San Francisco by Night


Approved Non-Official Powers

Fetishes
Thaumaturgy Paths
Thaumaturgy Rituals
Disciplines
Draba


While not specifically described in any White Wolf book, the powers on this page have been approved for use in SFbN.  These powers are only approved for development by all characters.

To get a non-official power approved, send the MST a detailed proposal. Please be aware that the MST will post the power in various public White Wolf forums for feedback from other knowledgeable parties.  Something will only be approved if the larger White Wolf community sees no issues (e.g., game balance problems) with it.  Please don't submit something that is sure to draw lots of criticism in a public forum.


Fetishes

Heart's Desire (Level 3)
The Chalice of Hong Zhue Hua (level 5)

The Chalice of Hong Zhue Hua (Level 5)

This artifact was originally created by Cardinal Seth Gabriel of Clan Malkavian.  The skull of Hong Zhue Hua, a 6th generation Baali Apostate of the Toreador Clan, serves as the cup portion of the chalice. The stem is formed out of what used to serve as her rib bones.  The chalice's purpose is to enhance the power of the Vaulderie, which it does in the following ways:  (1) When used in the Sabbat Vaulderie, the Vinculum roll receives a +2 adjustment; (2) the feelings associated with the Vaulderie are enhanced to the point of creating an addiction.   A partaker must roll Self-Control or Instincts (Difficulty of 6) to resist another chance to experience the effects.  After each subsequent exposure, the difficulty increases by one, to a maximum of nine.; (3) The chalice makes the unbondable merit of none effect; (4) Any blood bonds are immediately eliminated.  The chalice can only be activated by someone with the Sabbat Rituals background and Spirit Manipulation Level 4.  The chalice is activated by the expenditure of a willpower point.


Thaumaturgy Rituals

Defend the Sane Mind (Level 6)
Harness the Soul (Level 7)

Level Six Ritual - Defend the Sane Mind

As a relation to Pavis of Foul Presence and Iron Mind, this ritual is intended to protect the members of the San Francisco  Chantry, as well as the clan's allies, from the mind-altering powers of Dementation. The component is a locket containing a single drop of vitae from a Malkavian, which must be worn around the neck.  

System: The effects of this ritual last one night. During the ritual's duration, the wearer of the locket is immune to the effects of Dementation. An imperfect replica of Pavis of Foul Presence, Defend the Sane Mind simply renders the wearer of the locket immune to Dementation, it does not reflect it.

Level Seven Ritual - Harness the Soul

This ritual is used in connection with the Spirit Manipulation Thaumaturgy Path (Guide to the Camarilla p. 107) and can only be used by those who have mastered this path (level 5).  Specifically, it alters the way the Entrap Ephemera power (Spirit Manipulation Level 4) works.  Instead of binding a spirit into a physical object and harnessing a portion of its power, the ritual allows the Thaumaturgist to bind a spirit and use its powers directly, as though he himself had that power.  The Thaumaturgist powers the charms using the stats of the spirit (thus draining it). 

Example:  Using Entrap Ephemera, a Thaumaturgist could bind a Snake spirit into knife to create the Fang Dagger fetish, which causes double aggravated damage (See Werewolf the Apocalypse p. 274).  However, using Harness the Soul, the Thaumaturgist could bind the fetish and use the Snake's Tracking charm directly, as though he were the spirit himself.

System:  Before attempting this ritual, the caster must locate a large (10 carat min.), high quality white diamond in which the spirit will be held.  The spirit must then be bound in a circle for the length of the ritual (35 minutes).  The caster rolls to work the ritual as standard [Intelligence + Occult (difficulty 9)], needing only 1 success. However, a second roll is needed to actually imprison the spirit, using the spirit's willpower as a level of difficulty.  The number of successes on the second roll determines how long the ritual will bind the spirit:  1 success = 1 turn; 2 successes = 1 hour; 3 success = 1 day; 4 successes = 1 month; 5 successes = Permanately.   When the spirit is freed, the gemstone crumbles into worthless dust.  To activate the fetish, the Thaumaturgist must burn 1 willpower point.


Disciplines

Unholy Presence (Auspex Level 5; Fortitude 3)

Unholy Presence (Auspex Level 5; Fortitude 3)

Cost:  25 experience points once the prerequisite levels of Auspex and Fortitude have been reached.

A variation of Psychic Projection, this combination power allows physical manifestion for one turn per willpower point spent.  If you manifest specially often to one person or if you have an especially strong bond ( like blood bond ) you can manifest for one hour per WP spent.

Whispers (Auspex 3, Presence 3)

A Vampire may speak in tones so low that normal hearing can not distinguish actual speech. This speech can be directed at another person, or Vampire, as to make just that one person or close group hear what is being said to them. The effect can even be centered inside someone, so that the target listener feels as if his or her own conscious mind is speaking to them. To notice the speaker requires a Perception + Alertness (difficulty 6 if you are the target, 9 if otherwise), and it is next to impossible for another to hear what is being said (mortals can not hear this unless they are the target, but Vampires may roll Perception + Alertness at 8 to hear if they are in the vacinity of the target). Shouting is not possible with the Whispers, and only short sentences may be used. This power can be used in conjunction with establishing any Dominate discipline over the target, although the subject may believe that someone is talking to him or her (like a conscious or God) and of course the proper fulfilling of all the requirements of the Dominate Disclipline used. There is no roll required for the Vampire to use Whispers.


Draba

Bonsanco Paint (Luck Paint) (Level 1)

This Draba is painted onto the face and hands of Rom when major trouble is expected. Each family has different glyphs they use to bestow the magic with. It contains a few drops of blood from a rabbit as well as crushed clover.

System: For each success during creation there is one application that when applied to a Rom allows the Gypsy to cancel a single 1 from a single roll. Those who are charmed or lucky (per merits) gain no benefit. Also a Rom can only have a single glyph per point of blood purity. When the "luck" is used the paint fades instantly.

Dusts of Desire  (Level 1)

These multicolor dusts when applied to a Gypsies’ (generally a woman) eyes it grants greater beauty. The dusts were said to have been created by a Gypsy girl named Kita whom wanted to capture the heart of a man who paid her no mind but did not want to use the strength Philter of Desire.

System:  Add +1 to appearance for the scene.

Moaning Candle  (Level 1)

These candles are made with the tears of a grief stricken person for the purpose of assisting in Bujo or plain creeping someone out. When the candle is light a painful moan is released.

System:  Each time the candle is light it will moan adding up to 2 dice to manipulation and/or intimidation rolls for the next challenge. The candle lasts until they burn out (Number of hours equal to successes).

Ward against Gaje (minor)  (Level 1)

These charms often worn on anklets (for ladies) or a necklace (for men). This odd device prevents someone from using their entire proficiency against the Gypsy. However the Gypsy cannot use the full proficiency of their own abilities either.

System:  This trinket prevents re-rolling results of “10” for specialties. This does not cancel successes only disallows re-rolling. The Gypsy that wears this charm is also under the effect and unable to re-roll their specialties (The charms last for a number of months equal to creation successes.)

The Book Mark  (Level 1)

This odd device looks like a cheap book mark made of wood with a feather attached. However odd it is an invaluable assistant for finding information within a book. By concentrating on the desired knowledge (must be specific) and slipping the book mark into the book it will mark the page (or starting page) of the desired imformation. If the book does not contain the desired information the Gypsy will miss the book when attempting to insert the book mark.

System: The gypsy must concentrate for at least 5 minutes before trying the trinket. The information must be specific. For example if a gypsy “borrows” a diary and wants to find information about say the writers lovers the trinket will not work as it is too general. However if the gypsy wanted the last lover written about in the book the marker will go to the info. (The book mark is good for a number of uses equal to the creation successes.)

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