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: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Presence 5
MET Mechanics:

Requires Mediation Ability

Once per game night when the character is about to frenzy, as a last ditch effort the character can spend a willpower and enter a meditative state for the next round. This causes the Frenzy challenge to be considered won. The following round must be spent in meditation, if the character leaves meditation for some reason they will enter a frenzy instantly. To define leaving frenzy - being attacked does not cause the meditation to end. The character can still make defensive challenges. If any other challenge is made by the character outside of defensive challenges, this is considered to be leaving meditation.

Date of Archival: 13-May-2025
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 4
Dominate 3
MET Mechanics:


The user of this Discipline never lacks for knowledge provided there is a nearby target with the skill set required. By invading the target’s mind, the Kindred can remove and assimilate a lifetime of learning in moments. Victims of this power are commonly thought to suffer varying degrees of dementia as their minds slowly struggle to recover what was lost.

System: The Kindred first engages the target in a mental challenge to establish the telepathic link and identify/isolate the desired skill set (the user can identify one ability set per two temporary Willpower available) and then spends one blood trait. Second, the vampire spends one mental trait per ability trait being stolen to extract that knowledge from the ensnared mind and may immediately spend experience points at a cost of two per trait to make the acquisition permanent. To steal and permanently acquire an ability, the victim must possess more permanent ability traits than the Kindred at the time of the theft. Any ability not purchased is forgotten at a rate of one trait per hour. Using this Discipline for an ability already known to the vampire temporarily destroys the victim’s ability to use the skill with no benefit to the thief.

As this power requires the use of Dominate, it can only be used on Kindred of equal or higher generation, and a temporary Willpower trait must be expended before any blood traits are used. Regardless of the victim’s nature, supernatural or otherwise, the mind regains its ability traits at the same rate as the creature’s body heals aggravated damage. Because the vampire is essentially imprinting memories from another being, he suffers from the active Derangement Sanguinary Animism for one hour per ability trait stolen. This time is cumulative provided multiple abilities are stolen from a single person. If the vampire steals abilities from multiple targets, then he takes on the Derangement for each victim and, if reckless, may find himself with too many active, albeit temporary, derangements to be allowed to live.

The use of this Discipline is tantamount to psychic rape. Player Characters following the Path of Humanity should, at the Storyteller’s discretion, test to maintain their Humanity when acquiring abilities in this manner.

Date of Archival: 16-Feb-2015
Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 5
Obfuscate 4
MET Mechanics:

Quieutus 5 Cruscitus // Quieutus 5 Cruscitus

This power maximizes any Cainite blood taken by an Assamite Warrior to maximum efficiency.

System: After quenching his thirst with vampire blood, the vampire can double the effectiveness of each blood point. This power converts one blood point consumed from a vampire into two.

Date of Archival: 09-Sep-2023
Assamite, Assamite
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 3
Celerity 1
MET Mechanics:

The Kindred's connection with animals is such that they can transfer their enhanced speed to animals under their control. Such creatures can be made faster and more agile with an increase in dexterity from the vampire's Celerity.
System: You must first make a connection to the animal using Feral Whispers. You must then spend a Blood Trait for each level of Celerity you wish to invest in the animal for the rest of the night. You may not grant the animal more Celerity than it has Speed-related traits or than you have Celerity.

Date of Archival: 06-Nov-2020
Nosferatu
Custom Content Category: Combination Discipline / Technique
XP Cost: 9XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Temporis 3
Fortitude 3
MET Mechanics:

By concentrating on the stasis within and imbuing your own blood, you cause a permanent lapse in your blood, so as it begins to burn away from the activation of the temporal powers. Given enough time, the stasis will return when the lapse has ended, returning the blood to your time.

System: This Power is Always Active - When blood is spent for Temporis you receive 1/3 of the blood spent back (minimum of 1) at the end of the scene. You may raise the ratio up by expending a willpower at a rate of 1 for 1/3 to a maximum of 3.

Date of Archival: 09-Oct-2019
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 8XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dementation 4
Presence 4
MET Mechanics:
(Greater) Quieting the Cobweb
Requirements: Presence 4, Dementation 4.  Additionally, Auspex 4 and Psychology 1 for the Greater Version
Cost: 8xp or 12xp for the Greater version
 
Malkavians know the value of seeing the world through shattered glass but they equally know the value of seeing the world as it is from time to time.  To that end, with this power, the Malkavian may silence the dementia afflicting their target, even if ever so briefly.
 
System:  The Malkavian spends a number of temporary Willpower (up to a maximum of 5) and engages the target in a mental challenge, retest with Empathy.  Should the Malkavian be successful, the target's derangements are deactivated for the remainder of the scene or an hour (whichever occurs first).  For each Willpower spent initially, this power affects 1 derangement.  Therefore, spending 3 willpower will silence 3 derangements.  Which derangements are silenced are chosen randomly.  Should the challenge fail, the Malkavian makes a simple test for each Willpower spent.  On a loss of that simple test, instead of relieving the victim of one of their derangements, the Malkavian temporarily gains that derangement for the remainder of the scene or an hour, whichever comes first.  In the case where the Malkavian spends more willpower than the target has derangements and the Malkavian loses the initial challenge, the number of simple tests they make is equal to the willpower spent.  The STs should not reveal the number of temporary derangements gained until all the simple challenges are completed.
 
Additionally, if the user has Auspex x4 and the Psychology ability and is instructed in the Greater version, they may purchase this version instead of the standard.  These costs are not cumulative.  If the Malkavian wishes to buy the Greater version, they may do so directly without purchasing the standard version.  With the Greater version of this power, the Malkavian may specifically target a derangement they know the target to possess.  They expend a temporary Willpower for each known derangement they wish to mute and engage in the tests as normal.  
 
Lastly, only Malkavians may learn this Combination Discipline.
Date of Archival: 30-Jun-2017
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Thaumaturgy - Hermetic 2
MET Mechanics:

Prerequisites:
Auspex 2,
Tremere Thaumaturgy (Path of Blood) 2,
Thaumaturgical Sight

 

This technique increases the duration and removes the limitation of blood magic from the combination discipline of Thaumaturgical sight and is only limited by the vampire's lore as to which types of magical effects can be scrutinized.

By invoking Quintessencial Sight, you become capable of noticing the use of any magic (i.e. assamite sorcery, hedge magic, koldunism, setite sorcery, sphere magic, theurgy, tremere thaumaturgy, etc.). You can call out this sight at any time (subject to being conscious, able to spend blood & willpower and so on), and you immediately notice all rituals in use, all magic in the process of casting or currently in effect in addition to all objects and people enchanted with magic.

If the user has the appropriate lore, this combination discipline allows its user to automatically identify the type of a particular magic in effect (i.e. assamite sorcery, hedge magic, koldunism, setite sorcery, sphere magic, theurgy, tremere thaumaturgy, etc.).

The user must still engage in a Static Mental Challenge, difficulty of eight traits and using the Occult ability or appropriate Lore ability for retests to determine the specifics of an effect. If you succeed, the subject must reveal to you the effects of the power invoked.  If it's a power that you possess or you have the appropriate Lore, you are assumed to know the name of the power, and you can also determine the target. Otherwise, the subject need only reveal the effect of the power in question. You are still only able to scrutinize one power in this fashion each turn, so even if you spot several magical effects in action, you can only concentrate on one of them at a time. This level of concentration requires your normal action and cannot be sped up with Celerity or similar powers.

Activation of this combination discipline requires the expenditure of both one blood trait and one willpower trait and remains active for the remainder of the scene or one hour, whichever comes first.

You should indicate you Quintessencial Sight by placing you fingers, spread in a "V" to the side you your eyes.

Uses of this power is not immediately noticeable to others, though people will notice your intense scrutiny.

Date of Archival: 12-Feb-2015
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Chi’iu Muh 4
Iron Mountain 4
MET Mechanics:

The Kuei-jin’s soul is a radiant thing, repelling corruption and taint of all kinds.  When the character would be affected by any kind of corruption, including that of Western Demons, Fallen or Infernalists, Tainted Chi, the corruptive assaults of Scorpion Eaters, Radiation, Wyrm Taint or Balefire, or the corruption of the Thousand Hells, they may spend 3 Willpower to ignore the source of corruption completely, including any debilitating effects or damage from such an attack.  Using this power manifests as a burst of holy light. Note that this power only protects against corrupting or tainting effects; an Akuma may shoot the Kuei-jin full of holes with an AK-47, and Radiant Soul will offer no protection whatsoever. 

Date of Archival: 17-Nov-2019
Kuei-Jin, Kuei-Jin
Custom Content Category: Combination Discipline / Technique
XP Cost: 12XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Ogham 3
MET Mechanics:

System: By spending a willpower, you may activate a curse used from Inscribe the Curse and change it into a contested mental challenge (retest Occult) instead of a static mental challenge.

Date of Archival: 12-Feb-2025
Gangrel, Gangrel
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Animalism 5
Presence 5
MET Mechanics:

This power was developed by an ancient Brujah, when he was in the middle of a medieval battle and his army was outnumbered and losing. He managed to send every vampire on his side into a controlled frenzy, thus increasing their resistance and winning the battle.

System: The user must spend 1 Willpower and make a Static Social Challenge versus 10, retested with Leadership. For every Leadership dot, he can affect 5 vampires of his choice - If any of the chosen vampires wish to resist the Rage Wind, they must make a Self-Control/Instinct Static Challenge, difficulty 10. If they succeed, they do not enter frenzy. Those subject to this power know its source and are aware of its intended effect. Those vampires who choose to relent to the power (or those who fail the static), enter frenzy immediately and receive 3 Physical Traits - 'Deadly' - for the duration of the frenzy. Regardless of having Self-Control or Instinct, the vampire has full control of this frenzy, only attacking those who are known to the vampires as enemies. If there are no known enemies present or left, the frenzy ends for the subject.

Date of Archival: 04-Apr-2021
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 14XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 4
Visceratika 3
MET Mechanics:

In Hebrew Lore a Golem is a creature made of stone or clay and magically animated to protect others. Rumor has it that some of these stories rose from rebel Gargoyles protecting communities that gave them sanctuary after the Gargoyle Revolt. This power inverts the normal ability to fuse down into stone to, instead, draw stone up into the user infusing them with phenomenal resistance to damage. The result is a living statue with incredible durability at the price of increased weight.

System: The user spends 1 Blood Point and must touch, or be within 1 foot, of a suitable type of stone as described under Bond With the Mountain. Over two turns tendrils and chunks of the relevant material tear free from their locations and run, like heatless lava, ripping through, or flowing around, any obstacles that flowing stone could reasonably circumvent or push through, to reach the user and meld with their body. The process can be reduced to one turn for an additional Blood Point. A minimum of half the user's normal body weight of the relevant substance must be present for this power to work.

The entire mass being absorbed need not be within this powers range so long as the mass is one contiguous source, pieces joined by mortar, cement or other natural mineral adhesive count, and a portion of the mass falls within the power's range.

When successfully activated the user gains Bond With the Mountain's damage conversion capability as their body takes on the appearance and consistency of whatever they have absorbed. This power, an obvious Masquerade Breach, lasts until the following sunset, or until consciously deactivated and while active the user cannot carry additional people using the Flight Discipline without some other power to modify their weight.

Once this power's effect ends the Gargoyle's body consumes the absorbed stone and returns to normal. This power cannot be used in conjunction with Bond With the Mountain's, or Armor of Terra's, damage conversion capabilities. Armor of Terra's fire protection may still be used and indeed a Gargoyle using this power cannot catch on fire or combust while this power is in effect though they still suffer whatever damage that makes it through their defenses.

Date of Archival: 05-Jun-2025
Tremere, Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 11XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Quietus 2
Valeren 5
MET Mechanics:

Requirements

Quietus 2 Valern 5 – Cost 11 XP 

Redeemed or Blessed merit

By combining the unique disciplines of two Clans whom have fought against the Baali and Demons for millennium, the user can pinpoint the bonds that empower an Infernalist or other Pact holder and suppress a specific Investment.  The user must know that what the Power is and then engages the target in a willpower challenge.  If successful, the user spends a willpower and names the power which becomes suppressed for the rest of the scene. 

Mechanics: Physical contact must be made with the target.  The Vampire must spend a blood then engage the Infernalist in a contested willpower challenge.  If successful, the user must spend 1-3 temporary willpower points (equal to the Rarity Rating) and the named Infernal Investment or Power cannot be used for the remainder of the scene.

Date of Archival: 17-Jun-2018
Salubri, Salubri, Assamite

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