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Posted: Tue May 13, 2008 4:33 pm
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Posted: Tue May 13, 2008 4:53 pm
Equilibrium The Discipline of Equilibrium allows the vampire to regulate and redirect the flow of Chi in her body. Masters of Equilibrium commonly concern themselves with maintaining proper Chi balance in their system; conversely, though, Equilibrium can be used to create grotesque Chi imbalance in individuals who displease the user. Most abilities require a touch, and this Discipline may not affect ghosts and spirits unless the vampire has other Disciplines enabling her to touch such beings. • Master Flow Vampires with Equilibrium quickly master the basic processes of regulating Chi flows in their bodies. System: The vampire spends three turns in contemplation, spends a Willpower point and rolls Intelligence + Meditation ( difficulty 8 ). For each success, one Chi point may be converted to its opposite. Normally, a Cathayan may spend only Yin or Yang in the same turn. This power enables the vampire to ignore that restriction, and spend as much Chi as her Dharma score allows. • • Adjust BalanceBy touching a victim, the vampire may adjust the Chi levels in that victim's body. A target may be overwhelmed with Yin or Yang, or an imbalanced being may be restored to health. System: The vampire touches the victim, then rolls Perception + Medicine ( difficulty 8 ). For each success, one point of temporary Chi may be converted to its opposite. In this manner, the vampire may render Kuei-jin foes imbalanced or (at least) incapable of accessing certain Disciplines. This power can also be used to heal Kuei-jin who are in an imbalanced state. This power may also be used on mortals and Kindred to adjust their internal chemistry. The vampire decides whether he wants to attune the target to Yin, to Yang or to Balance. He then rolls Perception + Empathy (difficulty of the target’s Willpower). Success balances or imbalances the target in the direction desired. A mortal or Kindred attuned to Yang becomes feverish and manic. For the remainder of the night, the victim spends Willpower on nearly any task attempted. A Kindred suffers a +1 difficulty to resist frenzy. A mortal or Kindred attuned to Yin becomes lethargic and melancholy. For the remainder of the night, the victim is overwhelmed by negative, possibly even suicidal, thoughts. Difficulties of all Willpower rolls increase by one, and a Kindred suffers a +1 difficulty to resist Rotschreck. A mortal restored to a state of Balance enjoys greatly improved physical and mental health. Most normal ailments and infections are cured (though truly debilitating sicknesses such as cancer and AIDS are beyond the scope of this power); this power’s effects last for one month, during which all difficulties of any rolls to resist disease of Derangments are reduced by one. A Kindred adjusted to Balance finds it easier to resist Frenzy (-1 to difficulty) for the remainder of the night. • • • Shift the BalanceWith this power, a vampire may regulate the levels of Chi in her own body. She may attune herself to Yin or Yang and become a conductor for positive or negative energy. System: The vampire spends a Willpower point and rolls Stamina + Meditation ( difficulty 8 ). For each success, the vampire may raise a permanent Chi Virtue by one, while lowering its opposite. A Chi Virtue may never be reduced below zero. If the vampire creates a difference of three or greater between her Yin and Yang levels, she suffers the normal effects of imbalance. The effects of this power lasts for one scene. • • • • Chi InterruptA vampire at this level of power may interrupt the flow of Chi through another being. This interruption causes spasms and, if the Chi points are hit properly, total paralysis. System: The vampire touches the victim and rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + 3). For each success, the victim suffers –1 to Dice Pools for one turn (thus, with two successes, the victim would be at –2 to Dice Pools for two turns). If the vampire scores four or more successes, the opponent is completely paralyzed for a scene. Mortals take a Health Level of damage in addition to the above effects; victims with Stamina scores of 2 or less typically die if heart failure upon being hit with this power. • • • • • Chi MasteryThis power is one of the most feared Kuei-jin arts, for with it, a vampire becomes master of the Chi in others' bodies. With a touch, a vampire can bleed the Chi from a victim or can corrupt the Chi flow, rendering the victim defiled. System: The vampire must touch the victim for the art to take effect. To disperse Chi, the vampire rolls Dexterity + Equilibrium ( difficulty 6 ). A victim with Equilibrium may attempt to resist by rolling Stamina + Equilibrium ( difficulty 6 ). For each success, one Chi point disperses from the target’s body into the surrounding atmosphere. If this power is used against Kindred, an equivalent amount of Blood Points are instantly rendered inert. If used against a ghoul, enough Blood Points may be rendered inert to turn the target back into a human; if so, the target suffers the effects that a normal human wound. Other supernatural eings have an equivalent amount of power (Gnosis, Quintessence, Pathos, Glamour, Sekhem, etc.) dispersed. Humans suffer one Health Level of damage per success, although this damage heals at the rate of one point per day. To infect Chi, the vampire rolls Intelligence + Equilibrium ( difficulty 8 ). A resistance roll may be made as above. For each success, one Chi point becomes corrupted, infecting the victim. This Chi cannot be used, and it begins to rot the victim’s body from the inside out. The victim suffers one automatic Health Level of normal damage per turn until all the infected Chi is spent. Again, this power corrupts equivalent Advantages in other shen (e.g., a werewolf wound take damage until she spent all of her “infected” Gnosis). A human whose Chi is infected is extremely unfortunate; he takes one Health Level per turn and will die unless treated by a physician with knowledge of Yin-Yang healing. To heal this power’s effects with Yin-Yang healing, a practitioner must have Medicine 4+ and the appropriate background (I,e,m training in Eastern medicine). Healing requires the doctor to make an Intelligence + Medicine roll ( difficulty 8 ) and score more successes than the vampire who caused the infection. A vampire with Equilibrium •• or greater can also cure the infection by rolling Intelligence + Equilibrium ( difficulty 8 ), then scoring more successes than the attacker.
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Posted: Tue May 13, 2008 5:00 pm
Tapestry Just as mortal fang shih can manipulate the Middle Kingdom's Chi forces through geomancy, so can certain erudite Kuei-jin use the Discipline of Tapestry to manipulate dragon lines more directly. Through the practice of Tapestry, the vampire attunes himself to Yin and Yang forces in the wind, water and soil, then manipulate those forces for a variety of effects. • Spirit CallThe vampire first learns to manipulate the threads of the spirit world. By weaving them in interesting (or annoying) fashion, the vampire can attempt to lure a nearby spirit. In this manner, the spirits of rocks and streams — or the ghosts of the dead — may awaken and answer the vampire's call. System: The vampire rolls Intelligence + (Yin or Yang) (difficulty of the local Wall). Success attracts a Yin- or Yang-spirit, who will come (at its leisure) to investigate. The spirit is under no obligation to the vampire (who must use other powers to control or even perceive it) and is created by the Storyteller. If the vampire wants to call a specific spirit, he must know its name and must score three or more successes on the roll; furthermore, the spirit in question must be in a nearby part of the spirit worlds (as determined by the Storyteller). • • Chi WardThe vampire may manipulate ambient dragon lines in the area, weakening or strengthening the area's Wall. System: The vampire rolls Willpower versus a difficulty of the local Wall. Success enables her to raise or lower the local Wall by one for a scene. The wall may never be lowered below 1 and if it is raised to 10, no being in the area may use Chi powers of any sort. Spirits in a vicinity with a Wall rating of 10 must roll Willpower ( difficulty 6 ) or flee the area; in any event, they will be extremely uncomfortable and unable to spend Chi. This power may be used only once per scene. • • • Chi-ShapingAt this level, the vampire has become more adept in her control over Chi lines. She can weave local dragon lines into various shapes, creating invisible skeins, walls, nets, and even traps of spirit energy, which can have profound effects on the environment. System: The vampire spends three turns in concentration, expends a point of Chi and rolls Perception + Crats (Chi-shaping) against a difficulty of the local Wall. The effects last for a scene and depend on the number of successes rolled. Only one effect can be chosen (thus, infecting an area with bad joss and weaving a Chi-trap are two separate uses of the Chi-shaping power). 1 success The vampire can shape the area’s Chi flows into loops, whorls, spirals or whatever she desires. In particular, she may use ambient Chi energy to deflect and rechannel Chi attacks aimed at her. The vampire gains one extra die to defend against any Chi-based or magickal projectile aimed directly at her. Such things include, but are not limited to, Ghost-flame and Chi-breath attacks, Forces magick, elemental shapeshifter gifts, Lure of Flames Thaumaturgy, and most rituals that affect the vampire directly. 2 successes The vampire can cause “good” or “bad” emanations of Chi to flow through her construct, which translates into good or bad joss in the immediate area. If attuning someone (typically herself) to good joss, the lucky target can win almost any gambling game attempted. Furthermore, any roll she botches is treated as a normal failure, and she may reroll any “10” results of her die rolls, as if she had a specialty in the task attempted, to garner additional success. If attuning a specific person to bad joss, the vampire must roll Manipulation + Yin ( difficulty 8 ). Otherwise, the entire area, including the vampire, is affected. If successful, for the remainder of the scene, any roll of “1” or “2” on the part of the victim (or anyone in the area) is treated as a botch. Vampires who cast this effect over an area typically hide and let the bad joss do its work. Bad joss can be cancelled by good joss and vice versa. 3 successes The vampire can weave traps to catch spirits. To snare a spirit, the vampire must be able to see it. The vampire can then roll Dexterity + Crafts (Chi-shaping) in a resisted roll against the spirit’s Gnosis (difficulty 6 for both rolls). If the vampire scores more successes than the spirit, the trap immobilizes the spirit for a scene or until the spirit agrees to perform a service for the vampire. • • • • Ride the DragonThe vampire may tap into a local dragon line and ride its Chi flow, effectively teleporting herself from place to place. Kuei-jin typically use this power to travel from one population center's dragon nest to another. In this manner, Kuei-jin courts can extend their influence over vast geographical areas. System: The vampire must find an appropriate dragon line (Perception + Chi Virtue, difficulty of the local Wall). This search typically takes a number of minutes equal to the Wall rating. Once one is found, the vampire must then make a Dexterity + (appropriate Chi Virtue) roll ( difficulty 8 ) to center herself over it. Success enables instantaneous teleportation, to a maximum distance governed by the number of successes on the centering roll. 1 success-------500 feet (of less, if desired) 2 successes-----2,500 feet 3 successes-----1 mile 4 successes-----10 miles 5 successes-----100 miles The successful vampire appears in the designated spot at the beginning of the next turn, and she gains four dice to initiative; she may take her full turn. A botch deposits the vampire at some random site within a 100-mile radius. • • • • • Chi RiftThis art allows the vampire to strengthen Yin and Yang lines to such a degree that he opens a portal between the Middle Kingdom and the Fabric of the Yin or Yang World. This portal causes devistating effects on the immediate environment, as raw spiritual energy torrents out of the spirit worlds into the Middle Kingdom. These "storms" of spirit force start out small, but most quickly blossom beyond the vampire's control to become devastating whirlwinds of elemental energy. This power causes severe stress on both the Middle Kingdom and the spirit worlds. It is not undertaken lightly; reckless use of Chi Rift is clear grounds for severe punishment, by Kuei-jin and enraged spirits alike. Certain akuma are whispered to open rifts to the Yam Kings' Hells via this power, but such uses are inauspicious and we will not speak of them further here. System: The vampire spends three turns in concentration, expends three points of the appropriate type of Chi, then rolls Intelligence + Rituals (difficulty of the local Wall). If opening a portal to Yang, the vampire creates a localized Yang-tempest, which the hengeyokai refer to as a Wyldstorm. In the Middle Kingdom, it manifests as a howling typhoon. Spirits of rain, thunder and wind eagerly ride the Wyldstorm from the Yang World into the Middle Kingdom. By speaking to those spirits ( and rolling Manipulation + Rituals, difficulty 8 ), the vampire can direct the activity of the storm to some degree, although this control is by no means perfect; the gods of wind and water are quite fickle. If opening a portal to Yin, the vampire actually manifests raw Yin energy in the Middle Kingdom and creates a localized Yin-tempest (in wraithly parlance, a Maelstrom) in the Yin World. In the Middle Kingdom, this manifests as a roiling cloud of black energy, shot through with rains of bone and hissing ebony lightning. Ghosts and Yin-spirits of all descriptions ride the tempest’s winds, howling and wrecking havoc. Again, by speaking to the ghosts ( Manipulation + Rituals, difficulty 8 ), the vampire can exercise a modicum of control over the storm. In any event, material beings trapped in the center of either type of storm take a number of Health Levels per turn equal to 5 – Stamina. Kuei-jin can resist this damage by rolling permanent Yin or Yang (difficulty 7), whichever is appropriate; Kindred can resist the damage with Fortitude. Both types of storms are extremely perilous for travelers in the spirit worlds. A spirit traveler caught by a spirit storm must roll (Stamina + Chi Virtue, difficulty 9) or be blown off course, hurled into the depths of the Fabric and hopelessly lost.
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Posted: Tue May 13, 2008 5:05 pm
Yang Prana Kuei-jin are taught many exercises and rituals to calm, evoke and control their Chi. The most astute vampires study the ways of the Yin or Yang Prana. The Yang Prana is actually a series of increasingly more difficult forms and postures, which gradually allow a vampire to channel more and more of his Yang. Study of the Yang Prana requires great vigor and flexibility; a vampire may never increase his levels in the Yang Prana to a level higher than his Dexterity, or Stamina. • Principle of MotionYang is the basis of motion and activity. The vampire calls forth his internal Yang energy, allowing it to flow through him and augment his actions. Some vampiric combat masters routinely slay their foes with iajutsu strikes before the foe can even react, let alone defend. System: The vampire spends one or more Yang points. For each Yang point spent, the vampire gains either three extra dice on initiative or one additional action next turn. The vampire may spend no more Yang points than he has dots in this Discipline. •• Yang MantleThe vampire first learns how to evoke her animus, an aura of Chi that she can will about herself. This animus, or mantle, is invisible to mortals, but it feels to them like electricity in the air. Observers using Chi Sight, Aura Perception or similar powers can see it clearly. To such mystic perception, the animus often appears as a spiritual double of the vampire, although some vampires manifest anima in the shape of zodiacal beasts or objects of Dharmic Significance. If the P'o is dominant, the animus typically resembles the character's Demon Shintai avatar, though the P'o can will the animus to appear as a shapeless mass of Chi energy. In any event, evocation of the Yang Mantle has several beneficial effects. The mantle serves notice to mortals and spirits alike that a powerful master serves notice to mortals and spirits alike that a powerful master of Yang is in the vicinity. Furthermore, the vampire can channel her animus through a weapon of wood, the element of Yang, to gain great advantages in battle. System: A Yang animus costs one point of Yang to evoke. It provides several benefits. • By using Lifesight to sense the emotional aura of a person or animal, then making a Perception + Empathy (for mortals) or Animal Ken (for animals) roll, the vampire can attune his mantle to the aura of the mortal or animal. The difficulty of the roll is 5 (for animals) or the target’s Willpower (for mortals). If successful, the mortal or animal in question is attracted to, and favorably inclinded toward, the vampire. • The vampire can also use the mantle to influence Yang-spirits provided she can see them. While the animus is active, the vampire can use Social Abilities such as Intimidation or Subterfuge against spirits by rolling against a difficulty of the spirit’s Gnosis + 4. • Finally, the vampire can attune her mantle to the natural Chi resonances of wood, the element of Yang. A vampire who channels her Yang aura properly gaines power over that element. While holding a wooden object, the vampire can channel Yang energy through that object. For one Chi point, a wooden object, such as a staff or nunchaku, can be charged with Yang for a scene. So long as the vampire holds the object, it inflicts aggravated damage. For an extra Chi point, the weapon can be caused to spark with Yang energy for a turn. While infused with this Yang, the weapon can be used to strike ghosts and spirits and to inflict damage directly to their Chi. Alternatively, the vampire can discharge the Yang as a bolt of scarlet flame, inflicted 3 dice of aggravated damage to a material target (Dexterity + Melee to aim, normal firearm penalties). • • • Dragon DanceThrough a series of wild leaps, acrobatic katas and yogic posturing, the vampire enters a battle trance. He is capable of impressive combat feats while in this state. System: The vampire spends a point of Yang Chi. No roll is needed. While engrossed in the Dragon Dance, the vampire is considered to be in a controlled form of fire soul. All difficulties to influence or control the vampire increase by one. The vampire suffers no wound penalties, and he may add attack successes of a Brawl, Martial Arts or Melee maneuver to his damage Dice Pool, as if the attack were from a firearm. The vampire may spend Yang Chi to gain extra initiative or additional actions, and he may even activate the Black Wind Discipline if he chooses (though this latter activity is often a swift ticket to a prolonged and uncontrollable frenzy). • • • • Eightfold Yang Mantle By whirling and twisting, the vampire refines her animus about her, then shapes it into whatever form she desires. System: Evoking the Eightfold Yang Mantle takes two turns and costs one (or more) points of Yang. The vampire may choose ot concentrate or diffuse her Yang animus. If she concentrates it, her whole body crackles with roiling, scarlet energy. This aura adds one soak die per Yang point spent against Yang-based attacks, attacks from wooden weapons and fire attacks. If she diffuses the animus, the aura radiates out from her body in rippling waves. By rolling Wits + Crafts (Chi-shaping), she may mold the animus around her, shaping it into whatever form she desires and, thus, effectively cloaking herself in an illusion. The difficulty of the roll is based on the complexity of the desired shape. Beings who view the vampire with Lifesight or or Chi Sight realize that the object of their scrutiny is radiant with Chi, but cannot detect the illusion for what it is, unless they roll Perception + Alertness and score more successes than the wielder of the power scored when creating the illusion. This power may be “stacked” on top of the Level Two Yang Mantle power, provided the vampire is willing to pay the Chi costs for both. • • • • • Semblance of the Scarlet QueenThe vampire floods his entire body with Yang energy in one mighty pulse, transforming him into Yang-substance. In this form, the vampire essentially distills himself to his spirit nature; he may walk among the clouds and treat with the lords of the Yang World. System: The vampire concentrates for a turn, then spends three Yang points and rolls Yang + Rituals against the difficulty of the local Wall. If successful, the vampire’s body turns to spirit-stuff formed from raw Yang energy, and the vampire passes into the Yang World. While in spirit form, the vampire is invisible and incorporeal to material beings, although he can choose to become visible. He may pass freely through barriers and the like, and material attacks are incapable of affecting him. The vampire can affect and be affected by Yang-spirits (through the use of Hun, P’o and Willpower). For purposes of spirit combat, the vampire can withstand an amount of damage equal to his Health Levels + permanent Yang rating. Chi-based attacks (such as Yin ghost-flame) affect him normally. He may be affected by mental attacks, such as Soul Disciplines, provided the wielder of the power can perceive him at all. The vampire remains in spirit form until she chooses to recross the Wall into the material world (rolling against a difficulty of the local Wall to do so). She may explore the Yang World as she chooses, interacting with the bizarre and terrifying spirits of that place. While in spirit form, the vampire does not spend Chi to animate herself, but does spend Chi normally to activate powers and heal her spirit body.
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Posted: Tue May 13, 2008 5:08 pm
Yin Prana This Discipline, the counterpart to the Yang Prana, allows the vampire to tap into and manipulate her internal Yin energy. Like Yang Prana, Yin Prana relies on motions and postures to utilize the various powers, but these motions are a far cry from the frenzied katas of the Yang Prana. Yin Prana motions are slow, graceful and deliberate. Nonetheless, as with the Yang Prana, wielders of this Discipline must have relative freedom of movement. • Shrouded MoonBy concentrating on her Yin energy, then attuning it to the shadows around her, the vampire may become invisible and silent, like a shadow under a new moon. This art is exceedingly useful to Kuei-jin, who use it to sneak up on their pray like the ninja of old. System: The vampire spend a point of Yin. The vampire must be in an area that provides shadows or concealment. So long as she remains still or moves through shadowy areas no faster than walking speed, she is effectively invisible and inaudible. Beings actively seeking to detect the vampire must have some means of supernatural perception and must successfully roll Perception + Alertness (difficulty of the vampire’s Stealth rating + 4). • • Yin MantleThis power is identical to the Yang Mantle power, save that the vampire conjures forth the essence of her Yin. System: A Yin animus costs one point of Yin to evoke. It provides several benefits. • By using Ghostsight to sense the Passions of a ghost, then making a Perception + Occult roll, the vampire can attune his mantle to the aura of a ghost. The difficulty of the roll equals the target’s Willpower. If successful, the ghost is attracted to, and favorably inclined toward, the vampire. • The vampire can also use the mantle to influence other Yin-spirits, provided she can see them. While the animus is active, the vampire can use Social Abilities such as Intimidation or Subterfuge against spirits, rolling against a difficulty of the spirit’s Gnosis + 4. • Finally, the vampire can attune her mantle to the natural Chi resonances of metal, the element of Yin. A vampire who channels her Yin aura properly gains power over the element. While holding a metal object, the vampire can channel Yin energy through that object. For one Chi point, a metal object, such as a sword, can be charged with Yin for a scene. So long as the vampire holds the object, it inflicts aggravated damage. For an extra Chi point, the weapon can be caused to crackle with Yin energy for a turn. While infused with this Yin, the weapon can be used to strike ghosts and spirits, thus inflicting damage directly to their Chi. Alternatively, the vampire can discharge the Yin as a bolt of black lightning, inflicting three dice of aggravated damage to a material target (Dexterity + Melee to aim, normal firearms penalties). • • • Bone DanceThrough a series of slow, languorous mudras and postures, the vampire focuses her Yin energy into a series of concentrated waves that permeate the surrounding area. All within the area begin to grow lethargic, eventually becoming highly suggestible. System: The vampire must concentrate for a turn to focus the energies used in the Bone Dance. She then begins the postures of the Dance, spending one Yin point per turn of activation. To perform the Dance successfully, the vampire must roll Stamina + Athletics (difficulty 7). For each success, the Dance must be performed for one turn, cumulatively. Once the vampire reaches the maximum effect desired, the vampire must continue to perform the Bone Dance, but no further Yin need be spent. 1 success/turn--------Victims grow lethargic. All difficulties to enter fire soul are one greater. Mortal victims add + 1 to difficulties of all rolls; shen are unaffected. 2 successes/turns-----Victims grow drowsy and hypnotically suggestible. If using this power on mortal targets, the vampire may lull them into a trancelike state of great suggestibility. The vampire may not command the victims to take aggressive actions, but may request that the victims stand still, allow her to pass, ignore her or otherwise act passively. (“These aren’t the fugitives you’re looking for?” “these aren’t the fugitives we’re looking for.”) Unless the targets succeed in a Willpower roll (difficulty 7), they forget that they ever encountered the vampire. Shen targets instead grow sluggish, adding +1 to the difficulties of all rolls. 3 successes/turns-----Mortal victims must make a Willpower roll to avoid slumber. Shen grow extremely drowsy, adding +2 to the difficulties of all rolls. A Kindred or Kuei-jin must make a Willpower roll (difficulty 6) to avoid entering torpor for the remainder of the night. • • • • Eightfold Yin MantleThe vampire calls forth a crackling black aura of Yin energy, then shapes it into constructs of her desire. Objects created in this manner typically appear to be made of a black icy substance. Clever vampires use this power to conjure all sorts of useful and deadly toys. System: The vampire spends a variable amount of Yin points, depending on what she wants to do. The vampire can “solidify” the conjured Yin to create various objects. She can create ropes, chains, claws or blades of a black, icy substance. Creating mundane tools costs a point of Yin, while creation of Melee or thrown weapons costs one Yin for a weapon inflicting Str aggravated damage, +1 Yin per additional point of damage the weapon deals. (Firearms may not be created in this manner, though individual Yin-bullets may, with a Wits + Crafts[Gunsmith] roll [difficulty 10].) Tools created from Yin are steel-hard, freezing cold and seem to sap the warmth from beings they touch; shattering ropes, chains and similar items made of Yin requires a Strength of 5 or greater merely to attempt. The vampire can conjure Yin energy about her as a form of armor, providing one soak die per Yin point spent against Yin-based attacks, attacks from metal objects and attacks from water- or wind-based weapons. Finally, the vampire can, by spending three Yin points, solidify her very shadow into a quasi-tangible creature. The vampire spends three Yin to give her shadow substance, then makes a P’o roll ( difficulty 8 ) to imbue the creature with the personality of her Demon. The resulting creature is a savage, twisted thing that is best used as an attack dog. A shadow-creature (known as a wayang) has Physical Attributes equal to the vampire’s, inflicts Str aggravated damage (from shadowy claws and teeth), and has a number of Health Levels equal to the vampire’s P’o rating. It can slither up walls and through cracks, and takes damage as if it were the vampire. The wayang remains animate for a number of minutes equal to the vampire’s permanent Yin. If the creature is destroyed, the P’o-spark used to animate the shadow washes over the vampire and prompts an immediate roll to avoid shadow soul. • • • • • Semblance of the Ebon DragonThe vampire channels Yin through her corpse to transform her entire body into a cloud of pure Yin energy. In this form, she is completely intangible, although she may travel the roads of the dead and deal with the ghosts of the Dark Kingdom of Jade. System: Except for the different type of Chi used to activate it, and the fact that the vampire enters the Yin World rather than the Yang World, this power is identical to Semblance of the Scarlet Queen.
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Posted: Tue May 13, 2008 5:13 pm
Black Wind Allowing the rage of the P'o to channel itself through her body, the Kuei-jin becomes inhumanly swift ― a typhoon of destruction. Essentially, Black Wind is a focused ― or not so focused ― frenzy. While in the Black Wind state, the character gains powers similar to prolonged use of Demon Chi, but because the character is in a continuous demonic fury, she gains demonic energy as fast as she uses it. This Discipline is a common one among more warlike Kuei-jin, who use it to become whirling blurs of carnage. System: This power costs the Kuei-jin one point of Demon Chi per turn of use. For each dot in the power, the vampire may take an extra action (as with Celerity), arithmetically increase running speed or add one automatic success to a Brawl or Melee damage Dice Pool. Each turn, the vampire may reassign dots. So, a vampire with Black Wind 4 may choose to take two extra actions, run at double speed, and add one success to all Brawl damage Dice Pools. The next turn, he may choose to take four extra actions and add no dice to damage. Extra actions gained by Black Wind occur after all other characters have taken their actions for the turn. While using Black Wind, the vampire may not use any other Discipline except Demon Shintai, although he may maintain previously activated powers. Moreover, each turn the power is used, the vampire must roll P’o ( difficulty 8 ); if he fails this roll, he enters fire soul. A frenzied vampire suffers no wound penalties, but may not use firearms or any other missile weapons; he instead prefers to shred foes face to face ― of course, such is the intent of most who used Black Wind. The problem lies in the fact that a vampire using this power just as readily attacks allies as enemies. Black Wind, like all Demon Arts, is a violent Discipline. While accessing Black Wind, a character must use it to perform deeds suitable to the P’o’s dominance. Thus, a character could use Black Wind to attack or move with superhuman swiftness, but not to play a guitar at superhuman speed.
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Posted: Tue May 13, 2008 5:25 pm
Demon Shintai Quite simply, this Discipline allows the P'o to manifest itself in the Kuei-jin's body. When this Discipline is activated the character assumes a monstrous form, appearing as nothing less than a demon spirit from the Yomi World. Characters who assume such forms regularly are often called raksha. This Discipline is occasionally taught by evil spirits, in exchange for the character's service in the material world. Vampires who assume their demon form too often are likely to attract the notice of the Yama Kings. System: It takes three points of Demon Chi and three turns to transform into the demon form. While the character is in demon form, the character’s Charisma and Appearance drop to zero, but the vampire gains cumulative Physical Attribute bonuses, per the listings below: •-------------+ 1 Strength, Dexterity, Stamina • •-----------+ 1 Strength • • •---------+ 1 Stamina • • • •-------+ 1 Strength • • • • •-----+ 1 Dexterity Additionally, for each dot in the Discipline, the character gains one of the following, as the character advances in the Discipline she may continue to "build" her demon form. Once a feature is selected, it is permanent; the character always assumes the same demon form. The specifics of a vampire’s demon form are left to the player’s fertile imagination. P’o Natures play a part in the specific transformation; thus, a Demon form might be covered in corded muscle, hairy and tusked, while a Slave form might be laced with scars and obscene tattoos, and a Legalist form might appear as a demonic Yama King. Demon Shintai Characteristics ---• Claws: The character grows claws inflicting Str + 2 aggravated damage. ---• Demon Armor: The demon armor may appear as scales, ornate samurai armor, or anything else, and it gives +1 to soak (may be taken multiple times). Demon armor soaks aggravated damage. ---• Demon Weapon: A mystical weapon appears in the character's hand. Such a weapon blazes with Chi, emits frightful moans, is covered in leering faces, etc. This weapon may be any handheld weapon (no missiles or firearms). Damage is per the weapon type and aggravated. ---• Extra Arms: Two extra arms sprout from the character's torso. The character gains two extra dice when grappling or to simulate multiple attacks. ---• Foulness: The character's demon form is exceedingly unclean: perhaps encrusted in dried blood and pieces of flesh, perhaps surrounded in a mephitic cloud, etc. Any opponents within five feet of the character suffer a one-die penalty to all Dice Pools, unless they are also in Demon Shintai form. ---• Horror: The shintai may afflict humans with effects similar to Delirium. This effect is constant, though if picked twice, it may be turned on and off at will. Humans typically flee with fear. ---• The Host: Fanged, demonic faces sprout from the character's back, torso, and limbs. These faces can inflict automatic aggravated bite damage (Str + 1 aggravated) on grappled opponents. ---• Huge Size: The character gains three Bruised Health Levels. He is between 9 and 12 feet tall, and resembles a Japanese oni or similar demon. ---• Maw: The character's mouth distends and sprouts terrible teeth, perhaps even tusks. The character's bite inflicts Str + 3 aggravated damage. ---• Spikes: The character's body is covered with spikes (or perhaps nails, razors, barb, etc.). The character's body-slams inflict aggravated damage, and an attacker botching a Brawl or Martial Arts roll against the character suffers aggravated damage equal to the attackers own Strength score. ---• Tail: The character grows a tail. This tail is prehensile and can wield weapons; it can also bash opponents (for Strength damage, normal) or perform appropriate martial maneuvers (such as legsweep), provided the character knows the maneuvers. ---For an extra dot, the character may grow a scorpion-stinger capable of injecting poison. This poison is capable of affecting mortals and shen alike. The sting itself inflicts Str + 1 aggravated damage. To inject poison, the character spends Yin Chi on a hit, and for each point spent, the victim takes one die of aggravated damage unless he makes a successful Stamina or Yin roll (difficulty 8; each success negates one die of poison damage). ---• Third Eye: The character sprouts a third eye in the middle of her forehead. This effect is not the Soul Discipline of Chi'iu Muh, but a specific demonic investment. The character gains +1 to all Perception rolls. ---• Wings: Batlike pinions stretch from the character’s back. The character can fly ― clumsily ― at a speed of 25 miles per hour.
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Posted: Tue May 13, 2008 5:29 pm
Blood Shintai The Blood Shintai Discipline, the Water element analog, concentrates on the ebb and flow of Chi through the character's circulatory system. Blood Shintai disciples can be attuned to Yin, Yang or Balance; in the view of a practitioner, Yin and Yang compose but one aspect of the cyclical flows that permeate eternity like blood through a body. As blood is in constant, yet regulated, motion, flowing from the heart through veins to limbs, so Yin and Yang themselves are not rigid quantities, but ever changing. • PermeateThe disciple of the Blood Shintai first learns to manipulate gross quantities of blood within his body. The vampire may diffuse blood through his body, thereby swelling up in the manner of a puff adder; alternatively, he may concentrate his essence into his center, thereby appearing to shrivel. A vampire with sufficient control over his blood flow can squeeze through narrow cracks in the manner of an invertebrate, through such a process is arduous and time-consuming. System: No roll is needed; one Chi point (of either type) must be spent. Either diffusion or concentration reduces soak rolls to difficulty 5. With this power, a vampire may easily slip into narrow crevices or wriggle free of bonds. Getting through very tight spaces (between bars or through a small window) might require a Dexterity + Athletics roll (difficulty depends on the situation). By selectively swelling and shriveling his face and body, the vampire may attempt to obscure his features. He may not disguise himself as someone else, but he may veil his own identity (and, generally speaking, will appear less attractive!). To recognize the vampire, a viewer must roll Perception + Empathy against a resisted roll of the vampire’s Stamina + Subterfuge (difficulty 6 for both). The power’s effects last for one scene. • • Blood AtemiBy touching another creature, the vampire may move the blood in that being's body. This ability can cause all manner of detrimental effects, particularly to mortals. System: To use the power, the vampire must touch his victim, spend a Chi point and roll Perception + Medicine (difficulty 7). The effects of the power depend on where the victim is struck. If the vampire touches the victim’s body, he causes the circulatory system to go haywire. Nausea and dizziness result, as blood rushes to and from the victim’s head, stomach and inner ears. Unless the victim scores more successes on a Stamina roll (difficulty 7) than the vampire did on his attack roll, the victim is overwhelmed by nausea for one turn per success on the attack roll. A nauseated victim must make a Dexterity roll (difficulty 7) to take any action(s) during her turn, and the difficulty of any action she does undertake is raised by one. If the victim botches the Stamina roll, she is completely overwhelmed with nausea for the entire scene (if shen) or suffers a stroke (if mortal). If the vampire touches a limb, he may choose to numb the limb or to induce spasm. Numbing a limb produces a “pins and needles” effect; all activities using that limb are at –2 to Dice Pools. Inducing spasm in a limb forces the victim to make a straight Dexterity roll (difficulty 7); if the roll fails, the victim’s extremity is contorted by muscle cramps, which render the limb useless for one turn per success the vampire scored. If the roll is botched, the victim takes a Health Level of damage from severe cramps. Alternatively (if rarely), a vampire may use this power to facilitate healing in a human or animal. For each success on the vampire’s roll, healing time is halved. Obviously, this power may be used only upon beings with bloodstreams. Vampires, shapeshifters and changelings, for example, are fair game; Risen and wraiths are not. • • • Flow Like BloodThe vampire instantly disperses Chi through her blood-stream into every molecule of her being. In so doing, she becomes as fluid as blood, and thus, preternaturally hard to strike. Although the vampire appears barely to move, perfectly aimed attacks simply miss her, bullets strike the wall behind her without touching her, etc. System: The vampire spends a point of Yang Chi. For the next three turns, the vampire may dodge any and all attacks directed at her as though she had a full Dice Pool, in addition to any other actions she chooses to take. She suffers no penalty to dodge multiple attacks. So, if a Kuei-jin with a Dexterity of 3 and a Dodge of 3 is being attacked by three opponents, she may dodge all of her opponents’ strikes with a Dex + Dodge Dice Pool of six dice versus difficulty 6, in addition to taking her allotted action for the turn. If the vampire chooses solely to dodge during a turn in which this power is evoked, she may do so per the rules above, but all Dodge rolls are made versus difficulty 5. • • • • BloodlashWith this power, the vampire uses Chi to coagulate his blood into a lethal weapon. The vampire extends a tendril of blood, then wields it like a liquid whip, The tendril is razor sharp, capable of slicing through flesh and metal with equal ease. Yin lashes are black and bubbling, while Yang lashes are bright red and hiss with roiling energy. System: The Cathayan spends a point of either Yin or Yang Chi, then opens her mouth or slits her wrist. The lash extends from the open orifice or wound. The lash has a reach of four feet per point of the vampire’s permanent Chi (Yin or Yang, depending on the substance from which the whip is formed) and inflicts Str + 2 aggravated damage; alternatively, it can hit for normal Str damage, then constrict a victim. Victims seeking to escape the bloodlash must score three or more successes in a resisted contest of their Strength versus the vampire’s permanent Chi Virtue. • • • • • Blood AwakeningAt this level, the enlightened student can utilize his Chi-rich blood for all manner of wondrous tasks. By sprinkling Yang-laden blood on an object, the vampire can awaken the spirit within the object, thus imbuing it with life. Alternatively, by spitting Yin-heavy blood on a spirit, the vampire can freeze the spirit in place, causing it to calcify and fall immediately out of the spirit world. Spirits snared in this manner resemble bizarre statues of pure white jade. System: Animated objects must have some means of mobility, and this power is therefore most commonly used on statues of persons or animals. The object in question must be well-crafted (creator must have scored at least three successes on the roll to make the object), or else its spirit is too weak to awaken. For each Yang point spent, the animated object gains two Health Levels and one die in all Physical Attributes. Objects obey the Kuei-jin’s orders to the best of their (limited) ability. A miniscule object (for example, a tiny statuette imbued with five Chi points) grows huge, perhaps larger than the Kuei-jin. The Storyteller may assign an object any other properties that logic or whimsy dictates (for example, a brass cobra could bite, an iron soldier would have extra soak dice, and an origami swan could surely fly). If the vampire instead chooses to spend Yin, she can concentrate her blood into a freezing projectile, which she may spit at any ghost or spirit she can detect. Spirits and ghosts hit by this projectile “calcify,” turning into white, jadelike and completely immobile “statues,” which then collapse through the Wall and into the Middle Kingdom. A spirit so calcified is completely helpless, and can be smashed (which disperses its Chi and sends the spirit back through the Wall to re-form) or drained of Chi. Kuei-jin can use this power to hunt spirits for their Chi, but doing so enrages the spirit worlds as a whole, and vengeance assuredly is to follow.
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Posted: Tue May 13, 2008 5:35 pm
Bone Shintai The Bone Shintai, the Metal element analog, is a frightening and forbidding art, the subject of speculation even among Kuei-jin. Closely tied to Yin, practitioners of the Bone Shintai use it to augment the corpselike features of their bodies, to become awesome and terrible combatants. Practitioners of the Bone Shintai commonly congregate in small wu of like-minded Kuei-jin, often honing their arts in the sites of strong Yin, such as burial grounds. Although not all practitioners are ch'ing shih, most grow heavily imbalanced to Yin over time. Certainly, Bone students are among the most frightening Kuei-jin to meet in combat. • Corpse SkinThe student learns how to channel unwholesome Yin energies through his flesh, which becomes pallid and corpselike. While in this state, the vampire is preternaturally resistant to damage, much like a zombie. System: The vampire must spend at least one point of Yin to evoke this power. While using this power, the difficulties of all the vampire’s Social Dice Pools increase by one. However, for each point of Yin spent, the vampire gains two Bruised Health Levels. Thus, a vampire who spent two points of Yin would gain four Bruised Health Levels, which would all have to be damaged before the vampire would drop to Hurt. All Chi must be spent upon first activating the power, and a maximum of three Chi may be spent on it. Corpse Skin lasts for an entire scene. • • White Tiger CorpseThe vampire forces Yin energy into her skin and bone marrow. by doing so, the vampire renders herself transparent and effectively invisible. This power does not affect clothing, weapons or other objects, though the vampire may "bleed" additional Yin onto personal possessions to render them invisible too. Vampires using this power can occasionally be detected by the palpable chill they radiate. System: This power costs one Yin point to activate and lasts for a scene. By spending an additional Chi point and three turns smearing the liquid Yin onto her possessions, she may turn them invisible. • • • Bone ObedienceThe Bone disciple, through selective manipulation of Chi, can cause his bone structure to calcify and grow like rock crystals. This power allows the diligent student to transform parts of his skeleton into all manner of useful tools. System: The vampire spends Yin Chi as listed below to manifest the feature desired. Each change takes three turns to produce; the bones slowly “grow” into position. The following features may be produced: • Talons (1 Chi): The vampire extrudes bony talons from nails or knuckles. This effect is similar to the Protean power Wolf’s Claws. The talons inflict Str + 2 aggravated damage. • Bone Blade (2 Chi, 1 Chi/three turns to maintain): The vampire extends a section of his forearm into a two-foot blade of bone. This “sword” may be used to parry attacks and inflicts Str + 3 aggravated damage. • Visage (2 Chi): The vampire uses Chi to alter his bone structure. This effect allows him to become up to six inches shorter or taller, and to alter his facial features and body type (though not precisely enough to disguise himself as someone else). • Key (1 Chi): The vampire can form a finger, quite literally, into a skeleton key capable for opening any normal lock. This feature reduces the difficulty of appropriate Security rolls by three. With the exception of the bone blade, all transformations last for one scene, after which they must be maintained with additional Chi expenditure. • • • • Five Poison CloudThe vampire can exhale a breath or cloud of concentrated Yin. This cloud manifests as a mass of freezing black vapor. The cloud seethes with the destructive energies of raw Yin; within the cloud, metal corrodes, flesh rots and plants wither and die. System: The vampire spends two points of Yin. The cloud swells to fill an area 10 feet by 10 feet. Everyone within the cloud, except the wielder of the power, suffers six dice of aggravated damage. • • • • • Ch’ing ShihThe vampire may permeate her flesh and bones with Yin. This precipitates a grotesque transformation: The vampire’s flesh turns a sickly gray, while her bones turn jet black. Her skin wrinkles and compresses around her bones. Her fangs grow long and drip venom, and black spikes jut from her back, joints and rib cage. Her entire body glows phosphorecently and sparks with Yin energy. This form is known as a ch’ing shih. System: To activate the ch’ing shih form requires five turns and five points of Yin Chi. The transformation is automatic, and the effects last for one scene. All sorts of changes take place in the vampire. First, the vampire’s Appearance drops to zero. The character’s bones fill with Yin-marrow, and she gains near-complete control over her skeletal structure. She can extrude spikes, razored edges or bony barbs. In game terms, she can choose to inflict automatic aggravated damage with any attack, even a body-slam or punch. She may attack and damage wraiths, Spectres, and other Yin-spirits (though the reverse is also true; she may be attacked as well). She may also feed her flesh and blood to such spirits, providing Chi to them; Yin-spirits who accept this “offering” can use the Chi to replenish their own Chi on a one-for-one basis. Finally, the vampire may inject a lethal toxin through her claws or fangs. This effect inflicts two Health Levels of aggravated damage per turn to humans or animals and one point per turn to shen, including wraiths. The toxin’s effects last for )6 – victim’s Stamina, minimum 1) turns. Mortals who die from this toxin rise as zombies, under the ch’ing shih’s control, during the following scene. Zombies have the Physical Attributes they possessed during life, but no Mental or Social Attributes. They have three additional Health Levels, but are incapable of healing damage inflicted on them. Each zombie must be fed on Yin point per night, or it withers to dust. At any rate, a zombie rots within one turn of being exposed to sunlight.
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Posted: Tue May 13, 2008 5:51 pm
Jade Shintai The Jade Shintai, the Earth element analog, teaches that all things, even vampires, are but temporary receptacles for the Chi that naturally flows from the Yin and Yang Worlds to the Middle Kingdom. The Jade Shintai bears similarities to the Equilibrium Discipline; rather than focusing her personal energies, however, the vampire becomes a conduit for the ambient Chi flows of the elements around her. In this state, the vampire gains properties similar to jade itself, which is reputed in legend to act as a "soul substance." • Stand upon the Dragon's BackThe vampire first learns to channel Chi from the Earth's natural flows into his body, and vice versa. System: The vampire roots himself to the Earth. No roll is needed. He may not be knocked back or down, nor may he be thrown by a martial arts attack. • • Tread the Thrashing Dragon's TailBy polarizing her Chi in line with that of her surroundings, the vampire makes herself preternaturally deft and light. She may walk safely and steadily along the narrowest of ledges, the most unstable ground and even the surface of lakes or oceans. She may also jump long distances. System: The vampire gains the ability to walk on any surface, even water. She may walk up walls and along ceilings at normal speed, and she leaves no footprints of any sort. All Stealth rolls are made at one difficulty lower. She will still fall if, for example, she is pushed over the edge of a building; however, her fall will be slow (the vampire will take only half normal damage). Finally, all leaping distances are doubled (perhaps the legend of “hopping vampires” derived from witnesses’ accounts of this art in use). • • • Placate the Earth DragonBy gently singing to the spirits of earth, stone and wood, the vampire may cast himself into their embrace. He may sink into the protective earth, or he may walk through a wall or other impediment. System: The vampire must spend a point of Chi and three turns in concentration to attune himself to the spirit worlds, then roll Manipulation + Etiquette against a difficulty of the local Wall. Otherwise, this power is identical to the Level Three Protean power of Earth Meld. Additionally, by placing one hand on a barrier to be breached (e.g., a wall, door or floor) and making the Chi expenditure/roll listed above, the vampire may pass through the barrier as if he were incorporeal. The barrier in question may be no more than a foot think. • • • • Harnessing the Dragon's BreathThe vampire, by attuning his body to local streams of Chi, may actually fly along "updrafts" of energy. While in flight, the vampire may hold objects or even wield weapons, but must make Dexterity + Athletics rolls to perform complicated maneuvers. System: To tap into a Chi line, the vampire must roll Dexterity + (Chi Virtue) (difficulty of the local Wall). Success enables the vampire to hover, glide or fly at a speed of ([12 minus local Wall rating] x 5) miles per hour. So, a vampire cruising along in an area with a Wall rating of 7 could fly at 25 miles per hour ([12 – 7 = 5] x 5). Once a Chi line has been tapped, the vampire is “locked into” the flow, so no new roll must be made if, for example, the vampire travels from a Wall 4 dragon nest to a Wall 8 downtown core. The vampire can make a new Dexterity + (Chi Virtue) roll to tap into a stronger energy field, should one present itself. • • • • • Jade Servant of the August PersonageThe ultimate attuning of Chi to surroundings, this power draws upon the Five Element theory as well as great mastery of Chi. The vampire may channel spiritual energies of the classic Five Elements ― Water, Metal, Earth, Wood and Fire ― through his form, thus gaining the properties of the element in the process. In so doing, the vampire’s skin transforms, becoming hard and slick, as if the vampire were covered in liquid jade. Vampires who attain this level of Jade Shintai often decorate their havens with artworks formed from the Five Elements in question, so that they might have access to them in times of trouble. System: The vampire must touch a sizable quantity of the element to be emulated. He must then spend a Willpower point and a number of Chi points listed below to assume the mantle of the corresponding element. The spiritual properties of the element merge with the vampire’s Chi. This mantle provides protection as if it were Class Three body armor, and each type of mantle imbues the vampire with additional properties, listed below. • Black Tortoise (4 Yin): The vampire must touch a body of water at least the size of a large fish tank. The vampire’s body is chilling to the touch ― each time the vampire strikes or touches a victim, the victim must make a Stamina roll (difficulty 7) or lose a point of Dexterity. When Dexterity drops to zero, the victim is frozen rigid for a scene. • White Tiger (3 Yin, 1 Yang): The vampire must touch a piece of metal at least as large as a human-sized statue. The vampire’s body crackles with static electricity. Opponents touching the vampire with bare skin, metal weapons or other conductors suffer three dice of normal damage per turn of contact. • Yellow Emperor (2 Yin, 2 Yang): The vampire must be in contact with the Earth. The vampire’s body grows rock-hard. Anyone striking the vampire with bare fists, feet, etc., takes half the damage inflicted on the vampire. If the vampire is struck with a Melee weapon, the Storyteller should make a roll using a number of dice equal to the vampire’s Stamina (difficulty 6); each success inflicts one level of damage on the Melee weapon. If (in the Storyteller’s opinion) the weapon sustains excessive damage, it breaks. • Azure Dragon (1 Yin, 3 Yang): The vampire must touch a piece of wood at least the size of a door or sapling. Opponents striking the vampire with bare fists, feet, etc. take damage per the Yellow Emperor mantle, above. Weapons are not affected by the mantle. However, the vampire may punch or kick a Kindred character as if wielding a wooden stake ― i.e., if the Cathayan scores three or more levels of damage, the Kindred is paralyzed. • Scarlet Phoenix (4 Yang): Tough ― the vampire must thrust his hand into a fire at least the size of a fireplace blaze and make a wave soul check in the process. The vampire gains an extra soak die versus fire attacks (in addition to the three he gains merely for evoking the mantle). Additionally, the vampire’s body radiates heat. Opponents striking the vampire with bare skin or combustible equipment suffer three dice of aggravated damage. Once activated, the mantle lasts for a scene.
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Posted: Tue May 13, 2008 5:57 pm
Flesh Shintai The freakish Flesh Shintai is believed to have its roots in the jungles of the Golden Courts, although it has spread throughout the Middle Kingdom. As the Wood element analog, the Flesh Shintai allows a Kuei-jin to channel Yang energy through the medium of her corpse in order to augment and transform it. Practitioners of this shintai typically group themselves into matriarchal covens. In some areas, vampires with great skill in the Discipline are referred to as penangallan. Penangallan typically attune themselves to Yang energy and, thus, appear to be relatively human --- until they demonstrate the powers inherent to the Discipline. Many penangallan adorn themselves with elaborate tattoos and jewelry, as they enjoy the feeling of metal or ink against flesh. • Long-NeckThe name of this power is somewhat misleading; the vampire can actually extend either her neck or limbs, sending them slithering over walls and around corners. The skin does not extend with the limb, so onlookers experience the gruesome sight of the vampire's head or digit extending along a stringy thread of viscera and muscle tissue. System: No roll is needed. The neck or limbs can extend five feet per point of Stamina the vampire possesses, allowing the vampire to bite, strike or grapple at range. The limbs may be attacked anywhere along their length, and decapitation will kill the vampire normally. • • Detach LimbThis power is one classically associated with the mythical penangallan. The vampire has mastered Chi to such an extent that she may separate a part of her life-force from the main reservoir. In this manner, she may actually detach a part of her body and allow it to act at range. It is most commonly used to allow the head and guts to separate themselves from the vampire's trunk. Folk legends depict the resulting mass as capable of flight, although such a feat is possible only if the Cathayan possesses the power of Harnessing the Dragon's Breath. Otherwise, the head-mass slithers/crawls along at the character's normal ground speed. It is capable of crawling up walls, ceilings, etc., though its passage leaves a bloody smear. Limbs may likewise be detached. This function is most commonly reserved for hands; while a vampire is certainly capable of detaching its leg, imbuing it with life and allowing it to hop along under its own power, doing so can prove somewhat useless and rather comical. Detached hands may prove quite useful, though, enabling the vampire to grab an out-of-reach item or strangle a victim at range. Again, unless the vampire has the power of Harnessing the Dragon’s Breath, the hand is limited to scuttling along like a spider. System: The vampire spends one point of Yang Chi and one turn in concentration. The detached head-mass or appendage is considered a small target (difficulty 7 to hit in Melee, firearms difficulties increased by one). A head-mass is considered to have four Health Levels; a limb, three; a hand, two. In all cases, Physical Attributes and Abilities of the head-mass are considered to be identical to those of the vampire. Chi and both aspects of the soul remain in the head-mass, but the heart does not (the head-mass cannot be staked with either wood or metal, though if the dormant body is staked, the head-mass immediately collapses, paralyzed). By far, the most common use of the power is the detachment of the head-mass. Under conventional means of locomotion, the head-mass alternately slithers and scuttles along at normal ground speed. Because it is largely boneless, the head-mass may fit into any open area accessible to the skull. It may use its viscera to constrict (Str + 2 normal damage) if it can get a firm grip (e.g., by dropping on a victim from ambush, or one turn after a successful bite). Otherwise, the head-mass may attack by striking (normal Dexterity + Brawl, inflicts standard bite damage). The body remains dormant and extremely vulnerable. Most vampires take care to surround themselves with retainers, or else they hide their bodies in very secure locales. If the body is destroyed, the head-mass is trapped in its…visceral…state. It can maintain an unlife, of sorts, though it can never gain more than four Health Levels and must spend an extra point of Chi when animating itself (to avoid drying out). Limbs creep/drag themselves along at half normal ground speed. A limb may remain detached from the body for up to a night; at dawn, the limb ceases to remain animate (and rapidly disintegrates). Limbs may attack (strangle) or grasp objects at a distance, though if the limb is outside the vampire’s line of sight, it may “see” its target only if the vampire is focusing on it via some sort of clairvoyance power. Special: If the vampire also has the Level Two Cultivation power of Cleave the Demon, the dual souls can be forced into different parts of the vampire’s body. Thus, the vampire could animate her head-mass with her Hun soul, while using the P’o to animate her headless trunk. So long as the head-mass can keep the other body part within line of sight, the body part can “see” and act at no penalty. A body part out of the head-mass’s line of sight is treated as if blind. • • • Lotus CloudBy combining internal Chi with drawn breath, the vampire may exhale an opalescent cloud of euphoric Yang energy. All who breathe the vapors become dreamy, giggly and generally incoherent. This power does not affect vampires, spirits or other unliving things, but mortals and shapeshifters are susceptible. System: The vampire spends a point of Yang Chi, then exhales the cloud. Mortals within the cloud automatically become giddy and highly suggestible, as if experiencing a narcotic drug. Shen may roll Willpower (difficulty 6) to resist, as may certain specially trained mortals (martial arts masters, Shih demon hunters). A narcotized victim can take no aggressive action and is likely to succumb to any pleasurable suggestion. If the victim is aggressively attacked, he defends himself, but at –1 to Dice Pools. The power’s effects last for one scene. • • • • PelesitThe vampire can construct small creatures from his body, detaching them and sending them out on various errands. These creatures are known as pelesit, and they prove exceedingly useful as spies. Pelesit typically appear as grotesque insects or deformed homunculi, though many vampires who master this power decorate their bodies in elaborate, irezumi tattoos, then cause the tattoos themselves to animate at the Cathayan's bidding. System: The vampire spends a point of Yang Chi and one or more Health Levels to detach a pelesit from the body. For each Health Level the pelesit “borrows,” it has two Health Levels and a Strength and Stamina of 1 (these Traits increase arithmetically as the pelesit is bestowed more of the vampire’s flesh). The creature has a Dexterity of 3, Mental Attributes of 2, a Brawl and Dodge of 2, and can deliver a sharp bite for Str (normal) damage. It travels with a bizarre hopping gait, can climb fairly well and can speak in a shrill, abrasive voice. The pelesit may remain detached for an entire night, but immediately withers and dies at dawn. If the pelesit returns to the vampire before dawn, it may merge back into the vampire’s body, and the vampire regains the Health Levels bestowed upon the creature. If the pelesit is killed or fails to return, the vampire loses the Health Levels and must heal the resulting damage normally. • • • • • Ten Thousand FormsAt this level of mastery, the vampire gains near-complete control over her shape. She can appear as nearly any type of person by changing skin, hair and body parameters, and can even sprout wings. She can also appear as an animal, so long as the animal is of roughly the same mass as the vampire. System: This power costs two points of Yang to activate. The vampire must make a Perception + Athletics roll (difficulty 7). Success enables the vampire to take nearly any humanoid shape she can imagine. For an extra Yang point’s expenditure, the vampire can grow an extra pair of arms or a pair of batlike wings. These accouterments duplicate the effects of the equivalent Demon Shintai powers. Duplicating a specific person or becoming an animal requires a Perception + Athletics roll (difficulty 9).
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Posted: Tue May 13, 2008 6:02 pm
Ghost-Flame Shintai The Ghost-Flame Shintai, the Fire element analog, allows its practitioners to evoke the "shade-time flame": raw Chi energy from the spirit worlds. This energy manifests as unearthly fire, which radiates from the vampire's eyes, mouth, hands or entire body. There are two types of Ghost-flame: the scorching Yang flame and the icy Yin flame. Yang flame burns red, blue, purple or other bright shades; Yin flame burns black, white, ice-blue or other lunar hues. Masters of this shintai may utilize either, making the Discipline one of the most versatile and deadly. Practitioners of Ghost-Flame are scattered throughout the Middle Kingdom, through there are relatively few in any given area. It is most prevalent in Japan; several Japanese vampire-warriors have mastered the hima form. To access the energy, a vampire learns to handle the searing pain involved in channeling the Chi energy through her body. Many practitioners bear permanent burn scars, testaments to mistakes made in training. • Goblin FaceThe vampire's eyes and mouth blaze with eerie Chi energy, which manifests as flame of the appropriate (Yin or Yang) color. When the vampire speaks, flames lick from her mouth. This power is exceedingly unnerving; most animals and many mortals flee when confronted by a vampire wielding Goblin Face. System: No roll or Chi expenditure is needed, but it takes one turn of concentration to evoke the power. The vampire can see in pitch darkness, and her bite inflicts an extra die of damage. • • Goblin SparkThe vampire can conjure a piece of her Chi and send it forth from her body as Ghost-flame. At this level, the flame is no concentrated enough to burn, but it does sting or chill. All sorts of interesting effects are possible: lights, shapes, even pyrotechnic sparks. Skilled Ghost-Flame practitioners often entertain Kuei-jin courts during the vampire's few moments of levity. System: The vampire spends a point of Yin or Yang Chi, which blazes forth from her body in the form of Ghost-flame. The most common use of this power is the creation of floating lights under the caster’s mental control. As noted above, Yang lights tend to be brighter and more colorful than Yin lights. A Chi point’s worth of light can be a huge “lantern,” three feet in diameter, or it can be several smaller lights hovering and whirling about each other. Yang flame can be released as stinging sparks (Dexterity + Yang roll to target, use appropriate firearms penalties). Yang sparks explode and burst like firecrackers. If a creature hit by them fails to score more successes on a Stamina + Alertness roll than the wielder scored on the attack roll, the victim is blinded for one turn. If hit by the sparks, a Western Kindred must make a Rotschreck roll; so must a Kuei-jin whose Yang rating is less than that of the flame-wielder. Yin sparks also flare and explode. They do not blind, but might scare away spirits and ghosts (the vampire rolls Yin versus a difficulty of the spirit’s Willpower; each success causes the spirit to retreat for a turn). • • • Goblin ShapesThe vampire develops more precise control over the flame emitted. He may emit larger quantities of flame and may configure the flame into all manner of complex shapes. These constructs are obviously of luminous spirit matter, but can comprise many colors; in the hands of an expert, Ghost-flame constructs can be useful illusions. System: The vampire spends a point of Chi to emit a luminous, approximately human-sized mass of Ghost-flame. He may then make a Dexterity + Crafts (Ghost-Flame) roll to shape the flame into its desired form (difficulty assigned by the Storyteller, depending on the complexity of the shape). The vampire may mentally direct the construct anywhere within 500 feet of his current position. The construct is phosphorescent and luminous. Spirits who see it may well be fooled into thinking the construct is another spirit, and creatures such as Kindred may have no idea what the thing is, but Eastern shen are unlikely to be fooled. Still, the construct can prove a functional distraction. If a Ghost-flame construct comes into contact with a material being, the construct flares up, self-destructing and removing one point of its opponent’s Chi (opposite type of Chi versus that used in the construct ― thus, a Yin construct coming into contact with a mortal flares up, removing one of the mortal’s Yang points). When used against other shen, the construct consumes one point of the victim’s Gnosis, Quintessence, Glamour or Blood Points, as appropriate. Ghost-flame constructs severely sting beings they touch, but inflict no actual damage. Still, a creature suddenly touched by Ghost-flame must make a Willpower roll or recoil in shock and lose the ability to act next turn. Such consequences can be very dangerous if, for example, the victim is climbing a wall or walking a narrow ledge at the time. • • • • Goblin ScorchThe vampire becomes a living (well, undead) flame-thrower, breathing a gout of Yin- or Yang-flame, like the dragons of early Ages. System: The vampire faces her target, then spends a variable number of Chi points. For each Chi point spent, the attack inflicts three dice of damage. Yang-flame is blazing hot and inflicts fairly straightforward fire damage. This damage is aggravated. Yin-flame is icy and “burns” a victim’s soul. Yin-flame inflicts Chi damage against spirits (Yin- or Yang-spirits), provided the vampire can see them. Against material beings, Yin-flame destroys temporary Willpower (the victim may use permanent Willpower, difficulty 6, to soak). • • • • • Goblin LanternWith this spectacular power, the vampire cn ignite her entire body, thus surrounding it in a corona of Chi fire. Kuei-jin call this effect “the little sun,” an apt name for what is surely one of the Cathayans’ most deadly combat arts. With sufficient Chi expenditure, the vampire can transform her entire body into Chi to become a round, glowing ball (Japanese Kuei-jin call it the hima. Such a display is often terrifying, particularly for a P’o-dominant vampire, who often manifests a leering, demonic face in the middle of the flame-ball. System: The vampire spends three Chi points, three turns in concentration and one Willpower point. The vampire’s body ignites with Chi-fire of the type used to power the Discipline. The precise effects of the Chi aura depend on the type of Chi-flame generated. While surrounded in Yang-flame, the vampire inflicts aggravated damage with any Brawl or Martial Arts attack. Anyone grappled by or touching the vampire takes three dice of aggravated damage per turn. Additionally, the vampire gains five soak die usable against fire attacks. However, vampires surrounded in Yang-flame are walking bonfires, easily capable of igniting flammable materials or explosives. While surrounded in Yin-flame, the vampire may attack spirit creatures with Brawl or Martial Arts maneuvers. Against spirit creatures, Yin-flame inflicts three dice of damage against Chi (or Corpus against Wraiths). Against material beings, Yin-flame inflicts three dice of damage against the victim’s Willpower. However, fire attacks inflict an extra die of damage against vampires sheathed in Yin-flame. While surrounded in either type of aura, the vampire can spend a point of Chi to “flare up” for a turn. While flaring, the vampire’s aura inflicts six dice of damage for the turn, and all strikes inflict +2 damage. Furthermore, any being looking directly at the vampire must successfully roll Stamina + Alertness (difficulty 7) or be blinded for a turn (five turns if the victim botches). If, upon activating the power, the vampire chooses to spend two Willpower points rather than one, the vampire’s entire body turns to Ghost-flame, compacting into a sphere. This sphere-form has all the powers listed previously. Additionally, the sphere can fly at a speed of ([10 – local Wall] x 5) miles per hour. Finally, because the vampire is only semisolid, the difficulty of all physical attack rolls against the vampire increases to 8. While in this form, the vampire has no hands and may not hold anything, but may bite normally. While engulged in the Chi aura, the vampire is vulnerable to attack from the opposite type of Ghost-flame. A Yin-flame attack against a vampire covered in Yang-flame, or a Yang-flame attack against a vampire covered in Yin-flame, inflicts an additional die of damage.
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Posted: Tue May 13, 2008 6:06 pm
Cultivate This Soul Discipline is widely distrusted, even among the Kuei-jin. Practitioners of Cultivation learn various techniques for communing with and influencing the P'o ― their own and others'. To a master of Cultivation, the P'o is just another family member ― an unruly one that must occasionally be disciplined, but a useful member nonetheless. Indeed, many vampires skilled in Cultivation wear their P'o visage as often as their Hun Archetype. Although disreputable, practitioners of Cultivation have become a necessary evil in the Fifth Age, particularly with the arrival of the Kin-jin. Given these newcomers' relative unfamiliarity with their Beasts, wielders of Cultivation are able to send them into howling frenzies with relative ease. Unfortunately, given the unpredictable nature of the Cultivation Discipline, its users often suffer the same fate as their victims. • ScrutinizeThe student of Cultivation first learns to attune himself to the urges of the P'o, both in himself and in others. He becomes privy to the dark drives in mortals and shen alike. System: The vampire spends three turns in meditation (if using the power on himself) or concentration (if using it on others). He then rolls Perception + Hun (difficulty 7). If using the power to pacify his own P’o, success enables the vampire to add one to the difficulty of his next fire, wave or shadow nature roll. With three or more successes, the vampire can force a “dialogue” with his Demon; the P’o is played either by the Storyteller or a Shadowguide. Naturally, the P’o is balky and recalcitrant, but a clever player might be able to extract some sort of useful information from his character’s dark half, particularly if he steers the conversation in the direction of evil, demons, etc. If using the power to scan another’s P’o, success enables the vampire to gain insight into the target’s darker urges. If the target has an actual P’o, the vampire learns the approximate (with one or two successes) or exact (with three or more successes) rating of the target’s P’o. He also gains some idea of the target’s P’o Archetype, thereby acquiring useful knowledge for subverting a rival Kuei-jin. If using this power on a Kindred, the vampire gains basic information about the Kindred’s Humanity or Path, Virtues, Derangements and other Traits relating to the state of the Kindred’s soul. If using this power on a mortal, the vampire gains intuitive hints about the target’s vices, dirty secrets and other hidden flaws. In any event, successful use of this power allows the Cathayan to add one die to all Social rolls dealing with appeals to the target’s base nature (bribery, certain types of seduction, etc.). A botch when using this power enables an instant P’o takeover. • • Cleave the DemonThe vampire learns how to separate her dual souls, thus clearly demarcating the Hun from the P'o. By doing so, she allows one soul to animate and control her body, while the other hovers nearby. Both souls can act in tandem, allowing the vampire to exercise a variety of useful options. However, the P'o remains its malevolent self and does everything it its power to cause harm and despair. System: To Cleave the Demon, the vampire must spend a Chi point and two turns in concentration, then roll Willpower ( difficulty 8 ). Success enables the separation to begin. The player must then roll a contest of Hun (difficulty 6) versus P’o (difficulty 6). For each success scored on the Willpower roll, the player may add one die to either the Hun or the P’o Dice Pool. If the Hun wins or ties, the dual souls separate and the Hun Archetype is in control of the body. If the P’o wins, the souls separate, but the P’o Archetype is in control of the body. In any event, the remaining soul is pushed out of the Cathayan’s body and hovers nearby in the Mirror Lands. A displaced soul may travel up to 500 feet from its body. While separated, the soul is treated as either a Yin- or Yang-spirit, depending on which type of Chi was used to power the Discipline. If attacked by a spirit entity, the separated soul has Chi and Willpower scores equal to the character’s own. If the soul is Hun, it may use its Hun score as Gnosis; if the soul is P’o, it may use its P’o score as Rage. If reduced to zero Chi, the soul temporarily returns to the Yomi World and the vampire immediately enters torpor. If threatened, the displaced soul may take refuge in the Cathayan’s body. This maneuver protests it from spirit attacks, but the displaced soul may be pushed out at any time by the dominant soul. Naturally, this situation can be dangerous if the P’o is in control of the body, and can lead to some rather interesting internal negotiations…. While the souls are separated, the vampire may effectively act with both the body and the displaced soul. Each half of the soul can take actions during the turn. So, for example, a vampire who split her P’o from her body could use the Hun-dominated body to perform physical actions or employ Soul Disciplines, while simulatneously sending the P’o to attack spirits (with its Rage) or to scout ahead for trouble. The two souls retain a telepathic link, and each soul is aware of the other at all times. Both souls have access to the vampire’s basic Chi powers (Lifesight, Ghostsight) and Willpower, though only one soul can use them per turn. The soul in the spirit worlds may automatically see its surroundings, so Cleave the Demon is a good (if dangerous) way to view the nearby spirit world and the begins therein. A soul may be commanded simply to whirl around the body, in a sort of “holding pattern”; while this activity takes place, difficulties of all rolls to sneak up or surprise the vampire increase by two. The power’s effects last for a single scene. • • • Lash the DemonA Cultivator at this level of erudition learns how to prod and goad others' souls, to separate the Hun and P'o and force one or the other to the forefront of consciousness. This power resembles Cleave the Demon, above, but affects other creatures' souls. System: The vampire must make eye contact to use this power. The vampire spends a Willpower point and rolls Manipulation + Hun (difficulty 6). The victim may resist with Willpower (difficulty 6). If the vampire succeeds, the victim’s Hun and P’o souls separate, but remain in the victim’s body. What happens next depends on whether the victim has a higher Hun or P’o score. If the victim’s Hun is stronger, he immediately becomes passive and malleable. The victim can take no aggressive action and likely flees if confronted. The victim is highly suggestible and obeys any orders given to him, unless he succeeds on a Willpower roll (difficulty 6); however, these orders cannot include aggressive or self-destructive actions. If attacked, the victim can defend normally, but cannot pursue a fleeing foe. If the victim’s P’o is stronger, the victim immediately enters fire soul. If the vampire scores three or more successes (after the resisted roll), the P’o takes over the victim’s body. If the power is used on a victim whose P’o is already dominant, the victim becomes confused and listless for a scene. If the victim’s Hun and P’o are equal, the twin souls immediately go to war. The victim must roll a contest between the Hun and P’o (both at difficulty 6). If the Hun wins or ties, it retains control of the victim’s body and nothing further happens. If the P’o wins, its Archetype takes over the victim’s body. When a Kuei-jin uses this power on a Kindred, ghoul or other creature with a Beast, the victim immediately frenzies. When a mortal is the target, the victim becomes passive per the rules above, unless his bestial side is strong; in this case, the victim frenzies. • • • • Yoke the DemonThe Cultivator may psychically reach into her dual soul, pluck the P'o from the Hun and subordinate the internal Demon. A Demon subordinated can be used to intimidate lesser creatures and watch for enemies. Few things anger a P’o more than use of this power. A Cathayan who routinely employs Yoke the Demon may find herself in great peril the next time the P’o takes charge. System: To perform the operation, the Cathayan spends a point of Willpower and two turns of concentration, then rolls Dexterity + Empathy ( difficulty 8 ). Success enables the operation to begin. The Cathayan makes a resisted roll of Hun versus P’o (difficulty 6 for both), adding one die to the Hun Dice Pool for each success scored on the Dexterity + Empathy roll. If the Hun wins or ties, it yokes the P’o; if the P’o wins, it automatically takes over the vampire’s body for a scene. A yoked Demon may not take over the Cathayans body, though the vampire is still vulnerable to fire soul. (If the vampire frenzies, the Hun’s yoke is automatically broken, so the P’o typically does everything in its power to provoke fire soul). While yoked, the P’o may do nothing without the vampire’s permission; however, the vampire may not use Demon Chi or Demon Arts. The P’o may be used as a “watchdog” and can detect other “demons” within 50 yards by making a successful Perception + Alertness roll (difficulty 7). (Creatures for which this designation applies include Kuei-jin, Kindred, hengeyokai, Spectres, P’o-dominated wraiths, human lunatics, savage spirits and other “wild souls.”) This application cannot pinpoint magically hidden or invisible creatures, but does let the vampire know that such creatures are in the area. Also, because the seething rage of the Demon is so close to the character’s surface, the vampire exudes a menacing aura; mortals must make Willpower rolls (difficulty 6) to approach or oppose the vampire at all. This power lasts for a scene. • • • • • Two Become OneA vampire who achieves this level of Cultivation can partly resolve the dual soul’s dichotomy, as if he were mortal once more. This power can prove inspirational to Cathayans and provide a taste of the Golconda to come; unfortunately, the concomitant overconfidence can send them spiraling into depravity all the quicker. When this power is used, the vampire’s personality is a combination of the Hun and P’o Archetypes. Although the P’o cannot enforce its will on the character, the player must make sure to roleplay the P’o as well as the Hun. System: The vampire spends a Willpower point, then rolls Charisma + Empathy ( difficulty 8 ). If successful, the vampire’s Hun and P’o Natures merge for a scene. The vampire is immune to fire, wave and shadow soul, and she may use any of the P’o’s powers or Demon Arts without fear of backlash. Because the vampire effectively has two minds, any opponent attempting to affect her with a mind- or emotion-controlling power must make two separate checks; if either fails, the power does not affect the Cathayan.
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Posted: Tue May 13, 2008 6:10 pm
Chi'iu Muh (Dragon Tears) According to the sages, the dragons of the early Ages bore opalescent pearls in their foreheads. These pearls were the receptacles and conduits of vast celestial power. Long ago, in happier Ages, the Kuei-jin developed this Discipline to emulate and pay homage to the dragons. The Discipline received its name from the curious protuberance that develops on vampires who study it. At the first and second levels, this organ appears to be a circular gemstone. At the third level, the stone becomes a third eye, similar in shape and color to the vampire's original two. As the student advances in the Discipline, the eye develops and swells, so that by the time the student learns the fifth level of Chi'iu Muh, the eye is a great blazing orb in the center of the forehead. The eye always opens when the Discipline is activated; it is a permanent part of the vampire's physiology, though a Kuei-jin may roll Stamina + Stealth (difficulty 5) to “retract” the eye into the skull for a scene. Even more so than Cultivation, Chi’iu Muh is greatly distrusted. Depending on which element of the soul is in control of the Kuei-jin, Chi’iu Muh can function as a Soul Discipline or a Demon Art. When the Hun is in control, this Discipline allows its wielder to repair wounded bodies and spirits. When the P’o dominates, Chi’iu Muh can be used to steal souls and ravage spirits. Kuei-jin ancestors whisper that a version of this art, alone among their secrets, has been stolen by the Kin-jin of the West. The First Disciple of Xue, the barbarian Zao-lat, learned the secrets of the third eye. Unfortunately, his understanding was imperfect, and his P’o quickly corrupted him. Banished from Xue’s presence, Zao-lat crept back to the West, there to disseminate his evil knowledge among his childer. • RasaThe third eye, here, is in its most rudimentary stage of development. At this level, the vampire begins to experience visions of the Great Cycle, the spirit worlds and his possible future. The flashes can prove prophetic or even precognitive, enabling the vampire to predict impending events. Vampires with this power have exceptionally rich dream lives. During daily slumber, they experience vivid nightmares of Yomi or rich visions of the spirit worlds. Often, these dreams provide clues to Dharmic understanding, or hints of the vampire’s destiny. In the Fifth Age, these dreams have turned noticeably darker, creating a pall of gloom over many Cathayan courts. System: No roll is needed. The character experiences prophetic dreams nearly every day and may make Intelligence + Portents rolls (difficulty assigned by the Storyteller at her discretion) to interpret them. The vampire is also likely to realize when he is in the presence of persons or objects destined to play important roles in the Great Cycle. While dominated by the P’o, the vampire usually receives hints on how to maintain dominance and subjugate the Hun forever. • • Chi SightAt this level, the third eye's vision vastly enhances the vampire's normal powers of Ghost sight, Life sight and Sharpened Senses. In essence, the entire invisible world of spirits and Chi opens to the vampire. System: This power works similarly for both Hun- and P’o-dominated Kuei-jin. The vampire spends one point of Yin Chi and one point of Yang Chi. The Dragon Tear appears on the vampire’s forehead, and through it the vampire receives vastly enhanced sensory input. He automatically gains all the advantages of Ghostsight, Lifesight and Sharpened Senses. Furthermore, the vampire may clearly see all spirit beings in the vicinity and may gauge their approximately strength by making a Perception + Occult roll (difficulty 7). The vampire may discern the strength of the local Wall and any dragon nests in the vicinity, and he may view Chi eddies, whorls and dragon lines. The vampire is likely to notice any disturbance in the local Mirror Lands (for example, from the workings of mages or the presence of malevolent spirits), and he can detect the presence of defiled Chi. With his enhanced Lifesight, the vampire is able to read the auras of living (and undead) beings, in a fashion similar to the Auspex power of Aura Perception. The vampire may also make a Perception + Occult roll (difficulty 6) to gauge how much Chi is in living beings. With his enhanced Ghostsight, the vampire is able to detect the Pathos and Passions of ghosts, and to discern their connections to the world of the living. Again, this function requires a Perception + Occult roll ( difficulty 8 ). The Chi Sight lasts for a scene. • • • Dragon WardThe vampire widens the third eye and channels her Chi into a powerful ward of protection. Persons seeking to approach the vampire must engage her in a grueling psychic dual. This power also works similarly when used by Hun- and P'o-dominated vampires. System: The character spends a Willpower point, then rolls Willpower against a difficulty of the local Wall. Upon doing so, no being (material or spirit) not already within 10 feet of the vampire may approach her. A being who attempts to approach the vampire must battle her in an extended and resisted contest of Willpower versus Willpower (difficulty 6 for both parties). If, at any time, the opponent scores three or more successes than the vampire, the opponent may shatter the Dragon Ward and approach. However, if the vampire scores three or more successes, she manages to bend the Chi-flows of the Dragon Ward around the opponent to paralyze him for a scene. • • • • PurificationThis power, a legacy of nobler days, was used by Wan Xian of old to cleanse their mortal subjects and domains of demonic taint. When a Cathayan uses this power, the third eye bathes the target in a luminous radiance, thus allowing the vampire to work healing magic on the target. Of course, when the P’o is dominant, the third eye, instead, allows the injection of demonic energy into the target, with appropriately detrimental effects. System (Hun): The vampire must be within five feet of the target. The vampire may sense the target’s Derangements by rolling Perception + Empathy (difficulty 6), and he may attempt to cure them by rolling Charisma + Medicine (difficulty of the target’s Willpower). For each success scored on the diagnosis, the vampire gains one extra die to roll for a cure. The vampire may also attempt to force a target’s P’o into quiescence by rolling Hun + Empathy (difficulty of the target’s P’o). A sedated P’o cannot force fire, wave or shadow nature rolls for an entire scene, but the target may not use Demon Arts or Demon Chi during this time. This power can also be used on an area, to cleanse it of defiled Chi. The vampire must touch the defiled site, then roll Stamina + Empathy ( difficulty 8 ) in an extended roll; each success allows one point of defiled Chi to flow through the vampire’s body and disperse harmlessly into the local dragon lines. If, at any time, the vampire botches, a backlash of defiled Chi floods his body. The vampire suffers three levels of aggravated damage and must make a roll to avoid shadow nature. System (P’o): The vampire must bite his prey. The third eye acts as a channel for Demon Chi, which flows from the vampire’s bite into the target’s body. By spending a point of Demon Chi, then rolling P’o in a resisted roll against the target’s Willpower, the attacker can infect the victim with psychic poison. A victim thus infected succumbs to her darkest urges and willingly serves the vampire as a slave. This state lasts for one day per net success the vampire rolled. • • • • • Spirit-EatingWith this awesome power, the vampire may physically remove the soul from a victim’s body. Hun-dominated vampires use this ability to work healing magic or set a tormented soul right, while P’o-dominated vampires use the art to devour souls outright. The vampire must be within 10 feet of the victim and must stare into the victim’s eyes with his third eye. The vampire, and anyone else using Chi sight, can actually see the ghostly soul flow from the victim’s body and enter the vampire’s eye. System (Hun): To remove a soul from the body, the vampire must look into the eyes of her target. If the target is unwilling, the vampire must roll Hun (difficulty 6) in an extended roll and garner three successes; the target resists with Willpower. Success enables the vampire to pull the soul or spirit through her third eye and into her body. The victim lapses into a catatonic state and must be told to eat, avoid harm, etc. The victim’s soul joins with the vampire’s own, and the vampire can begin a process of purgation on the soul. For each point of Willpower spent, the vampire may restore one point of lost Hun or Humanity to the victim. For five Willpower points, the vampire may attempt to set a fellow Kuei-jin back on his Dharmic path. This feat requires a roll of Wits + Enigmas (difficulty of the victim’s P’o); if successful, the victim regains the Dharmic point he lost. System (P’o): The vampire removes the victim’s soul, then gives it to her P’o as a “chew toy.” To do so, the vampire rolls P’o (difficulty of the victim’s Willpower). Success wrenches the soul from the body which then lapses into a comatose state, as above. This power may never be used on Kuei-jin of a higher Dharma. • The vampire may choose simply to torture the soul. This act lasts for an entire night and scars the victim’s soul, which returns to its body with a permanent Derangement. While tormenting the soul, the vampire may implant any commands desired or even go so far as to change the victim’s Nature. • The vampire may eat the soul, thus fusing it to her own. This act automatically costs a point of permanent Dharma, unless the vampire follows the Howl of the Devil-Tiger Dharma or is in service to a Yama King. A vampire who eats a being’s soul gains access to that being’s memories and Knowledge Abilities for one day per point of the vampire’s P’o. The victim immediately dies.
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Posted: Tue May 13, 2008 6:15 pm
Internalize The dual soul can be a curse, but Kuei-jin who master Hun and P'o are capable of feats of will far surpassing anything their Kindred rivals can imagine. The Internalize Discipline centers on inner focus and control. Vampires who master it are rare, but capable of channeling their inner strength to perform seemingly impossible tasks. They are among the most controlled of all Kuei-jin. • No MindThrough a series of meditative exercises, the vampire empties his Hun of all surface thoughts and gives himself over to direction by the All. System: The vampire spends a Willpower point to evoke the No Mind, which lasts for a scene. While under the effects of the No Mind exercise, the difficulties of all rolls to read or control the mind of the vampire (including use of Kindred Auspex and Dominate) are increased by two. The difficulty to frenzy also increases by two, but the vampire may not use the Disciplines of Cultivation, Obligation, or Chi’iu Muh chile evoking the No Mind exercise. The aura of a vampire using No Mind is blue-white. • • Blood YogaEngaging in deep meditation, the vampire seeks to banish her ever-present nightmares and recharge her psychic reserves more quickly. Vampires with this power regain their mental focus far more readily than other creatures can. System: By spending a point of Chi and at least an hour (and sometimes as much as an entire night) in uninterrupted meditation, then successfully rolling Perception + Hun (difficulty 6), the vampire regains a point of Willpower. If the player scores three or more successes on the roll, the vampire regains two points of Willpower. • • • Distant Death KataThe Kuei-jin forces herself to inhale while concentrating on a foe within line of sight. She must then hold the breath, focus and exhale while simultaneously executing a flawless strike to the empty air in front of her. If the attack is delivered properly, action and spirit become one, mystically delivering the force of the attack to the target. System: The Kuei-jin spends one turn inhaling and holding the breath. She then exhales, spends a point of Willpower, and rolls a normal Melee, Martial Arts, or Brawl attack. The attack is made as if the vampire were in close combat with the target (i.e., typically difficulty 6), but three or more successes must be scored (the attack must be perfect, or nearly so). If the vampire succeeds, the target takes damage as if he were actually struck by his distant opponent. The target may not dodge the attack, but may soak normally. • • • • Iron SoulThe vampire at this level of mastery is a frightening opponent, for he has learned to channel his inner strength into an accomplishment of prodigious acts. Kuei-jin with Iron Soul can perform Herculean feats, make "impossible" shots and otherwise act heroically. System: The vampire spends three turns in concentration, then rolls Hun (difficulty 9). For each success, the vampire gains an additional automatic success on a Willpower expenditure. Thus, a vampire who scores three successes on the roll may spend a Willpower point to gain four, not one, automatic successes when spending Willpower to accomplish a feat. The Willpower point must be spent on the turn immediately following the Hun roll. A failed roll causes the vampire to lose a temporary Willpower point, with no successes gained whatsoever. A botch causes the vampire to lose two temporary Willpower points. • • • • • Harmony with the AllAt this level, the vampire can attune her consciousness to the cosmic cycle, temporarily casting back her mind to the unity of the First Age. While using this power, a vampire acts spontaneously and effortlessly, executing tasks perfectly without though or planning. System: The vampire spends two turns in concentration and two points of Willpower. She must then roll her Dharma rating ( difficulty 8 ). If she succeeds, she attunes herself to the Great Cycle. For the duration of the scene, the vampire cannot botch, nor can she suffer any environmental or situation penalties applied to Dice Pools or difficulties. She may use a weapon in each hand, attack normally even after suffering crippling damage, defend normally against multiple attackers, climb a slick surface as if it were dry, and so on. She may also use Skills she does not possess, as if they were Talents. So, a vampire with no training in Melee could wield a sword at her basic Dexterity Dice Pool, with no difficulty penalty. The vampire must be physically able to perform whatever task she attempts; for example, a one-armed vampire could not wield a staff. The vampire gives up her consciousness to the Great Cycle. She resists mind control as if she were employing the lesser No Mind power, and she cannot enter fire or shadow soul (though she may not use Demon Arts or Demon Chi while in the Harmonious state). Finally, a vampire using Harmony with the All is predisposed to uncanny insights. She cannot be ambushed or surprised (this ability is treated similarly to the Auspex 1 ability of sensing danger), and she may make a Perception roll ( difficulty 8 ) to detect invisible creatures. While in the Harmonious state, the vampire may gain precognitive flashes or “mystic” wisdom relating to the current situation, at the Storyteller’s discretion.
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