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
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
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Presence 3
Potence 3
MET Mechanics:

By channeling the strength of their muscles into their supernatural reflexes the Brujah have developed this combination discipline.  Rapid Reflexes allows the Brujah to react in a fraction of a second to avoid the chance of being hit or move out of the way during moments of danger.

System: The Brujah spends 1 blood trait to activate this combination discipline for the next scene or an hour.  During that time the Brujah gains a free retest in all challenges to defend against ranged attacks. This combination Discipline may only be learned by members of the Brujah Clan.

Date of Archival: 01-Nov-2023
Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 5
Presence 5
MET Mechanics:

The Ventrue are known as staunch supporters of the Masquerade.  It is often their mastery of mortal influence that allows the Masquerade to survive in the modern nights.  Some Ventrue members have gone even further and learned to combine their own supernatural mind control into their majesty.  As such the Ventrue can force others to dismiss Masquerade breeches in their very presence and rationalize it away.

System:  When the Ventrue activates Majesty they may spend 1 additional willpower trait to activate this power.  For the next scene or hour, any who fall under the Ventrue’s Majesty will rationalize and forget any Masquerade breeches they see.  Full Supernatural creatures may attempt to resist this effect by defeating the Ventrue in a normal challenge to be unaffected by Majesty. This combination Discipline may only be learned by members of the Ventrue Clan.

Date of Archival: 01-Nov-2023
Ventrue
Custom Content Category: Combination Discipline / Technique
XP Cost: 6XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Celerity 1
MET Mechanics:

To activate this power the Player Character spends a willpower, for the rest of the scene, the character is hyper-aware of the ebb and flow of hostility around them. Should a non-physical action be taken against the player character, they may make a single preemptive non-physical action per attacker.

 

Date of Archival: 08-Aug-2024
Tremere
Custom Content Category: Combination Discipline / Technique
XP Cost: 5XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 2
Valeren 2
MET Mechanics:

Drawing upon the origination of the Salubri Clan's third eye, Realm Sight allows a Salubri to see into other realms with just their third eye.  By spending 1 Willpower, the Salubri with this power may see into one extra realm of their choosing (Astral, Umbra, Shadowlands) for one scene or hour, whichever ends first.  Due to the Salubri's attention being split between two realms, they incur a 1 trait penalty to all physical actions.  The eye glows with a black color while this power is in use.

 

Non Salubri bloodlines may not learn this discipline, as their bloodline does not descend from Saulot.

 
Date of Archival: 31-Jan-2015
Salubri, Salubri
Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Necromancy - Western 2
Presence 5
MET Mechanics:

Requires Path of the Graveborn

SYSTEM
If the Necromancer has The Path of the Graveborn: Death's Scythe active they may spend a willpower, and imbue up to a number of Zombies of their creation, equal to their level of The Path of the Graveborn with similar Scythes from Death's Scythe that do one aggravated damage per successful attack.

Date of Archival: 11-Oct-2024
Giovanni, Giovanni
Custom Content Category: Combination Discipline / Technique
XP Cost: 18XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Dominate 4
Dementation 5
MET Mechanics:

System: Created in 2018 to solve a problem in a uniquely Malkavian way, this power is designed to return to the mind of the victim one derangement permanently. To enact the power, spend one blood and one willpower and make a contested Mental Challenge: Retest with Psychology. Upon success, the power will warp and change the core of the subject’s mind, returning one derangement to the character. If the subject had no previous derangements, this power will have no effect. If the subject had multiple derangements, one may be chosen or returned at random (Storyteller discretion)

Date of Archival: 20-Dec-2018
Malkavian , Malkavian
Custom Content Category: Combination Discipline / Technique
XP Cost: 15XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Fortitude 5
Temporis 5
MET Mechanics:

Aion being the unbound personification of time, so too is the wielder of this power unbound by time itself.  By loosening the strands of stasis around themselves, held at their ends by sheer force of the resiliency of their forms, the form reverts to a point in time where they would be otherwise unscathed. 

System:  This power is always active:  If the wielder of this power were to be slain or put in torpor, the effect occurs, and then they are instead brought back to a state prior to the effect that would have otherwise incapacitated or slain them.  This power’s effect may only be called on once per night. If it is not actively called upon within one round of the character being downed, the player forfeits the use.  Upon use the character expends 1/3 of their current blood pool, minimum 3 traits, and gains a Temporary Derangement of the ST's choosing for a minimum of 3 months.

Date of Archival: 09-Oct-2019
Brujah , Brujah
Custom Content Category: Combination Discipline / Technique
XP Cost: 7XP
Custom Discipline Requirements:
Discipline Name Discipline Level
Auspex 3
Temporis 4
MET Mechanics:
Recollect
Auspex 3, Temporis 4
7xp

Many Kairos are scholars, using their time manipulation to study and research rather than fight. Rewind allows a Kairos to reverse time on an inanimate object, restoring it to an earlier point in its history. Depending on the object, this can sometimes have disastrous effects, so intelligent Kairos use this power wisely and sparingly.
 

System: The Kairos spends 1 Blood Trait and engages in a Static Physical Challenge against 8 traits, or a contested Physical Challenge if the object is carried by a resisting party. The number of additional Stamina-related Physical Traits bid on the challenge determines the maximum distance into the past the Kairos can revert the object, as noted on the chart below. This power retests with Occult.

  1. One week
  2. One month
  3. One year
  4. One decade
  5. One century
  6. + One century per additional Trait bid over 5
An object cannot be subjected to multiple uses of this power in order to delve further into its history. The number of traits risked in the first use of this power on an object represents the farthest this power can reach. If used on an object with mystical properties (ie. Fetishes, etc.), use of this power may remove the mystical effect if the proper number of traits is risked to revert it to a point in time before it was enchanted, or restore any mystical properties if used to return a broken object to before it was destroyed. In the event of an object being rewound to before its creation, the object ceases to be and is effectively cast from the flow of time. In the event that an object held by an unwilling subject is cast from the flow of time, any supernatural properties (ie. Spirits within a fetish, Blood Tempered items, etc.) of that item are suspended and become inert, and the item returns at the end of the scene or an hour retaining those properties.
Date of Archival: 14-Jan-2019
Brujah , Brujah

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