Custom Combination Discipline / Technique

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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Custom Content Category: Combination Discipline / Technique
XP Cost: 10XP
Custom Discipline Requirements:
Discipline Name Discipline Level
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
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

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