By Andrew Fowler (vlfowler@netins.net)
Spiral: Fluxtwisting
Suggested Boreens: The Fetter, Insight
Advantage: Can make Intelligence+Enigmas roll to give complete scientific insight into a mortal. This costs 2 Willpower and has a difficulty of 6.
Ban: Must strive towards Vision (Golconda, Ascension, etc.) constantly.
Spiral: Distortion
Suggested Boreens: Lore, Hazards
Advantage: While in the Shadowlands, a Financier may hypnotize a wraith into trading a handful of oboli for anyting weighing over 10 oz.
Ban: Financiers are notorious loansharks. Any conscious (not counting things under hypnosis) thing must make a Willpower roll diff. 6 to agree to trade with a Financier, no matter how tantalizing the deal sounds.
Spiral: Spycraft
Suggested Boreens: Nature, Corruption
Advantage: A Vulpine may, at any time, shapeshift into a fox, provided they have at least 1 point of Sanity left.
Ban: Vulpines are mischievous creatures. They are often distrusted, and rolls involved in believing one have their difficulties raised by 2.
Note that the character may belong to any Black Hand bloodline, or the Sandmen, Chanteurs, Artificers, Masquers, Mnemoi, or Oracles guild.
Dreamweaving is the art of manipulating the flux of creativity that flows throughout all Banshees into a dream to be placed in the heads of mortals, Sidhe not of House Scathach, Kiasyd, and Changelings.
* | You can adjust a bit of the flux into a bit of dream. |
** | You can adjust a bit more: approximately half of a dream. |
*** | You can create 3/4 of a dream. |
**** | You can weave a full dream. |
***** | You can create two dreams at a time, or one extremely important dream. |
Sanctums Lore is the gossip, rumors, and the occasional hypotheses of Banshees. It is valuable for many social situations in the Sanctums.
* | You've heard a bit of gossip here, a hypothesis there . . . |
** | You know a couple of hypotheses and fair amounts of gossip. |
*** | You know more rumors about the Sanctums than a Financier knows about stocks and bonds. |
**** | You are a master of gossip in the Sanctums. |
***** | You are a master of gossip and hypotheses and speculation about the Sanctums. |
* | Fluxhammer: You may gain 2 points of temporary Dreamweaving for your next roll involving Dreamweaving. Sanity Cost: 2. |
** | Twist the Dream: You may twist a dream already in progress, therefore affecting the thing that is dreaming in a different way. Sanity Cost: 1. |
*** | Corpus Flux: You may have the great Flux of Creativity flow through 5 Corpora, giving the wraiths Dreamweaving 1 and Sanctums Lore 2. At the ST's discretion, the wraiths may also gain an extra point of Pathos, and Sandmen may gain Dreamweaving 2. Difficulty is 3 for Haunters, Proctors, and Puppeteers, 4 for Sandmen, 5 for Chanteurs, 6 for Masquers, Oracles, Usurers, and Spooks, and 7 for all other guilds. The Sanity cost for Corpus Flux is 3. |
* | Distort the Cones and Rods: The character may make a mortal, vampire, or Non-Harbinger wraith's vision extremely fuzzy. Sanity Cost: 1 |
** | Curse of the Enfant: The character may make anything have distorted senses. Sanity Cost: 3. |
*** | The Clearing: The character may completely rewrite something's brain. Sanity Cost is a whoppin' 4. |
* | Peek: The character may make a 1" by 1" hole that only the character can see through. Sanity Cost: 1 |
** | Hole: The character may make a 3' by 3' hole that only the character can see through. Sanity Cost: 2 |
*** | Eavesdropping Network: The Banshee may listen to any conversation in the world via shadows. This was supposedly developed from the Obtenebration power Darksight. Sanity Cost: 3 |
Insight: Perception, wit, wisdom, and intelligence are pathways to Vision. Follow them and enter enlightenment.
The Fetter: The Fetter prevents we Banshees from becoming spectres. If The Fetter can save us from Oblivion, it can save us from the Children of Osiris and their fellow hunters.
Lore: Listen to the Sanctums' Lore. It will help you tremendously one day.
Hazards: Pranks and booby traps are roads towards pleasure, a thing that most wraiths need to fuel their passions. Lure the gullible into these traps, and sell the pleasure to wraiths for big bucks (in oboli).
Nature: What gives anyone the right to corrupt the wilderness with urban sprawl? Protect the forests, clean up oil spills, and recycle for a better future.
Corruption: Tempting all in to doing all sorts of things is a path to Vision. It is also something to do. Be the knave and trick and tempt all for the purpose of your Vision.
Sabbat: Ooooooooh. Mister big bad Tzimisce wants to terrorize all kine. Their ways repulse me.
Black Hand: Our allies. The Black Hand is the organization of Kindred that we look up to and the True Brujah make wonderful travelling companions.
Gaki: Good travelling companions. Their rifts make great places for meditation to get back lost Sanity.
Garou: Do we need yet more emphasis on the Boreen of Nature? No. So I say "Oh Please!!!" to the Garou.
Bastet: Bastet are fine, as long as they don't bug me. Those werepanthers called Bagheera and werelynxes called Qualmi can be great informants.
Fae: Remnants of the lost sections of the Flux of Creativity.
Mages: Grimoire readers cannot help but delve into the Sanctums. I wish they'd just leave us alone and bug those Red Talon Garou over there.
Wraiths: Wraiths are our progenitors. Annoying at times, but our progenitors. I'm glad were the next step in their evolution.
Children of Osiris: These hypocritical hunters are a definite problem. I say we use Bardo against them. Who's with me?