by this power is a normal brawl attack against the person who attacked them as long as they are within range.

XP Cost: 6

  • Snake Tongue (Serpentis 2, Auspex 2)

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.

XP Cost: 6

  • Visage of the Orisha (Obfuscate 3, Presence 3)

Many Serpents of the Light serve as priests to their mortal community and herd in a religious sense. They are ridden by the various Loa and Orisha to grant insight and answers to a variety of powers. As priests to their gods, the Serpents often find the need to present themselves as such to others. This combination discipline was created by members of the bloodline by combining the arts of Obfuscate and Presence to present a more divine image to others.

System: When using the power Mask of a Thousand Face the characters gains the Social Traits Divine x3. These traits may not be used against any character who sees through your mask of a thousand faces.

XP Cost: 6

Gangrel Antitribu

NPC Teacher: Eddy the Cheater

  • Scent of the City (Animalim 2, Obfuscate 2)

Most City Gangrel are urban predators and view the cityscape as their hunting grounds. As a result members of the Gangrel Antitribu bloodline developed this combination discipline to mask their own scent when hunting or hiding in a city. When activated the Gangrel Antitribu’s scent becomes that of the city itself; thus none are able to track them via their own scent for a time.

System: The character spends 1 blood trait to activate this power for the next scene or an hour. If they do, their scent becomes untraceable during that time.

XP Cost: 3

  • Humans are Animals (Animialsm 4, Fortitude 4)

Members of the Sabbat view humans as little better then food, however, some Gangrel Antitribu take this even further. Members of the bloodline developed this combination discipline in a belief that humans are nothing more then animals. As such, this power always a Gangrel Antitribu to have their gifts of Animalism work on humans as well as animals.

System: Once purchased this combination discipline is always considered active. All levels of the character’s discipline of Animalism now work on mortals as well as animals.

XP Cost: 6

  • The Beast Within (Animalism 5, Fortitude 4)

While normal gangrel view their clan curse as a weakness; Gangrel Antitribu see it as a blessing. This combination discipline allows the Gangrel Antitribu to delve into their own clan curse and summon forth all manner of beast traits. Members of the clan gangrel call these traits mixed blessings that can happen to them on occasion. To the Gangrel Antitribu they are a source of power in the blood to be used against their enemies.

System: The character spends 1 blood and 1 willpower trait to activate this power for the next scene or an hour. Once activated the character may select one mixed blessing and have it during that time. At the end of the scene or an hour the mixed blessing ends. A character may only ever have 1 Mixed Blessing from this power at a time.

XP Cost: 8

Malkavian Antitribu

NPC Teacher: William Poole

  • Dementia Pracox (Dementation 5, Auspex 4)

Malkavians are notorious for messing with the minds of their victims. This combination discipline was developed by members of the clan to reach into the mind of their victims and flood it with self-doubt and despair. The end result of which makes it nearly impossible for the victim to concentrate or focus.

System: The Malkvian character spends 1 willpower trait to activate this combination discipline. Engage your target in a contested Mental Challenge retested with Empathy. If you succeed the target may only defend in Mental Challenges they engage in (This has no effect on any other type of challenges). If the target wishes to take an aggressive mental action they may spend 1 willpower per action to negate the effect of this combination discipline to do so. This power lasts one scene or an hour.

XP Cost: 12

  • Fractured Mind (Dementation 4, Auspex 4)

Members of clan Malkavian developed this unique combination discipline to attack their victims and drive them even further into madness. Those unlucky enough to be assaulted by a Malkavian with this power find their very will to live to driven away. Worse off, those who suffer from active insanity find its effects even more potent..

System: The Malkavian character spends 1 blood trait and engages the target in a contested mental challenge retested with Empathy. If you succeed the target loses 3 temporary willpower traits and an additional willpower per trait per active derangement they have at the time this power is used.

XP Cost: 8

  • The Great Prank (Demenation 5, Auspex 5)

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.

XP Cost: 12

Nosferatu Antitribu

NPC Teacher: Lorenzo Salazar

  • Secrets of the Beast (Animalism 3, Auspex 4)

Clan Nosferatu is well known in the Kindred world for their ability to collect and trade secrets. To aid in this endeavor the clan has developed this combination discipline. This power allows the Nosferatu to enter into the mind of their targets and speak directly to their Beast. In doing so, the vampires beast will often reveal secrets of its host to the Nosferatu. While the Nosferatu has no way of knowing what secrets the Beast will reveal; it is always something useful for trade later.

System: The Nosferatu character spends 1 blood trait and engages their target in a Social Challenge retested with Animal Ken. If they succeed, the target will reveal one secret (Decided by the Storyteller) to the Nosferatu. The target is unaware the Nosferatu has used this power unless they have a supernatural means of knowing a power was used on them; as the Nosferatu speaks to the targets beast.

XP Cost: 7

  • Seeing is Believing (Obfuscate 4, Potenc 2)

Long years of fighting to defend their undercity homes have forced the Nosferatu to adapt to ever changing circumstances. Having mastered ways of being hidden or misdirecting foes, the Antitribu can weave a deception around themselves in combat. Their opponent will see them move left, or throw a punch, and react accordingly, only to find that the Creep has instead done something completely different.

System: The player spends 1 Willpower to activate Seeing is Believing for the scene. During that scene, the Nosferatu gains their level of Obfuscate in retests they may use when attacking or defending in combat, on any challenge against another being. These retests are used up once called and may only be applied to Brawl, Firearms, Dodge, Survival or Melee attacks.

XP Cost: 6

  • Phantom Menace (Animalsim 3, Obfuscate 3)

Since time immemorial, the Nosferatu have remained hidden from the world. Malformed and hideous, they have sought refuge both underground and under the shadows of their blood power. This has given them utter mastery of the ability to remain hidden, surpassing that of other clans who use it as a tool rather than a survival tactic.

System: Once learned this power is always active. Those attempting to break your Obfuscate no longer add in their levels of Auspex or bonuses from other supernatural sensory powers. This has no effect on abilities, Merits, or bonus traits derived from sources other than supernatural powers. Additionally, the Nosferatu may spend a Mental Trait to retest any Obfuscate-related challenge. This combination discipline does not negate the ability of Auspex (or Similar Powers) to “See the Unseen” they will simply no longer gain bonus traits etc from them.

XP Cost: 6


Ravnos Antitribu

NPC Teacher: Eddie the Cheater

  • Mirror Image (Obfuscate 3, Chimerstry 2)

Master of Illusion and confusion, some Rogues have developed this discipline technique to confuse and confound their enemies. By creating illusionary copies of himself, the Ravnos Antitribu can appear to have an army of himself at his beck and call. Though these illusions can not actually harm or truly interact they make for a great distraction and frightening ones enemy.

System: For 1 Willpower, the wielder of this power can create up to his Subterfuge ability rating in intangible copies of herself. These copies of herself can cause no actual physical harm or damage, but can cause a great amount of confusion against attackers. For the remainder of the scene or an hour the Rogue gains 1 free retest to use in combat challenges equal to the number of illusionary copies of himself. Once a retest is used, it is expended and this power may only be activated once per scene. With Obfuscate 4, this power allows the character to disappear, leaving between 1 or more of the intangible images in her place. This effect grants the Rogue a free retest on all Obfuscate challenges to vanish only.

XP: 8

  • Dance of Gehenna (Animalsim 5, Auspex 4)

Members of the Ravnos Antitribu bloodline created this power based off their experiences during the Week of Nightmares. As Ravnos attacked Ravnos in a blood frenzy; those who survived decided to use that knowledge to create this ability. By combining their skills with Animalism and subtly effecting the targets mind in a frenzy; they can direct their victims to unleash their frenzy on whomever they desire. System: Once the character has successfully used Drawing Out the Beast on a target they may then spend 1 willpower and engage the same target in a contested Social Challenge. If they succeed they may tell the target who their frenzy is targeted against. The target will then direct all their frenzy actions on the target designated by this power until the frenzy ends.

XP Cost: 8

  • The Beast Within (Animalism 2, Fortitude 2)

Your affinity with the animalistic side of the Kindred gives you some power over it in others. In particular, you can draw upon a victim's bestial nature and force him to give in to this darker side. Members of the Ravnos Antitribu developed this combination discipline to draw out their enemies greatest fears and force them to the surface. System: This Discipline allows you to activate one of an opponent's Derangements (the victim chooses which one) if you can defeat him in a Social Challenge. You need not know any of your target's Derangements, but if you do, you need not risk one of your Social Traits when trying to activate that particular Derangement (knowing his Derangement takes the place of your Social Trait during your initial bid). If you should fail in the attempt to use Beast Within against a target, you may not try to use it again on her that evening.

XP Cost: 4

Salubri Antitribu

NPC Teacher: Silas

  • Fury of the Forgotten (Potence 5, Valeren 5)

One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles. Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.

System: The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs. The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack. Meaning Carrier attack powers may now work with Vengeance of Samiel.

Xp Cost: 10

  • Deny the Usurper (Auspex 3, Valeren 3)

The Furies are the notorious enemies of Clan Tremere. They view them as the great enemy to exterminate at all costs. By exploring their gifts of Valeren the Salubri Antitribu have learned this technique to aid in their protection against the Blood Magics of the Tremere.

System: The character spends 1 blood trait to activate this power for the next scene or an hour. During that time the character gains a free retest in all challenges to defends against Blood Magic used against them. This retest is not used up upon use, and repeats for the scene or an hour. Though they may not use it more than once in a challenge.

XP Cost: 5

  • Legacy of Blood (Auspex 4, Valeren 4)

The Salubri Antitribu carry a legacy of death on their shoulders. This rage drives the very fury of the bloodline. This combination discipline developed by them allows them to strike vengeance and pain into all those who sought to destroy their clan.

System: The character spends 1 blood trait to activate this power for the next scene or an hour. During that time the character gains 3 bonus traits on all Melee attacks and all attacks made with a Melee weapon do aggravated damage.

XP Cost: 6

Toreador Antitribu

NPC Teacher: Mistress Callisto

  • Exquisite Torture (Presence 3, Vicissitude 3)

As master of the art of inflicting pain the thorns of the sabbat have developed a unique ability to extend their suffering on others nearly indefinitely. By combining the arts to mold flesh and make it permanent the throne learns how to permanently alter the pain receptors of an individual. Even the undead are not immune to their painful touch.

System: You must have your target subdued and restrained to use this combination discipline. Once you do you may engage in a contested Physical Challenge retested with Torture against the target. If you succeed you may spend 1 permanent willpower trait. If you do the target suffers the wound penalties they are suffering permanently and may not be negated in any way. This effect lasts until you choose to end it and gain back your point of willpower spent.

XP Cost: 5

  • Feel No Pain (Presence 3, Fortitude 3)

As the true masters of the art of pain, members of the Toreador Antitribu have taught themselves how to deaden their nerves and feelings to such things when inflicted on them. They quite literally feel no pain no matter what causes it. To them, they consider such efforts pathetic as only a Toreador Antitreibu can truly inflict or understand it.

System: Once purchased this combination discipline always considered active. You never suffer the effects of wound penalties regardless of their source or supernatural power that inflicts even the mechanical effects of wound penalties.

Xp Cost: 6

  • Decadence in Grotesquette (Presence 5, Auspex 4)

This art developed by the Toreador Antitribu empowers their displays of monstrous to such a degree they become social paragons for a time and all are forced to recognize them. By making a shocking display or form of custming the Thorn extends his emotions and grandeur over a crown and make themselves appear more shocking and horrifying beautiful.

System: The character must make some sort of Grotesque and Monstrous physical display on their person to use this power. Once they do they may spend 1 willpower trait to activate this power the next scene or an hour. During that time the character may add their permanent Torture ability rating in Bonus traits to all Social challenges.

Xp Cost: 8


Telyavelic Tremere

NPC Teacher: Janina Lanka

  • Call the Ancestors (Auspex 4, Sielanic Thaumaturgy 4)

The Telyavelic Tremere carry with them a legacy of their faith from Lithuania. They care deeply about both their mortal and vampiric ancestors. As such, members of the bloodline developed this combination discipline to call up the souls of their deceased ancestors gain knowledge and insight they themselves may lack.

System: The character spends 1 blood trait to activate this power the next scene or an hour. Once activated the character selects 3 abilities he would like access to. These abilities may distributed in any manner and may increase their own abilities beyond their generational maximum as well. Storytellers are the final authority if an ability is allowed to be gained from this power. Additionally, this power does not stack.

XP Cost: 6

  • Might of Telyavel (Auspex 3, Sielanic Thaumaturgy 3)

The Blood of the Telyavelic Tremere is tied forever to the god Telyavel. It gives them strength and purpose. Members of the bloodline developed this combination discipline to draw on that connection and gain strength from their god for a small amount of time. Once used, the Telyavelic Tremere takes on aspects of the God and their form will even shift and change to reflect it.

System: The character spends 3 blood traits to activate this power which lasts a scene or an hour. During that time the character gains 3 bonus traits to distribute among their attributes as they see fit. Once selected these bonus traits may not change categories and this power may not stack.

XP Cost: 6

  • Blood of Telyvael (Presence 4, Sielanic Thaumaturgy 4)

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.

XP Cost: 9

Ventrue Antitribu

NPC Teacher: Meyer Lansky

  • Blood Regalia (Fortitude 5, Potence 5)

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.

XP Cost: 12

  • Calming Mind (Auspex 3, Dominate 3)

Developed by the Ventrue Antitribu of the Order of the Trinity, these vampires have mastered away to combine the insight of Auspex and commanding power of Dominate to force a vampire to end a fear frenzy. Most vampires who practice this art use it to prove their divinity to members of the church by performing miracles.

System: The character spends 1 Willpower trait and makes a static Mental Challenge difficulty 8 rested with Intimidation. The character using this power need only see his target to use it. If they succeed the victim suffering a fear frenzy immediately ends that frenzy.

XP Cost: 8

  • True Flame (Auspex 4, Presence 5)

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

XP Cost: 8