Obligation
In the early Ages, the ancestors of the Kuei-jin walked among mortals as emperors and gods. As divine emissaries, they received Heavenly blessing to command the lesser mortals of the Middle Kingdom. The power of dragons shone in their gaze, and when they spoke, their voice was as thunder.
The Discipline of Obligation is a legacy of those days. Kuei-jin who study this Discipline learn to channel their Hun souls and use the sheer force of their spirits to inspire ― or overwhelm. Not all vampires of the Fifth Age use this power for noble purposes, and some Kuei-jin use it even on other shen.
Unlike the Kindred Discipline of Dominate, no generation restriction applies to the use of Obligation.
• Evaluate
The successful magistrate must first learn to look into the souls of his charges. The power of Evaluate allows a Kuei-jin to gauge the state of a target's Hun. By using this power, the vampire can discover a great deal of information, which can be used to gain an advantage over the target.
System: The Kuei-jin spends a turn in concentration, then rolls Perception + Empathy (difficulty of the subject’s Willpower).
1 success---------Cathayan gains a basic understanding of the target ― general personality, surface likes/dislikes, etc. Some information may be cryptic or false.
2 successes-------Cathayan gains a deeper understanding of the target ― true name, some history, Demeanor.
3 successes-------Cathayan gains insight into the deeper areas of the subject’s soul ― repressed memories, hidden dislikes/hatreds, etc. For the duration of scene, the Cathayan is able to tell if the subject lies to him. At this level, the vampire can detect Blood Bonds and Spirit Bonds.
4+ successes-----Cathayan gains complete understanding of target, including Nature, Willpower score, Humanity/Path/Dharma type and rating, and whatever other information the Storyteller deems appropriate.
A botch on the Perception + Empathy roll indicates that the Cathayan misreads the soul or becomes too empathically attached to the person (perhaps mistaking the target for a closely linked soul from another life).
• • Soul Bridge
Gradually extending her mastery of the Hun, the vampire is able to establish a psychic link between her soul and someone else's. Through this channel, the vampire can use her own Hun to influence the workings of a lesser soul.
System: The vampire must face her subject, then roll Manipulation + Empathy (difficulty 6 for mortals 7 for shen).
If the vampire succeeds, she may perform one of the following:
• Add one die per success to her next Social roll against the target (a vampire who scored three successes can add three dice to her next Social roll).
• View one of the target’s surface thoughts (chosen by the Storyteller) per success. Thoughts viewed typically appear in pictorial form, like paintings.
• Make a Hun roll (difficulty 6) to silently transmit simple empathic urges to the target. Thus, a vampire could fill a victim with fear, joy, sorrow or similar emotions. A Kuei-jin victim may resist with Hun. If the wielder succeeds/wins, the emotion is strong enough that the victim is forced to act on it.
This power does not work on Kuei-jin with higher Hun scores.
• • • Authority
The Cathayans once held mandate over mortals. Although Heaven seems to have annulled this mandate, the Kuei-jin have not forgotten it. With this power, the Kuei-jin displays the strength of his Hun by using it to awe and overwhelm other souls. Souls thus subordinated are quick to obey the Cathayan's commands, as if he were an emperor of old.
System: The vampire spends a Willpower point, then rolls Hun + Etiquette against a variable difficulty. If using this power against a mortal, ghoul or similar creature, the difficulty is only 5. If using Authority against a shen (Kindred, hengeyokai, etc.), the difficulty is 8. Kuei-jin cannot use the power against other Kuei-jin who have higher Hun or Dharma scores. The same roll is used to determine the power’s effect against all creatures in the vicinity.
Difficulty--Number of Successes Needed--Type of Order
5-----------one-------------------------------cease action, do not act, do nothing
6-----------one-------------------------------simple order, or one the victim knows is the “correct” thing to do
7-----------one-------------------------------complex order, order to do something “out of character”
8-----------two-------------------------------potentially life-threatening, violation of the victim’s honor/principles
9-----------two-------------------------------self-destructive
• • • • Thousand Hell Stare
Truly, this power is a terrible one, traditionally reserved for only the most honorable ancestors and mandarins. In the Fifth Age, knowledge of the art has spread among the unworthy, and so a few akuma and other riffraff can use the secrets of their elders. The power is also used on occasion as torture.
In short, the power enables the wielder to channel all her guilt, frustration, anger and hunger into her Hun soul, then project this negative psychic energy like a knife into her victim’s soul. The target of this power feels as if a demon is staring into his soul, judging him and finding him utterly unworthy of consideration or mercy. Prolonged use of the Thousand Hell Stare has been known to drive mortals to suicide or send Kindred into shrieking Rotschreck.
System: The vampire spends a Willpower point, then rolls Hun + Intimidation (difficulty 6). The target resists with Willpower or Humanity, whichever is higher (difficulty 6 for supernaturals, 8 for mortals). This roll is an extended one. If, at any time, the victim accumulates more successes than the vampire, the power ceases to function. If a vampire and victim have the same number of successes (for a net of zero), the psychic struggle continues, but no tangible effects take place that turn. If the vampire accumulates more successes than the victim, the victim begins to experience great psychic torment.
If the vampire botches the Hun + Intimidation roll, she instantly enters fire soul. Note that Kuei-jin and hengeyokai can use their P’o in an attempt to break the Thousand Hell Stare.
Vampire’s Net----Effect
Successes
1 success---------Target loses a point of temporary Willpower, acts at –1 to Dice Pools.
2 successes------Target loses another point of Willpower; experiences psychic agony (-3 to Dice Pools). Cannot attack the vampire; is likely to flee or heed simple commands.
3-4 successes----Target becomes cringing, sniveling and submissive; does nearly anything the vampire asks, short of self-destructive actions. Kuei-jin and Kindred must check for Rotschreck.
5+ successes-----Target collapses in a useless heap for the scene, gains a permanent Derangment.
• • • • • Soul Shackles
Vampires at this level of Obligation learn the ultimate secrets of soul mastery. With this power, the vampire can form long-lasting or even permanent bonds between his soul and another’s soul. Certain ancestors use this power to cement oaths between themselves and members of their court. This power does not affect a Kuei-jin of higher Hun or Dharma.
System: The vampire spends one turn in concentration and one point of Willpower. The player then makes a Hun + Empathy roll (difficulty of the opponent’s Willpower). Success creates a Friendship Bond between the vampire and his victim. Treat this bond as a Vinculum score of 3. The victim is friendly toward the vampire, but not blindly so.
The vampire may stop there, or he may further apply the power. (At this point, the victim is sufficiently friendly that she allows the power’s continued use). To continue, the vampire spends another turn in concentration and another point of Willpower. The play then rolls Hun + Leadership (difficulty of the victim’s Willpower). If he fails this roll, the soul-bond immediately shatters, probably filling the victim with revulsion. If he succeeds, the bond strengthens, becoming a Giri Bond ― the equivalent of Vinculum 6. The victim is exceedingly loyal to the vampire, although a few concerns (true love, deep-rooted personal honor) still supersede the vampire’s mastery.
Again, the vampire may choose either to stop the power or to continue. To continue, the vampire spends another turn in concentration and another Willpower point. The player then rolls the vampire’s unmodified Hun (difficulty of the opponent’s Willpower). Failure breaks the Soul Shackles, with results identical to the ones delineated above. If this last roll succeeds, the victim has a Spirit Bond ― the equivalent of a full-scale Blood Bond ― toward the vampire. This Spirit Bond overrides all other forms of loyalty, even a previously established Blood Bond.
Each type of bond, once established, lasts a certain amount of time, according to the vampires successes on the final roll.
1 success----------------one night
2 successes-------------one month
3 or more successes---permanent