Laws of The East (5016) PDF
Laws of The East (5016) PDF
Laws of The East (5016) PDF
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in the face of a1
ke a man of similar
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I shall let Heaven be the judge of the Kenjis. I shall be the judge of their
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ave a name
Playing Minds Eye Theatre is like being in a movie. You and your fr
portray the main characters, but the script follows your decisions. The director of
this improvisational movie is called the Storyteller. He, along with his assistants,
called Narrators, creates the stage and the minor characters with whom you
interact during your adventure. Most scenes play out in real-time, and always in
character. You should only break character when a rules dispute or a change of
scene requires adjudication from the Storyteller or Narrators.
When you play Laws of the East, you take on the persona of a soul returned
from the hellish ravages of the Underworld to fulfill an unfinished destiny in the
world of the living. You walk above societys laws, preying on mortals to survive,
yet you must also obey the moral and temporal laws that your own beliefs and your
role of the greater scheme of things ordain for you. Discipline is everything
(whether you find it in adhering to the ways of your higher self or in directing the
raging Demon within), for without discipline you are nothing but a mindless
monster that is better off destroyed. I t is a path beset with perils to challenge even
the sturdiest soul, filled with moments of transcendent enlightenment and periods
of despair and frustration, and only those who master themselves can hope to
prevail. Your character can be anyone from any wal
character concept (besides the rules) is your imagination.
then roleplay her over the course of a story and
connected stories).You decidewhat your charact
risks to accept or decline.
During the game, you speak as your character, unle
Narrator or Storyteller. Because most of what a Minds
perceives depends on the characters around him, pl
expressive. The characters direct the plot, but a
game guide and develop the characters, helping
To an extent you have a responsibility as a player in a
beyond portraying your character. You need to consi
your role in making sure that other players enjoy the game.
Creating a character for Laws of the East is e
moments. Once youve taken the few necessary step
you can play the game. Theresanother phase to crea
that makes playing Minds Eye Theatre all the m
should be more than just a series of Traits and numbers. Rather, she should be a
living, breathing personality with a past, motives, drives, likes, dislikes -everything you want to see from a character in a movie or anovel. Its a good idea to take
time to figure out who your character is as well as what she is before you start playing.
While certain details and personality traits will emerge after you play her a few
times, youll want to have the basics in place before you start playing.
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Characters are the heart and soul of a story. Without them, all the patient
efforts of the Storyteller would be for naught. Appreciate the Storytellers efforts
by following the rules and taking an active part in the game.
ww-ss
In Laws of the East, Narrators are the people who h
adventures. Narrators are the impartialjudges who desc
cannot be staged. They adjudicate rules and occas
antagonistsas well. Generally, enlisting the aid of oneNarrat
makes for a good ratio. The best number of Narrators for your
on the gaming experience of the players; the more experie
probability the fewer Narrators theyll need. Narrators u
their own as well as helping out certain situations. That
the action instead of just trying to correct it from the outside.
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Every game must have a Storyteller who serves as the ultimate authority
final judge in any game of Laws of the East you play.
basic elements of the plot and makes sure that the story
to doing everything the Narrators do. Storytelling is a de
a very rewarding one, for it is the Storyteller who create
the players build their experiences.
The Storyteller makes certain the story has content, interesting hooks and a
narrative flow. Not that a Storyteller should just sit back and dictate the plot characterswho dont have free will are no fun to play. Instead, a Storyteller creates
the elements of the plot, then turns players loose in order see what happens.
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om comes a
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and repressive in our world lengthen into nightmare shadows that loom over every
part of their citizens lives.
However, the Middle Kingdom encompasses more than just the gothic
ambiance or punk rage of the rest of the World of Darkness. It is a world where the
supernatural is not only recognized but expected, where the legacy of ancient
civilizations and the traditions they established make it possible for the worlds of
spirits and men to interact. Understanding this relationship, and the attitudes that
stem from it, is a crucial step in understanding the Middle Kingdom as a whole.
ri s m
Supernatural beings exist in the same array of varieties that can be found in
the West, even if their methods are different. Vampires (Kuei-jin) stalk city streets
while shapeshifters (hengeyokai) prowl the wilderness, and magicians (chin ta)
ply their secret arts. Ghosts (kuei) haunt the living from a dark world just beyond
their senses, while faeries (hsien) punish those who dishonor the ancient ways.
Many of the same ancient rivalries and hatreds of the West can still be found here,
such as the enmity between vampires and werewolves, but a sense of belonging to
a larger community of spirit beings binds all together under a common destin
sorts. Most Eastern supernaturals use the Chinese term shen to express
unique bond with each other.
Shen also take few precautions against discovery in the Mi
Discretion is of the highest importance to all shen,from the courts
to the packs of hengeyokai, and those who flaunt themselv
disappearing or at least receiving a painful lesson o
their manners. Fortunately, the legends and superst
hold the supernatural to be a fact of life, as inevitable
death and taxes, and this acceptance provides the shen
as they do not overstep their traditional bo
barbarian has wandered into a city slum only
patron of some kind, who exists in full sight of the c
favors in exchange for their silence about his existen
would rather leave the Night People to their matte
attitude which helps keep the shen from prying eyes more than anything
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The central aspect of the philosophy of the shen in the Middle Kingdom is the
belief in Yin and Yang, the negative and positive elements that make up the
universe. Yang is the force of life, creativity and action, while Yin is the force of
death, negativity and passivity. Yin is often personified as the Ebon Dragon, while
Yang is called the Scarlet Queen. Care should be taken to understand that Yang
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trails here. Entering here can mean a quick end for an unwary Kuei-jin u
has some unusual friends or is especially strong or clever. Farther away from the
Middle Kingdom, the Yang realms become fantastic beyond compare, resembling
mythic lands, nightmares and much more.
The Yomi World is not truly a spiritual land of its own, but a collection of
corrupted portions ripped away from the Yin and Yang Worlds made into personal
havens for demons known as Yama Kings. These powerful creatures command
immense realms where they collect and torture the souls they have snared in their
evil designs. These realms are often twisted beyond imagination, serving only to
inflict pain on others at the amusement of the reigning demon lord. These realms
vary in size according to the power of the demon lord and the number of lesser
demons in its service, but now smaller demons are finding defiled areas to call their
own in this modem age of suffering. This trend bodes ill indeed for the Middle
Kingdom, as the spread of Yomi poses a direct threat to the balance of Yin and Yang
that keeps the universe in harmony. Eternal enemies of demons, most Kuei-jin
work to stop the spread of Yomi, if for no other reason than to exact revenge for
the time their souls spent being tortured before reanimating their bodies.
cnt
The direct representation of Yin and Yang in the Middle Kingdom is k
as Chi, a spiritual force
concept to grasp, especi
battery or equate it to
movies. Chi encompasses both n
tance. Chi is what makes the t
in the first place. Chi is the sp
energy of life and death, the
apart. On a very basic level, Chi can be seen
disposition -a person with a high amount of
impassioned Yang soul. Similarly, moments of
Chi, while times of sadness and introspection
prove, Chi is not simply a static quantity, but ra
changing in accordance with joss. An ancient libra
calm Yin aura around it, but it could change t
of violence occurs within its walls.
All beings use Chi in their daily lives - eating, breathing, working, even
sleeping - but their actions also generate it, a great give-and-take that helps
maintain the universe. For all but the most exceptional mortals,the amount of Chi
they can use is minimal, as is their awareness of it. Many shen - especially
hengeyokai and hien- are potent cultivatorsof Chi, and they work to ensure that
their supplies are maintained. All shen are aware of Chi more intimately than
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to avoid imbalancin
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disobeying the August Personage of Jade and waging countless bloody wars. Their
hunger grew until the universe could stand it no longer and karmabalanced things
by levying a terrible curse on the Wan Xian. The greedy immortals, who hungered
so much for the Chi of others, would live no other way, cut off from the universal
flow of Chi. Not truly dead, but never to be truly alive again either, theirs was a
punishment to make the pillars of Heaven shake with its terrible weight. Having
levied this great indictment against the Wan Xian, the August Personage turned
his gaze from the Middle Kingdom, and as he did, the walls between worlds
thickened and cries to spirits went unheeded. Only spirits of great savagery and
hate could break through to become Kuei-jin, and thus, those who had been meant
to guard humanity became its burden. They had become the Wan Kuei -the Ten
Thousand Demons.
Now, the Fifth Age (the Age of Darkness) encircles the world, and the debt
to the gods looms large overhead, crushing modem Kuei-jin beneath its burden.
Most Kuei-jin give in to selfishness and short-sighted pursuits, and only the wisest
and most dedicated souls have the ability to pursue their true state, be it god or
demon. From the Yomi World, the Yama Kings laugh as their ancestral
pledge loyalty to them in exchange for petty morta
world groans as violence and despair escalate on a gl
(else there could be no darkness),but it is all the more
deeds are looked upon with cynicism and suspicion.
already it has left its bloody mark on the world.
However, the Wheel of Ages is known as such for a reason,
once more, reaching the lowest point of the Great Cycl
madmen say, will come the Sixth Age, the long-fabledAge
it is said the Yama Kings will emerge triumphant over the
in an even greater orgy of depravity, carnage and mise
obliterated during this time, and the world will be thrown
is a time whispered of in frightened voices, for the signs are
to dispute the dark times that have fallen on the world.
other shen dismiss tales of the Sixth Age as superstition,
them into line, but others are not so sure, and many se
in the new world order just in case. Those Kuei-jin
especially disturbed at the similarity in legends of Gehenna, and some clandestin
exchanges are in the making between eldersof East and West as to how to deal with
this threat.
Many say the Sixth Age is but another turn of the Wheel, and for all its terror,
the universe will right itself again eventually. Some optimists even hope the Sixth
Age can be abbreviatedor circumventedback into a glorious First Age once more,
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f
-
o ~ S o u L ( ~ ~ y i w q / D ~ D ~ l o ~ / ~ u )
Most of the time, future Kuei-]in are captured by others of their kind and, if
deemed worthy, brought before the local Kuei-jin population for judgment as to
whether or not they merit training. Those who resist capture too savagely, or who
are deemed unworthy of the trouble of training, are destroyed on the spot, their
souls sent spinning forever into the Yin or Yomi realms. Those who are considered
worthwhile are immediately assigned to a mentor, or sifu, to begin their training,
often along with a group of other young Kuei-jin. This mentor is a pivotal figure
in the life of one of the Hungry Dead, as the lessons she imparts and the methods
she uses to teach them will remain with a Kuei-jin long after a hundred mortal
lifetimes.
This training period is known as the re. Training takes place for a minimum of
one year, typically five and sometimes even up to 10 years. Many elder Kuei-jin
ruminate on how this study used to take two entire cycles of the zodiac (24 years)
before the arrival of the short attention spans that accompanied the Age of
Darkness. During this time, the hin (students) are entirely at the mercy of theirs
every aspect of their existence carefully monitored and every decision clo
scrutinized.Studies vary from mentor to mentor, but all invariably include lessons
on etiquette, history and the unique philosophies the Kuei-jin have developed
regarding existence. Mentors often stress physical and martial training, both as a
KI
(Japanese vamp
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Outside of the sifu, elder Kuei-jin often track the progress of individual
students and confer on those who are best suited to each Dharma. If auspicious
circumstances smile on a particular student, sometimes a great master arrives to
take over her training personally. Regardless of instruction, however, finding or
choosing a Dharma is a crucial time for a hin, because although a Dharma may be
changed due to tremendous events in a students life, it is never a decision made
lightly. Changing ones Dharma is tantamount to saying that ones actions until
then have been misguided at best -outright foolish at worst -and it results in
having to relearn vampiric existence from the ground up once more.
Five Dharmas, each associatedwith afundamental part of Kuei-jin existence,
are commonly recognized: the Howl of the Devil-Tiger (Po), the Way of the
Resplendent Crane (Hun), the Song of the Shadow (Yin), the Path of a Thousand
Whispers (Balance) and the Dance of the Thrashing Dragon (Yang).
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Once a Kuei-jin has received her Dharma, direction and recognition in the
eyes of her fellows, she enters a period of freedom called the bu,during which she
is allowed to revel in her vampiric state somewhat and come to terms with her
mortal days. Often constrained to one mortal lifetime,during
jin - known as a Running Monkey because of her fascina
world - is allowed to fix old scores, deliver final messages to loved ones
otherwise resolve any issues she might have regarding her
way, the Kuei-jin believe, the vampire gets to flex her new mus
harmless way, as well as remove any distractions related to her
might interferewith her future duties to her fellows. In the West,
prince might still weep over a beloved doll lost 600 year
husband long since turned to dust. By revisiting their old liv
lingering questions they might have, new Kuei-jin not only s
of the transformation that has occurred, but they prevent th
blockage that occursfrom beingforbidden to acknowledgetheir ol
Running Monkey time is over, a Kuei-jin should be tired o
fleeting world of mortals and ready to move on to her tru
individual once more.
Many initiates are given specific goals to accomplish during this time as well,
based on their direction and the nature of any wu they might be part of. How well
these tasks are performed has a great impact on the nature of the reception the
Kuei-jin will finally receive when joining the court proper. This period is also
perhaps the one time when the new vampire is allowed to make mistakes and
receive forgiveness from her elders (or at least less severe punishment). The rigid
rules in place during the re are lifted, but the Kuei-jin is not expected to maintain
a normal court position yet. In these dark days, many bu are cut short at the
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s or intentions threa
gue-in-cheek references
from those who hear it, a
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justification.) In this terrible and violent Age, many wu are lost on one mission or
another, and many more discipleslose their way and spiral back to the Yomi World.
However, if joss is on their side and they mind the lessons that their Way teaches
them, players will eventually find themselves granted the honor of being considered jina, or gurus. It is a position with a bit more freedom but naturally more
responsibility to accompany it.
As the next rung on the Dharmic ladder, jina are the next most common type
of Kuei-jin encountered after disciples, but since they have managed to escape
some of the drudgery of a disciples existence, their eyes are more open to the
possibilitiesof eternity. The title of jina is awarded when a disciple reaches a state
known as ling, or the realization of his true power and how to control it. The primary
responsibilityaccorded to jina is to look after the training of hin and disciples,and
many of them form a close bond with their younger counterparts and identify with
them more readily than more distant elders. Jina are not forgiven as many errors
as disciplesare (after all, they are expected to know better now), but likewise, they
are allowed a greater freedom to speak their minds and suggest policy for the court.
They must still obey the wishes of mandarin
missions for the court, which are expected to
level of enlightenment. However, the missi
those given to disciples. While a wu of disc
of hengeyokai, a wu of jina would be charged with forgi
conflicts. Unless a chronicle is particularly longrun
most players will attain.
Chinese society accorded intellectuals a special status in society, a1
caste unto itself, and Kuei-jinpolitics mirror this notion. Above statu
considered the final authority in all but the most p
as mandarins, who act as spiritual advisors to jin
and arbiters of disputes. Mandarins may also hold spe
talents, such as Spirit-Battling General or Mistress of
word holds absolute authority in these areas. Despite
Kuei-jin affairs, mandarins are fabled for their i
manner of rites, traditions and customsunkno
are loath to admit it, few Kuei-jin understand
of a mandarin, especially since the status is conferred based on a high level of
Dharmic advancement and mandarins are accordinglypowerful in their own right
outside of their office. As those who pass final judgment and select ancestors and
other powerful offices, however, mandarins seldom need to use their personal
powers day to day. Others are wise enough to know that mandarins can make
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__
It take
1individual to d
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Kuei-jin history, few arhats have ever been reliably noted. Many bodhisattvas
choose to stay on Earth a while longer, or pass centuries puzzled by a final question.
Thus arhats are almost mythical creatures, holy men and legends without par. In
these final stages,the arhat becomes entirely solitary until her essence is finally reabsorbed into the Great Cycle and her Dharma at last resolved. Tales persist of an
arhat appearing to smite some great evil (or perpetrate it, in the case of Devil-Tiger
arhats), or to reward a faithful seeker along his own Dharma, but while such stories
would certainly be within the power of an arhat, no instances have ever been
substantiated.
Obviously, bodhisattvas and arhats are beyond the scope of players characters, and they should appear rarely even as Storyteller characters in most chronicles.
They represent the essence of the vampiric ideal in the Middle Kingdom, and they
are just as difficult to reach.
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AK-mWlY
MJ-E
There are those who fall between the cracks of the rigid structure of Kuei-jin
society, whether by personal choice or force of circumstance. Unlike the undis
plined policies of the Western devils, Kuei-jin society permit
souls in its midst. One is either part of court and country or d
them. There is no middle ground.
nywiW
Derived from a Japanese term meaning half-person,hei
have turned their backs on Kuei-jin society, often because
personal wishes are completely irreconcilable with the ways
This status can also be given as an option to those who hav
and their court but who still merit unlife. Heimin are out
backing from their home courts or ancestors, and they are trad
rootless vagabonds without place in the world. Most elders will n
speak in their presence, nor will elders allow talk of them in any o
-heimin truly are non-persons as far the mandarins are c
less, as long as they continue to pursue their Dharmas (0
succumbing to their Pos), heimin are allowed to exist in rela
who parted gracefully fromKuei-jin societyoften retain informal ties with their o
sifus, jina or even their old wu. Indeed, many courts employ heimin as couriers in
these dangerous times, granting them freedom to travel from court to court in
exchange for swearing powerful oaths to uphold their given task. All these
arrangements occur off the record, but the practice is becoming increasingly
common.
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disobedience of the c
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touch of the Yama Kings. Most courts will go to great trouble to avoid pronouncing
a Kuei-jin to be akuma, but no expense is spared to enforce the severity of the
verdict once such adeclaration has been passed. Nonetheless, even with such strict
punishments, more duma have been created in the past few hundred years than
any elder would care to see, a fact that is often whispered about as a sign of the
impending arrival of the Sixth Age.
R
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SIocKjm IN t B q 4 0 N Y t
KUEj=jiN&lfrUDES r0W-D
THE 0-
sm
( ~ - ~ = X O - W )
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wherever they are found, the Nezumi are not far behind. Now largely confined to
cities thanks to the bullying wolf-shifters, the rat-folk are masters of intrigue and
information-gathering, often serving supernatural courts as counselors or informants. Adept as they are at finding hidden passages and traveling in tight quarters,
many Nezumi also work as killers and plague-bearers, although few will whisper
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. 1
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(Note: This term does not have the same meaning as a clanin the Kindred sense.)
Court -A group of Kuei-jin who join together due to common spiritual or
material goals. Similar in many ways to Western groups as anarchs, but a court also
often claims a specific geographic or sociological area as its protectorate.
Diih -All-Awareness,recognized by Westernersas Golconda and achieved
by very, very few.
Daimyo -Japanese term for ancestor or house leader.
Demon Emperor -In Kuei-jin myth, the ruler who will replace the August
Personage of Jade at the coming of the Sixth Age. Some hold that this figure will
be one of the Yama Kings, while others contend that Yu Huang of the Jade
Kingdom will claim the office.
DCn -A small satori, or flash of insight, which makes things clear. Indicates
progress in a Dharmic journey.
Diao - A stumbling block in pursuit of Dharmic advancement, when the
vampire becomes lost in the mortal world and its illusions.
Disciple -A student who studies a specificschool of enlightenment or under
an noted master; in the Kuei-jin context, a vampire who has just begun
Dharmic journey and who has little status in Kuei-jin so
Dharma - A Kuei-jins path to dah. Derived from
older Kuei-jin prefer.
Direction - Astrological distinction that allegedly
personality and duties. Five directions exist: north, south,
Dragon Line -A line of strong Chi that connects two
Knowledgeable shen can transport themselves along dragon
known as Moon Bridges in the West, while Yin bridges a
Dragon Nest -An area of strong Chi and a weak Wa
as Haunts, caerns, freeholds, nodes, etc.
Ebon Dragon -Hun Dun, first lord of the Dead. Considered
of Yin, now whispered to have been destroyed by the Ja
others contend the Jade Emperor is just another guise of
Fire Soul -Frenzy.
Fivefold Way -The five principleswhich the originalvampiric bodhisattv
Xue taught his disciples. See Great Principle.
Gaki -A loose term for Japanese Kuei-jin.
Genji-myo -A noble house of Japanese vampires involved with modem
corporate culture.
Ghost Dancer -A Cathayan whose duties involve dealing with the spirit
worlds; a common term for those of the west direction.
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A Chinese term
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_.
:11
e
I
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Without characters, there can be no game. Each player takes on the role of a
character, a persona within the context of the game. To guarantee that all players
use the same potentials and capabilitiesfor their characters,the rules of Minds Eye
Theatre provide a single simple set of guidelines for character creation.
Arguably the most important step in charactercreation is the formation of the
basic concept. Before death, every vampire was once a normal human, with hopes,
fears, dreams and ambitions. Once the Road Back begins, however, the character
brings her particularviews to her new unlife. These strengthsand weaknesses shape
the characters Traits, capabilities and limitations.
The first step in creating a character is to come up with a basic idea of the
person. This initial concept can be summedup in a single word- warrior, scholar,
diplomat, playboy, peasant. Dont worry about details now; think more in terms of
broad brushstrokes. Create the person, before you create the vampire.
SOUL -ssLsy~r,D ~ F - o ~p y D D
With a base concept in mind, determine your characters Chi balance. Doing
so filtersyour concept through a different lens than just a simple idea. For example,
a scholar concept inclined to Yin is likely a distant, impartial bookworm of a
researcher, while a character with the exact same concept but who is inclined to
Yang is more likely to be an outgoing,energeticfield researcher. A scholar inclined
to Balance would have a measure of both ends of the spectrum but not be overly
inclined to either. Its fine to break stereotypes, of course, but the decision of
balance affects how your character looks at unlife in a very primal way, so choose
carefully.
9rU(m 0-
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The choice of direction is also an important choice in a characters development. Direction adds a sense of role to a concept -continuing with the scholar
concept from before, a scholar of the north direction is likely a meticulous and
demanding researcher who thrives on objectivity and perfection. A scholar of the
south direction, on the other hand, is more likely to be a subversive writer who
challengesestablished doctrinewith her work. A scholarof the east would be more
inclined to seek out eyewitnesses as opposed to dry book research,while one of the
west direction would probably be interested in the spiritual and philosophical
questions raised by her work. One of the center would look toward the value that
she and others can gain from her field. Again, its fine to break stereotypes, but
remember that most Kuei-jin find that their directions suit them well - if not
always in the way they expected.
Finally - and most important to playing the game -you must answer the
question of Dharma, the philosophy that guides the characters actions toward
redemption on the karmic cycle. While some Kuei-jin have their Dharmas forced
on them by fate or authority, they arise more than likely from the expression of
feelings the Kuei-jin instinctively knows to be true as soon as she begins her Road
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Back. A Dharma is more than just a set of ideas to which one gives lip service. It
is the very essence of the character and her outlook on her place under Heaven.
Never choose it lightly.
Natural capabilities use Attributes for descriptions. Every character has
certain innate qualities. Attributes describe these qualities, marking a characters
particular areas of intrinsic talent.
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Each character has areas of modest skill and other areas of excellence. You
determine your characters natural talents, selecting whether your character is to
be physically adroit, mentally agile or socially adept. The characters concept
should guide these choices,so a martial-artist is likely to be physically exceptional
while an investigative reporter probably has more social development.
Physical Attributes measure your characters general health, stamina,
agility and power. A character with modest PhysicalAttributes is probably not very
athletic, while a character with high Physical Attributes is exceptionally strong,
dexterous or tough.
Social Attributes determine the force of a characters personality and her
ability to interact well with others. If your characterhas few Social Traits, she may
be awkward, shy or just plain-looking. A socially potent character is attractive,
compelling or smooth.
Mental Attributes help in problem-solving, learning, deduction and general alertness. With limited Mental Attributes, a character is not particularly
well-educated, quick-thinking or perceptive. Conversely, a mentally focused
character is attentive, logical or intuitive.
Choose the priority of your charactersAttributes. Each character is stronger
in some areas than in others, at least at first. Obviously,Dharma and concept shape
these Attributes to some degree, but only a broad outline is needed in this step.
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rw=
W O S ~ Y ~
smri=tavWM
No character begins play unformed and without education. The skills and
training picked up in the course of life, and the friends made among various fields
of work, all gift a character with special resources. Furthermore, vampiric powers,
called Disciplines, come from the Chi energy powering all Cathayans, granting
them superhuman capabilities. Collectively, these advantages are learned or
developed benefits not inherent to ones raw potential.
Advantages are divided into several categories. Abilities represent skills or
training, allowing characters to perform tasks. Backgrounds are connections
among the mortal and immortal communities, representingsuch diverse facets as
friends, social standing or Cathayan patrons. Disciplines are powers derived from
Chi, arts carefully cultivated during a characters r6 period. Lastly, Chi Virtues
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represent part of the composition of a characters soul, how the positive and
negative energies balance within him.
c+t-siYg
hiww
Select five Abilities that represent your characters education and training.
Whether learned in mortal days or honed after death, Abilities set apart your
character by letting her attempt tasks that less skilled compatriots cannot understand or complete. You can choose an Ability multiple times, if desired, to show
greater expertise. A complete list of Abilities starts on p. 80. Note that your
Storyteller may restrict some Abilities.
-0SlYg
DPciPrlYM
Select three Basic Disciplines for your vampire character. You must select
them in the order listed (that is, you must take the first Basic level before taking
the second Basic level in any given Discipline), and you can only take the Basic
levels at this time. Remember, at least one of the first Disciplinesyou take must be
a Basic Demon Art -representative of the legacy of darkness already inherent in
every Kuei-jin.
Kuei-jin Disciplines are divided into several categories. Shintai Disciplines
seek to master the immortal form and its relation to the world. Chi Disciplines tap
into and alter the universal energies at play all around. Soul Disciplines allow the
Kuei-jin to control his dichotomous natures and dominate the spirits of others.
Demon Arts express the talents of the charactersdark side.
A complete description of Disciplines is found in Chapter Four. See the
previous table for a quick list of the Disciplines in each category.
-osiYg~qr(o~YDs
You may take five Background Traits for your vampire. Each Background
represents a tie to a particular agency, organization or resource, whether mortal or
Cathayan. You can have up to five Traits in any Background, though your
Storyteller may prohibit certain Backgrounds based on your concept. Most
Storytellerswill scrutinize heavily any Background above three Traits.
Background descriptionsstart on p. 93.
cw v h =
Your character begins play with four Traits to divide among her Yin and Yang
scores (characters begin with one Trait in each Virtue already). Remember that a
character is considered permanently imbalanced toward a particular virtue if their
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permanent ratings are three or more Traits apart. (Yin 5 and Yang 2 , for example,
indicates a permanent Yin imbalance.)
Characters whose Yang rating is out of balance in relation to their Yin rating
tend to appear very much alive, and they shake off wave soul easily. They can also
fall prey to killing rages due to their high emotional levels, and they have trouble
concentrating on long-term goals.
Characterswithy in ratingsmuch higher than their Yang tend to appear much
more corpselike and indifferentto the suffering of those around them. Due to their
emotional detachment, they also have little trouble quenching fire soul when it
arises.
Characters whose Yin and Yang ratings are fairly close may exhibit signs of
both ends of the spectrum (especially if their temporary Chi levels differ greatly),
but almost never to extremes.
For more on Chi imbalance and its effects, see pg. 206.
STEP Ruy:
~ ~ o u u + E s
The final character Traits come together once concept, direction, balance,
Dharma, Attributes and advantages are chosen. Your last touches include Soul
Virtues, Chi Traits, Willpower Traits and Dharma Traits. They also offer a time
to personalize your character further through the selection of Free Traits, Merits,
Flaws and Negative Traits.
Soulv!qrurs: mq P
9'0
Beginningcharactersreceive one Trait in their Hun categoryand three Traits
in their P'o category -a mark of the savage drive required to rend the Wall and
return to the living lands.
Both Traits may be improved by spending Free Traits, but beware of raising
one too far in favor of the other. A soul stifled by order is just as impaired as one
riding high in the grip of the Demon.
These starting totals may seem to favor Po-oriented Dharmas such as the
Devil-Tigers,but there is a difference between controlling the Demon and having
it control you. As they cultivate the darknesswithin themselves, Devil-Tigersmust
always strive to stay one step ahead of the Demon, since their own plansstrengthen
its hold.
*rRpirs
Each vampire has a certain number of Chi Traits, or energy at hand. This
energy can be used for avariety of different tasks, from temporarily improving one's
physical prowess to healing wounds to powering Disciplines. You may hold up to
10Traits of each type of Chi at a time, but be warned that habituallyholding more
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energies than your characters body can handle often has extremely irritating (if
not outright lethal) side effects. For more on Chi imbalances, see p. 206.
3/yWOWWii+
When you exhaust all other avenues, your Willpower measures your innate
drive for self-preservation,your sense of mental fortitude and your ability to resist
temptation and defeat. You can use Willpower Traits for a variety of tasks, like
redoubling your efforts in a task or resisting supernatural coercion.
You come into play with two Willpower Traits, since it takes a tough soul to
return from the ravages of Yomi. The maximumWillpower available to a character
is determined by the Dharma. Characters cannot purchase more than four
Willpower Traits until their Dharma Traits have reached a correspondingly high
level - a character with six Dharma Traits may have up to six permanent
Willpower Traits, for example.
You may choose to have a card for each Trait of Willpower you possess, and
you must turn the card over to a Narrator or Storyteller when you expend
Willpower.
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DW-mWn
You begin play withone trait in your characterschosen Dharma, representing
the first faltering steps your character has taken toward enlightenment and karmic
freedom. If joss flows in your favor, you may find yourself acquiring more Dharma
Traits following certain auspicious occasions. Besides enlightenment, Dharma
offers certain game benefits as well, from higher Willpower totals to being able to
absorb Chi from different sources than simple flesh and blood.
If moments of blindness strike and your Dharma Traits ever fall to zero, you
are reduced to a chih-mi, a mindless flesh-eatingmonster, and the character must
be given over to Storyteller control until either a Dharma Trait is restored or the
monster is destroyed.
Y w * r w
Some characters have particular weaknesses or shortcomings. Others just
never developed in some fashion, or they suffered injuries that set back otherwise
strong attributes. Such hindrances are represented with Negative Traits. Though
Negative Traits are not required, they represent a deficiency or injury in your
character.
Since few people actually want to play a character with handicaps and
problems, Negative Traits grant bonuses in other areas of character creation. Each
Negative Trait taken is good for one Free Trait later. You may take up to five
Negative Traits, though you should not take more than three Negative Traits in
any one Attribute category.
Unlike other Attributes, you should only take Negative Traits from the list
here. Although there are certainlyother adjectivesthat would describe a characters
drawbacks appropriately,nobody can be expected to guess aTrait that isnt covered
in the rules.
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Remember to take Negative Traits that you can roleplay accurately and well.
The Storyteller may force you to buy off Negative Traits that you ignore
consistently.
A completelisting ofNegative Traits, and how they affectplay, begins on p. 117.
c+toos~y~
w
Representing specific deficiencies or drawbacks aside from inherent weaknesses common to many people, Flaws showcase particular problems. As with
Negative Traits, Flaws grant additional Traits to the user. Each Flaw is rated in
terms of its value, ranging from one to sevenTraits. The higher the value, the more
debilitating the Flaw. A character may total up to seven Traits of Flaws, though
elder characters may have more Flaws. After all, age takes its toll.. ..
Flaws begin on p. 117 .
Ffwmv
Because no two Cathayans are alike, each character gets an allotment of Free
Traits to spend on any area of development desired. If you want your character to
be socially adept but also intelligent, for instance, you can use Free Traits to
improve your Attributes so that you have a high number of Traits in both
categories. You could decide to use Free Traits for extra Backgrounds if your
character has strong mortal connections, or for Disciplines if she has studied her
vampiric powers especially well.
Each character gets five Free Traits at this stage. Additional Free Traits come
from Negative Traits, Flaws or derangements taken earlier. One Negative Trait
grants a single Free Trait. Flaws have variable values listed individually.
One Free Trait can be spent to take an additional Attribute Trait.
One Free Trait allows for an additional Ability Trait.
AsingleFreeTrait allows you todeclare aspecializationinone Ability Trait.
Remember that each Ability can only have one specialization.
One Free Trait converts to an additional Background Trait, though subject
to normal Storyteller approval.
One Free Trait can be used for an extra P o Trait.
Three Free Traits can be used for an extra Chi Virtue or Hun Trait.
Three Free Traits allow for an extra Willpower Trait, subject to Dharma
limits.
Four Free Traits can be used to purchase the Basic level of any one
Discipline, in the usual progression, subject to Storyteller approval.
Merits have a variable Free Trait cost, depending on the individual Merit.
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there some he simply cannot stomach? As Dharma and direction often form the
backbone of all the characters other motivations, it is important to consider how
he views each of them in relation to himself. A character who follows his path out
of a sense of cosmic destiny behaves much differently than one who believes he is
laboring under a divine punishment.
Secrets-Secrets are one of the major commodities of Kuei-jin society. Do
you have any secret regrets? Hopes? Ambitions? Do you know something that
you shouldnt?
Motivations -Dharma is one thing, but also take time to figure out why
your character interacts withother Kuei-jinand how hedeals with vampire society
in general. Do you seek personal gain?Are you hunting someone or running from
persecution?Perhaps you want to impress your sifu or find a mortal companion. If
you have trouble figuring out why your character would show up in the game, ask
a Narrator or Storyteller for a couple of possible motives.
Appearance -The Road Back is seldom kind to a charactersappearance.
Yimaspected vampires are usually chilling to behold, and even the most lifelikeof
Yang-aspected Kuei-jin often exhibit some subtly monstrous traits. On a mundane
level, consider also how your character stands, walks, holds a cigarette or dresses.
Equipment - Your characters Backgrounds may grant access to certain
pieces of special gear. Whether you have a silk kimono, a katana or a jade necklace,
you should talk to your Storyteller to make sure that your characters gear is
accounted for. You can have a card for each special item that you carry, representing the object in question (especially for weapons, armor and other conspicuous
devices that you shouldnt be lugging around in real life).
Quirks - Everybody has distinctive behaviors. These things can be
anything from constantly pushing hair from your eyes to saying a prayer before
every battle. Such a mannerism serves to show off your charactersuniqueness. A
quirk can even be used to distinguish you when in disguise or using Disciplines to
possess another body. Or you could copy someone elses quirks.. ..
YiN
Called ebon worms (though seldom to their faces), vampires with high Y in
scores are at home with all things dead and dying, and a quiet moonlit night is like
a balm on their troubled souls. They make no pretense at being the least bit human
-though many are attractive in a pale, Goth-ish way -and they perform many
of the unpleasant tasks their more squeamish cousins shun, a reason many other
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.Rum
Those Kuei-jin whose Chi Virtues are equal, or close to equal, are said to be
aspected to Balance. They are all things their fellow vampires are not: equal parts
dead and alive, Yin and Yang, light and dark. With such a philosophicalstanding
in unlife, it is only natural that some of the finest sages among the Kuei-jin are
found among the Balanced, since this state fosters many meditations on the nature
of vampirism and the place of the Kuei-jin under Heaven. Many fine warriors
follow the path of Balance as well, since that philosophy stresses the perfection of
being and mastery over the divided self that the vampire has become. Kuei-jin of
Balance are perhaps the easiest of their kind to approach, since they are typically
the most comfortable with what they have become, and they see their state not as
a curse to endure but a riddle to puzzle out. Yet, paradoxically, by having the best
grasp of what it is to be Kuei-jin those of Balance are perhaps the most desirous to
transcend that state.
Weakness: Vampires of Balance cannot be staked. Thats the good news. The
bad news is that Balance is a delicate condition, and therefore the Kuei-jin is
considered temporarily imbalanced any time that he possesses two or more Traits
of any one type of Chi than its opposite. When thus imbalanced, any use of Chi
has the potential to provoke a bad reaction.
YAW
These scarlet dragons embrace all things living with the characteristic
passion of Yang, and they are the most lifelike of the Kuei-jin, determined to cross
the Wall into the living world once more. Their flesh is hued, they eat and drink
normally, and they can even consummate a union with a mortal (though whether
that mortal lives to tell of it is unlikely). Despite all their new powers and
sensibilities, however, they are still unable to enjoy the pleasures of life the same
way they once did, which is a source of endlessfrustrationfor them. For this reason,
vampiresof Yang are the Kuei-jin most likely to regard their state as a curse or some
form of karmic punishment, a sentiment for which they are teased constantly by
their more Yin-aspected cousins. The hot blood of Yang also makes them
dangerous to be around at times, since these Kuei-jin are quick to fly into rages and
demonstrate other lapses of self-control.However,when the zeal of Yang is focused
toward attaining a specific goal, the scarlet dragons become ferocious figures
indeed, and their warriors are legendary among the Kuei-jin for their bravery
and determination.
Weakness: Yang vampires are vulnerable to metal, the element of Yin. A
metal blade or shaft thrust through their heart disrupts their Chi balance and
paralyzes them just as a wooden stake does for Kin-jin. Bullets, metal-tipped arrows
and the like do not cause this effect - it takes an impaling hit from an all-metal
76.21.247.85
weapon at least a foot in length. Otherwise, the tests required to stake are identical
to those for staking a Cainse, as are the results.
One of the reasons the Kuei-jin know that they are superior to the Western
rabble is that no vampire of the Middle Kingdom floats around without purpose.
Every being has a role under Heaven, and the Kuei-jin take their assigned duties
very seriously. One of the primary means of determining the celestialobligation of
a particular Kuei-jin is her direction, the astrological sign which points to the
duties she is to carry out along the Road Back. Direction is assigned as part of the
initiation ceremony into Kuei-jin society and is passed around the cardinal points
of the compass, with each point corresponding to different predispositions and
duties. While some directions are traditionally associated with certain Chi
balances-north and west toYin, south and east to Yang- the turmoil of the Fifth
Age has seen even those ancient laws fall by the wayside.
Direction should not be seen as a straitjacket on roleplaying, but rather a
gentle suggestion of how a character is expected to act, especially by superstitionprone elders. In this manner it is similar to the auspices of the hengeyokai or the
Western Garou -other characters will view a character's behavior through the
lens of direction,but that is all. How seriously the vampire regards the duties of her
direction is up to her, her wu and the court involved. A vampire of the east need
not always work among mortals, nor should one of the west always be plumbing the
spirit worlds. However, many Kuei-jin find over time that their direction suits
them in surprising ways, even if they bridled at the suggestionthat their personality
might be dictated by the stars. Heaven knows the truth of a Kue
North -These Kuei-jin are the magistrates, arbiters and tradition-keepers
of vampire society, passing judgment on their fellows and upholding the Fivefold
Way. Typically, though not always, attuned to Yin, these Kuei-jin are seen as cold
but fair and given a wide berth by other vampires. They take a very dim view of
those who flout Kuei-jintradition, and they have even less regard for outsiderswho
interfere in vampire affairs. Woe to anyone, mortal or shen, who violates a law laid
down by one of the north. North's color is black, and its lucky number is six.
Common Nannes: Curmudgeon, Director, Fanatic, Judge, Traditionalist
West - Those vampires of the west are the tie between the worlds,
maintaining relations with the dead and exploringthe many spirit realms. Even in
the bizarre world of the Kuei-jin, these vampires tend to be regarded as eccentric,
since their extended contact with spirits typically gives them many curious habits
and superstitions.In the Middle Kingdom, these Kuei-jinact as the messengers and
agents of the mandarins, and they carry out their dictates vigorously. They are also
responsible for seeing that the will of the spirits is interpreted and enforced, even
if it means acting as executioner from time to time. Their color is white, and their
number is nine.
Common Natures: Autocrat, Conformist, Deviant, Loner, Survivor
Center-Vampires at the center of the Great Wheel are the essence of Kueijin society, those who look inward while their fellows attend to the matters of
Middle Kingdom. These Kuei-jin explore their own nature, and they help guide
others to finding their place under Heaven. Many vampiresof the center direction
help in the training of younger Kuei-jin, which makes them are more attuned to
the concerns of the young than their contemporaries and offers them a better
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picture of the grave state of the Fifth Age than most. Some center vampires shun
the company of their kind and quest into the wildernessor the spirit worlds to seek
enlightenment, but whatever their path other Kuei-jin respect their insight. Their
color is yellow, and their number is five.
CommaNatures: Deviant, Loner, Martyr, Trickster, Visionary
East -These Kuei-jin are the harvesters,those who walk among mortals,
seeing to it that all is harmonious. They ensure that an ample food supply exists for
their fellow Kuei-jin, maintain Scarlet Screens, preserve the secrecy of the shen,
punish those who overstep their bounds (including overzealous Kuei-jin) and
otherwise monitor the mortal population. Vampires of the east direction typically
feel very at home with mortals, and they are adept at manipulatingthem to achieve
the results they desire. However, they are also the Kuei-jin most likely to try to
return to their old lives,which invariablyresultsin disaster. Their color is blue, and
their number is eight.
Common Natures: Architect, Bon Vivant, Caregiver, Conniver, Director
South- Wild and unpredictable,Kuei-jinof the south direction are the force
that keeps the Wheel of Ages turning with their ceaseless activity. This duty puts
them at odds with more traditional elders, but even the stodgiest mandarin will
admit that when it comes to creating breathtakingly original art, winning impossible battles or deciphering an inscrutable enemy, one need look no further than
a vampire of the south direction. Their duties give them a high casualty rate
compared to other Kuei-jin, but those south vampires who survive long enough to
temper their actions with wisdom become some of the most formidable minds in
Cathayan society. These Kuei-jin lead vampire society - and destroy it. Their
color is red, and their number is seven.
Common Natures: Bravo, Gallant, Martyr, Rebel, Visionary
Be, do not Do, for in Doing there exists fault, but in Being, none.
-Zen saying
ri-vvSr 0
~ 8 ~ ~ 9
Without question, the single most important factor in the Road Back is a
Kuei-jins choice of Dharma, for it is the path that guides his every action from the
first moment of unlife to its ultimate conclusion. A vampire who follows the
Dharma of his destinymay still be cut down by the dictates of joss, but one who fails
to follow his Dharma will never reach his goal, even if he sees the passing of ten
thousand years.
Western vampires of the Camarillacling to their humanity and regard their
unlives as a constant struggle to preserve what once was. The Kuei-jin regard this
practice as pitiable, even laughable,for such vampiresare denying all the evidence
of their very senses -they are no longer human, and never will be again, so why
try to preserve a state they can only lose in the end?By the same token, the Kueijin have nothing but disdain for the mindless monsters of the Sabbat, who seek
toride their Beastinsteadoftrulyunderstanding it. A Dharma is muchmore than
feeling sorry for oneself or reveling in ones monstrous nature. It teaches its
adherents which actions are wise and which to avoid, it colors their attitudes and
dealingswith others, and it even offers them a taste of the enlightenment necessary
to regain the good graces of Heaven. It is not a simple series of rules (though each
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Dharma has basic guidelines followers would do well to heed), but a Way of the
soul, a Way of being. This fact puzzles those Kuei-jin who try to pinhole their
Dharma into to-do lists and otherwise uphold the letter rather than the spirit of
its teachings, not realizing that a Dharma has as many gray areas as life itself and
cannot be confined to mere words on a page. Countless variations have appeared
throughout the ages, and disputes can - and do -arise among followers of the
same Dharma as to the correctway of pursuing enlightenment. Ultimately, each
Kuei-jinis responsiblefor followinghis own path, no matter what others might say.
Fortunately, most Kuei-jin recognize the Dharma that is right for them
instinctively,and thus, they are better suited to understand the philosophy behind
its teachings as well as what is said outright. It should be noted that while most
Kuei-jin choose their Dharmas during their re period, sometimes Heaven itself
expresses which Dharma a Kuei-jin should follow, resulting in what others might
consider some bizarre pairings. (This case is especially common for those Kuei-jin
with high ratings in the Horoscope Background.) For example, a former Buddhist
monk might return as a Resplendent Crane to continue his old ways, but he might
just as easily find that he is destined to follow the Howl of the Devil-Tigerin order
to make up for his past disdainfor all things physical and wicked. Such isjoss; while
it is possible for a vampire to change Dharma, it is far from common even in the
Fifth Age. To reject ones previous Dharma is to say that all a vampire once stood
for was wrong, and that is a difficult thing for anyone to admit.
Note: A character who chooses a different Dharma immediately drops down
to Dharma 1 in his new path, he may never again follow his old Dharma, and he
loses his old Dharmic Strength in favor of his new one. However, the old Dharmic
Weakness remains even as the character acquires the Weakness for his new
Dharma (although the old one may now be bought off as usual). Its costly to
change ones fundamental philosophy. Kuei-jin who fall from all the Dharmic
paths in this manner are sent screaming into Yomi, their soul forever adrift.
Each Dharma description fits this basic format:
V i e : The Virtue that this path embraces, and the Trait employed during
any Dharma Tests. (If a Discipline calls for a Dharma Test, the permanent rating
of this Trait applies.)
Overview: A brief description of the path, its origins and its Ways.
Training:The trials and teachings that all students of this path experience,
as well as common skills members possess.
Dharrnic Strengeh: A talent that arises from the studies and training of this
Dharma, and which is unique to members of this Way. This talent does not cost
anything to acquire, although it may cost something to use.
Dharrnic Weakness The philosophical or material blind spot of the Way,
or a common error its members make in pursuing their goals. Note: Characters do
not receive compensation for any Flaws or Negative Traits gained from
their Weakness.
Gmcepts: The type of people drawn to the path - or shaped by it.
Tenets:Eight lessons imparted to students of this Way, the ground rules of
the Dharma. Pursuing these lessons should be a primary goal of adherents.
Mliations: The elements connected to the Way. Most followers style their
dress, behavior and practices after the elements they revere, and they employ
samples of these materials in their meditations and rites.
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Auspicious Omens and Symbols: Important signs to watch for and keep
around. Many followers of the Way integrate these symbols into their homes and
temples. Bodhisattvas manifest such phenomena -cold breezes, blooming plants,
etc. -whenever they appear.
Quote: A comment that sums up the attitude of the Way.
ri HOWLO-
R D E ~ L = V ~ ~ ~
MRlUEZPO
Not every soul fears the torments of Hell. Some even come to enjoy Yomi, and
they bring that suffering with them on the Road Back. Pain is the greatest truth of
this wicked Dharma, the scourge that clears the mind, destroys imperfections and
allows healing to begin. Likewise, Devil-Tigers view true demons as the surgeons
who bring such pain to creation, increasing suffering only to improve the eventual
product. Make no mistake, however - vampires on this path are often sadomasochistsof the highest order,welcoming the same type of anguish they so readily
inflict on others for the wisdom that comes of it. Yet many of their younger
members have lost sight of the true goal of the Dharma, and they simply bring
suffering with no eye toward enlightenment. Such brings great shame to their
elders, who do their best to awaken these headstrong youths with excruciating
lessons. The Fifth Age is a great playground to them, for never before has pain been
so accepted - so mass-produced - and never have so many implements for
delivering agony been easily available. At the same time, though, most mortals
now believe they are used to pain and suffering, and so revealing the wisdom of true
agony becomes that much harder. But oh, the fun of opening their eyes!
The Searing Wind (another name for this sect) was supposedly created when
the Grand Arhat Xue first learned the wisdom to be gained in suffering. Since then,
Devil-Tigershave embraced this originalgoal gleefully and committed all manner
of conceivable atrocities on themselves and others. Devil-Tigers prefer dragon
nests in locations that sicken and horrify other vampires, and so their sites often
seethe with evil spirits and unclean practices. The Chi gathered there is often
tainted with the anguish of countless victims. Lesser beings sometimes take such
horrors as signs that these Kuei-jin are devil-worshippers,but few live to repeat
such misconceptions to them, as foolish infernalists who begin talks with such
overtures learn (in the secondsbefore their flesh is seared away and scattered to the
night winds). Devil-Tigersseek to become demons, not serve them, and they have
nothing but contempt for those who would settle for the lesser goal of serving a
demonic master. In this fashion, if none other, the Devil-Tigers are better than
many of their fellows in remembering the original purpose of the Wan Xian -to
protect humanity from the Yama Kings. Indeed, Heaven surely smiles at the irony
of this Dharma comprising one of the largest forces actively seeking to thwart the
ambition of the Yama Kings. (Ofcourse, in battling demons, most Devil-Tigersare
simply trying to eliminate potential rivals more than protect humanity, but at least
they recognize their purpose.)
As the Sixth Age dawns, the Devil-Tigers prepare to take their place at the
head of creation, and they enjoy letting other Kuei-jin know it. The SearingWind
can be found in nearly every comer of the Middle Kingdom teaching mortals the
mantra of pain, but they are just as often found eliminating those who understand
the lesson too well, as the surgeon must cauterize disease to keep it from spreading
unchecked. Devil-Tigers may relish agony, but they much prefer it when they
control its applicationsrather than some impudent mortal bully with a weapon. It
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should be noted that a Devil-Tiger does not walk around shooting random
passersby and kicking puppies. While often far from subtle, this Dharma teaches
that targets should become more enlightened as a result of their lesson. Random
cruelty and violence generally precludes Dharmic advancement (though many
Devil-Tigersstill indulge on occasion). These Kuei-jin and their philosophy may
make Sabbat vampires look like a Sunday school choir, but that doesnt mean they
are as blatant in their means.
Training:Devil-Tigers learn from pain. Each scream is a new insight learned;
each trial endured anew level of strength. As a sudden lightning flash leavesdeeper
darkness, so too does a brief agony engender a greater calm. Most Masters abduct
their charges and torture them in a variety of indescribable ways, seeking to force
them to accept their new existence and begin learning the mantra of anguish.
Many Devil-Tigers endured lives of great pain and conflict (and more than a few
added to the violence in their own way), but nothing can prepare one for the
torments of Yomi and the razor-keen lessons of this Way. Skill and finesse are
treasured in this Dharma, while raw carnage and brutishness are disparaged. Even
a monkey can be taught to fire a gun, but it takes an artist to teach with pain. If the
students of the Fifth Age are slower to learn the value of exquisite suffering, that
thickness just makes their teachers work harder to impart the lesson (at an evergreater cost to the students minds and bodies).
Dharmic Strength: Evils Entrancing Eyes
Attuned as they are to the Powithin, Devil-Tigershave a keenunderstanding
ofwhat drives the Demon within other beings, and they can speak to the evil halves
of others in an enticing manner. Once they realize that another being has fallen
under the influenceof the dark side of her nature, the vampires player may attempt
to appeal to the targets darkside by spending a Social Trait and making a Social
Challenge. If successful, the wicked being will be inclined to view the vampire as
a friend for the remainder of the scene (longer if she is treated well). This state ends
if the character is attacked or otherwise abused directly, and the target likely
becomes extremely enraged at the Kuei-jin. This talent may work only on beings
whose dark nature is very close to the surface. Some examplesinclude wraiths with
active Shadows, Spectres, Kuei-jin in shadow soul, Kin-jin with low Humanity
ratings, some werewolves and very violent or degenerate humans. Due to their
ancient enmity, this talent never works on demons.
Dhannic Weakness: Sharpening the Soul-Knife
Most Devil-Tigers are far too impulsive for their own good, and even their
elders have trouble creating long-term plans if the opportunity for a quick scream
is readily available. These vampires aspire to be &mons, after all, and humility and
restraint are in very short supply. To reflect this Dharmic predisposition, vampires
of the Devil-Tiger sect must take one of the following Negative Traits, which
cannot be bought off short of reaching dah:, -C
Imptiem, T&s or Vbknt.
concepts: Philosopher, demon-fighter, assassin, entertainer, torturer, wandering stranger, enforcer, prostitute, bureaucrat, fallen monk.
Affiliations: Fire, the number two, the color red and the south direction.
Auspicious Omens and Symbols:Tigers, thunderstorms, lightning strikes,
huge fires, burning lotuses (often represented by floating flower-candles).
Quote: Im a friend, remember?
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There are those who submit in the inevitability of the Sixth Age, and then
there are those who fight back, striving to purge corruption and set the world back
on a path harmonious with the will of Heaven. The Shining Ice Guardians -as
many Resplendent Cranes dub themselves -are just such a force, seeking to bring
order from chaos and right the terrible imbalances of the world before it is too late.
Being a bringer of law is a lonely existence and one that demands absolute
discipline. Adherence to both the Fivefold Way and the Eight Lotus Path (a series
of laws developed by the Dharma) is a must, lest the vampire succumb to the same
evils that led to his inauspicious return as one of the Hungry Dead. Like Legalists
and Confucians, the Resplendent Cranes see evil as flowing from imperfection,
and therefore, harmony is restored and the Middle Kingdom prospers only if
enlightened rulers can set examples for the people. Unfortunately, there are few
such enlightened leaders in the Fifth Age, and most of the Kuei-jin are too busy
battling over Chi scraps to right the situation. Therefore, it falls to the Shining Ice
Guardians to remember the original purpose of the Wan Xian, the defenders of
humanity, and set the examples their mortal leaders cannot.
As noble as their goals sound,most Resplendent Cranes suffer from acrippling
sense of guilt over their very return to the world. After all, if evil flows from
imperfection, then they must have been imperfect in life indeed! Resplendent
Cranes are said to be as honest, cold and merciless as the winters they love. With
the exception of the Thrashing Dragons, the Shining Ice Guardians are the most
likely Dharma to view their very existence as a curse or punishment, since Kueijin violate so many laws of harmony and Heaven simply by existing. Maybe once
the Wan Xian were noble and glorious protectors of the Middle Kingdom, the
Resplendent Cranes reason, but they shamed their posts long ago, and even a fool
can see that their modem descendants have slid even farther from the favor of
Heaven. Duty is still duty to the vampires of this Dharma, and they carry out what
they perceive as their ordained role to the best of their ability, but they are often
driven more by a sense of grim determination than true confidence of purpose.
Because of these perceived failings, many Resplendent Cranes also practice
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penance in whatever way they see fit, and the punishments they assign to the
transgressors they find typically reflect their own lack of pity for themselves.
The Resplendent Cranes are said to have originated when Xue pondered why
Heaven had not destroyed those it had evidently found unworthy, bur rather left
them to ponder their curse. After a long period of meditation, he wandered until
he came upon a frozen pond. There he saw a crane pluck a frog from the ice and
set it aside. The frog became a butterfly, and in a flash, Xue was enlightened.
Unfortunately, too many Resplendent Cranes have lost track of the true lesson to
be found in the tale of their origin, focusing on their own unworthiness instead. If
the Shining Ice Guardians are to have any hope in reversing the coming of the
Sixth Age and restoring an Age of Heaven to the Middle Kingdom, they must
scourge the corruption that afionts the August Personage of Jade instead of
concentrating ceaselessly on their own souls. The corruption in the Middle
Kingdom has spread to the point where not all of creation can be saved -maybe
even not the Resplendent Cranes themselves -but if thats what it takes, then so
shall the will of Heaven be served!
Training:Resplendent Cranes must purge their own impurities through
rigorous exercises of both the body and the mind. Mortification is considered
improper,but asceticismis encouraged, and pupils are expected to be both prudent
and frugal when conducting their temporal affairs. Having shamed their ancestors
(or believing they have), the Resplendent Cranes practice generosity, benevolence and other charitable habits in the hopes of righting their past sins.
The Eightfold Lotus Path is another crucial part of training -each Lotus is
a lesson that the Kuei-jin must recognize and practice if he wishes to attain
salvation. The First Lotus recognizes hope, while the Second Lotus demands a
virtuous existence. The Third Lotus involves nurturing the good of the world, the
Fourth Lotus demands the purgation of the wicked, and the Fifth Lotus encourages
the instruction of others on the proper way of being. The Sixth Lotus requires law
just as the Seventh Lotus shows mortal law giving way to harmony, and the Eight
Lotus completes the cycle and unites the living world with the spirit. By consideringthe Eight Lotus Path in addition to the Fivefold Way, the Resplendent Crane
can determine what the virtuous course of action might be at any given time.
Dharmic Strength: Strength of the Oversoul
Resplendent Cranes learn early on that the Po is their enemy in the eternal
struggle for enlightenment, and while they know it cannot be entirely banished if
their Dharma is to be truly realized, that doesnt mean they have to like it. In
particular, Resplendent Cranes learn how to shake off the yoke of the Po in times
of dire distress,callingon their devotion to the Hun and its laws to give them a burst
of resolve. Once per story (not per session), an Ice Guardian may address his Po
aloud, reminding it of its foul nature in the eye of Heaven. The player may then
spend a Willpower Trait to receive an automatic victory when resisting shadow
soul, or to avoid taking one action that the Po desires, if the Po has already taken
control. The Crane can do so only at a time appropriate to the Kuei-jinsNature,
and the act should be a point of high personal drama if at all possible. A t the very
least, the speech should be quite commanding and poetic in its descriptionsof the
Pos foulness.
Dharrnic Weakness: Unbending Bonds of Law
In theory, the ResplendentCranes are enlightened rulers dispensing Heavens
justice. In practice, however, many are regal monsters who enforce the law when
and where they see fit. Conversely, some Resplendent Cranes lose sight of the
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elegant simplicity behind the Eightfold Lotus Path and the Fivefold Wav. writine
volumes of laws and bylaws describing the proper code of behavior in a htic
attempt to codify enlightenment on parchment. In either event most of them have
little tolerance for any kind of deviation, let alone outright rebellion, and Ice
Guardians are swift to punish those who dare to question their laws. In particular,
each ResplendentCrane receives the Flaw: Intolerance for a particular type of crime
or other activity of which they disapprove, usually one that reminds them of their
ownpast sinsor that they considerresponsiblefor thecormptionofthe world. They
are one Trait down to resist fire soul in any situation involving their Intolerance,
in addition to the regular effects of the Flaw. This Flaw cannot be bought off short
of reaching dah.
Concepts: Policeman, priest, soldier, lawyer, teacher, martial-artist, honorable outlaw, technician, paramedic
Mliations: Water, the number one, the color yellow and the north direction.
Auspicious Omens and Symbols: Eight-petaled lotus flowers, cranes, butterflies, cold wind, ice and snow.
Quote: Those who wish to become heroes must defeat the Demon within a
hundred times before they can claim a single victory against an enemy without.
, I
r i s O N 9o-s~ouv
ViqTllE: Y[jy
Once, long ago, Xue fell in love with a ghost of the forest and traveled to the
Yin World to be at her side. Unwelcome in the land of the dead, Xue was turned
to dust, but born again from the tear the ghost shed upon hearing him declare his
everlasting love for her. The Song of the Shadow Dharma came into being that
same hour, born from the knowledge that a fragile bridge exists between the land
of the dead and the realm of the living, and these Kuei-jin have maintained that
delicate link ever since. Ambassadors of the dead, punishers of the disrespectful
and historians of Cathayan society, the Bone Flowers (sonicknamed for a passage
in one of their crucial texts, The MidnightJewel) attend to all their duties with an
eerie grace that unnerves most other shen. They see it as only natural that the Kuei-
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jin-dead things that live still- act as the caretakersof the passage between both
worlds, and they take great stock in gathering information from both worlds,
ensuring that truth endures. Indeed, they are considered meticulous even by the
superstition-pronespirits they deal with, and no fact passes by them without being
carefully examined for its connection to anything else the Bone Flower knows.
This sifting weeds out useless data and sometimesyields amazing results from what
is apparently a collection of trivia, but it also tends to try the patience of more
dynamic beings, who view the Bone Flowers as cold and distant.
For the most part, Bone Flowers lived unfulfilled lives as mortals, often
neglecting family ties and relationships in their quest for academic or artistic
excellence. Many of them committed suicide or suffered from terrible illnesses.
While the Second Breath cures the scars of the latter, it cannot heal the emptiness
that many Bone Flowers feel regardingthe pleasures of life that they passed by. The
longing engendered by such regrets is powerful, and those of this Dharma who
succumb to their desires do so with the urgency of a hundred abandoned dreams.
Such moments are as rare as a midnight sunrise, though the powerful Yin bonds of
the Bone Flowers tends to make such pleasures of the flesh seem fleeting and
temporal; unworthy of exploration. Only the hunger for knowledge seems to
survive, and thus, the reason many of these Kuei-jin are such avid historians. It is
the only hunger that they still recognize as worthy offeeding. Even as flesh fails and
goods fall apart, truth preserved is truth eternal. Oddly enough, it is this same
curiosity that leads Bone Flowers to seek out their fellow shen, making them the
most common ambassadors of the Kuei-jin not only to the Jade Kingdom but the
other supernatural denizens of the Middle Kingdom as well. They even serve as
guides to those who seek out the paths of the Yin and Yomi Worlds, though such
guidance does not come cheaply or easily, as negotiating with an elder Bone Flower
is a long, delicate process at best.
Perhaps the most critical duty of this Dharma in the turbulent Fifth Age is
preserving the ancient traditions of honoring the dead, which are rapidly being
ignored out of existence in the hectic rush of modem life. Angry ghosts howl at the
injustices that their thoughtless descendants are visiting upon them, and other
wraiths wail piteously for the living to take even the slightest notice of them,
reduced to begging for attention instead of receiving their due honorably. In some
circles the old ways are even mocked openly, a blasphemy that the Bone Flowers
will not tolerate. Offenders are first persuaded to amend their ways by the tender
mercies of the Bone Flowers representing their ancestors. Those mortals who
continue disrespectfulor derelict in their duties are introduced to the truth of the
afterlife firsthand. Other Dharmas are concerned with the material world, convinced it is the linchpin of existence, but the Bone Flowers know better. The spirit
worlds are in chaos, and whatever happens in realms beyond has direct repercussions on the Middle Kingdom. A chain reaction capable of ushering in the Sixth
Age may finish in the material realm, but it does not have to begin there, and the
Bone Flowers are constantly alert to the threats posed by wicked spirits and other
malign creatures. If the other Kuei-jin cannot be made to see the truth of this
danger, they are only getting in the way.
Training:Many Bone Flowers are taken on long spirit journeys by their sifus,
especially through the Y in and Yomi Worlds, where they can witness the existence
of the spiritsfirsthand. Also stressed during training are the unraveling of complex,
symbolicenigmasand long periods of meditation, since so much of the spirit world
relies on the vampire centering her thoughts and interpreting what she sees. All
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Bone Flowers must learn at least the basic rules of etiquette governing interaction
with the spirits, a time-consuming and extremely meticulous process that must be
performed with tact and precision. Finally (and perhaps most importantly), the
vampire must immunize herself to the pains of the living world and the spirit realm
alike, for doing so is the only protection against the immense suffering that arises
from dealing with both realms at once. Some Bone Flowers welcome such
numbness and embrace it to an inhuman degree, but others try to fill the emptiness
within them that this training creates by pursuing other passions than simply the
study of death.
Dharmic Strength: Mantle of Tears
Bone Flowers are keenly sensitive to the events of the many spiritual realms
around them, especially the Dark Kingdom of Jade. As such, Bone Flowers have
little trouble attracting the attention of kuei and other wraiths. With the expenditure of a single Mental Trait, the Bone Flower may cause any spirits of the dead
in the area to notice her. (Wraith characters should be notified by aNarrator as to
the vampires exceptional presence.) This talent, while occasionally dangerous if
malignant spirits are nearby, is often very useful to the vampire, since it allows
wraiths to find and interact with her more easily. Furthermore, by dropping her
voice to a whisper the Kuei-jin may be clearly heard in the Yin World, although
she cannot hear any responses without the benefit of Disciplines or the wraiths
employing their own powers. Those wraiths who do attempt to contact the
vampire while she uses the Mantle of Tears are two Traits up on all related
challenges to communicate with her.
Dharmic Weakness: Hells Freezing Talons
Attuned as they are to Yin, most Bone Flowers appear cold, pale, icy and
inhuman to those withwhom they interact. While some beings are attracted to this
alien charm, most are repelled by the palpable aura of death that surrounds the
vampire. And no matter how romantic their detached unlives may seem to others,
the truth is that most Bone Flowers are as impassive to the joys of existence as they
are to its pains, and few indeed are those beings who care to make close
acquaintances with these inhuman creatures. (Even Devil-Tigers at least have
some wicked charm going for them.) Due to their perceived heartlessness and the
rigorous lessons that these Kuei-jin undergo, which are designed to desensitize
them, Bone Flowers may never have more than three permanent Social Traits
relating to warm, friendly relationships (such as Empathetic, Friendly, Genial). In
addition, due to the touch of the grave these vampires carry with them, most
hengeyokai instinctively bristle as one of these Kuei-jin passes by. Shapeshifters
players receive a free retest on all Gifts and Abilities used to detect the presence
of a Bone Flower in the area.
Concepts:Artist, archivist, priest, detective, wandering sage, necrophiliac,
graveyard weirdo, ambassador to other shen
Affiliations: Metal, the color black, the number four and the west direction.
AuspiciousOmensand Symbols:Bones, cool springs of water, autumn leaves,
theater masks, chill breezes, withering plants, dead flowers, funerals.
Quote: There, there, do not worry so. Your uncle rests peacefully,I assure you,
and he has forgiven you for the harsh words that you spoke to him the last time you
saw him. How do I know?Well, lets just say I spoke to him not long after you did.
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DhilosoDhvdaceson them, WhisDers make up some of the most talented actors and
shapeshifters among the Kuei-jii, and they can slide through a bewildering array
of personalities with little trouble. Furthermore, they place special emphasis on
maintaining a balance in all things: Hun and Po, Yin and Yang, fury and calm. This
careful tending of their soul keeps Rootless Trees from losing their minds in the
endless identity shifts they undertake, and it makes them surprisinglystable and
confident for those with such a transitory lifestyle.
Ofcourse, it is not only the demands of time and talent that make this Dharma
the rarest - vampires are not creatures of intrinsic balance by any means, and
keeping up such a delicate state requiresgreat self-mastery. Many are the Whispers
who are blown off the narrow path, and on top of that, the Rootless Trees tend to
fall harder than other Kuei-jin when they lose their Dharmic Way. The luckiest
of these vampires merely stumble about until they have regained their focus, but
many more fall into madness or other permanent imbalance as a result. Even when
undertaken correctly, gathering insights from different lives and personalities
requires a great deal of time, more than most young Kuei-jin are willing to spend
for such a high-riskphilosophy. However, true Whispers understand that vampires
have nothing else but time, and are willing to wait as long as it takes to achieve even
the smallest moments of enlightenment. In the meantime, they dispense the
wisdom learned of living multiple lives to any who will listen and hone their skills
in preparation for donning the next pair of eyes they will wear.
Training:Kuei-jin on this path must endure continuous symbolicdeath and
rebirth, and followers of this Dharma are buried for a time after the deathof each
identity, during which time they contemplate the lesson to be learned from that
lifetime. This practice begins during the reperiod but continues beyond that time,
becoming ingrained into the Kuei-jin as she travels, and it often marks the times
when the vampire chooses to leave her wu or court as well. The first introduction
to the Broken Mask technique comes when the master assigns his pupil her first
three identities and an impossible question to answer for each, then sets her free
to learn what she may. Necessary skills, funds, sutras and other tools are provided
for these identities, although all future lives are the vampires responsibility.After
those three lives have been completed, the pupil is free to pursue her own destiny.
Identities of a Whisper do not included taking on new Dharmas, or even the
semblance of them. After all, one already has a Dharma to consider and fulfill.
Dharmic Strength: Ten Thousand Whirling Thoughts
Maintaining so many identities at once is very exacting, but it also lends the
vampire certain benefits when it comes to resisting mental domination, especially
against those unfamiliar with the ways of these strange Kuei-jin. When another
supernatural creature attempts to read or manipulate the thoughts of one of these
Kuei-jin, the defending Whisper may attempt to confuse the probing party by
mixing in details of other lives in a nonsensical torrent. This tactic translates in
game terms as one free retest per different identity the Whisper is currently
maintaining. Once one of these retests is used, however, it is not regained until a
new story begins. A Whisper must already have been using an identity for at least
a few weeks before it can add to the Ten Thousand Whirling Thoughts. If in doubt,
consult a Storyteller about which identities are involved enough to be useful.
This talent works only against powers which attempt to read thoughts, manipulate
memories and otherwise investigate or alter the mind of the Kuei-jin. Powers that
affect emotions or auras or that control the mind directly without seeking to
explore it (such as Obligution or Dominate) are not affected by use of this Strength.
I
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VjFTUE: ]yrrulq
Never content with the way things are, always searchingfor a new pleasure or
thrill to enjoy, the Thrashing Dragons are as vibrant and lifelike as vampires can
be, reveling in the carnal delights of the Middle Kingdom as they move among the
teeming masses. Bursting as they are with life-force,most Dragons seem too vivid
to be real to those around them, like the forces of nature to which they pay homage.
This Dharmas origin is said to have been found when Xue was resting during a
rainstorm, and the despair that so often clouded his thoughts became cast aside in
the favor of the soothing embrace of the rain. Sitting there in the middle of the
storm, Xue saw the insects crawling around him, the birds taking shelter in the
trees, the earth drinking deep of the storm -no matter what he did, he could not
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denv the vibrant pulse of life all around him. When the storm passed and birds
beg& flying throigh the rainbow that followed, Xue laughed andin that moment
he was awakened. The Laughing Rainbows follow this example as literally as
possible, never shutting out a new life experience or a new perspective they come
across no matter what may come of it, and their carnal appetites are legendary
(perhapsinfamouswould be a better term for it) among their fellow Kuei-j in. Many
Dragons denied laughter and physical delight during their lifetimes,and only since
their death and rebirth have they begun learning how to enjoy themselves in the
world of the flesh. Now they do so with a lust so strong it blasts aside all mortal
standards. Of course, sex is not the only means these vampires use to explore the
life-forcearound them -any pleasurable activity, no matter how perverse it may
seem to outsiders, will eventually draw the eyes of the Dragons.
Indeed, this same appetite is the basis for the primary flaw infecting the
Dharma -no matter how much Yang energy a Thrashing Dragon may possess, it
is still stolen energy, a pale shadow of the life-force that once flowed naturally
through his veins. Most Dragons thirst secretly to be alive again, but no matter how
much life-energy the vampire consumes, his curse cannot be undone - an
unpleasant truth that makes even the most brazen Dragons falter in their endless
quest for pleasure. This same reason leads the vampire to exploreever more twisted
and alien pleasures in the hopes of finding one that will reverse his condition.
While this Dharma is not necessarily evil in and of itself, many of its members
become hedonists to such a degenerate degree that other Kuei-jin do their best to
avoid contact with them and their temples.Buddhist Kuei-jin bear a particular
disgust for the Laughing Rainbows, and they often bar them from their courts. As
might be expected, though, Dragons have little use for societal taboos, and enjoy
shocking mortals out of their daily routines by cavorting about naked or nearly so,
indulging their passions openly in the streets and otherwise destroying the
propriety and decorum of an occasion. Many Laughing Rainbows are also expert
shapeshifters, since flesh is just one more medium and those who wish to become
animals had best learn how to run alongside them. No matter how degenerate the
Dragons become, however, they are careful to honor the kami of their animal and
elemental companions. Most of these vampires offer a thoughtful thanksgiving
after stealing the life-force of a mortal - after all, the Yang would be useless
without a vessel to concentrate it.
With so many other problems in the world as the Sixth Age approaches, other
Kuei-jin look on the antics of the Laughing Rainbows and shake their heads in
sorrow. Why do they waste their time inventing more and more pleasurable
pursuits when so much important work needs to be done? For their part, the
Dragonsrefuseto dignify suchspeculation with an answer-as those Kuei-jinmost
comfortable dealing with mortals, they have their finger on the pulse of the world
(literally!). Cities are their playgrounds and humanity is the clay in their expert
craftsmens hands. Most other vampires are unaware of just how much sway the
Dragons would have if they chose to exercise it, but for their part, the Laughing
Rainbowshave yet to deem such action necessary. Instead, they play the part of the
capering fool, dancing with the Scarlet Queen while they figure out new ways to
beat the Ebon Dragon into submission at every turn. After all, reality may be
nothing more than a rainbow -illusory and colorful -but those who know each
color inside-out are still best suited to be its masters. It remains to be seen if this
Dharma will understand the lessons learned of ten thousand impassioned nights
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and take hold of the rainbow at last, or whether they will simply laugh as the colors
slip away.
Training: Business is pleasure for these hedonistic Kuei-jin, and their training
period is a hectic rush of pleasures followed by strict physical training regimens.
Martial arts and Tantrik yoga practices are common, but other strenuous pursuits
are encouraged as long as the vampire pushes his body to the limit. Especially
talented students may also receive instruction in the arts of shapeshiftingor spirittravel, but attracting the eye of a worldly elder Laughing Rainbow can be difficult
indeed. The culmination of many Dragons training comes with an exhaustive
night-long revel designed to test their endurance as well as their expertise in their
chosen passions, and only the most aggressive and good-humored Dragons pass.
Dharmic Strength:Typhoon of Lotus Petals
As dancers with the Scarlet Queen, the Dragons seem to many of their
contemporaries to be the embodiment of dynamism itself. They perform actions
with a living grace unseen among their fellow undead. Though the voice of the
Queen calls to them in myriad ways, often pulling them in two directions at once,
each Dragon learns to trust one inner voice that expresses his connection to the
Yang energy of the cosmos more deeply than any other. Essentially, the Laughing
Rainbows player must choose one dynamic activity - martial arts, vigorous
sports, dance, etc. -that she feels best captures the joy of life that her character
strives to maintain. Once per story (not per session), the Dragons player can
refresh her charactersYang Chi pool up to the level of her permanent Willpower
Traits by performing an energetic display of her chosen form and spending a
Willpower Trait. This performance can never be the same twice, and should be
breathtaking to behold -a successful Performance or other Ability Challenge is
also required for a vampire attempting the Typhoon, and it should never be too
easy. (In other words, a use of the Typhoon should always add something to the
mood or atmosphere of the game, and not just be used as a quick recharge.)
Dharmic Weakness: Honeyed Touch of Sinful Flesh
Even as this Dharma gains strength from its dynamic lifestyle, it is also far too
easy for Kuei-jin along this path to lose sight of their goal in favor of the diversions
found along the way. Just as each of the Laughing Rainbows has a favorite means
of expressing his Yang drive, so too does this constant exposure to pleasure
engender certain unhealthy vices. Each new story (not each session), the Dragon
is assigned one hedonistic activity-sex, drinking, drugs, etc. -in which he must
indulge at least once per session. If the Dragon fails to indulge his vice during the
session,he gains the temporaryNegative Traits: Impatient and Oblivious,indicating
his distraction until he takes care of the matter. This hedonistic impulse must
change from story to story, as the Laughing Rainbows are experimenting with new
means of pleasure-seekingall the time. Players and Storytellers are encouraged to
be creative in designing these vices and to try to weave them from the context of
a characters personal story line, although the Storytellersword is final on what
vice is assigned. This Flaw does not always have to involve a degenerate pleasure
(though many are, especially those of elder Dragons), but the behavior is very
compulsive and the need for such desires cannot be escaped before attaining dah.
Concepts: Artist, yoga master, extreme sports enthusiast, doctor, farmer,
entertainer, prostitute, daredevil, activist, Tantrika, cannibal, martial artist, ecoterrorist, hengeyokai ambassador
Affiliations: Wood, the number three, the color green and the east direction.
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Auspicious Omens and Symbols:Rainbows, thunderstorms, blooming flowers, blood, yoni and lingam symbols.
Quote: What does it say of you that my dead flesh has seen far more
sensations than your living skin will ever know?Now whos the bigger abomination, the being who once lost his life and now lives it as fully as possible,or the one
who lives still but ignores all there is around him?
.
i
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Each Archetype describes an essential form of personality. Though a character is more than a simple set of drives, an Archetype provides a basic springboard
from which the characters motives and behaviors can develop. A n archetypal
Nature shows the underlying elements making up a personality, while archetypal
Demeanor is the face the character shows to the world around him.
In the course of play, a characters Nature Archetype serves to provide
concrete goals and codes of behavior, which means that a player can call for a retest
on a Virtue Test automatically if a frenzy would violate the characters Nature.
However, if someone discovers your characters Nature, it can be used against you
in the same way a Negative Trait might be, forcing you into a challenge.
Example: Lao Yuen, a Thrashing Dragon with a Bravo Nature and a seething
hatred of the tongs who caused his death, is leadinga ScarletScreenoffiwe mortalsagainst
his killerstong.Oneofthe thugs brandishesaMolotowcocktailatYuen, whoseplayertests
for wave souland fails. Howewer, Yuens player callsfor a retest based on YuensNature
-hes too bent on dealing some grievous bodily harm to let some tattooedFnk scare him
away from his rewenge. The player makes a second test and wins.Yuen pauses only for
a moment at the sight of the Molotow before sneeringslightly and launching himself at the
terrified goon.
Later, Yuen is wounded and low on Chi, and the jina owerseeingthe raid asks him
to charge into another den of killers in a clean-up action. Yuen is in no shape to do so, and
he refuses. The jina scolds him angrily: Youswore on your honor to do away with these
impudentfools,and Im too Commandingfor you to refuse so easily. Thejina then adds
mockingly, Has the mighty Bravo let his prey escape him so easily?The jinas player
calls for a Social Challenge, and because he guessed Yuens Nature correctly, Yuens
player must advance two Traits. The chalknge is made, and Yuen loses. Wearily, the
Laughing Rainbow rises to his feet and prepares for the next assault.
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The Traits that describe your characters innate capabilities are called
Attributes. You use these Attributes in the game to perform actions and overcome
obstacles. While certain situations may also require Abilities, such matters are a
function of training. Even with the appropriatetraining, you must call on your own
strengths to finish the tasks set before you.
When you enter a situation with a questionable outcome, you bid a Trait
appropriateto the challenge. If you are trying to knock someone over, for instance,
you might bid the Physical Trait Brawny as you use your strength. The nature of
the challenge determines the Trait used -Physical, Social or Mental.
You should try to bid a Trait appropriate to the nature of each given challenge.
That is, using your strength may call on the Brawny Trait but not the Dexterous
Trait. If you and your opponent agree, you can use other Traits, but in general,
choose Traits fitting the challenge.
When you bid a Trait for a challenge, remember that you risk that particular
Trait. If you fail the challenge, you may lose the use of the Trait temporarily, as you
exhaust your resources and lose your confidence. Some situations may require the
use of an additional Trait or more. Any time that you are considered bids down,
you must risk additional Traits.Conversely, if you are listed as Traitsup or Traits
down,you modify your current number of Traits when comparing for overbids or
ties.
For the purposes of determining what kinds ofTraits are appropriateto specific
challenges or Disciplines, the Trait listings include a run-down of what sorts of
Traits fit into what specialized categories. For example, the Physical Trait Tough
may be appropriatefor the Discipline of Black Wind because it is a strength-related
Trait. Ofcourse, you can ignore these categories if you wish, in favor of speeding
the game. Remember, unique situations may allow Traits to be used in unusual
ways.
New players may find it easier to bid a generic Trait from the appropriatepool
instead of picking a specific one. Doing so allows them time to get the hang of the
system. When theyre more comfortable with bidding, then start having them
choose Traits.
Strength-related: Brawny, Brutal, Ferocious, Stalwart, Tough, Wiry
Dexterity-related: Dexterous, Graceful, Lithe, Nimble, Quick
Stamina-related: Enduring, Resilient, Robust, Rugged, Tireless
Miscellaneous Physical: &le, Energetic, Steady, Tenacious,Vigurous
Agile: You have a well-honed and flexible body. You can bend, twist, run and
jump with ease.
Uses: Sports, duels, running, acrobatics and grappling.
Brawny: With arms like coiled dragons and legs like mountains, you possess
bulky, muscular power.
Uses:Punching, kicking or grappling in combat when your goal is to inflict
damage. Power-lifting. All feats of strength.
Brutal: Honorable or not, theres no action that youre not capable of doing
if it means survival.
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Tough: A bad-ass to the end, you could lose an eye in a gun battle and still feel
fit enough to light a cigarette off a burning car before going a few more rounds with
your foe.
Uses: Whenever you are wounded or winded.
Vigorous:A combination of energy, power, intensity and resistance to harm.
Uses: Combat and athletic challenges when you are on the defensive.
Wiry: You possess streamlined, muscular power.
Uses: Punching, kicking or grappling in combat. Acrobatic movements.
Endurance lifting.
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Clumsy: Nobody asks you to hold a drink, much less a child or anything else
valuable. If anyone drops a gun clip or trips on a tree root, its likely to be you.
cowardly: Youve been dead once and are in no hurry to experience it again.
Any timedangerrears its head youcan befoundpoundingon thenearestexit. Even
when youre w i n n i i , you sometimeslose your nerve and back off anyway,just h m habit.
Decrepit: Whether by age or other cause such as disease, you move as if youre
old and infirm. Recovery from even slight injuries takes a long time, you tire out
fast, and you are unable to apply all your physical strength.
Delicate: Perhaps you are very slight of build, or maybe you just have never
had to undergo any real physical hardship. Regardless, you are hurt easily by
physical forces.
Docile: The oppositeof the Ferocious and TenaciousTraits. You arent the type
who gets over being bullied very easily. You lack physicalpersistence, and you tend
to submit rather than fight long battles.
Flabby: You have trouble using your strength against opponents, since your
lesareunderdevelopedandyourbodyhasseenalotoftimesinceanykindofexercise.
Lame Whether due to accident or battle damage, youre crippled in one or
more limbs. This defect can be as easy to spot as a missing leg or as subtle as an arm
that just isnt quite right anymore.
Lethargic: Passivity is a virtue of Yin, but you overindulge in this virtue as
much as possible. You have trouble mustering any substantial energy or drive, and
others tend to see you as lazy and blase.
Puny:T o be honest, you are weak and inferior in strength. Having this Trait
often also means being of diminutive size.
Sickly: Whether youre actually sick or not, your body responds to stress as if
it were in the last throes of a debilitating illness.
Charisma-related:Charismatic, Charming, Dignified, Eloquent, Expressive, Genial
ng, Persuasive
Manipulation-related: Beguiling, Commanding, I
Appearance-related: Alluring, Elegant, Gorgeous, Magnetic, Seductive
Miscellaneous Social: Compassionate, Diplomatic, Empathetic, Intimidating,
Friendly, Witty
Alluring: Beauty is only part of seduction. Presentation is also key to
ensnaring the hearts of others, and youre skilled at using your natural presence to
inspire such desire.
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Genial: Your presence is polite, warm and unobtrusive, making others feel at
ease around you naturally.
Uses: Mingling at parties. Generallyused in a second or later Social Challenge
with someone.
Gorgeous: You body and face are attractive to most people you meet.
Uses: Modeling, posing and flirting. Seduction.
Ingratiating: You know how to speak to those of higher station in a way they find
pleasing and unthreatening, and you tend to be well regarded by your superiors.
Uses: Gaining favor with elders in a social situation; kissing up to someone.
Intimidating: Thunder rolls, lightning crashes, and the pillars of Heaven
shake when you vent your fury. You know how to inspire fear and respect in others.
Uses: Inspiring common fear. Ordering others. Staredowns.
Magnetic: Others find your speech and actions interesting, and drawing a
crowd (or a lover) is seldom difficult for you.
Uses: Seduction. Intimation. Leadership.
Persuasive: You have a way of getting others to accept what you have to say,
and you win more arguments than you lose. When others are unsure of what to do,
you have a talent for getting them to accept your point of view.
Uses: Cajoling or convincing others.
Seductive: You exude a great deal of sexual energy. You can use your body and
manner to ensnare others, and once youve got them its often a simple matter to
get what you want.
Uses: Subterfuge and subversion.
Witty: A true monkey to the last, jokes and jests come naturally to you, and
being perceived as a funny person takes very little effort.
Uses: At parties. Entertaining someone. Goading or insulting someone.
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Bestial: Kuei-jin or not, theres something about you that is deeply not right
to human eyes, and you look decidedly inhuman. Maybe you somehow bear
obvious scars from your death, or your eyes simmer with the fire of your Po, or
maybe your skin is just a little too pale for comfort.
Callous: Others see you as cold, aloof and uncaring, no matter what the truth
ofyour emotionalstatemay be. Common with those withanoverly strongYinside.
condescending: You have trouble hiding your contempt for those beneath
you, and it shows.
Dull: You have trouble making yourself seem interesting to others, and most
people go out of their way to avoid making conversation with you.
Feral: There is more of a raging animal about you than just in the way you look.
Your actions and manners suggest something less than human.
Nafve: A true Running Monkey at heart, you are wide-eyed and untouched
by the air of worldliness that others carry.Not good if you plan on impressingothers
with talk of Dharma or enlightenment.
Obnoxious: Whether its because of the way you act, what you say, or just how
you look, you strike others as irritating and unpleasant to be around. This Trait is
common to kyonshi, especially those with overtly Western mannerisms.
Repugnant: You appearance disgusts others, and you make a terrible first
impression on those you meet.
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Shy: You have trouble speaking up at social gatherings, and those who know
you are surprised if you say more three words to someone you dont know.
Tactless: What is properfor a situation always seems to be just the opposite
of what you manage to say or do. In the rigid courts of the Kuei-jin, this habit can
be very, very bad.
Unaustworthy Perhaps you are rumored to have a shady past, or maybe you
just cantkeep a secret,but no matter what the cause (or if theresany truth behind
it), you are considered untrustworthy and unreliable by others.
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Perception-related: Attentive, Discerning, Insightful, Observant, Vigilant
Intelligence-related: Cunning, Disciplined, Knowledgeable,Rational, Refictive
Wits-related: Alert, Clever, Intuitive, Shrewd, Wily
Miscellaneous Mental: Calm, Creative, Dedicated, Determined, Patient, Wise
A l e Yourmindistrainedtoexpecttheunexpected,
andyoureacttodangerquickly.
Uses: Preventing surprise attacks.
Attentive: It takes thousands of tiny threads to make a tapestry, and you have
the presence of mind to take note of eachpiece as well as the larger puzzle. Events
seldom surprise you, since you tend to catch all the warning signs.
Uses: Preventing surprise attacks. Finding small, overlooked details.
Calm: You are collected and composed regardless of the situation. Selfcontrol is second nature to you, and it takes a lot to get under your skin.
Uses: Resisting commands that provoke violence. Whenever a mental attack
might upset you. Used primarily for defense.
Clever:A real fox at heart, your mind is quick, and you think well on your feet.
Uses: Using mental-related Disciplines. Riddle contests. Good for any prankster.. . or spy.
Creative: An inventive and original thinker, you find answers to problems
that no one has ever thought of before. You can also develop new designs, blend
existing creations in striking new ways, or even come up with artistic pieces. This
Trait is essential for any true artist or inventor.
Uses: Defending against aura-readings.Creating or inventing anything.
Cunning:Your mind and your methods are hard for others to anticipate, and
your craftiness is the stuff of legend.
Uses: Tricking others.
Dedicated: You pour all your heart and soul into supporting those causes or
duties you claim as your own. You stop at nothing to see them through.
Uses: Useful in any Mental Challenge when your beliefs are at stake.
Determined: You are seldom swayed from the path you chose to take, and
those who have tried can attest to the fierce devotion of your will.
Uses: Staredowns. Useful in a normal Mental Challenge.
Discerning: Fine details, little faults and other things normally overlooked
appear clear to your eyes.
Uses: Researching or when perception-based Disciplines are being used.
Disciplined: Either through formal training or just a ramrod disposition,your
mind is under tight control, and battles of will are little trouble for you.
Uses: Staredowns. Asserting your will. Concentration.
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Insightful: Your have a formidable ken for figuring out the dynamics of a
situation at a glance.
Uses: Inuestigution (but not defending against it). Reading auras. Using
Sharpened Senses.
Intuitive: You have excellent instincts, and you have learned to trust what your
gut tells you is right or wrong. Others may have trouble understandingwhat you base
your choices on, but you dont worry -you just know, and thats good enough.
Uses: Reading auras. Seeingthrough Disciplinesor Disciplinesmeant to cloud
your mind. Taking a guess.
Knowledgeable: Youve dedicated a good deal of time in your life to serious
scholarly study, and it shows. You have a lot of detailed information about a wide
variety of subjects, reflecting true book-learning.
Uses: Remembering information your character might know.
Observant:You tend to miss very little, and you can sum up many situations
with just a quick glance. Your ability to notice and remember important details is
well known.
Uses: Picking up on subtleties that others might overlook.
Patient Mountains move in less time than it takes for you to lose your temper,
and you can wait out both stress and boredom.
Uses: Facedowns or other mental battles after another Trait has been bid.
Rational: You have a firm grasp of reason, logic and sobriety when it comes
to analyzing the world around you, and your talent for reducing problems to their
barest terms has served you well in your time.
Uses: Defending against emotion-oriented mental attacks. Not used as an
initial bid. Analyzing information.
Reflective: A thoughtful soul and deep thinker, you consider all aspects of a
problem before offering a solution.
Uses: Meditation.Rernembetmginformation.Defendingagainst most mental attacks.
Shrewd: You have a considerable talent for settling disputes, escaping jams
and otherwise accomplishing mental feats with efficiency and finesse.
Uses: Defending against mental attacks. Plotting tactics or playing politics.
Vigilant You are watchful and alert, missing little while on duty, and you do
not relax your guard often.
Uses: Defending against Investigation. More appropriate for mental defense
than for attack.
W i i Full of trickery and guile,you cancome up with complicatedploo; and schemes
on short notice, and you always seem to find room to weasel out of tough spots.
Uses: Tricking others. Lying under duress. Confusing mental situations.
Wise: You have absorbed the lessons that life, death and unlife have offered
you, and you are even able to impart them to those wholl listen. You strike others
as thoughtful and intelligent.
Uses: Giving advice. Recalling ancestral wisdom. Dispensingsnippetsof Zen.
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Forgetful: Who shot who in the what now? You have trouble remembering
things, even very important ones.
Gullible: A con mans dream, you tend to be overly trusting of others and
believe what is said to you, even if its not always in your best interest.
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Ignorant:You never seem to know anything, and elders sneer at your inability
to display any wisdom at all.
Impatient Restless, edgy and rude to those whostand in your way, you want your
way and you want it now! Common Trait for those with an overly strong Yang side.
Oblivious: You tend to miss important details, and you often seem very out
of it to those around you.
Predictable: As the Wheel of Ages turns ever onward, never varying, so do
you go night to night without a change in your routine. This failing makes your
actions easy to guess even for those who barely know you. It is not an excellentTrait
for aspiring generals.
Shortsighted: Let the Sixth Age come and burn away the rest of the world.
If youve got a roof over your head and a source of Chi for the night, youre happy.
Planning of any kind is alien to you.
Submissive: You are the proverbial nail thats been hammered down, and
now you dont even bother to stand up anymore. Retreat, repent and surrender are
your watchwords, as long as they keep you from having to stand up for yourself.
Violent: Fire flares in your soul at the slightest provocation, and you have a
great deal of trouble keeping your temper in check. Considering the destructive
power of an angry Kuei-jin, this can be very bad indeed. This is a Mental Trait
because it represents mental instability.
Witless: In times of stress youre slow to react, and you tend to be ill-informed
on current events both living and undead.
The particular bits of knowledgelearned over the years, the tricks of the trade
and the hard-won secrets of crafts are all Abilities. A characters Ability Traits
represent special training or talent, and as such, they often allow performance of
tasks that would be otherwise impossible. Even with more mundane situations,
Abilities allow for a much improved chance of success.
When a character performs a risky or uncertain action, Abilities aid the
outcome. If you try a task and fail, you can expend one of your appropriateAbilities
temporarily, to gain an immediate retest. You lose the Ability used and the initial
Trait(s) bid for the task (if any) because you lost the initial test, but you can still
overcomethe challenge.Abilities used thus are recovered at the next game session.
A character with multiple levels in a given Ability is certainly more experienced and proficient than an individualwith just one. Most characterswill fall into
one to three levels of Ability. Greater amounts are very rare, and anything beyond
five levels is almost certainly superhuman (and limited to elder vampires and their
ilk). The total level of Ability in agiven field correspondsroughly to the characters
professional capabilities:
Competent (Able to earn a living)
professional (Licensed, capable of supervision)
Journeyman(Bachelors degree or instructor)
Expert (Masters degree or researcher)
Master (Doctorate or true innovator)
Some tasks are simply too difficult, or they require too much skill, to be
attempted by a character without the requisite Abilities. The Storyteller may
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A few Abilities specifically require a concentrated area of study. One cannot
study all Crafts or Sciences at once. These Abilities are noted specifically in their
descriptions. When you take such an Ability, you must choose an area of study, a
specific topic that you have concentrated on. Each area is considered a separate
Ability, so Science: Biology counts completely separately from Science: Metallurgy,
for instance.
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Within a given area of expertise, some practit
further hone their
knowledge to a razors edge. By choosing a specialization in an Ability, you hone
your skills with a particular facet of that talent.
Ability Specializations are a wholly optional rule. Remember to ask your
Storyteller before taking a specialization.
Taking a specialization requires that you spend one Experience Trait or Free
Trait on an Ability that you already have. Then, you can declare a particular
specialization. Whenever you perform a task with that specialization-even if you
do not expend the Ability - you gain a one-Trait bonus on resolution of
challenges, as long as you have at least one level of the Ability left. You may only
have one specialization in any given Ability. You cannot take Firearms: Pistols and
Firearms: Rifks together, for instance. You also can never gain more than one
Bonus Trait at a time from specializations, even if more than one would be
appropriate to a given challenge. That is, even if you have Medicine: Physiology and
Science: Biology Research, you only get a one-Trait bonus on a test of biochemistry,
despite your multiple specializations.
A specialization is a fairly narrow
tice. You cannot, for
instance, take a Melee specialization in swords, nor could you have an Occult
specialization of writing. An appropriate specialization refers to one small class
of items or to one type of practice within the Ability, such as Melee: Katana or
Occult: superstitions.
You may take a specialization in an Ability with an area of study. In such a
case, you concentrate your research in one particular facet of that sub-Ability,or
in one application of it. Thus, you could have Crafts: Woodworking with a
specialization in Hidden Panels, or Science: Botany with a specialization in Bonsai.
Note that the Bonus Trait from a specialization does not have an adjective,
and it is not bid or used like other Traits. You simply are one Trait upon challenges
within the specialization.
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Academics
Kuei-jin see themselves as beings on a divine mission for Heaven itself.
Accordingly, they place a great deal of importance on education, since ignorance
only serves to slow the Road Back. In addition, the tests required to obtain
mandarin and ancestor status often require a great deal of intellectual vigor. You
possess a level of education and general knowledge beyond rudimentary schooling.
With Academics, you can express artistic criticism, debate the classics, consider
philosophy and indulge in studies of culture. This broad Ability covers all sorts of
humanities in learning.
Academics allows you to recognize historical, art and cultural references. You
can use Academics when working in such fields, when developing a critique or
researching. Calling on Academics Ability may require a Mental or Social Challenge to determine your exact level of competence.
You may further direct your studies by choosing a specific field, such as Art
Criticism, ClassicalSrwlies,HistoryJoumalism, Theology or anything else that could
be studied with higher education.
Alertness
Youre never caught unaware. You pay attention to your surroundings, and
even if you arent particularly perceptive, youve learned to pick up on subtle cues.
The information your senses gather gets processed immediately for danger signs
and unusual signals.
When you are surprised, you may expend a Trait of Ahmess to negate the
surprise. You may then respond normally, although you still do not have enough
forewarning to use any sort of supernatural speed until the next turn.
Animal Ken
As beings cut off from the Great Cycle, Kuei-jin are alienated from nature, and
consequently most animals tend to become very nervous or hostile in their
presence. This Ability allows one to understand the actions of animals and
influence their behavior. Taking this skill represents a character having carefully
re-established the bond between herself and the animals of the world (or perhaps
she never lost that talent to begin with, unlike most other vampires). Characters
with this Ability can not only live normally alongside animals and predict their
actions, but they can also calm or enrage them.
Given time, you may train an animal to perform simple tasks like fetching,
guarding and attacking. When a command is given, the animal must make a
Mental Challenge to understand and carry out the order. In order to give a
successfulcommand, you must bid between one and three Traits, dependingon the
difficulty of the task. You may also attempt to calm an injured, attacking or
frightened animal by defeating it in a Social Challenge.
Athletics
Whether due to a background in sports or just personal talent, you are skilled
in all manner of athletic endeavors. You can throw a ball, sprint, climb, jump and
swim. This last can be especially useful to vampires, who do not float naturally.
Your Athletics Ability is used for retests on most forms of raw physical activity:
acrobatics, swimming,jumping, throwing, climbing and running. You may choose
to focus on something you do especially well.
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When trouble rears its ugly head, you know how to get out of the way.
Unhesitating reactions let you evade blows and shots, getting out of the way of
injury. You can use Dodge against any attack that youre aware of: diving for cover
as someone fires a gun or twisting away from a sword, for instance. Dodge may be
used as a retest when defending against an attack that you can see or otherwise
sense coming.
Drive
Though most people can drive in the modem age, you can drive well. Youre
equallyat home with a stick-shiftor an automatic, rush hour is no concern, and you
can evade traffic or even use your vehicle as a weapon. Bear in mind though that
you cant exactly drive a semi with the greatest of ease just because you can parallel
park a station wagon on a slant. A Mental Challenge may be required to allow you
to figure out where everything is in an unfamiliar vehicle.
Drive Tests most often involve a Physical Challenge of your reflexes.
Empathy
You are sensitiveto the moods and emotions of people around you. When you
listen to someone, you understand her feelings. You can identify with others and
tell when people are lying or holding back while talking to you.
With a Social Challenge and the expenditure of an Empathy Ability, you can
determine if the last thing that someone said was a lie (although Subterfuge can
defend against this Ability). Alternately, you can attempt to determine the
subjectscurrent Demeanor.
Enigmas
This Ability concerns solving mysteries and puzzles. In essence, it is a
measurement of your problem-solving skills and how well you combine scattered
details into a coherent solution. Enigmas comes in handy when navigating mazes,
answeringriddles and the like. It is also a crucial tool along the path of enlightenment in deciphering the riddles and koans of bodhisattvas, or when trying to
determine the path thats best for your Dharma when youre faced with a difficult
decision. This Ability applies to Mental Challenges designed to see if you can
figure out a problem set before you.
The Storyteller may require a variable number of Traits to be risked, depending on the relative difficulty and the characters familiarity with the enigma in
question. This Ability should not substitute for actual puzzle-solving, but it allows
players to receive some help from the Storyteller when theyre stumped.
Etiquette
Knowing the taboos of different cultures is essential in many parts of Asia,
where typical Western manners quickly label one as uncouth and unclean. Among
the refined courts of the Kuei-jin, such social grace is demanded, and characters
who step on the wrong toes find themselves in a great deal of trouble. Characters
are assumed to know basic etiquette for their home culture (even if the players do
not), but when itcomes to travelingabroadandcreating areal impression,Etiquette
is often the only way to go. Characters with this skill know the proper way to greet
someone, when to rise and how to make introductions in a variety of different
cultures. You can keep your cool in any social scenario,from a bodhisattvasblood
tea ritual to a back alley tong party.
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The Etiquette Ability can be used with Social Tests to impress or blend in at
parties. If you make a social faux pas, you may immediately expend an Etiquette
Ability tonegate the gaffe-your character knew better than tomake the mistake.
Expression
Words and feelings flow freely from you. When the muse strikes, you put pen
to paper and pour out a torrent of emotion and stirring imagery. You can convey
message and meaning in your art, from novels to haiku, and whatever you write is
both clear and moving.
When writing or composing, you can sink true Expression into the work.
Works created with Expression x 3 or more have the potential to entrance
especially sensitive onlookers.
Finance
You can manage money, and you even have some limited resources to draw
on. Major companies employ hordes of accountants to keep track of their books,
and so do a surprisingnumber of triads, especially those in very lucrative fields of
business. This Ability allows you to follow money trails, verify accounting and
understand such concepts as investments, shares and bonds.
These actions are a function of a Mental Challenge, the difficulty of which
depends on any precautions taken by the subject, the amount of money in question
and the availability of information. Storytellers should set reasonable totals for
monies that can be gained through the use of this Ability each session, although
combining this Ability with the Finance Influence can make for a wealthy
character in no time.
Firearms
This Ability coversboth how well you can shoot and your skill at maintaining,
repairing and possibly making minor alterations to firearms. In the two-fisted,
pulse-pounding,twin hand-cannons blazing world of modern underworld violence
(not to mention action films), this Ability is essential, although many elders
despair over the dependence younger vampires have on their firearms rather than
their wits.
The most common use of this Ability is in combat, but a Storyteller can also
allow you to attempt a Mental Challenge in order to perform other functions (such
as hunting or repair). Those with the Firearms Ability may choose to use Mental
Traits instead of PhysicalTraits during a challenge in which a firearm is involved.
Hobby/Professionamxpert Ability
In a certain area of expertise not covered by another Ability, you have
achievedsome level of skill. You may have a small grasp of a trade due to some work
on the side, or perhaps youve specifically studied a topic.
Hobby/ Professional/ Expert Ability is a catchall category for highly unusual
Abilities like Akuma Lure, Yomi Geography, Demolitions and so on. Any Ability of
this type must be approved specificallyby the Storyteller, and the Storyteller must
define its capabilities.
Intimidation
Intimidation represents any of a broad variety of techniques for terrifying
people into compliance. These techniques include anything from relying on
physical size, to having a particularly frightening grin, to knowing which emotional buttons to push. I t can also aid in staring down opponents without actually
needing to harm them.
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You can use Intimidation when trying to scare someone via a Social Challenge,
or with certain Disciplines (such as showing off the horrors of ones Demon Shintai
form).
Investigation
Whether a hard-boiled cop, an avid fan of detective novels or even someone
whos been on the wrong side of the law often enough, you are familiar with the
proper methods of conducting an investigation, from going over the scene of the
crime to interviewingwitnesses and analyzingclues. You are able to get to the real
cause and determine the most likely suspect of many minor crimes in no time
(although catching the guilty party is something else entirely). Even masterful
criminal works are not beyond your capabilities to puzzle out.
By succeeding at a Mental Challenge (no Traits are at risk for either party),
you can even tell if a person is carrying a concealed weapon or the like. When
dealing with plots, you may also request a Static Mental Challenge against a
Storyteller to see if any clues have been overlooked, piece together existing clues
or uncover information through formal investigation. Unfortunately, many hunters also employ this Ability to track down shen.
Law
This Ability is the measure of how well you understand the legal system in
which you are entangled. In the world of humans, you can use the Law Ability to
write up binding contracts, defend clients and know the rights of yourself and
others. In the complicated courts of the Kuei-jin, this Ability represents a
knowledge of the many interpretations - both classic and popular - of the
Fivefold Way, as well as other important concepts of undead law. It just might be
your only chance to avoid being branded akuma by an unfriendly court.
The difficulty of the Mental Challenges necessary to accomplish these tasks
dependson factors like the precedentsfor and severity of the crime, not to mention
legal complexity of the subject or legal action desired.
Leadership
Leadership is a function of confidence, bearing and a profound understanding
of what motivates others. It is more than barking orders. It measures how well you
can get others to obey your decisions. It also covers how willingly people accede to
your wishes, as reluctant followers are worth far less than willing ones. To use this
Ability, they must first be under your command or in some way your subordinates,
like the relationship between a wu leader and her wu-mates, a triad boss and his
men or a CEO and his underlings.
You may use this Ability to cause others to perform reasonable tasks for you.
These requests may not endanger the subjects or violate the subjects Natures or
Demeanors. Leadershipworks with a Social Challenge. This Ability should not be
allowed to override a player charactersfree will, but if a character is uncertain
about following an order, the outcome of the challenge can assist in roleplaying
their eventual decision.
Linguistics
One fact many Americans have trouble understanding is just how multilingual the rest of the world is. In Hong Kong alone one can easily find people fluent
in Cantonese, Mandarin, English, Japanese and French, and thats just the
beginning. This Ability represents your skill at comprehending various spoken or
written languages. Its common use is to represent tutelage in one or more languages
other than your native tongue. The language(s) learned can be anything from
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holds. Aikido, judo, jujutsu and tai chi chuan are all examples of soft styles.
Weapon styles are just that -training in the use of a melee weapon which goes
beyond the basic techniques of the Meke Ability into true mastery of ones weapon.
A single, specific type of weapon (katana, bo, nunchaku, etc.) must be declared for
every two levels of a weapon style when it is purchased. Only these weapons receive
the appropriate training bonuses. Wushu and ninjitsu are just a few of the many
styles that contain weapon training. Many Kuei-jin see the hard styles as Yangbased, full of action and activity, and the soft styles as rooted in Yin, outwardly
passive but inexorably efficient.
Martial Arts replace Brawl. A character cannot possess both Abilities. A
character may still purchase the different styles of Martial Arts. Each new style is
treated as a differentskill, and it must be paid for and advanced accordingly. (Thus,
it is possible for a character to have three levels of hard-style Martial Arts and two
levels of soft-styleMartial Arts, two levels of hard style and one level of weapon
style, or some similar arrangement.) With the exception of weapon styles,
however, a character cannot double up on a style. He cannot learn two levels of
tae kwon do and three levels of karate, for example, since both count as hard
styles for the game purposes. In the case of weapon styles, the character may still
possess the Meke Ability as a reflection of general armed talent, but he cannot use
it for any retests with weapons for which he possesses a Martial Arts weapon style.
A character who has three levels of Meke and one level of Martial Arts with the
katana, for example, cannot use his Meke levels to retest any challenges he
undertakes with his katana. That weapon is now solely the domain of his Martial
Arts Ability.
Benefits of Martial Arts
Both Styles: Characters using their chosen style add their current level of
Martial Arts to their Physical Traits for the purposes of resolving ties and overbids.
This factor reflects the edge that martial-artists have over average brawlers. This
bonus applies only if the martial-artist is using Martial Arts and attempting a
challenge that falls within his style. A hard stylist delivering a kick, for example,
or a soft stylist attempting to grapple an opponent. It would not apply, however,
if the former was attempting to dodge an opponent or if the latter was trying to
punch his foe, and it never applies to a character trying to simply soak damage. If
in doubt, consult a Narrator as to whether a martial-artists bonus applies to a
particular test he is undertaking.
Hard Style: Practitioners of a hard style may expend one level of Martial Arts
to attempt to deliver a lightningfast strike at the end of a normal combat turn, even
if they lose the regular challenge itself. (Think of it as a blazingly quick strike that
follows up another hit, or when a fighter gets hit with a kick only to smash the foes
ankle in return.) This attack is conducted like a regular PhysicalChallenge except
that the opponent may not attempt to harm the martial-artist as a result of the
challenge, only attempt to soak the attack, unless he too expends a level of Martial
Arts. This follow-up/ counterattack is resolved before a new round begins or any
extra actions due to supernaturalpowers are taken, although pre-emptive powers
(such as Alacrity) may be used to try to prevent this strike. Only one follow-up/
counterattack may be delivered per turn, and it cannot be retested with Abilities
by the martial-artist (although he may attempt to overbid, if applicable).
SoftStyle:Many soft styles stress trips and throws. However, the real strength
of such styles is the ability to put submissionholds or nerve locks on enemies, thus
greatly reducing their ability to fight effectively. This process is more difficult than
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the aggressive action of hard styles, but if executed successfully, it allows much
greatercontrol over ones enemy. Accordingly, the benefits of asoft style are harder
to enact than a hard style, but more potent once secured. First the martial-artist
must specificallydeclare that he is attempting a hold or lock of some kind and win
a Physical Challenge to that effect (which does not inflict damage). If successful,
however, the stylist may spend a level of Martial Arts to fully assert the powerful
advantagehe now holds. His opponent must first win a Physical Challenge to break
free of the hold before she may make any attempt to injure him. Furthermore, he
may choose to spend a level of Martial Arts to inflict damage as outlined in the
descriptionof hard styles. This damagedoes not come from a lightning-fast reprisal,
but instead from the martial-artist ripping nerves and twisting limbs.
Weapon Style: The player may add his current levels of Martial Arts to his
Physical Traits for the purposes of resolving ties and overbids for challenges using
his chosen weapons (and only those weapons).These Traits ad to any bonus Traits
the weapon may have. In addition, opponents may not block the charactersretests
with his weapon unless they too expend a level of Martial Arts to do so. The
character is simply too skilled with his weapon to be so easily thwarted.
Requirements of Martial Arts
Training:Unlike the Brawl or MeleeAbilities, characterscannot learn Martial
Arts without a tutor. While many courts have a few warriors willing to teach the
fighting arts, such training is seldom free, and it requires a great deal of time and
discipline in any event. No teacher can teach a student a higher level of Ability
than he himself possesses. A sensei with three levels of Martial Arts cannot train a
student to the fourth level ofMartialArts. Whole stories can be constructed around
the search for advanced masters to study from, and the Storyteller is free to forbid
advancement in this Ability to any character who cannot meet the proper
requirements of time and teacher.
Furthermore, once a degree of mastery in the martial arts is obtained, it must
be maintained with regular training and exercise. As a rule of thumb, at least one
half-hour of practice per level of Martial Arts is required per night if the character
wishes to retain his fighting edge. Characters who use weapon styles are likewise
expected spend the necessary time keeping their weapons in top condition.
Storytellers should feel free to reduce the levels of Martial Arts available to a
character temporarily if some sort of regular training schedule is not met. Obviously, a character should not be docked levels if he just skips one or two nights at
the dojo, but a character who misses practice constantly should expect his skills to
grow a little rustybefore long. This fact should be especially clear as characters
reach the higher levels of Martial Arts, since such mastery requires constant
attention to keep in top form.
Presenceof Mind: Martial Arts absolutelymay not be used while a character
is in a state of fire or wave soul. Characters in those states have been reduced to
total, primal instinct, and they do not have the patience or presence of mind for
proper martial arts techniques. (Note: This applies to other character types as well.
Hengeyokai, Western shapeshifters and Cainites in frenzy are likewise banned
from employing Martial Arts.)
Retests: With the exception of the special style abilities outlined above,
opponents may still use Brawl, Melee, Dodge or even Firearms normally to block or
retest any Martial Arts Challenge whenever applicable. Martial-artists are tough
foes, but a student with only one level of Martial Arts still has little chance of
besting a veteran fighter with five levels of Brawl.
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Applicability: The Storyteller is the final arbiter of when martial arts benefits
may a i a y . For example, soft styles may not work well against some non-humanoid
creatures (where are the pressure points on a rampaging Mukade?), while hard
styles often have trouble with the vaporous nature of many spirits.
Medicine
This Ability represents your skill at treating the injuries, diseases and various
ailments of living creatures, as well as how well you understand undead physiology
and ailments. It also (naturally) includes Eastern medicinal practices such as
acupuncture or even Taoist alchemy. Narrators can allow a living being under the
treatment with someone with the Medicine Ability to recover a single health level
per night with time and a Mental Challenge. The severity and nature of the
damage, the equipment at your disposal and any assistance or distractions nearby
all influence the difficulty of the challenge.
Other uses of this Ability include some basic forensic information, diagnosis
and pharmaceutical knowledge. Of course, knowledge of healing also implies a
knowledge of what is harmful to the human form as well.
Meditation
Often considered absolutelyessentialto the Dharmic process, especially in its
advanced stages, this Ability is the talent to focus and center ones thoughts,
calming the emotions, controlling the mind and relaxing the body. Kuei-jin may
use this Ability to channel their thoughts and renew their resolve. To meditate,
one does not necessarily need to be in any special position or have any special
philosophy. While many schoolsexist that teach meditation postures and mantras,
this Ability is ultimately very personal, and one for which you must develop your
own technique.
At the Storytellers discretion, a player who has prepared herself with a
suitableperiod of meditation -at least half an hour of uninterrupted contemplation, with no combat, conversation or heroics - and a successful Meditation
Mental Challenge may put herself two Traits up on all tests to resist fire soul.
Likewise, the Kuei-jins player may put herself two Traits down, if she wishes it to
be easier to enter the battle state.
Melee
Learning from time spent running with vicious tongs, spending countless
nights breaking bottles and chairs over the heads of others in seedy bars, or
undergoing lethally efficient government training - whatever it took, you are
now versed in a wide variety of armed combat skills. You can pick up just about
anything,from a katana to a broken bottle to a billy-club, and use it effectively.The
Meke Ability comes with knowledge of proper care for your weapons as well. A
character without this Ability may not use any of the advantages of Abilities in
armed combat, including retests. Note that highly specialized training in a
particular weapon is the territory of the Martial Arts Ability.
Occult
The Middle Kingdom is a treasure trove of occult information derived from
an explosivemix of cultures, and with the Occult Ability, some of these secrets are
yours. Occult implies a general knowledge of things such as curses, feng shui,
fortune-telling and dragon lines as well as information more specific to the
supernatural beings that inhabit the world. Examples of applications include
identifying the use and nature of visible magics, rites and rituals, understanding
basic fundamentalsof the occult and having knowledge of cults, tomes and artifacts.
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Most uses of the Occult Ability involve a Mental Challenge. The difficulty of
this challenge can be subject to many factors,such as obscurity, amount of existing
data and the characters individual scope of understanding (Kuei-jinknow more
about their own rites than they do those of the Sabbat, for example.).
Performance
This Ability actually covers the gamut of artistic expression, including
singing, acting, dancing, playing musical instruments and similar skills. It grants
you the gift to make your own original creations and/ or express these creations to
your peers, in a chosen medium. The genius of your creativity or the power with
which you convey it is determined by a Static SocialChallenge. Some particularly
sensitive types, such as Thrashing Dragons and Toreador Kindred, can even
become entranced by the use of this skill - after first being defeated in a Social
Challenge.
In addition to actual performing ability, this Ability also measures how well
you know the society surroundingyour particular art form and how you fit in with
that crowd. Advanced levels of Performance always involve some form of specialization. This Ability can also be used to critique the works of others.
Politics
The world of influence-tradingand favors is extensive enough among mortals.
In the courts of Kuei-jin society, where one must struggle to balance outward
obedience with inner ambition, the game of Politics is pervasive, if a bit more subtle
than among the decadent Westerners. Through observation, intrigue and a bit of
spin-doctoring, youve learned how to handle appearances, understand what a
speech really means, and know where the deal-making is going on. In short, its
Politics as usual.
The Politics Ability is useful primarily in dealings with mortal society ot
Influence. You may be able to manipulate the outcome of local political actions,
with the proper Influence and some well-placed Social Challenges.Politics Ability
ensures that matters proceed in the direction that you desire. Politics is also used to
discern hidden motives and broker deals, and as such, it can prove invaluable in
detecting a double-cross or power play. The hierarchies of power are also often
visible as well: You can discover which of the mandarins holds true authority, for
example, and which ate largely figureheads at their posts. Politics can also makes
you aware of whos in favor and whos out. You can determine roughly how much
faith a court entrusts in aparticular vampire, given advanceknowledgeof the local
court scene and a successful Social Challenge.
A knowledge of Politics includes, by extension, an understanding of the
bureaucratic levels of power. You know how to cut through red tape, or how to
obstruct others with it. By determining whos important in a given social situation,
you can usually avoid wasting time and go straight to the person with the power to
do what you want.
Repair
You possess a working understanding of what makes things tick. This Ability
covers everythingfrom fixing cheap watches to overhaulingexpensiveluxury cars,
assuming, of course, that you have the time, tools and parts. You can fix or slightly
alter most of the trappings of modem society. This Ability also allows you to excel
at sabotage, should you choose to do so. Using this Ability usually calls for a Static
Mental Challenge, the difficulty of which depends on such factors as the subject
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of your attentions complexity, the tools and parts available, the extent of the
damage and the time spent on the repairs.
Science
The modem world invokes differentmystic formulasto accomplish tasks than
those used in previous Ages. Now, most of these spells are not found in tea leaves
or dusty tomes, but in the precision and dedication of science. You happen to be
trained in using and understanding these modem arts of miracle-working: You
have a degree of factual and practical expertisein a single field of the hard sciences.
This Ability measures not only theoretical knowledge but also how well you can
put it to practicaluse. This knowledge allows you to identify propertiesof your field,
perform experiments, fabricate items, bring about results and access information
a player could not utilize normally. A Static Mental Challenge is necessary for all
but the most trivial uses of this skill. The difficulty of the challenge depends on
resources (equipment, data and so forth) available, complexity of the task and
time.
A field of study must be chosen when the Science Ability is taken. A few
examplesincludephysics, biology and chemistry. Other fields can be allowed at the
Storytellersdiscretion.
Scrounge
Scrounge allows you to produce items through connections, trading, wits and
ingenuity.While most people think all purchases are a matter of cash or credit,you
know otherwise. You have a talent for acquiring items through less conventional
channels, and while your means and suppliers may be less than reliable sometimes,
there isnt much you cant get your hands on with enough time. Materialsacquired
with Scroungearent always brand new or exactlyright, and they often require some
time to come by, but this Ability sometimesworks where Finance and outright theft
fail. A Static Mental or Social Challenge is necessary to use Scrounge.Some factors
that influence the difficulty of the challenge include rarity and value of the item
sought, as well as local supply and demand.
Security
Whichever side of the law youve worked on has granted you experience in
Security techniques. You know about police operations and guard work, how they
make their schedulesand how they undertake their business. (Not to mention how
to disrupt such operations.) Locks,traps, security systems and alarms are all within
your purview. With a little time, you can put together security measures for a
location. You can also defeat such measures.
Use the SecurityAbility with Mental Traits to set up a secure area or network,
or to formulate aplanfor breachingsuchanetwork.At thediscretionof aNarrator,
you may be required to use a Physical Trait related to dexterity when attempting
to bypass a physical lock or alarm.
Stealth
By blending into cover, blurring your lines and moving carefully and quietly,
you can evade notice or sneak past people. You know how best to take advantage
of surroundingcover and how to use light and shadow.Opportunitiesfor unnoticed
movement are not lost on you, as you understand the uses of timing and diversion.
With an appropriate Physical Challenge, you can sometimes sneak past the
notice of guards and searchers (who contest your Ability with their Mental Traits
and InvestigationAbility).You also use Stealth to augment certain Disciplines, such
as the Basic level of the Yin Pram.
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You are well-versed in dealing with the underside of society, and you are able
to walk in relative safety through neighborhoodsand situations most people would
rather avoid. This Ability is especially vital if one wishes to avoid a bullet in the
head when dealing with tongs and triads, but it is also helpful when dealing with
mundane criminal activity as well. Some uses of Streetwise, such as rumorgathering, require a Social Challenge, the difficulty of which is influenced by such
things as composition of the local community and the current situation (hot with
crime or cool with indifference).
Subterfuge
Subterfuge is the art of deception and intrigue, and it relies on a social backdrop
to work. When participating in a social setting or conversation with a subject,you
can attempt to draw information out of him through trickery and careful probing.
Information,such as onesname, nationality,Negative Traits,friends and enemies
can be revealed by a successful use of Subterfuge.
The first requirement of gleaning information in this way involves getting
your target to say somethingdealing with the desired knowledge,such as entering
a conversation about foreign culture when you are really itching to find out where
he comes from. If you can draw him out, you may then propose your true question
and initiate a Social Challenge. If you win, then your target must forfeit the
information (hopefullyby roleplaying his faux pas). To use the Ability again, you
must once again lure the target into a conversation. Subterfuge can be used to scent
out acharactersNegativeTraits,but may not revealmore than OneNegativeTrait
per session. Furthermore, it may be used to defend from others with Subterfuge.
Conversely,the Subterfuge Ability may also be used to conceal informationor
lie without detection.
Survival
Not all places in the Middle Kingdom have been swallowed by the hectic
crush of the cities. Indeed, the Wildernessbeyond the urban lights remains vast and
frightening in many places, especiallyfor those unversed in survivingthe elements.
You have the knowledge and training to find food, water and shelter in a variety
of wilderness settings. (While Kuei-jin have no need of conventional food and
water, a source of Chi is still a must, as is a place to hide from the sun each day.)
Each successfulStatic Mental or PhysicalChallengeallows you to provide the basic
necessities for yourself or a single living creature for one day. This Ability can also
be used to track down someone in a Wilderness setting. The Storyteller sets the
nature and difficulty of the challenge.
You should choose a concentrat
ach time you take this Ability, such as
desert, arctic, plains or forest. While you your training allows you to know the
essentials of surviving any clime, youre most likely better acquainted with one or
two familiar ones, which is a factor in determining the difficulty of the Survival
Challenge. Other importantfactors include the abundance or scarcityof resources,
time of year, equipment and type of wilderness.
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Melee, in the case ot those learning weapon styles) to Murnal Arts simply
divide their existing score in half (round up). The result is their new Martial
Arts rating. In the case of weapons styles, the character may divide his
4: current Meke rating in half (round up), and distribute the result between
Martial Arts levels in his chosen weapon style and regular Meke levels.
. t-.
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Your charactersBackgrounds help to flesh out ties with mortal agencies, role
in vampire society and beneficial resources available. Each Background is used
differently. In general, having multiple Traits in a given Background allows for
better or more common use of that benefit. Some Backgrounds affect your
characters creation and development directly; others come in o play later during
the game.
k\
4A few friends, either kept from your mortal days or made after the Road Back
began, help you out in your endeavors. You can make a few calls and cut a few deals
to get assistance in a wide range of activities. Your Storytellerwill probably require
you to define how you keep your allies and their relations to you.
Each Allies Trait possessed represents one person that you can call on for aid.
Unlike Influence, your allies have special talents that make them better than the
average person on the street. Though your allies may not be aware of your vampire
nature, they can be quite useful if directed properly.
In general, your allies do not show up in play directly. Instead, you can use
them for certain services between play sessions, by notifying your Storyteller:
An ally can be directed to follow up on research or activities that you have
started. If you undertook a specific task previously, like tailing someone,researching a project or building a device, your allies can continue the work, doing so with
one Ability Traits worth of expertise. As long as they work on the project, your
Allies Trait for the individual is tied up.
If you need a particularly competent ally, you can expend multiple Traits to
gain access to a mortal with multiple levels of an Ability or Influence. Each Allies
Trait that you spend after the first gives an extra level of expertise to your allies.
They may use this expertise on your behalf, though rarely with your own skill, and
they only help as long as you tie up your Allies Background Traits in this manner.
An ally can help you to hunt, though obviously, its not a good idea to rely
on your allies as Chi sources,or to even tell them exactly what theyre doing when
they bring people to you. Each Trait of Allies that you use for hunting lets you make
a Simple Test. A win or tie grants you one additional Chi Trait. Doing so counts
as a project that lasts for the entire time between game sessions.
Be wary of calling on your allies too often. An ally may call on you for mutual
aid or refuse to help if pressed into dangerous or illegal activities.
cow==
With the right contacts in all walks of life, you can get a line on all sorts of
useful information. Although having an ear to the wall doesnt necessarily
provide you with good help or loyal servants, it does mean that you know who to
ask when looking for the movers and shakers behind the scenes.
In game terms, your rating in Contacts allows you to discern rumors and
information. When you call on your contacts, you make a few phone calls, check
with likely snitches and grease a few palms. In return, you get rumors and
information as if possessed of a certain amount of Influence. Doing so lets you find
out exactly whats going on in the city within a particular area. You can get
information of a level equal to however many contacts you use. If you use Contacts
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F
m
Some Kuei-jinwere famous during their breathing days, ripped from the ranks
of the wealthy or talented elite by their death. As a result, many Cathayans can
make a claim to some distinction in their mortal years. Though such notoriety
often fades with the years, your Fame lingers on to influence mortal society.
Fame allows you to exercise your connections over a longer distance than
usual. Certainly, if youve got the right Influence, you can push things around on
a provincial or even national scale, but with Fame, you can just make a few calls
and get your Contacts, Influence or Resources exerted over a greater range without
any impediment. Not that you must have Fame to get anything done, only that it
may help. Your total Fame determines your maximum range for unimpeded use of
your Contacts, Influence and Resources.
When you make an effort to exert your Contacts, Influence or Resources over
a long range, you lean on your popularity and image, thus expending your Fame
Traits until the next game session. Fame is most often used in the downtime
between sessions to facilitate long-range plans.
In a less mechanical fashion,your Fame also dictates how recognizableyou are
to mortals, for one reason or another. The Storyteller will certainly make the
effects of your Fame apparent, and mortals may take notice of you at bothersome
times. Having your likeness known to all the local police or being spotted at the
prime ministers estate does things to ones reputation, after all.
Fame does have its limitations. It makes little sense for you to have this
Background if youre known to be dead in the mortal world, unless you somehow
acquired your Fame after the Second Breath (and have managed to keep your
vampiric nature secret). Also, Fame does not always indicate widespread instant
name recognition. You may be known to only a subset of a particular group or a
recognized expert in a field whos unknown to those outside.
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Most cities have only a set amount of Influence in various areas. For instance,
Hong Kong has a great deal of Finance Influence, because it is one of the
commercial centers in Asia, while Shanghaiwould have a lot of Transportationand
Industry Influence.A rural city, on the other hand, might have very little Influence
to go around. You can only squeeze so much from a community of farmers and
tradesmen, after all.
Storytellersshould map out the total amount of each type of Influence to be
had in the city. Once all of the Influence of a given type is used up, the only ways
to get more are to grow that area of society (making new projects or sponsoring
investment), to destroy someone elses Influence in order to free up those resources
or to acquire an adversarys Influence in an area. Also, each city may have different
reflections of the Influences listed here. A city with a thriving independent film
community is going to have a different picture of Media or High Society than a city
where the arts are being literally starved out due to budget cuts or are scrutinized
closely by the government.
Each area of Influence has its own description. Elder vampires may possess
truly far-reaching Influence, giving them the power to exert control beyond the
levels included here.
Bu~qrsutqacr
You can manage various government agencies and bureaus. By dealing with
social programs and public servants, you can spin red tape, bypass rules and
regulationsor twist bureaucraticregimentation to your advantage. Bureaucracy endemic in many societies of the Middle Kingdom -is essential for operating or
shutting down businesses, faking or acquiring permits and identification papers
and manipulating public utilities and facilities.Government clerks at the city and
county level, utility workers, road crews, surveyors and other civil servants are
potential contacts or allies.
cost
Effect
1
Trace utility bills
Fake a birth certificate or drivers license
2
Disconnect a single small residences utilities
Close a small road or park
Get public aid ($250)
Fake a death certificate, passport or green card
3
Close a public school for a single day
Shut down a minor business on a violation
4
Initiate a phone tap
Fake land deeds
Initiate a department-wide investigation
5
Start, stop or alter a citywide program or policy
Shut down a big business on a violation
Rezone areas
Obliterate records of a person on a city or county level
-r(=
The lure of faith is strong, and wily Kuei-jin can use the appeal of religion to
achieve great results among the policies. Organized religion still exerts considerable influence over the direction of communities (which may influence politics),
and it can even be used as a weapon against ones enemies in the form oiprotests
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and the like. Knowing the appropriate people allows insight into many mainstream
religions, such as Hinduism, Shinto, Buddhism, Islam or Christianity (fringe or
alternative groups, such as Scientology, are considered Occult). When you exercise
Church Influence, you can change religiouspolicy, affect the assignment of clergy
and access a variety of lore and resources. Contacts and allies affected by Church
Influence would include priests, bishops, church-sponsored witch-hunters, holy
orders and various attendees and assistants.
cost
Effect
Identify most secular members of a given faith in the local area
1
Pass as a member of the clergy
Peruse general church records (baptism, marriage, burial, etc.)
2
Identify higher church members
Track regular church members
Suspend lay members
3
Open or close a single church
Find the average church-associated hunter
Dip into the collection plate ($250)
Access private information and archives of a church
Discredit or suspend high-level church members
4
Manipulate regional branches of the church
5
Organize major protests
Access ancient church lore and knowledge
Rw=
Manipulating markets, stock reports and investments is a hobby of many
Cathayans, especially those who use their knowledge to keep hidden wealth.
Though your actual available money is a function of your Resources, you can use
Finance Influence to start or smother businesses, crush or support banking institutions and alter credit records. Clearly, such power over money is not to be trifled
with - fortunes are made and destroyed with this sort of pull. CEOs, bankers,
stockbrokers, bank tellers, yes-men, financiers and loan agents are found among
such work.
cost
Effect
1
Learn about major transactions and financial events
Raise capital ($1,000)
Learn about general economic trends
Learn real motivations for many financial actions of others
Trace an unsecured small account
Raise capital to purchase a small business (single, small store)
Purchase a large business (a few small branches or a single large
store or service)
Manipulate local banking (delay deposits, some
credit-rating alterations)
Ruin a small business
Control an aspect of city-wide banking (shut off ATMs,
5
arrange a bank holiday)
Ruin a large business
Purchase a major company
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The glitterati at the top of society move in circles of wealth and elegance.
Many Kuei-jin find such positions alluring, and they indulge in the passions of the
famous and wealthy. In some parts of the Middle Kingdom, the elite live like
royalty of old, and the benefits of such standing are obvious to even the most
anarchistic individuals. Access to famous actors,celebritiesand the idle rich grants
a certain sway over fashion trends. Combined with Fame, a modicum of High
Society Influence turns a vampire into a debonair darling of the most exclusive
social circles. Among these circles, one finds dilettantes, artists of almost any
stripe, old-money families, models, rock stars, sports figures and jetesetters.
cost
Effect
1
Learn what is trendy
Obtain hard-to-get tickets for shows
Leam about concerts,shows or plays well before they are made public
2
Track most celebrities and luminaries
Be a local voice in the entertainment field
Borrow idle cash from rich friends ($1,000)
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4
5
/YDUSqX
The grinding wheels of labor fuel the economies and markets of the world.
Machines, factories and blue-collar workers line up in endless drudgery, churning
out the staples of everyday living. Control over lndwtry Influence sways the
formation of unions, the movements of work projects, locations for factories and
the product of manufacturing concerns. Union workers, foremen, engineers,
construction workers,manual laborers and all manner of blue-collarworkers exist
among these ranks.
cost
Effect
Learn about industrial projects and movements
1
2
Have minor projects performed
Dip into union funds or embezzle petty cash ($500)
Arrange small accidents or sabotage
3
Organize minor strikes
Appropriate machinery for a short time
Close down a small plant
4
Revitalize a small plant
5
Manipulate large local industry
w=
Since many of the operationsthat Cathayans undertake are at least marginally
illegal, a good amount of sway over judges and lawyers is indispensable. Those
Kuei-jin who dabble in law often pull strings in the courts to make sure that the
questionable practices of Cathayan society go unnoticed and unpunished. Of
course, a little Legal Influence is also excellent for harassing an enemys assets, too.
Such Influence ranges from law schools and firms, to lawyers, judges, DAs, clerks
and public defenders.
cost
Effect
Get free representation for minor cases
1
Avoid bail for some charge
2
Have minor charges dropped
Manipulate legal procedures (minorwills and contracts,court dates)
3
Access public or court funds ($250)
Get representation in most court cases
Issue subpoenas
4
Tie up court cases
Have most legal charges dropped
Cancel or arrange parole
Close down all but the most serious investigations
5
Have deportation proceedings held against someone
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The hidden world of the supernatural teems with secrets, conspiracies and
unusual factions. Obviously, a vampire is aware that there are strange things out
there by dint of his very existence (after all, if vampires exist...), but hard
knowledge of such things is a function of Abilities. By using Occult Influence, you
can dig up information to improve your knowledge, get inside the occult community and find rare componentsfor magical rituals.Fangshih,cult leaders, alternative
religious groups, charlatans, occultists, New Agers and a few more dangerous
elements can be found here.
cost
Effect
1
Contact and make use of common occult groups and their practices
Know some of the more visible occult figures
Know and contact some of the more obscure occult figures
2
Access resources for most rituals and rites
3
Know the general vicinity of ce
ural entities and
(possibly) contact them
Access vital or rare material cc
Milk impressionable wannabes for bucks ($L50)
Access occult tomes and writings
Research a Basic Rite
4
Research an Intermediate Rite
5
Access minor magic items
Unearth an Advanced Rite
90Lp
Toprotect and serveis the motto of the police, but these days, Kuei-jin and
mortals alike may have cause to wonder who is being protected and served. That
said, Police Influence can be very handy to assist with Shadow War, to protect ones
holdings or to raid the assets of another. After all, no amount of swagger will save
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the kyonshi whose haven is the target of a daylight raid. Police of all ranks,
detectives, clerical staff, dispatchers, prison guards, special divisions (such as
SWAT or homicide) and local highway patrol make up these ranks.
cost
Effect
1
Learn police procedures
Hear police information and rumors
Avoid traffic tickets
2
Have license plates checked
Avoid minor violations (first conviction)
Get inside information
Get copies of an investigation report
3
Have police hassle, detain or harass someone
Find bureau secrets
Access confiscated weapons or contraband
4
Have some serious charges dropped
Start an investigation
Get money, either from the evidence room or as an
appropriation ($1,000)
Institute major investigations
5
Arrange setups
Instigate bureau investigations
Have officers fired
*owcar,
Deal-making is second nature to most vampires, so they can get along very
well with other bloodsuckers - that is, politicians. Altering party platforms,
controlling local elections, changing appointed offices and calling in favors all falls
under the purview of Political Influence. Well-timed blackmail, bribery, spindoctoring or any sundry tricks are stock in trade on both sides of this fence. Some
of the likely contacts and allies include pollsters, lobbyists, activists, party members, spin-doctors and politicians from rural zoning committees to the mayors of
major cities or parliamentary representatives.
cost
Effect
1
Minor lobbying
Identify real platforms of politicians and parties
Be in the know
2
Meet small-time politicians
Gamer inside information on processes, laws and the like
Use a slush fund or fund-raiser ($1,000)
Sway or alter political projects (local parks, renovations,
small construction)
Enact minor legislation
Dash careers of minor politicians
Get your candidate in a minor office
Enact encompassing legislature
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Ignored and often spat on by their betters,those in the dark alleys and slums
have created their own culture to deal with life and any outsiders who might come
calling. When calling on Street Influence, you use your connections on the
underside of the city to find the homeless, gang members of all sorts,street buskers,
petty criminals,prostitutes, residents of the slums and fringe elements of so-called
deviantcultures. In many Asian cities (Calcutta, Jakarta, Shanghai, Bangkok),
where the streets are small metropoli unto themselves, those with Influence there
wield far more power than many might suspect.
cost
Effect
1
Open an ear for the word on the street
Identify most gangs and know their turf and habits
Live mostly without fear on the underside of society
2
Keep a contact or two in most aspects of street life
Access small-time contraband
3
Get insight into other areas of Influence
Arrange some services from street people or gangs
Get pistols or uncommon melee weapons
4
Mobilize groups of homeless
Panhandle or hold a collection($250)
Get hold of a shotgun, rifle or SMG
Have a word in almost all aspects of gang operations
Control a single medium-sized gang
5
Arrange impressiveprotests by street people
~
4
5
Avoidmostsupematuraldangerswhentraveling(suchasHakken)
Shut down one form of transportation (bus lines, ships, planes,
trains, etc.) temporarily
Route money your way ($500)
Reroute major modes of travel
Smuggle with impunity
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w m s l n
Institutions of learning and research are the purview of the University
Influence. Access to the halls of learning can help you with any number of
resources, from ancient languages to research assistance to many impressionable
young minds. Schoolboards, students from kindergarten through college,graduate
students, professors, teachers, deans, scholastic orders and a variety of staff fill the
ivy-covered halls.
cost
Effect
1
Know layout and policy of local schools
Have access to low-level university resources
Get records up to the high school level
2
Know a contact or two with useful knowledge or Abilities
Have minor access to facilities
Fake high school records
Obtain college records
3
Call in faculty favors
Cancel a class
Fix grades
Discredit a student
Organize student protests and rallies
4
Discredit faculty members
5
Falsify an undergraduate degree
JrnErslfW
You own a talisman of true jade, jade which is attuned to either Yin or Yang
energies.This item may take any form from a figurineto a sword guard, and it allows
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you to store Chi of the appropriate type in it for later use -a mystic battery, if you
will. Such pieces are very rare, and you may have to fend offjealous rivals, especially
if it is very powerful. Charging the talisman is accomplished by traveling to an area
where the Wall is thin (rated 6 or lower) and making a number of Simple Tests of
the talismansrating against the Walls rating, one Simple Test for each level of the
talisman. For each Simple Test you win, the talisman gains one point of Chi. You
may attempt to do so only once per night.
To use the stored Chi, you need only touch the talisman and concentrate
(putting you two Traits down if you are attempting actions such as combat at the
same time). When you do so, the desired amount of Chi enters your body to be used
normally, to power Disciplines, heal wounds or engage in other activities. Note:
This talisman does not allow you to use more Chi per turn than your Dharma rating
allows.
The myths and legends of the Middle Kingdom are full of items that possessed
mystical power and legendary histories, and many courts pass such artifacts down
to their younger members as a tangible means of handing down tradition, provided
the young ones seem worthy. Many families (both living and unliving) also pass
down ancestral relics and heirlooms to worthy ancestors, some of which may also
contain mystic properties. You are one of these lucky souls.
You possess a mystical item of some sort that is capable of producing
supernaturalresults. If you are chosen to carry one of these items,you have received
a great honor, and you should take your responsibility very seriously. A Kuei-jin
entrusted tocarry one ofthese itemsmaydraw onitspowers. Thestoryteller assigns
an item appropriate to the level of Background taken. Picking your own magic
artifact is not allowed. You may attempt to persuade the Storyteller with an
excellent story as to why your character would have a particular item, but in the
end, her decision is final.
An older or more experienced Cathayan looks after you and comes to your aid
occasionally. Whatever the case, you can get assistancefrom your mentor, though
his favor may be fickle.
When you call on your mentor, you risk a certain number of Traits to achieve
agiven effect. A lowly one-Trait mentor probably knows only little more than you,
while a five-Trait mentor may well have luminous standing within your court and
a wide range of potent powers. Regardless, taking up your mentors valuable time
is costly. You must engage in a Simple Test when you call on your mentor. If you
succeed, your mentor deigns to aid you. If you tie, your mentor grants you
assistance,but then requires something in return. If you fail, your mentor demands
the favor first before helping. In any case, your mentor can be called on only once
in any given game session, and only if you have an appropriate way to contact him
or her. In tradition-bound Kuei-jin society, abusing ones mentor without a trace
of gratitude is a fast way to lose that mentor.
The level of aid that your mentor can give depends on the number of Traits
in this Background (and Storyteller approval, of course):
For one Trait, your mentor is privy to a single piece of specialized
information at a level above your own. If you have Kuei-jin Lore x 2, for instance,
your mentor can be called on to gift you with one piece of information from Kueijin Lore x 3 .
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For two Traits, you can borrow one level of Contacts, Influence, Resources
or Status from your mentor for the duration of the game. If your mentor is very
powerful (four or five Traits), you can borrow two levels.
Two Traits allow your mentor to instruct you in a Basic Discipline that you
do not know.
For three Traits, your mentor can instruct you in an Intermediate Discipline
that you do not know.
Your mentor can also train you in the ways of a special Hobby/ Professional/
Expert Ability that is outside your normal ken (such as Hsien Lore) at a cost of three
Traits.
For four Traits, your mentor can train you in an Advanced Discipline
beyond your grasp.
For five Traits, your mentor can train you in the phenomenal powers of the
elders, if you are up to the challenge.
Since mentors can prove unbalancing by providing too many different powers
over the course of a long game, the Storyteller may lower your total Mentor Traits
as you call on his knowledge. This decrease represents the fact that as your
character learns the mentors secrets, the mentor has less left to teach.
Nus*
You (or your wu) has a nushi spirit that watches over you. When a wu is
formed, its members often choose a nushi spirit to adopt them. This spirit is then
summoned by all the members of the wu, and is created using the total score of the
wus Nushi Background. Costs to build the spirit are as follows:
One Trait
Provides three Traits to divide among the nushis Willpower,
Yin and Yang ratings (minimum of one each).
Provides 10 Traits of Chi.
One Trait
One Trait
The nushi can speak aloud (you do not require a spirit-speaking
power to converse with it).
The nushi can locate and appear in the presence of any wu
One Trait
member.
Two Traits
The nushi spends the majority of its time with the wu, and is
ready to help out.
Two Traits
The nushi has a degree of respect among fellow spirits (may
retest asingle SocialChallenge with another spirit per session).
Provides one Charm.
Two Traits
Per extra wu member who can use the nushis powers in the
Three Traits
same turn. (See page 228)
Four Traits
Nushis mystical connection to the wu members is so strong
that they can communicate mentally with one another effec
tively at any time (at Storytellers discretion).
Five Traits
Nushi can contact and interact with the physical world for brief
periods of time when the need is great.
Nushi is feared by agents of the Yama Kings (allows wu
Five Traits
members to incite wave soul in demonic creatures, as per
Charm: Incite Frenm; cost is three Yin Chi; Mental Challenge
versus targets Willpower).
For more information on building a nushi spirit, see page 228.
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You have access to liquid capital and spending money. You also have some
solid resources that you can use when times are tight. Unlike the use of Finance,
these resources are always readily available, and they come to you automatically
due to your investments, jobs and holdings.
Your number of Resources Traits determines the amount of money and capital
that you can secure. By expendingtemporary ResourcesTraits (which return at the
next game session), you can draw on your regular income, as shown in the
accompanying table. If you expend permanent Resources, you can divest yourself
of holdings, allowing access to 10 times the amount shown on the table. However,
the limits of what you can buy are always adjudicated by the Storyteller. Truly
powerfulusesofResourmarehtleft todowntimesandmodaationbetweengamesessio~
~=www
Whether out of personal loyalty, love, Soul Disciplines or some other power,
you have managed to secure the fellowship of a mortal (or several mortals) who
obeys your every whim. Unlike the Allies Background, your retainers are nearly
always around, overseeing your personal effects, defending your property and
furthering your goals. They may not have the specialized knowledge of allies, but
they are mostly loyal to your cause, and they serve your needs first.
You should work with your Storyteller to determine how you managed to
secure a loyal retainer. Your retainers exact capabilities are up to the Storyteller.
A retainer may be skillful but unmotivated, or loyal but inept. No retainer is ever
perfect, but they all can be a great help.
A retainer can be assigned to watch over a particular location. Generally,
if someone attempts to break into your house, the retainers there will attempt to
stop the intruder. In this case, they are treated as normal humans, run by Narrators.
A retainer can be used to manage your assets and perform tasks. Retainers
tied up in this fashion allow you to manage more Influence than normal; they add
to the number of Attribute Traits that you possess for purposes of counting your
total Influences. Each retainer directed in this fashion adds one to your maximum
Influence Traits. If retainers are later lost,killed or reassigned, the excess Influence
Traits are lost, starting with the highest levels of Influence held.
Aretainer can perform other menial functions,as allowed by the Storyteller.
You can get someone else to pick up your characters dry-cleaning.
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The Kuei+jinhave many mysteries, rites and celebrations, and thanks to this
Background, you know some of them intimately. You are versed in the traditions
and order of these rites, and you can identify them by drawing on your knowledge
of them (the player must win or tie a Static Mental Challenge to do so).
Furthermore, you may have been taught how to perform a few of these rites.
Has knowledge of Basic Rites and can perform one Basic Rite.
One Trait:
Two Traits
Has knowledge of Basic Rites and can perform two Basic Rites.
Three Traits
Has knowledge of Basic and Intermediate Rites, and can
perform three Basic Rites.
Four Traits:
Has knowledge of Basic and Intermediate Rites, and can
perform four Basic Rites
Has knowledge of Basic, Intermediate and Advanced Rites,
Five Traits:
and can perform five Basic Rites and one Intermediate Rite.
Individual rites may be learned by any Kuei-jin who can find a
willing teacher and is willing to pay the appropriateexperience
cost. Teachers often ask would-be students for hefty favors or
require difficult quests before passing on their guarded
knowledge. But in these troubled days, the truly wise realize the
importance of making sure the ancient rites are remembered
and passed on.
Note: What this Background purchases is the ability to learn and perform rites
eventually -not immediately. Rites is a measure of a Kuei-jins potential at the
beginning of the game, not her current skill, although at her discretion the
Storyteller may allow her to have learned one or two very basic rites already,
especially if doing so would facilitate playing the game.
Yin records the charactersfacility for absorbing and controlling dark, negative energies. Yin aids in resisting fire soul, using Yin-aspected Disciplines and
when dealing with ghosts and other Yin-spirits. Vampires with high Yin ratings
commonly master Disciplines relating to death and decay. Because they are
repositories for such dark energies, they often seem eerie and repellent to mortals,
although some humans with high Yin scores themselves find the Kuei-jin oddly
attractive. Vampires who have imbalanced themselves with Yin tend to be even
more extreme, often appearing corpselike or even putrescent. Such undead are
known as ching shih.
Kuei-jin have two Yin ratings. The permanent Yin rating measures the
characters total control over negative energies, while the temporary Yin rating
measures how many Chi Traits of Yin energy the character has currently for
powering Yin Disciplines and the like.
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Fire Soul -Whenever fire soul threatens to overcome the vampire, she
resists using her permanent Yin rating. Characterswith highYin ratings are simply
too calm and collected to fall victim to such petty concerns as rage.
Awakening
The Kuei-jin may spend a Trait of Yin to awaken at
sundown. Once spent, the Kuei-jin is considered black cycled, and she need not
spend Chi to awaken for another 10 days! However, the dark energies animating
her give her a more corpselike pallor than normal. She is considered one Trait
down on all Social Challenges with mortals except those involving intimidation,
and she must describe her pallid visage to those who would notice the change (such
as close associates or those who normally see her charged by Yang energy, for
example). She must still spend Chi for Disciplines and other things.
Ghostsight By spending an appropriate Chi Trait, the Kuei-jin can
attune himself to his inner Yin, allowinghim to view the effects of Yin all around
him. Doing so has the following game effects:
First, the characterextends his sight beyond the Wall into theYin World, thus
allowing him to see Yin-spirits such as wraiths and Spectres. To do so, the
Cathayans player must concentrate for one minute and win or tie a Simple Test
(retested with the Occult Ability). This vision lasts for one hour or until the end
of the scene, whichever is longer.
Second, the character may scan objects or living prey (undead and Risen
count, ghosts dont) for weaknesses. The player must spend at least three turns
watching his target (no combat or fast movement), then make a Static Yin
Challenge against eight Traits. If successful, the next attack the Kuei-jin makes
(hit or miss) inflicts an extra level of the appropriate type of damage if it lands.
Once that attack is made, the Kuei-jin must reattune himself to the target to
receive the bonus again.
Third, the vampire can study the mystic marks on a targets aura for signs of
weakness and decay, thus allowing him to deduce any physical ailments plaguing
her. Doing so requires a Static Mental Challenge against a difficulty of the targets
Mental Traits, but if successful, it tells the Kuei-jin if the target is injured, any
diseases she is suffering from or how much blood shes lost. Note that unless the
Kuei-jin has at least two levels of the Medicine Ability, he will understand complex
ailments only in simple terms: a target is weak, feverish or wasting away.
Finally, the vampire may use Ghostsight to look at broken objects and deduce
how they once went together by tracing the lines of decay. Doing so requires a win
or tie on a Simple Test with the Crafts or Repair Ability to function, and it gives
the vampire a good idea of how to repair the object (if possible).
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secondhand at best, nothing more than stolen life, and when their pretense of
humanity fails, it often leads Yang-aspected vampires to great fits of rage
and destruction.
Using Yang
Wave Soul-Those with high Yang ratings are simply too brave -too full
of the fire of creation -to bow to such ignoble motives as terror. The permanent
Yang rating is used to resist wave soul.
Healing - Dead as they are, Kuei-jin may use either type of Chi to heal
themselves. (See the healing section on p. 180for details.) However, the Kuei-jin
may also heal others by preparing an elixir with her own Yang Chi. Each Trait
invested in the mixture heals one level of lethal damage or two levels of
bashing damage.
Awakening- Spending a Yang Trait for this purpose causes the character
to enter a scarlet cycle. She appears more human than normal for the duration
of the night, and she enduresno penalty to SocialTests. While not entirely lifelike,
the vampire displays enough mortal traits (blinking, coughing, cold but passable
skin) so that only those who are trained to search out the undead will usually ever
suspect anything is amiss. Of course, the vampire must spend a Chi Trait every
night to remain in scarlet cycle, which makes such benefits quite costly in the
long run.
Lifesight -By spending an appropriate Chi Trait, the Kuei-jin can attune
herself to her inner Yang, allowing her to view the endless tapestry of Yang all
around her. Doing so has the following game effects:
First, the character extends her sight beyond the Wall into the Yang World,
thus allowingher to see Yang-entities such as kami and other natural spirits,as well
as detect physical beings with abnormally high amounts of Yang energy (such as
hengeyokai and hsien).T o do so, the Cathayans player must concentrate for one
minute and win or tie a Simple Test (retested with the Occult Ability). This vision
lasts for one hour or until the end of the scene, whichever is longer.
Second, the character may sense the emotional flares that occur when two
or more beings meet each other, thus often sensing their true feelings about their
relationship. For example, the Kuei-jin might observe two lovers meeting and see
that one flares feelingsof love and devotion, while the other projects nothing but
nervousness and guilt over an affair hes having behind his partners back. To use
this talent, the character must succeed at a Simple Test against each target she
wishes to scan. If successful, she may ask the target to provide a brief summary of
his true feelings about the person he just met with. Shen may spend a Willpower
Trait to dim their reactions and render this power useless against them, although
they may only do so if they are aware that theyre being watched by another party
(not necessarilythe character). This power is best reservedfor mortals alone, since
using it on shen and other Kuei-jin is considered a serious insult and breach of
etiquette. However, Kin-jin and other barbarians may be scanned at will.
Finally, the vampire can use her attunement with life energies to home in
on a particular overridingpassion in the surroundingarea. The range of this power
is 20 paces plus one pace per Mental Trait the vampire possesses. The passion
chosen must be a strong one. Momentary annoyance or casual flirtation is not
strong enough for this talent to detect, but deep hatreds and true love are certainly
fair game. The main advantageof this talent is for hunting (searchingfor lust when
looking for a mortal who will be easy to seduce, for example), although it also acts
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Traditional Chinese thought divided the soul into two halves: the lower,
animalisticsoul (the Po), and the higher, rational soul (the Hun). While Kuei-jin
of other cultures know them by different names, for the most part all Hungry Dead
accept this dichotomy as representative of their condition.
The Hun reflects a charactersspirituality and sense of duty, her capacity for
abstract thinking, aesthetic thought and her remaining empathy for humanity.
Hun is sometimes seen as a sense of conscience, but that description is not quite
right (at least not in the sense of goodness and Christian charity that most
Westerners attach to that word). Rather, Hun is a measure of a characters sense
of honor and devotion to duty -whether that duty is the lawful administration
of the Resplendent Cranes or the wicked ministrations of the Devil-Tigers is
irrelevant.A Kuei-jin with a high Po and low Hun, for example, is little more than
an animalistic killer, while one with high P o and strong Hun rating is far more
refined -a demon, but an honorable one nonetheless. Characters with high Hun
ratings seem very in control, and they possess a great deal of spiritual strength in
the face of adversity.Their rational side is well cultivated, and they seldom feel any
pull to give in to momentary urges or selfish impulses. Characters with low Hun
ratings tend to view existence in a very brutish and animalistic way.
Using Hun
DemonAhs--eninvokingoneoftheDemonArtDisciplinesofthePo,
the Hun may be used to harness the Po into a controlled frenzy. After (and only
after) the Demon Art is activated, the Kuei-jins player may make a Static Hun
Challenge against a difficultyequal to her P o score. Success enables her to evoke
the Demon Art while retaining her own Nature. Failure means the P o takes over
the body while the Demon Art is used.
Empathy A Kuei-jin may never have more empathy-related Attribute
Traits (Empathetic, Compassionate, etc.) than he has Traits of Hun.
ShadowS U I - Hun is the Trait used when resisting the takeover of the Po
during shadowsoul. Characters with high Hun ratings are too disciplined to let the
animalistic Po take control on a whim.
Sharpened Senses - This power is identical to the Auspex Disciplines
power of Heightened Senses. The Kuei-jin may spy on distant conversations,detect
invisible foes and otherwise enjoy the same benefits as that Discipline, although
strong stimuli such as bright lights or sudden loud noises may likewise incapacitate
the character temporarily. All this power requires is a minute of concentration to
enact. In particularly chaotic circumstances,the Narrator may rule that a win or
tie on a SimpleTest is required to focus the Kuei-jinssharpenedsenses. This power
lasts for a scene or until the Kuei-jin shuts off her increased sensitivity willingly.
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Intermediate Demon Arts; those with 8+ Po Traits can possess Advanced Demon
Arts.
Demon Chi -The character may attempt to channel the strength of his
Demon into his actions, though doing so leaves him vulnerable to falling into
shadow soul during this time. For each Trait of permanent Po,the character is
considered to have one Trait of Demon Chi. Demon Chi may be spent in a similar
manner to the Black WindDemm Art, even if the character doesntactuallypossess
that Discipline. Each Chi Trait spent in this fashion counts as a temporary level
of the Black Wind for the turn. (Thus, the character could spend three Demon Chi
and receive three extra actions or three temporary levels of supernaturalstrength.)
To gain access to Demon Chi for a scene, the player must make a Static P o
Challenge against a difficulty equal to his Hun Virtue + 3.
Once spent, Demon Chi is gone for the night, although feeding at some
defiled sites may restore Demon Chi earlier at the Storytellers discretion. Upon
awakening each evening, the character may make a number of SimpleTests equal
to his permanent Po rating. Each success indicates a Trait of Demon Chi regained.
Fangs - Unlike the Kin-jin, Cathayans have no natural fangs, but by
spending a Trait of Demon Chi they may sprout fangs that are, in all respects,
identical to those of a Western vampire. By spendingtwo Demon Chi Traits, they
may sprout a hideous fanged maw. The character is two Traits up on all biting
attacks, and he inflicts aggravated damage with his bite, but the maw cannot be
hidden. Both such uses of Demon Chi last for one scene.
Nature Shift - The Po is usually the Virtue used to determine if the
character enters fire, shadow or wave soul. See the individualdescriptionsof these
states for more details.
Resistance - If the Kuei-jin suffers from magical mind control, he may
attempt to use the savagery of the Po to break the bond. The player must win a
Static Po Challenge against nine Traits. Success means the control is broken, but
the player must also test for shadow soul immediately.
Shadow Soul -The most feared power of the Po is to take over the Kueijins body, subsuming the Hun nature to carry out its darkest desires. When the Po
is dominant, the charactersPo Archetype replaces the charactersnormal nature,
and the player must roleplay the dominance of his characters dark side appropriately. If the player is incapable of doing so, the Storyteller is free to step in and
dictate the Po-dominated characters actions. Shadow soul typically lasts for one
scene, at which time the Hun may reassert itself, although the Storyteller may
modify that time according to the nature of the incident that provoked the change
and the relative strength of the characters Po. It is also important to note that
unless the character uses his Hun to temper the Po,the Hun remembers nothing
of what happens during the time of the Pos control. The character must find out
from other sources what his Demon made him do during this time, and the answers
often arent very pretty. More than one Kuei-j in has gone mad or even spiraledback
into Yomi after awakening to discover slain loved ones or see centuries of
planning undone in a single moment of darkness.
(For more on roleplaying shadow soul, see the systems chapter on p. 195.)
If none of these Archetypes seems appropriate, work with the Storyteller to
design your own Po. Wraith: The Oblivion and the Shadow Play- Guide have
a number of suggestionsthat could easily be adapted for Po Archetypes.
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The Bandit The Bandit sees no use in the Great Cvcle. It ignores the
mandates of Heaven and Hell, preferring chaos to order, and any servant of order
makes a fine target. The Bandit can force a test for shadow soul whenever anyone
orders the Kuei-jin to do anythingor tries to put him in his proper place. Bandits
ascendant are out to smash and destroy, less for sheer pleasure like the Demon, but
to invite chaos and destroy order. Many enjoy committing crime, and it is not
uncommon to find a Bandit at work in a tong or some other criminal organization.
The BQtbarian-The Barbarian prefers the relative freedomof the West over
what it sees as the stifling confines of useless, antiquated Eastern formality,and it
never fails to take any opportunity to compare Cathayan and Cainite ways. A test
for shadow soul is in order whenever adhering to some traditional practice would
cause the Kuei-jin pain or other hardship. The Barbarian may also attempt to
manifest if it encounters Kin-jin. Once in shadowsoul, a Barbarian may deal freely
with Kin-jin, trample on traditional beliefs or even dare to disrespect to the elders.
The Deceiver -The Deceiver has no use for the truth in any form. It lies for
the sake of practice, occasionally sprinkling in flattery, followed with wild
falsehood, all to render the Hun unable to trust himself or move without the advice
of his Po.The Deceiver seeks to take over whenever an opportunity to lie would
be more advantageous, usually after the Hun has tried and failed to solve the
situation through truth. A Deceiver in control merely has a larger field in which
to spread his lies, often laying a number of unpleasant surprises for the Hun to find.
The Demon -All that the Demon sees exists for its own whim, to devour
and destroy as it sees fit. There is no other need but its own, no other pleasure but
its own. Western eyes would see the Demon as a sociopath. The Demon attempts
to take over when it sees an opportunity to make itself stronger by the destruction
of another. Demons ascendant can be terrifying. Someare out-and-outdestructive,
seeking to slake their hungers in the most gruesome manner (such as through
torture or murder -serial killers are often sociopathic).Others are more insidious
and cunning, looking for pleasure in stalking, psychological games or traps laid for
the Hun. Demons, however, prefer to be their own masters, and even the most
depraved Demon is disinterested in a deal with the Yama Kings.
The Fool - The Fool is, to put it kindly, simple-minded. It demands
explanations for even the most self-evident action, and it is incapable of planning
and executing anything but short-term plans with no complications. A Fool also
is rarely silent, continually prattling, wanting explanation and generally trying to
get the Hun to take the easy way out. The Fool can attempt to take over whenever
the Hun finds itself at a loss for words or in an awkward situation. Once in shadow
soul, the Fool usually demonstrateswhy he is called the Fool -upsetting careful,
long-range plans for immediate action, saying exactly the wrong thing, and trying
to find the easy way out of any situation.
The Legaliit -The opposite of the Bandit, the Legalist is order to the point
of rigidity. There is a correct way to do everything, and the Legalist will give the
Hun no peace about mistakesor insultsto the divine order ofthings.The Legalist
threatens takeover if an inferior is disrespectful of the Hun (and the Legalist alone
knows whos inferior),or if the Kuei-jin herself is disrespectful. Legalists in shadow
soul can be unpleasant to deal with, haranguing other Kuei-jin about their bad
behavior and seeking the power to enact punishment against those so disrespectful.
The Monkey- Capricious, easily distracted, full of grandiose ideas for very
little gain -that is the Monkey. If the Kuei-jin has an overarching goal for her
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return to the Middle Kingdom, the Monkey doesnt care, preferring pleasures and
novel distractions to serious matters. The Monkey attempts to take over when it
sees a diversion that would distract the Hun from its business, particularly one that
the Hun would be interested in normally. A Monkey in shadow soul is exhausting
to keep up with, running hither and thither, letting anything remotely important
to the Hun fall into ruin. Manys the Hun whos awakened from shadow soul to
discover himself with a small hoard of trinkets and his plans in shambles.
The Slave -The Slave has no belief in the Kuei-jin, and it seeks constantly
to place the Kuei-jin under the control of another, because obviously the Kuei-jin
can barely take care of himself. It questions the Kuei-jinsjudgement continuously,
forcing him to admit that he has no self-worth and is incapable. Even worse, the
Slave wishes to serve the Yama Kings, and a Cathayan with a Slave P o risks
becoming akuma. The Slave attempts to take over whenever the Hun is in the
presence of someone older, stronger or wiser, or if a plan of the Kuei-jins goes
disastrouslywrong. When the Slave achieves shadow soul, it sets about its primary
goal of finding masters to yoke the Kuei-jin; many times, the Slave uses such times
to attempt to further contracts with the Yama Kings.
Chi is the energy that fuels all vampires. Unable to enjoy the pleasures of
mortal flesh or the comfort of more mundane gratification, only Chi itself offers
sustenance to Cathayans. Most Kuei-jin must consume blood or flesh to survive,
although elder vampires are rumored to be able to subsist on other things. It is with
the Chi contained in blood that a vampire draws on the strengths of the
undead condition.
Chi Traits do not have adjectives. Rather, each Trait simply represents a
quantity of energy. Chi Traits can be represented with cards. When a character
gains Chi Traits by feeding, take the cards from the victim. When Chi Traits are
spent, give the cards to a Narrator or Storyteller.
Your starting ChiTrait total is determinedby your Dharma. When you come
into play for an evenings game, make a test with a Narrator as you pick up your
character sheet. If you win, you come into play with all of your Chi Traits, as
determinedby Dharma. If you tie, you have half your Dharma limit of Chi Traits,
rounded up. If you lose, you come into play with only four Chi Traits. Certain
Merits, Flaws, Dharma disadvantages or other circumstances may alter your
number of Chi Traits at the beginningofplay. Possession of the Herd Background,
however, allows you to come into play with more Chi Traits, up to your Dharma
limit (see the appropriate Background descriptions on p. 95 for Herd).
When you have expended a great deal of Chi, you become hungry. A hungry
vampire is susceptibleto the Demons urges and to fire soul due to the ravenous lust
for sustenance.You are considered hungry if at five or fewer Chi Traits. You may
be susceptible to fire soul at the sight, smell or taste of blood or other applicable
sources of nourishment (see Chi Virtues on p. 108).If you have two or fewer Chi
Traits, you are ravenous, and your difficulty to resist fire soul due to hunger goes up
by one Trait, making it very likely that you enter fire soul at the first opportunity
to feed.
Feeding is the only way to replenish Chi. You can take Chi Traits from
mortals, other vampires or other creatures with Chi energy, such as animals or
hengeyokai. However, each Chi Trait drained inflicts a level of lethal damage on
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the victim. Up to three Chi Traits may be drained each turn. You can close the
wound by licking it to seal up traces of your feeding. You may only heal such wounds
that were made by your fangs, which means that most Cathayans must be careful
when feeding, since fangs do not come naturally to them as they do to the Kin-jin.
You can expend Chi Traits for a variety of functions:
*YoumustspendaChlTraiteachnightatsunset,forsimplesustenance.
Seethechi
Virtue descriptionsfor the effects of each type of Chi when used for animation.
One Chi Trait heals two health levels of bashing damage or one level of
lethal damage. You are still limited to your Dharma limits of blood expenditure (so
most young vampires cannot heal more than one or two health levels of damage
in a turn). Healing in this fashion requires your concentration and a full turn. It
cannot be done in the same turn that the character makes an attack.
Spending one Chi Trait grants an extra Physical Trait for the duration of
a conflict. You can bid this Trait like any other (by the blazing power of Yang),
and you can count this Trait in ties and overbids. You can spend Chi in this way
as a reflexive action at any time, not counting as your turn, though you still obey
the limits of Chi-expenditure according to Dharma level. You can raise your
Physical Traits up to the limit of your Dharma for one conflict. Any additional
Traits added with Chi beyond that remain only for the durationof a single challenge.
Note: You may use this benefit only if you possess a Shinta Discipline which
allows you to improve your Physical Traits (its listed in the Discipline descriptions}, and you may gain only Traits appropriate to the type listed in the shintai.
If your shintai specifies strength, for example, you cannot bid the Trait gained in
challenges related to speed or stamina, unless you possess another shintai that
would allow such usage.
Three Chi Traits can be spent to heal one level of aggravateddamage. This
damage heals over the day, as the vampire sleeps. Chi Traits spent this way can be
accumulated.That is, you need not spend the three Traits all at once, or even all
in the same day. You should note Traits expended in this fashion with marks next
to your level of aggravated damage. Once you have spent three Chi Traits on the
injury, it heals the next time the sunsets. You can heal only one level of aggravated
damage per day in this fashion, though, unless you also spend a Willpower Trait for
each extra wound healed in the same rest period.
Many Disciplines require the expenditure of Chi Traits, as listed in their
individualdescriptions. If a particular Discipline costs multiple Chi Traits but your
Dharma prohibits you from spending all of the blood at once, you must spend the
blood on successive turns. Spending blood in this fashion is usually reflexive,
though the Discipline itself may require an action. For instance, activating Black
Wind is reflexive. You spend a Chi Trait and still get your normal action, plus extra
actions or other benefits from Black Wind.
Willpower Traits measure the strength of your characters resolve and sense
of self. By exerting your Willpower, you can withstand otherwise untenable
conditions, renew your commitment to a course of action and empower certain
difficult Disciplines.
Willpower Traits are not described with adjectives. You simply have permanent Willpower - your normal limit of Willpower Traits - and temporary
Willpower, your expendable Traits. Your Dharma also determines the maximum
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level to which you can improve your permanent Willpower. When you expend
temporary Willpower Traits or raise your permanent Willpower, you regain
temporary Traits at a rate of one per game session (although your Storyteller may
vary this pace to suit the needs of her game or to simplify bookkeeping).
Expending a Willpower Trait allows for one of any number of effects.
Generally, WillpowerTraits allow you to keep self-determinationand to empower
extremely difficult or complex actions. Using Willpower is almost always a
reflexive action, and it does not count as your turn.
A Willpower Trait can be spent to refresh all of your lost Traits in one
Attribute category- Physical, Social or Mental. You may do so once per category
per game session.
Expenditureof a WillpowerTrait allows you to gain aretest when defending
against a Mental or Social Challenge. Trait loss works as normal for such retests.
Note that certain Disciplines or powers may override this stipulation.
Spending one Willpower Trait enables you to enter a challenge for which
you lack an appropriate Ability. Thus, you can make a test even if you would
normally require a specific Ability that you dont have (or have used up).
You can spend a Willpower Trait to try to control yourself briefly while in
fire, wave or shadow soul. You are able to act normally for one turn when you spend
Willpower in this fashion, though you otherwise keep all the other stipulations of
such states - ignoring wound penalties and so on. You do not actually regain
control so much as you fight mightily to direct yourself for a few moments in the
face of overwhelming rage, terror or inner corruption. Roleplay your actions
appropriately.
You can expend a Willpower Trait to ignore all wound penalties, up to and
including Incapacitated, for the duration of one full turn.
Certain Disciplines or powers require the expenditure of Willpower.
As listed previously under Attributes, you can take Negative Traits to specify
particular weaknesses inherent to your character. The listings of Negative Traits
are included with the other Traits on p. 7 1-78.
When someone guesses your Negative Trait successfully in a challenge, you
are forced to risk an additional Trait to continue with the challenge. Thus, if you
enter a Mental Challenge but your opponent guesses one of your Negative Mental
Traits successfully, you must bid and risk an additional Trait to continue with the
challenge. If you do not have any more Traits to risk, you lose the
challenge automatically.
As optional Traits to flesh out your character, Merits and Flaws allow you to
specify particular advantages or disadvantages that are not covered by Attributes,
Abilities or Backgrounds. All Merits and Flaws are organized into specific categories, according to their type. To purchase a Merit, you must expend Free Traits
equal to the cost of the Merit. Conversely, taking a Flaw hinders you with a
handicap of some sort, but it offers additional Free Traits for character creation.
You can take up to seven Traits each of Merits and Flaws. Some elder characters
may have more. Certainly, very old vampires may develop potential capabilities
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4-
MWTS SyD W
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In the interests of time and space, not all of the Merits and Flaws listed in Lam
ofthe Night and other books are reprinted here. Rather, what follows is a list of
which previous Merits and Flaws are and are not appropriate in Laws ofthe East,
followed by a listing of Merits and Flaws entirely unique to the exotic inhabitants
of the Middle Kingdom.
Psychological
Recommended-Code of Honor, HigherPurpose, Intolerance,Nightmares, Prey
Exclusion, Territorial, Vengeance, Driving Goal, Hatred
Disallowed -Berserker, Dual Nature (buddy, you are a dual nature!)
Mental
m Sense,C
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~ Sleeper, Iron Will., Amnesia
Recommended -C
Disallowed -None
Awareness
Recommended -Any are fine, though none especially appropriate.
Disallowed -None
Aptitudes
Recommended -Natural Linguist
Disallowed -Eat Food (Cathayans automaticallyhave this advantage)
Supernatural
Recommended -Medium (Yin vampires),Spirit Mentor, Destiny, Repulsed By
Garlic (this lore is thought to have originated in China!), Haunted, Dark Fate
Disallowed - Light-Sensitiwe, Unbondabk (blood bonds have no effect on Kueijin), True Faith (Dharmareplaces such devout faith, though Kuei-jin can certainly
still practice religion if they choose)
Kindred Ties
Disallowed - All, unless the Kuei-jin is infiltrating Kindred society or
otherwise operating in a Kin-jin centered chronicle. A few (Enemy,Notoriety) may
also be appropriate, but be careful.
Mortal Society
Recommended- Nightclub, Hunted (by Shih or Strike Force Zero especially)
Disallowed -None
Physical
Recommended -Huge Size, Allergic, Disfigured,Child, Deformity, Monstrous
Disallowed -Baby Face (automatic for Yang vampires, impossible for Yin),
Misplaced Heart, Efficient Digestion, Sekctiwe Digestion, Thin-Blooded
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Akuma (3 Trait Flaw)
Whether because you have been revealed to be a servant of one of the Yama
Kings, or because you have violated Kuei-jin tradition once too often, you have
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been branded duma, a devil-infested exile. Any Kuei-jin may hunt you down and
destroy you without fear of retribution, and you are a true outcast, beneath
consideration of the laws and practices of Cathayan society (even the Fivefold
Way). Due to the immense size of the Middle Kingdom, akuma can occasionally
travel ahead of their reputation for quite some time, or maybe even set up a new
identity. It is unlikely, however, that you will have an easy unlife in any case, as your
secret could be revealed at any moment. If and only if you actually do serve one of
the Yama Kings, you may purchase the Demon Mentor Merit (5 Traits). Your
demonic master visits you often in nightmares with orders and advice, and while
he may gift you with a magic talisman from time to time, most demons are
notoriously intolerant of failure. In any event, the Narrator is responsible for
playing the Yama King. See p. 21 1 for more on true akuma.
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Defiled (6 Trait Flaw)
You have ingested corrupt or infected Chi at some point, and this inauspicious
action will haunt you until your -likely untimely -death. Defiled vampires are
in constant pain from the burning, boiling Chi within them, and they suffer terrible
nightmares as well (that Flaw is included in the cost of this one). Thus, their wound
penalties are treated as one level less than they are actually suffering unless they
are reduced below Incapacitated, since defiled vampires are used to constant
suffering. However, the benefits end there. Any time the Kuei-jins player fails a
challenge directly involving Chi or Willpower, he must make a Simple Test
immediately. On a win or a tie, nothing happens. On a failure, the character gains
a Defiled Trait, which should be recorded by the Narrator. Once the character
gains enough Defiled Traits to equal his permanent Hun rating, he vomits up three
Chi Traits and loses a permanent health level as the defiled Chi bums away his
insides. If he does not have enough ChiTraits, substituteWillpowerTraits instead.
Few Kuei-jin with this Flaw live very long unlives, and while some bodhisattvasare
said to know a cure, no one has ever proven one to exist. Most defiled Kuei-jin are
labeled akuma. This Flaw is most common to those Cathayans who feed near
Hiroshima and Nagasaki, but any defiled site can give off defiled Chi.
Vengeful Ancestors (4 Trait Flaw)
Your very existence is a mark of shameon your family honor, and your ancestor
spirits are not content to let your conscience be the only reminder of that sad fact.
Indeed, one or more of them often appear to you and plague you with visions of your
miserable existence and their deep sorrow at what you have become. Some of them
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even try to ruin your feeding habits by scaring off prey or committing other
annoying acts. By behaving piously and otherwiseappeasing their wishes, you may
satisfy them temporarily, but they will always return until this Flaw is bought off.
Those Kuei-jin wise in the ways of spirit manipulation beware: Those who try to
deal forcefully or disrespectfully with their own ancestorsare severely punished by
the spirit worlds for such a grave breach of etiquette. Optionally,you may take this
Flaw in the form of a former lover or other soul dear to you who disapprovesof your
standing as one of the Hungry Dead.
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Superstitious (1or 3 Trait Flaw)
Many legends Westerners commonly associate with vampires actually originated in the East, and you have inherited a potent belief in more than a few of them.
Perhaps the sifu who taught you had a twisted sense of humor, or maybe you clashed
with a mortal who had the power to actually enforce these old chestnuts, but
whatever it is, you believe absolutely in the validity of common mortal superstitions. The number of traditions you are bound by and the commonality of their
Occurrence determines the value of this Flaw. For example, vampires who recoil
from mirrors or are unable to enter holy sites suffer from a one-Trait Flaw, while
those who compulsively count grains of rice thrown in their path or recoil from
human saliva suffer from a three-Trait Flaw.
-D=
Illiterate (3 Trait Flaw)
You cannot read or write, no matter how many levels of the LinguisticsAbility
you might possess. Furthermore,you may not learn to read until this Flaw has been
bought off.
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Note: With rare Storyteller exceptions, these Traits are only available to
Western characters playing in Middle Kingdom games, and they are intended to
act as flavor for the chronicle,not to allow every Western characterto pick up some
extra Negative Traits just by hopping a plane to Hong Kong for the weekend.
Kanbujian (4 Trait Flaw)
This Flaw is somewhat deceptive, since kanbujian (unable to see, derived
from their Dharmic blindness) are not actually Westerners, but rather Kuei-jin
who have arisen outside of the Middle Kingdom, typically amidst the Chinatowns
and Little Indias of the world. This Flaw is considered a Cathayan Society Flaw
because of the disadvantages they suffer there. Kanbujianare extremelyrare,to say
the least, and most never surpass the chih-mi stage before being destroyed by the
areas supernatural population, but those that do survive present an interesting
puzzle to Kin-jin and Kuei-jin alike. Players seeking to play kanbujian characters
should remember that their characters must be of pure (or very nearly so) Asian
lineage, no matter where they hail from, and that they will likely be treated as
pariahs by both East and West if they are ever discovered. However, those looking
for a challenge or who seek to play among a group of unsuspecting Westerners may
find that kanbujian are right up their alley, provided they secure Storyteller
permission first, of course. Kanbujian characters are created exactly the same as
regular Kuei-jin, with a few important exceptions:
Kanbujian have no Dharma; they start with Humanity, much as Kin-jin do.
(See Laws ofthe Night for details.) Only with the training of a Kuei-jin mentor
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can kunbujian hope to begin their Dharmic journey, although if they manage to
begin such training, they advance normally.
Kanbujian cannot learn any complex Disciplines: Tapestry, Yin or Yang
Pram, ChiiuMuh or any others the Storytellerdeems require too much knowledge
of traditional Kuei-jin ways. Of course, the kanbujian still cannot learn Kin-jin
Disciplines, no matter who takes them in. Kanbujian pay for Disciplines as do
regular Kuei-jin, provided they have a Kuei-jin mentor to teach them.
Kanbujian cannot take Mentor, Rites or other Backgrounds specific to
Cathayan society during character creation. They may be learned at normal cost
later on, provided again that a suitable teacher can be found.
Kanbujian know nothing of Kuei-jin society, and they are typically treated
as nonpersons by other Kuei-jin, meaning they have no standing in court. They
must often endure long hours of instruction and training before they can hope to
be accepted into one.
GaijidGweilo (6 Trait Fla
By taking this Flaw, you are marked as thoroughly Western by everyone you
meet. Whether its your dress, manners, accent, looks or some other factor, you are
perceived as very unappealing by the native population, and they tend to make
their dealings with you as quick and unpleasant as possible. At best, you typically
get polite but curt responses and inflexible prices. At worst, you are picked as easy
prey by criminalsand otherwise taken advantageof whenever the natives feel they
can get away with it. Not that strangerswill attack you on the street at every turn,
but you are unwelcome, and the native population will do its best to make sure you
know it. You have a two-Trait penalty on any non-supernatural Social Challenges
with mortal natives of the area, it costs roughly twice as much to live in the area
as it would for a native, and all uses of Influence that are locally based take twice
as much time as normal. Otherwise, the real nuances of this Flaw are largely up to
the Storytellerto enforce,but they should be a constant irritation at the least. Note
that this Flaw is not based on your actual personality in any way, but on the native
perception of foreigners. You may be a kind and gentle soul, but the fact of your
origin has marked you as unwanted from the beginning.
Taking this Trait as a Merit means that you have undertaken the painstaking
process of acclimatingyourself to the native accents, points of etiquette and other
fine cultural nuances that separate those merely familiar with a culture to those
who truly live in it. Whats more, you have mastered them to a degree where you
have earned the acceptance of the natives and are treated as an honored equal in
most situations. While a great deal of stigma is attached to foreigners, an equally
great sum of respect is accorded to those foreigners who take the time to learn the
native ways and honor them. You are one Trait up on non-supernatural Social
Challengeswith natives, your lifestyle costs a normal amount (perhapseven a little
less), and Influence use takes the standard time. Furthermore, in a group of
Westerners you are probably the only character who would be allowed to exist in
an Eastern court, much less be taken seriously when addressing one. If anyone has
achance at gettingthe other Westernersforgivenfor their barbaric mistakes before
theyre extinguished,youre the one. Otherwise, its up to the Storyteller and other
characters to fill in the details of how well youre treated, but it should be quite
different from Westerners without this Merit (much less the Flaw). Naturally, you
must keep up on your manners if you wish to retain this Merit. Doing so typically
means possessing several Etiquette and Linguistics Traits, though not always -and
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the Storyteller may revoke it if he finds you have been acting in an overly
Westernized manner.
Note:Not every Western charactermust take this Merit/Flaw. Those without
either are assumed to fit in adequately, not so well that they attract a great deal of
respect but not so poorly they are lumped in with the great mass of boorish
Westerners. Characters of Asian descent but Western upbringing, or natives who
have been Westernizedand then returned, may take this Flaw with Storyteller
permission, but even so, it is only worth half as much to them. (They cannot take
the Merit, since they are assumed to fit in well enough unless otherwisespecified.)
Someenlightened individuals may go from having the Flaw to possessing the Merit
over time. The Pilot character from Shogun is a perfect example of a foreigner who
began as anonpersonbut wound up learning the native ways and eaming their respect.
Court Appointment (2 Trait Merit)
A rare specimen indeed, not only have you been recognized as a full person
by a particular court of the Kuei-jin,but unlike other Kin-jin, you can expect to be
treated as an insider by the local undead, even if their fairness and respect is
sometimes delivered a bit coolly. As far as the court is concerned, you are a true
member, and you may enjoy the full measure of its justice and protection from any
who would attempt to harm you. You may even have a voice in court affairs, albeit
usually a rather small one.
Naturally, the Cathayans do not extend such permission lightly. Simply
deciding to drop by the area for a spell is not enough justification for this Merit.
Rather, a court appointment is typically granted in exchange for some duties or
other benefits you agree to provide the court, and the court is well within its power
to renounce its recognition if you prove deceitful or otherwise unwilling to fulfill
your obligations.Bear in mind as well that one courts protection may not save you
from the wrath of another court, nor necessarily insulate you from the intriguesof
your home court. Most Kuei-jin would have no qualms about sacrificing a
foreigner if it meant saving the court as a whole. Likewise, other Kin-jin will almost
certainly consider appointment to such a post high treason, even if you are not
actually betraying the secrets of other Western undead, and they will take steps to
remove such a dangerous informant from the presence of the Cathayans. Court
appointees therefore walk a dangerous line between two cultures, but they stand
to gain much in the shadows if they are strong enough.
This Merit differs from the Merit: Gaijin/ Gweilo in that the former concerns
Kuei-jin politics alone, while the second addresses mostly mortal society. You do
not need to purchase the Merit: Gaijin/ Gweilo to purchase this Merit, though it
would certainly help. However, it is extremely unlikely that you can possess this
Merit ifyou have purchased the Flaw: Gaijin/ Gweilo;the court would have tostand
to gain something extrmdinary to justify putting up with such an obnoxious
foreign devil!
Note: Cainites without this Merit are not necessarily killed on sight, but they
are considered to have no voice in court and no recourse in the eyes of Kuei-jin
justice. They exist even more at the whim of the mandarins than most. Unrecognized Kin-jin also tend to make excellent scapegoats/ target-practice for a court
when things go wrong, so while they may take tea with whoever will have them,
such Kin-jin had best step lightly indeed and keep one eye on the exit at all times.
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Unlike the fractious lives of the Westerners and their paranoid coteries, the
Kuei-jin are bound together on many levels by powerful ties of loyalty. Perhaps
none are so binding, however, as those which hold a Kuei-jin wu together, a bond
which is known as w n x i by the Kuei-jin. It is the result of a Reciprocity spell cast
on the wu by the elders of the court when the wu is recognized. In game terms, the
guunxi acts exactly like a Sabbat Vaulderie score, cementing the bonds of the wu
to something mystic and nearly unbreakable. A character arrives at his guanxi
rating with each of his wu-mates by means of the followingformula:5 + (wu-mates
Charisma-related Social Traits) (your characters Po or Yin score, whichever is
higher). The final score is considered the characters guanxi rating toward that
particular Kuei-jin. Note that agwnxi rating can and likely will change over time.
Characters who acquire more Yin or Po Traits start becoming too callous or selfcentered to feel a strong bond, while a character who blossoms into a charismatic
leader over time attracts more favorable attention from her fellow wu members.
Note, however, that unless their bond is somehow broken, even characters with
little or nogumxi rating are still bound to all their wu brethren. They simply have
much less trouble than the others might about acting against their fellows. Only
if the bond is specificallydissolved do all the emotional attachments and feelings
of loyalty disappear.
For those unfamiliar with the Vaulderie system, more information can be
found in the Sabbat section on p. 224-225 in Laws ofthe Night. A brief summary
of relevant points is as follows, however. The guanxi is a bond as strong as any blood
bond of the Kin-jin, and it carries all the relevant emotional and intellectual
weight. In effect, Kueiejin view those vampires that they share aguanxiwith as old,
true friends, and they should act accordingly around them. These are not simply
good buddies or fellow soldiers. They are the ones acharacter turn to when he needs
help the most, no matter what their Dharma or direction might be. To be sure,
characters who share gwanxi may still argue, think ill of each other and even spar
on occasion, but they stand as one against any outside threat or coercive force, no
matter what. In order to actually plot against someone for whom the character has
aguunxi rating of 3 ot higher, the player must spend one Willpower Trait. In order
to plot against someone for whom the character has aguanxi rating of 6 or over, the
player must spend two Willpower Traits. It is one thing to vent ones frustrations
about how pig-headed or obnoxious a wu member may be; its quite another to plot
to disgrace or assault someone that the character knows at heart to be a close and
trusted friend.
To attempt the destruction of someone for whom the character has a guanxi
rating at all, the player must bum two Willpower. Without the burned Willpower,
the character finds herself realizing the person she hates is loyal to the wu and
thereforeworthy of respect. Characters with aguanxi rating of 6 or over must bum
a Willpower Trait e v q turn they wish to assault their wu member, so strong is their
bond of friendship. In other words, while the characters may even come to blows
under harsh circumstances, it is nigh impossible in the Kuei-jins mind to find
circumstances that justify actually destroying a wu member. Even if they discover
the unthinkable - that a wu member has betrayed them - most Kuei-jin still
cannot bring themselves to kill their former friend, overwhelmed as they are by
memories of better days and moments of emotional solidaritywith the traitor. Such
wrenchingscenesshould be moments of impassioned high drama if there ever were
any.
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- -
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Always interested in things Asian and looking for a new troupe to join, Jim
decides to enter a local game of Laws of the East. After checking with Evan, the
Storyteller, he decides he wishes to play one of the Kuei-jin. Jim puts on an
inspirational CD while the two of them take a copy of the rulebook and sit down
to create a character.
STEP ONE:
&WcrW
Jim begins by looking for a concept, a basic idea around which he can build
his character. Knowing that Kuei-jin frequently return to life to settle old scores,
Jim thinks for a while before coming up with an idea. He imagines a simple laborer
and devoted family man who was murdered by a vicious tong for failing to pay
protection money, and who was forced to watch his children be murdered before
his own death came. Now his character seeks to punish his killers and defend any
helpless children he finds. Such a powerful and wrenching motive could easily
inspire a soul to return from Yomi, and Evan approves the idea. Looking further
into the concept,Jim settles on Yang for his charactersChi balance (he came back
because of his deep love of life), as well as choosing the eastern direction (also a
natural choice for a character devoted to protecting mortals). Weighing several
possibilities, Jim settles on the Dance of the Thrashing Dragon Dharma for his
character. Seeing Evans curious look, Jim explains that while the hedonistic
tendencies of the other Laughing Rainbows disturb his character, their deep
connection to the pulse of life is more important to him than anything else.
Thinking about how he wishes to play the character, Jim selects a Trickster
Demeanor and a Caregiver Nature. While fun-loving and accessible around
children, his character is actually quite nurturing and caring at heart. To balance
this concept,Jim selects the Fool as his Po Archetype. His Demon is forever trying
mock his gentle ways and exaggeratethe simple goodness ofhis nature into failure.
For the last part, Jim consults a name book and selectsa good Chinese name for his
character -Jo-Loung. Jim is ready to move on to the next step.
smrio:
Jim now has to prioritize Jo-Loungs Attribute categories, to determine his
basic strengths and weaknesses. He takes Physical as Jo-Loungsprimary Trait
category, Social as his secondary, and Mental as his tertiary. Jim explains that JoLoung was a construction worker by day, building the high rises of Hong Kong
(Physical), and that he has always had a good sense of humor and related well to
people (Social),but that sometimeshis wit runs ahead of his smarts (Mental). Now
Jimmust choose individualTraits for each category, beginningwith seven Physical
Traits. He picks Nimble, Robust, Wiry, Quick, Robust, Enduring and Steady. That
selection reflects Jo-Loungs construction background and conjures an image of a
sturdy worker whos still pretty quick on his feet when he has to be
not a bad
thing when youre 70 stories up! Next is Social, with five Traits, and Jim chooses
the Traits Charismatic, Empathetic, Witty, Persuasive and Empathetic, demonstrating Jo-Loungsstrong sense of humor and his easygoing appeal to others, as well as
his natural respect for the feelings of others. Finally comes Mental, with only three
Traits. Jim selects Clever, Creative and Wily -Jo-Loung is pretty sharp when it
comes to a con or a story,but a bit out of his league when it comes to book-learning
and perception skills.
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Now Jim has to choose Jo-Loungs Abilities. He decides that hanging around
with the rough-and-tumble lot of construction workers rubbed off on Jo-Lounga
bit during his life, and he selects the Brawl, Dodge and Athletics Abilities. These
skillsshould prove helpful along the Road Back as well. However,he wants to make
sure that he details Jo-Loungssensitive side as well. Jim picks a level of Empathy
and Medicine, reflecting the care the vampire has taken to learn to mend as well as
injure. There are some other Abilities Jim would like Jo-Loung to have, but thats
all the levels he gets for now, so Jim makes a note to return to this section during
the Free Trait stage and continues.
Disciplinescome next; Jim decides that rather than focusinghis powers in one
particular area, Jo-Lounghas learned a wide variety of powers from his Thrashing
Dragon teachers. With only three levels of Disciplines to use (and at least one of
which must be a Demon Art), Jim examines the choices carefully before selecting
one level of the Flesh Shintai, one level of the Yang Prana Discipline, and for his
Demon Art he chooses a level of Black Wind. Jim rationalizes the first two choices
as natural extensionsofhis characterslove of and mastery over the living,dynamic
form, while the Black Wind is a reminder of the sometimes grim nature of Jobungs Road Back. Evan looks the choices over and approves them, liking what
hes seeing develop before him.
Jo-Loungshas five levels of Backgrounds to spend. Jim selects more mundane
ones first, taking Contacts x 2 (local street urchins who keep him informed) and a
level of AUies (a dedicated child servicesworker who knows the nature of his quest
and who often cuts through red tape on his behalf). Looking to add a more exotic
twist to his character than the averageJoe image that started coming across, Jim
spends the last two levels on the Horoscope Background. Jo-Loung may think his
quest is humble enough, but certaincelestial powers have taken notice ofhis efforts
so far, for better or worse. Such a mysterious thread is bound to make for some
interesting stories later on. Finally, Jim must assign Jo-Loungs Chi Virtues (he
begins with one Trait in each type automatically). He assigns three Traits to Yang
and one to Yin, giving him permanent ratings of four Yang Traits and two Yin
Traits. Once play begins, he will have to be careful if he wishes to avoid
imbalancing himself with Chi energies, but otherwise, the choice makes perfect
sensefor the lie-drivenJo-bung. Jim is now finishedwith thisstage of character creation.
Jim must now record Jo-Loungsstarting Soul Virtues, Willpower, Dharma
and beginning Chi Traits. He begins with the Soul Virtues. All Kuei-jin begin play
with one Trait of Hun and three Po Traits, so he indicates these on his sheet. All
Kuei-jinalsobeginwith three WillpowerTraits andone DharmaTrait, sohewrites
these down dutifully as well. As for his beginning Chi, Jo-Loung starts with a
number of temporary Chi traits equal to his ratings in each Chi Virtue - in his
case, that is four Yang Traits and two Yin Traits. Not bad, but not excellent either.
Jim also records the effects of his Dharma Strength and Dharma Weakness on his
sheet at this time. The ability to restore Yang will no doubt prove helpful, but Jim
will have to work with Evan to help figure out his beginning vice, since none spring
to mind for someone like Jo-Loung. He makes a note to record one before play
begins and then moves on to the next part of this stage.
Jim now has the option to choose Flaws and Negative Traits for his character.
Looking over the Negative Traits, he gains an extra Trait by taking Gullible. Jo-
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Loung is a sucker for a hard-luck story, and he will have to work hard to overcome
this weakness if he doesnt want to get walked all over by the other Kuei-jin. Jim
then takes the Flaw: Hatred (Child Abusers), worth threeTraits. Evan pauses at this
point, asking Jim to justify a Flaw that might not be encountered often. Jim
explains that Jo-Loung has come to realize just how poorly many children in the
Middle Kingdom are treated since his Second Breath, and as such, he has
developed a seethinghatred of adults who mistreat children. The Flaw is detrimental because, while such individualstypically deserve some justice, Jo-Loungbears
such a stronganimosity that it can get in the way of his reason. It may even threaten
his Dharma as he indulges in terrible punishments against the offenders he catches.
Evan feels the threat posed by the Flaw is being properly approached and approves
it. Finally, Jim selects the Flaw: Phobia (Chustrophobia),worth two Traits. While
many Kuei-jin are at least mildly claustrophobicdue to their time in the grave, JoLoung was murdered and left in a small closet with the bodies of his children.
Entering any such confined area forces him to resist wave soul as he remembersthe
staring eyes of his dead sons.
After taking one more look, Jim is satisfied by his choice of Flaws and moves
on. The combination of Negative Traits and Flaws has now given him six extra
Traits to spend on top of the five Free Traits he normally receives, for a grand total
of 11Traits. Right away Jim goes back to the Abilitiessectionand purchases a level
each of Streetwise, lntimkfatim and Brawl, rounding out his rough edges a bit and
making him more of a formidablefighter as well. Next Jim spends four Traits to buy
an extra Discipline, selecting to take a second level of Yang Pram, connectingJoLoung deeply to the life-force within himself. Jim then spends a Trait each to
purchase the Traits Friendly, Determined, Tenacious and Expressive -these extra
touches add some depth to his personality in play, as well as bolster a few areas of
his character that he wasnt able to cover completely before. Since he hasnt met
the other players of his w yet, Jim makes a note to record his W n x i ratings toward
them as soon as he finally meets them. Jim looks his sheet over, making sure hes
got what he wants, then hands it to even for inspection. After making sure all the
numbers add up, Evan approves it, and theres only one more stage to go.
S w tfvt: S P ~ C O F ~ F E
All the game mechanics, Traits, powers and skills are now laid out. Jim has
developed a much better image of Jo-Loungthan when he first started, but these
are still some things not covered, things that cant be captured by rules and
character sheets; specifically, the details that make Jo-Lounglive and breathe to
the other players. Jim has to think about ways to convey his characters personality
to the other players, to create a host of little identifying quirks that come with
roleplaying him. Does Jo-Loung still wear the stained work clothes of his mortal
days, or has the Road Back garbed him in more traditional attire?Is he usually gruff,
happy, pleasant or simply indifferent? Does he have a certain smile that comes
through when hes thinking of a prank, or a habit of snorting instead of laughing?
Does he tend to talk with his hands and otherwise exhibit extra levels of nervous
energy, or does he sit more passively than his Yang tendencies would indicate?
There are countless subtleties that can be added to make a character seem more
real, and which make for an entertaining and memorable personality for everyone
in agame to interact with. More character history also cant hurt -Jim has already
gone beyond a stereotypical Thrashing Dragon hedonist to create an intriguing
past, but more detail is still possible. Has he actually avenged his childrens murders
yet, or is he still searching for the parties responsible?Did his sifu approve of his
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more mundane interests, or are they now bitterly parted? How does his wu look on
his habit of protecting children? Does he have anyone particularly close to him
now, or are his adoptedchildren his only real friends?What would he do if he saw
another Kuei-jin feeding from a child? Or for that matter, what would he do to
himself if he awoke from shadow soul to find a drained childs body next to him?
Exploringall of these questionsand more will help Jim further define Jo-bungand
his vampiric existence,but for now, Jim is satisfiedwith the progress hes made, and
he knows that a character is only fully realized once play begins. After he and Evan
work out the details of his introduction at the next game session,Jims all ready to
begin, and Jo-Loung will stride by the sides of his fellow wu members into the
mysteries of the Middle Kingdom.
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exercises to enact.
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on all Social Ch
ng one aggravat
mental faculties
Bruised health le
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- Each level d
een scenes up to one-
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characteristicsfor their Demon Shintai forms, but his word is final as to what may
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up on any challengesto cross into, open portals to and otherwise interact with the
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mes as fluid as b
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o detach themselves
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ree-foot diameter
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in tandem at no
tall times. Each
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n to be cured. The
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as Shih hunters) ma
basic functions.
their dual soul n
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Kuei-iin with the patience and self-controlto master more than the basics of this
ck routine, the Ku
and action into an
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To indicate that
-I
Adam Spier (order #534043)
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uei-]in enacting
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WY9
represented by a Narrator.
;YFWBiD
A challenge begins with a player
ODDonents Tra
y mutual agre
1
11
would suffer a w
or dice are used. The two players face off against one another
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roundhouse kick).Xiungresponds by s t r i
knock your legs out from under you with
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matches of Rock-
t turn.
If no one
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rw
is always considered to b
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experience in itself.
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tired. [sic]
-Jackie
WOvh3HIT1Y e
Three-Step Rule
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conversational distance is
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' ~ firing
9 a pistol and your
x
you, that Negative T
Concealability
Destroy Shield
Although rare in this day
still use shields. A weapon
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erheated ammun
mage on a target,
extra health level
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Bonus Traits: 2
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master swor
Japanese nodachi.
Bonus Traits: 5
Negative Traits: Heavy, Clumsy, Slow
Concealability: I think not, gaijin.
Damage: 3 health levels
Availability: Expensive but available through the same so
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desi
eces to 9mms and
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Bonus Traits: 2
ive Traits: Loud
beyond repair. Fixing armor requires the proper tools and a Static
Challenge with the Repair Ability.
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t be custom-ordered,and it ca
Health levels: 2
Negative Traits: Heavy
Availability: Police 4 or U
R e i n f d (bulletproaf)
Health levels: 3
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If cover is extensive, it
Traits available for cover is
completely under cover (he cannot be seen at all and is thoroughly protected), he
is considered impossible to hit. The attacker must change his position to get a clear
shot.
elders decision.
~~EsO!h..
Fire soul is an uncontrolla
to succumb to a vicious form
animal. While in fire soul, a
bare hands and fangs to rip
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ed with a Stal
ed).
own as shadowsoul,
emon status
1s most common
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at best
- these
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such
1
SOUL i ~ z ~ j T I -SI:
+ ~ D
Ilbuiurciwg/ LoMwwg bwEnlightenment is all well and good, but sooner or late
Dharmic journey, and such
whether a character learns
occasions that demand the
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-for
ns are as follows:
what it re
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number of tests), no
ive an automatic
ests. You cannot
There are also no
ral concerns to overcome the quest for enlightmortal, the vampire can actually threaten the
be it temporal or spiritual.
Its of the Dharma Test for acts of blindness are as follows:
as if the stem gaze of Heaven is watching you,
s quickly, leaving you shaken and sure that you
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r even n o
m counterparts
Of course,the circumstances of th
a vampire can receive. A mortal at the
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d to resist breath-
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tht
deltermined to
Ltlr FMsQLdlcr
Since they derive their true sustenance from Chi and not
or other sources, Kuei-jin have some advantages over their
instance, their Chi is more flexible in many ways, and it allow
of basic abilities than the Kin-jin know of. Thats the good
that because their bodies are essentially alchemical dist
personal Chi reservoirs, the energies in the Kuei-jin body
either permanently or temporarily, often with disastrou
Kuei-jin take pains to try to maintain a harmonious
themselves, if only to avoid the consequences that
balance mandated by Heaven.
but it remains a
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im
soul, due to t'he utter detachme
aspect himself to Yin upon awak
-no longer does the black cyc
imbalanced vampires also grow
ead flesh,which may pose
a few problems for Dharmic purity. The imbalanced vampire is one Trait down on
tal diseases easily, and the player must make a Static Physical
t a difficulty determined by the amount of risky behavior he
East Companion.
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Created under v
two forces conflict, there a
or commit diablerie. This
t diablerize Kuei-jin -Y
on these souls.
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__
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ite should
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thing.
Naturally, a character may lo:
Falsely accusing another vampire of a
recklessly in the eyes of the elders or r
zxpMeLEsorsTlcNs
The following are some examples of the uses and bene
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ment.
Obviously, a single bodhisattva can wield extraord
in Kuei-jin society with very little effort. For this reason,
only Narrators be entrusted with bodhisattva characters.
abuse their powers should be removed to Storyteller cont
balance.
The Ancestor
The ancestor of a court gains the three additional Stat
while remaining ancestor.
The ancestor can remove o
cost of one temporary Status Trait
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Mandarins ma
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Thunder
Dharmic rank, altho
the trust of the court
for an answer.
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0,but
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courts thunders on
treated fairly and bro
the summons of the
formal affairs and less arbitrary t
=BEXOYDTilf
WALL.
* l r y r s W D ~ * l r y r Y V O ~ L D S iY
W S O ~ E a 8 r
acknowledge and interact
angered) ancestors to the th
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1
t
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nN9uE
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Hells
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~~~~
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hearing folktales as
frequently as many
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YQ"
d of
*TV=
Most of
IceMt.
X-QNqsrulbM-ws
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Charms:Any up to 5
Rage: 7 maximum
Willpower: 7 maximum
Chi 7 maximum
Abilities: 10 maximum; maximum of 5 Traits per Ability
Yusw
These are the more powerful servants of the Heavenly
Creation Points: 40
Negative Traits: Maximum of five
Power Pool: 20 maximum
Charms: Any up to 7
Rage: 8 maximum
Willpower: 8 maximum
Chi 8 maximum
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Rage: 10 maximum
Willpower: 10 maximum
Chi 10 maximum
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is a catch-all de
Power Cost: 2
in those patterns.
Affinity Ward
Power Cost: Variable, + l/challenge
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aracters availab
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Power Cost: 10
This Charm purges spir
wounded areas to heal and fre
p truly advancec
i t aid in any effori
Spin the Senses
Power Cost: 2
Power Cost: 10
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PI..%.-
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host (Storyteller discretion). The target can spend a Willpower Trait to repel any
attempt to use Possession.
Goblin Hands
Power Cost: 1
craftsmen.
s of the Firebird
Notorietyrepresents a Kuei-j
The Unseen Master assigns
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of a chronicle is intangible, your choice of mood can be one of the most important
ones you make as regards plot, character and theme. After all, if youre going for
a mood of contemplation, a chop-sockyplot (and characters to match) wont make
much sense.
rc
Themes are central ideas of a chronicle, ones that help define the shape of the
action. They can be as visceral as the struggle for freedom or as intellectual as the
age-old questions of good and evil. Themes can emerge as seemingly inconsequential encounters or as the major focus of a chronicle. Avoid overemphasizingtheme,
however. Overemphasis makes related events expected and predictable rather
than haunting and prophetic.
SmYO
The setting is the stage on which the drama of a chronicle plays out. Setting
is composed of environment and locale. Environment describesthe overallscheme
of the world. The environment of Laws of the East involves the many levels of
Kuei-jin existence, including: conflicts between and within courts and w, the
battle against the Demon within, the trials of Running Monkeys seeking to get a
hold on their new existence, the defense of mortals dear to ones old life, the fadin
of ancient traditions and much more. A myriad of PO
available. Its your reality -do with it what you will.
Locale, or the physical place where you choose to set y
next step toward chronicle-creation. Obviously, your setting
location in the East, and it is typically easiest to take a plac
knowledge of, if possible. Alternatively, you could choose a
are especially interested in, one you would like to learn more a
and tiny farming villages are all possible locations, but there
to bookstoresand librariesfor the relevant information,watch
and (most of all) use your imagination. For many real Easte
actual maps, tourist videos and other useful aids. If you choo
location, rely on books to guide you to the sorts of things that should be found there.
All of this planning takes a great deal of imagination, but the more detail spent in
developing a locale, the richer the chronicle will be.
*EriW+
Ci=
Most chronicles are focused around a city or a town, even if the characters
might travel widely from it as time goes on. This place is the locusof your chronicle.
You need to present your city in a realistic and consistent manner so the players
believe in it. There has to be more than just each characters resting place and the
courts palace to make a place come alive. Remember, most of the regular cast,
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learned because
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h m o y
Many characters eventually want to assume positions of power, whether
among their fellow Kuei-jin in a court or among the mortals of a city. In some
games, this is just another aspect of the self-generatingplots players contrive on
their own. In other games, you may plan the characterssearch for power from the
beginning. In either case, you need to learn what long-termgoals your players want
to accomplish in the chronicle. You can then tailor an occasionalsession to these
goals, but dont give the players everything they want. Some may covet powerful
positions such as Minister of Warfare or Mistress of the Spirit Realm, or to advance
the agendas of the wu they belong to. Others may try to combat the plots of the
Yama Kings, or investigate the unique condition of the Kuei-jin soul. Bot
involvepower in one form or another, be it over othersor over ones self. Mo
a few players dont know or admit what they want in the long-term, or th
not desire power. Dont worry, theyll set their sights on something in ti
especially if guided by the nushi they follow or other players. Practice stringin
players along. Keep a carrot dangling before them. After all, youve got the whole
world to play with as a Storyteller.You can certainly offer something to keep them
coming back for more.
In most chronicles, its likely that one or more characters are in a pos
power. If such is the case, the players need to know exactly what their respon
ties and advantages are. In general, any players in the role of ancestor,
or wu leader should be experienced enough to assist you as aNarrat
characters can have tremendous impact on lesser characte
whole, players should know what the ramifications of their
them into consideration. Only experience in play develops
vital that players with characters in positions of power
responsibilities and their limits. Powerful characters, i
discourage players with weaker characters quickly. This abuse drives off ne
players, and eventually the barbaric power-garners may find themselves with no
one to lord over except one another.
*ow=
b w -
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props available can be helpful when the story goes off on a tangent. Many of the
prop ideas already suggested can be used to reorient players. For example, a sealed
transcript of a call between one of the mandarins of the court and a known akuma,
containing an important message (that just happens to be a vital plot point) can
renew characters interest in their original goal.
Miiw=Nw=
SYD q-w-KPV4q
Its a simple fact that the longer a chronicle runs, the more complex it
becomes. The increased size of some chronicles only amplifies this fact. Developing
a method for and the habit of keeping records is essential. The easiest part of the
chronicle to keep records on is characters statistics. Make a master copy of each
character. Someone is bound to lose his character card and need a replacement.
Without a good memory or a master copy, this situation can pose a problem,
especiallywith advanced characters. Storyteller records of characters also discourage unscrupulous players from altering their characters in the field. Furthermore,
you can make use of character information when designing new stories. Its also a
good idea to update your master copies after each story, given changes arising from
experience, rewards and penalties.
A journal of events from each sessionproves equally invaluable,
understand changes the chronicle undergoes. You can then apply thes
new stories. Ideally, you, the Narrators and players should all file some sort o
informal report after each story. Records from everyone can
all events and let you in on players individual intentions. To e
provide this information accurately, consider making reports m
experience only after you receive them. Make it clear that
confidential, and that they will not be used to screw players over.
-VbY-mrSYDBbLPY=
The greatest reward for some players is the sheer joy of pl
many players prefer to see their characters improve in status and PO
must be satisfied.Players who enjoy the story for its own sake are easy to please. In
fact, they often please themselves by pursuing the goals their characters desire,
which are often interpreted by the players themselves. Pleasing accomplishment
seekers is a little more difficult. Allow characters chances to improve their statio
in the chronicle, as long as its within the scope of things. When characters reac
tangible goals, their players are happy. However, to keep players happy without
their characters achieving massive power, be prepared to take characters down a
peg or two, or allow other characters to do so for you. Besides creating revenge
motives, such attacks fire players desire to achieve more. Experience Traits, which
players spend to improve their characters, are one form of reward, but there are
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malls, offic
d wareh
cltul9iY9 S-W
Sometimes itsnecessary to use one area for different settings within the same
story. Actual set changes should be performed quickly and efficiently.
changes leave players bored. When your scene is changed, give it a las
making sure everything is in place. A scene change should b
players enter the room again, they should have the distinct
entering a new place. Your new decorations dont even
complicated. A quick shift of the couch or table, switching o
rug, covering the fish tank and moving or removing chairs all
feel of a room without necessitating major alterations. Changi
music can also make a big difference in a sets feel.
h i s y C W DMOOD
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wattages and plain white light, even for city scenes, as they tend to make the scene
look dull and modem. Multicolored light bulbs have the most broad effect. By
arranging multicolored light bulbs in different parts of the room, you can create
shadowy areas and still have well-lit white light areas where the colors intersect.
If you have track lighting, recessed multicolored bulbs work very well. If you cant
get multicolored bulbs, cloth draped over lights works just as well (but avoid
putting cloth in direct contact with hot bulbs). The key is contrast from low
wattage bulbs. Keeping enough low-wattage lights to contrast with one another
results in plenty of light to see by and plenty of shadows to hide in. Play around with
different combinations to determine what works best for your mood and scene.
While actual flame may be very atmospheric,it should be used extremely sparingly
and with the absolute utmost caution. Its certainly wonderfully atmospheric to
have a circle of students sit in reverent awe at the feet of a bodhisattva surrounded
by tiny candles, but buming down your site generally has a detrimental effect on
a chronicle. Even without actual fire, though, if you keep your wattage low, avoid
direct white light and experiment with your color schemes and lamp locations, you
should be able to find the right combination to create the proper atmosphere for
your story.
PIpPS
After youve got a story, players, a place to play, an
appropriate soundtrack to accompany the game, something
bring the story to life. Props come in at this point. Props for a
be grandiose or expensive. Most props can be found in your
grandparents attic or simply constructed.
In Minds Eye Theatre,props should be kept relatively si
attract more attention than the story itself. Only a few touches
a players imagination fill in the blanks. Since this game is a
imagination is of the utmost importance. Not that you shou
props. If you have the available materials, go wild. Just make
not the focus of the story. The spotlight should always rem
not on what surrounds them.
9HIHIPlfFWS
General props are items that help you further a story by giving player
something that they can examine physically. The Storyteller should be wary of
how often physical props are used and what impact they have on the story. If
physical props are allowed to dominate a story, players may begin to rely on them
rather than interacting with one another. Be sure to inform players when props will
be used in a story. Otherwise, they are likely to disregard an important clue,
considering it just another feature of the place youre playing in. Likewise, if you
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ories,
q E J w t + m j ~
Story creation can be as simple or as detailed as you want. The more effort you
put into preparing a story, the smoother it runs when its executed. There is no
small amount of satisfaction to be gained from writing a successful and wellappreciatedstory, but thats easier said than done. Finding the right combination
see and change it into something all your own. Inspiration can be, quite literally,
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W-K
When the main plot is on the verge of conclusion, the story is considered to
be at its climax. This usually happens when characters have discovered all they
need to know to solve whatever problem faces them and are on the verge of
resolving the story. The tension is usually at its highest point at this time. If the
opening was staged carefully,and the players are cooperative and imaginative, the
climax can be reached with little additional effort on the part of Narrators.
However, even the best of plans can be mislaid, or perhaps the Storyteller and
Narrators prefer to take a more active role in the progression of your storys plot.
Either way, there are times when a Narrators intervention is warranted.
The climax should be the high point of the story,something the players should
always anticipate and work toward. However, this element should never be rushed.
Its a matter of timing. Extended chronicles shouldnthave everything wrapped up
in asingle climax. After all, you need to have somethingfor the vampires to do next
week.
Often, a storys climax takes the form of a com
have to be the case. Quests into the spirit world
vampirism, unmasking notorious criminals, staredowns and so on can all
dramatic weight of serving as a storys climax.
0w-4~1GdWf~q
The game doesnt have to end when everyone puts down their character
sheets. In-character e-mails, informal discussions at coffee houses and the like can
all serve as both roleplaying exercises and as ways to advance plots. As long as
players keep some perspective on this sort of thing (phone calls at 3:OO A.M. to
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The main, or metaplot is the root of a story, and any other lesserplotsfrom the
main plot. The main plot is what brings characters together, unifying their
attention. The main plot of a story should be all-encompassing, in that all
charactersshould be affected by it in at least a minor fashion.The main plot should
illuminate every other aspect of the story. Not every characterneeds to be touched
by your metaplot directly, but each character should be aware of the main plot on
some peripheral level.
SuaPLOrs
In most novels and movies, subplots are just filler material. Subplots are
essential to Minds Eye Theatre, however. These secondary stories keep characters busy and carry them from moment to moment. They are the stories that are
woven around the characters.A story gives players ample opportunities to explore
subplots, and due to the unique nature of this sort of game, subplots can be taken
as far as the players want to take them. Each character should be involved in as
many subplots as possible.
A subplot can be any personal goal a character is
Subplotsshould be crafted so as to interminglewith one an0
become embroiled in a web of intrigue as one subplot leads them to
more layers of intrigue in a story, the more players enjoy un
if your setting is intricate enough,you may find players deve
own, adding to the confusion. This wild metastasis of plot
because it helps the story grow and gives it a life of its own. A
be almost as large in scope as the main plot, the difference b
it is not necessary for everyone to be involved for it to come
you should take care that the subplot does not override the
prefixed with sub-for a reason.
*-
q v O Y s
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e missing. Fortunately
maintain the illusion, b
e aspects of roleplaying.
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eFE=qAUET i k K S
There are several things you need to do to set up and run a game of Laws of
the East.
1-Make sure you know the size and scope of your game before anything else.
Its the only way to make sure theres enough staff and plot for everyone.
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et deadlines
and keep to
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Its wise to have spare cards on hand, since players, who have their own characters,
may forget their cards. In addition, youll need pencils for everyone whos forgotten
their own.
Timetable -(For Narrators only) This sheet contains a chronological list
of all events that take place. Timetable sheets are useful for planning complex
stories, and they help your Narrators coordinate where they have to be when.
Events listed might be, 6:30- Entrance of Court Magician, who announces
ancestor will be late for the evening.Make sure each Narrator has her own copy,
and go through the events on the handout during your Narrator briefing.
Background Briefing -This handout is a one-pager that you can create to
provide a short background for the important characters of your chronicle. You
should include any important events that have occurred, rumors that are circulating throughout the city and important things that have happened in previous
games. A new player should be able to pick up this handout and immediatelyhave
an idea of what is going on. (Lostplayers tend to be bored pl
dont come back.) The handout can mention things like
takes place in and the name of the local movers and shak
of this document and give one to each player, or leave several out in the open
players to take.
Character Briefing -Depending on how thorough yo
process is, you may need to let individual players know specia
characters know. Its best to have these written down. Even th
roleplayers have to resort to their notes every now and then.
qulDlY9-9=H(s
As your players begin to work out the story, its possible t
unsure of themselves.New players in particular need some sort of
them learn the rules and get used to acting out their characters
a minor character in your story and engage a new player
get her used to the rules. The challenge system works well in
do not immediatelyunderstand it until after theyve actually d
in a challenge and gotten to try out the system in a non-threatening situatio
to let new players win your challenge, as it builds their confidence, and confi
is sorely needed when newcomers play in the same game as more experi
players.
Sometimesplayers also need help with their goals. A story that leans heavily
toward investigation may frustrate players who miss one or two vital clues.
Eventually, some players may come over to you asking for help. Unless the players
have a rules question, or you have to clarify some point that a character should
know by virtue of his history or background, you might not want to give
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nose and the dying moans ofher friends still ringing in her ears. Likewise, if a player
comes to you looking for a reading of his I Ching or something similar, dont turn
him away. Try to create a scene that rings with the appropriate sense of ritual and
tradition. Even if the player knows there is no supernatural accuracy behind such
readings, his character is still likely to put some faith in the results.
4) The Future Is Your Tool, Not Your Burden. When you give out
prophecies, write them with an eye toward the major plots and themes you have
in mind for the chronicle as a whole. When you send omens, use them to sharpen
the mood you want for the session at hand. That way, if either of them come topass,
they help out your story instead of feeling as though they were simply injected into
the plot. Dont be afraid to take time-outs in the middle of play if its necessary to
get the wording of a prophecy just right. The game will be better for it in the long
run.
5 ) Always In Motion Is the Future! Last but not least, dont be afraid to
throw the players curves every now and then. If they have come to rely on fortunetellers for every move they make, tell them the starsare hidden by clouds that night,
or give them a prophecy that simply fails to come to pass. This t
of screwing the players over, but rather a way of reminding
something they must choose to follow for themselves, not si
at the direction of some other being. Dont feel bound to make all the proph
you issue come true. Doing so makes you a prisoner of your own game rather
its controller.
iw-qwq
wm-w
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11
limitations on this sort of approach. Use a plbt hammer too often, and players will
feel that theyre being controlled too tightly. Use it too seldom, and characters can
run amuck.
Good uses of the plot hammer include killing off problem characters, introducing a powerful outsider wholl force characters to cease pointless internal
squabbling, bringing in an overwhelming threat that dictates that everyone work
together to stop it or stopping the game until youve had time to regroup. Also, the
downtime will allow you to introduce plot elements via email or conversations
with players that will serve to prevent recurrences of trouble situations.
Lariw b o w rm Lavv
Its your responsibility to ensure that players are not a hazard to others,
including people who are not involved in the game. It is mandatory that the normal
rules of social interaction be strictly adhered to. Most players will probably work
with you in this regard. However, from time to time, there are those who prove
disruptive to other players and the environment where the game is being played.
This disruption often occurs by accident. However, there may be instances when
players get out of hand on purpose. If such a situation presents itself, its not
considered bad taste to remove the offender from your game. I t is, after all, your
game and your creation. The integrity of your game should be preserved for the
enjoyment of other players. The integrity of the game should also be upheld in the
minds of those who do not play or understand Minds Eye Theatre.
RESOLMWb r t q u m As Storyteller (and to a lesser degree as a Narrator), you have final word in any
dispute that may arise between players. It is your responsibilityto maintain peace
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disruption to the story, they may have to be put on hold and dealt with after the
nights session. And remember, no single individual is bigger than the game. If
someone becomes a distraction to the other players, you are perfectly within your
rights to suspend or even to banish that player from the game.
JW4Y9
pw
The rules are yours to use and abuse as you see fit. The novelist Richard Bach
once said, Argue for your limitations, and sure enough, theyre yours. Do not
limit yourself to this set of rules. Your concept of the way Laws ofthe East should
be played may change constantly. Bend or break the rules to your liking. The rules
serve the story; the story does not serve the rules.
If you come to a situation that isnt covered by the rules, dont panic improvise. Improvisingrules involves nothing more than applying common sense
to a situation. Dont be afraid of going against the grain in such cases. Just do what
makes the most sense for your story and your characters, and things will work out
fine. After all, if it comes down to a question of rules versus story, story should win
every time.
6mFX I D E M
If youve never run an Eastern story before,
to develop. The typical action-adventure plots
quite work, but neither do many of the plots you migh
game. In fact, there are millions of possible Middle
chronicles of all shapes and sizes. Here is a quick list
imagination. Start with setting, and look at wh
games setting in the area and time youve chosen fo
how Kuei-jin might be involved in whats going on.
Or, come up with a story idea, choose a site to locate it, an
history of the land to decide how it might be ch
chronicle. Smaller chronicles need to be tightly fo
complex plots that allow players to interact with
Narrator at every elbow. Plots can even be run with all the players as mortals, j
learning of the Kuei-jin menace, and most demon-hunters demand interest
stories that a very fine balance of challenge and feasibility. Here are a few
suggestions to start you thinking:
A Kuei-jin deeply involved with a ruthless triad finds out that his favorite
young cousin wishes to join the ranks of its enforcers. Can the Kuei-jin stop his
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perienced coterie of
hantry in a powerfu
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TiimSqn
After killing
a spider, how lonely I feel
in the cold of night.
-Masaoka Shiki (haiku)
S/LNTK!!YSo-Burur=
Not all mortal witch-hunters seek to destroy every single shen they find.
Rather, some remember that all things have a place under Heaven, and they seek
only to correct those that stray from their appointed path. Of'course, many Kueijin in the Fifth Age forget their holy mission to battle the Yama Kings and indulge
their darkest whims, feeling above punishment when it comes to taking whatever
they wish from the mortals around them. That means that these lonely hunters are
more pressed than ever to keep the Kuei-jin in line. Fortunately, if there are any
mortals up to the challenge, the Shih are just such warriors.
Founded by Yi, a Chinese warrior-mage during the Age of Legends, the Shih
are solitary hunters who are drawn from the ranks of mortals touched by the hand
of the supernaturalat some time in their past. Many are orphans of one kind of shen
rampage or another, although the mentors who choose new Shih are careful to
temper revenge with proper discipline to avoid needless deaths in the field. Shih
train for a minimum of 15 years, during which time they are required to master a
variety of subjects ranging from martial arts and weapon combat to occult lore and
courtly etiquette. They also learn special techniques to channel their personal Chi
reserves and otherwise hone their bodies to levels of perfectionbeyond the dreams
of most mortals. For their part, the Shih know that while their purpose may be
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QiaOo-lSrmU
Using Yang Chi, the Shih may prepare special prayers on silk or paper, which
then become capable of hindering and harming demons in various ways. These
prayers may be prepared hours in advance of their use, and they retain their magic
for up to one day. Unless otherwise noted, each prayer requires one Yang Trait and
15minutes per level of the Qiao to create. The prayers may be thrown at any target
the Shih can see (including invisible foes sensed through various Qiao powers),
and once thrown, the prayers fly around obstacles-making all but complete cover
useless-andotherwisedefy physics toreach their target. Hittingatargetwith the
prayers still requires a successful Melee Challenge, however.
Note: Most of these powers must be dodged if the target wishes to avoid their
effect. In other words, some speed- or agility-related Trait (such as Quick or Agile)
must be bid if the target wishes to defend against them. Traits such as Enduring or
Brawny do not function as a defense against these powers, although of course the
target may choose to attack in response instead of merely defending.
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ight
Shihdonotget tochoose Abilitiesduringcharactercreation;
rather,
they receive the following Abilities: Martial Arts x 2, Meke x 2, Dodge x 2,
Occult x 2 and Suruiuaf.Any additional Abilities desired must be purchased
with Free Traits during the Merit/ Flaw portion of character creation. (It is
highly recommended that Shih intensify their combat training as much as
possible. They are on their own, after all, and the shen are the deadliest of
foes.) Shih may also begin play with more than two levels of Martial Arts,
due to their focused training. Thus, Shih characters start with extremely
honed talents, but at a cost to player flexibility.
Shih automatically receive the Background: Mentor x 3.
All Shih begin play with one level in each of the following Chi
Powers: Ruu, of the Mo Kung, Qiao of the 1 Shen and Qiao of the Yu An.
Additional levels cost four Free Traits during character creation, and the
following number of Experience Traits apply once play begins: three for
Basic Qiao, five for Intermediate and eight for Advanced.
As players will no doubt have noticed by now, Shih are extremely
strong for beginning characters. That unbalance is due to two factors. First,
all Shih have spent a great deal of time being trained by masters well-versed
in the arts of demon-hunting, and (more importantly) Shih characters are
intended to work alone. Even in a larger troupe, the Shih is expected to carry
his own weight, tend his own wounds and otherwise avoid any needless
personal entanglements. That life may seem very cool and rugged at first,
but loneliness should begin to take its toll as time goes by and the Shih
realizes some of the disadvantages of going solo. Of course, Shih arent
foolish. If taking down a particular shen requires teamwork, theyll play
along, but players who always try to band together like a bunch of kung-fu
Super Friends bent on kicking Kuei-jin butt are doing their characters a
grave disservice. The Shih have walked their solitary roads for millennia,
d they see no reason to change their ways now.
Basic
Celestial Punishment - By casting these prayers a t his target, the Shih may
cause demons pain and even injure certain shen. Demons suffer extreme agony
(two-Trait penalty on all challenges for five minutes), but vampires and wraiths
also suffer a single aggravated wound. Vampires may attempt to soak this damage
with a Physical Challenge, but they still suffer pain. Wraiths mav not soak this
damage, although they may repair it with appropriate Arcanoi.
Divine Bindings - Designed to slow down mighty foes and render weaker
ones entirely helpless, these prayers shine with eerie green light and expand
rapidly,entrapping the target shen. O n a successful hit, the shen is incapable of any
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physical action except attempting to break free, and the pain caused by the
bindings makes using mental powers or Disciplines impossible without the expenditure of a Willpower Trait. Breaking free requires that the shen succeed at three
Static Physical Challenges,each difficultysix. Only one attempt may be made per
turn unless the shen possesses some kind of supernaturalspeed.This power does not
affect incorporeal beings.
Intermediate
Heavenly Flames - Upon hitting their target, these prayers burst into
supernatural blue flames, igniting and inflicting aggravated wounds. This power
may be soaked with conventional means as well as supernaturalones, but it inflicts
three levels of aggravateddamage.Furthermore,the target must win or tie a Simple
Test every turn to try to extinguishthe flames ifhe is wearing anything combustible
(fur counts). The flames inflict one additional aggravated wound every turn that
they continue to bum.
Celestial Fires -This power is identical to Heavenly Flames, except that the
fires caused may only be soaked by supernatural means.
Advanced
Heavens Thunder -This awesome power seldom leaves a demon standing,
since it vents the very wrath of Heaven in one spectaculardisplay. A Shih who uses
this power is assured of doing at least some damage to his target, but the cost is
correspondingly high. Thus, this power is used most sparingly by the demonhunters who know it. These prayers blaze from the Shihs hand like lightning once
cast, seekingout the demon she has chosen, and they hit their target automatically.
Nothing less than divine intervention can keep these prayers from their target,
althoughcertain Advancedsupernaturalpowers might be helpful at the Storytellers
discretion. (This is the wrath of Heaven, after all.) These prayers inflict a base of
four aggravatedwound levels,plus an additional aggravatedwound for each Simple
Test the Shih wins against his target. Compare Mental Traits in the event of ties;
the first test won by the target ends the challenge.These wounds cannot be soaked,
but regardless of the outcome of this power, the Shih suffers one unsoakablewound.
This power costs two Yang Traits. This power has been known to fail if the target
is innocent of the crimes the Shih believes them guilty of, or it may even rebound
on wicked Shih who attempt to destroy shen they know to be blameless.
Qiu
O-MO K U Y ~
The Bridge of the Devil Fighter is a very direct path, but one of the most useful
considering how often the Shih come to blows with the shen they are sent to
correct. It grants them a measure ofphysicalviability as enemiesof the demons, but
at a great drain on their spiritual reserves.
Basic
Steel Skin -The Shih undergo many grueling exercises in training, all of
them designed to toughen their bodies for brutal battles against the shen. By
spending one Yang Trait, the Shih may gain either one additional Bruised health
level or the Physical Traits: Tough, Resilient, Enduring for the remainder of the
scene. Each different use of this power may be used only once per scene.
Dragons Speed - Speed is of the essence when battling demonic entities,
and this power grants the Shih steady hands and lightning reflexes. By spending
one Yang Trait, the Shih may either gain a pre-emptive action (a la vampiric
Alanity) or the Physical Traits: Dexterous, Quick, Nimble for the remainder of the
scene. Each different use of this power may be used only once per scene.
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Tigers Strength -Through sheer force of will, the Shih is able to increase
his physical strength to match that of the strongest mortal (and many shen). By
spending one Yang Trait, the Shih gains a free retest on all strength-related
challenges and the Physical Traitx &amy x 2 and Wiry for the remainder of the scene.
CelestialEyes -Clearing his mind of all distractions,the Shih may focus his
senses to detect minute, even virtually nonexistent phenomena. Spending one
Yang Trait, the Shih gains the Mental Traits: Discerning, Observant, Attentive and
the Danger Sense Merit (ashis senses catch the tiny warning signs around him). The
Shih also gains a free retest on any Investigation or Enigmas Challenges related to
sense perception. This power lasts for the remainder of the scene.
Advanced
Body ofthe Dragon-Though incrediblydraining, this potent power allows
the Shih to boost his bodys capabilitiesto truly superhuman levels for a time. This
power costs one Willpower Trait and twoYang Traits to activate,but it doublesthe
Shihs Physical Traits for the remainder of the scene. (Bonus Traits due to other
powers are added after the doubling is calculated, not before.) The Shih also wins
all ties in Physical Challenges unless his opponent possesses a similar power, in
which case, the winner is determined normally. Once the scene is over, the Shih
must rest for several hours before he can do more than walk a few steps, and the
benefits of this power are reversed until such rest takes place.
Qtpo OFTHE
Xu Aq
The Bndge ofjade H a m n y allows a Shih to resist the mind tricks of the shen
and to see them for what they truly are. At higher levels of mastery, it allows the
demon-hunter to consult and battle the spirits on their own plane, although such
methods are as dangerous as they are potentially rewarding. For uses beyond the
Basic level, the Unseen Master should be present to play the role of the spirits and
adjudicate any combats or other interactions. A character must carry jade in some
form to use this Qiao.
Basic
Opened Eyes - Elegant in its function, this power reveals supernatural
beings in their true forms. The Shih can see wraiths, perceive hsien and Kuei-jin
for what they are, even detect hengeyokai in their mortal forms. Simply put, any
creature that tries to hide its true nature from the Shih is incapableof doing so, and
the player may ask any other players out of character what type of supernatural
creature they are (if they are one at all). Note, however, that this power does not
work against those actively using magic to hide themselves (such as characters
under the effects of Shrouded Moon or Unseen Presence) or change their shape.This
power lasts for one scene, and it also renders the character immune to the Delirium
during that time.
Divine Perceptions -This power allows the Shih to see into a targets soul,
usually to determine if they are lying but also to see if they are possessed by demons
or otherwise under supernatural influence. Detecting lies requires that the Shihs
player defeat the target in a Static Mental Challenge (difficulty of the targets
Mental Traits); success tells the character if the target was indeed lying. The Shih
may also detect possession or other supernatural influenceby winning an identical
Static Mental Challenge. If successful, the Shihs player may expend two Mental
Traits to discern exactly who/ what is responsible for the influence. This power
costs one Yang Trait, and it lasts for one scene.
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Wind Talk - By attuning himself to the appropriate Chi force, the Shih
gains the ability to converse with spirits of that type, although they are under no
particular compunction to obey him or even hang around if they choose to do
otherwise. The player must spend one Chi Trait of the type of spirits he wishes to
overhear (Yin for ghosts, Yang for natural spirits) and concentrate for 30 seconds.
During that time, the character hears the voices of the spirits growing louder until
they reach a normal conversationallevel. As soon as that occurs, the character may
speak freely with the spirits or simply listen to them as he sees fit. This ability lasts
for one scene.
Celestial Window -Continuing on the path of spiritual discourse, the Shih
may now attune himself to one spirit, effectivelyjoining its plane of existence.The
Shih may touch, hurt, help or fight the spirit as if both of them were in the same
place, and the spirit may return such treatment in kind. This power affects only the
Shih in regards to one spirit. Other spiritsmay not engage him in the same manner
unlessthey possess powers of their own to do so. By the same token, the Shih cannot
follow if the spirit flees the characterspresence. This power costs one Chi Trait of
the type appropriate to the spirit and lasts for once scene.
Advanced
Celestial Doorway-This grand but often foolhardy power allows the Shih
to open himself up to interaction with spiritsofboth the Yin and Yang Worlds. The
effects are the same as those of Celestial Window, but now the Shih may interact
with all the spirits in the area from both realms, despite the fact that he remains
on the physical plane of existence. Ofcourse, the spirits may interact with him
right back, and considering the enmity many of them have toward the Shih, this
power often results in a swift demise unless the demon-hunter is extremely careful.
The doorway requires the expenditure of one Yin Trait and one Yang Trait, and
it lasts for one scene or until the Shih chooses to close it (which is often very quickly).
Qia0 m - q
The Bridge ofthe Phoenix is a simple tool in the Shihs employ, but a powerful
and useful one, for it is the way of healing. With so many foes that deliver so many
kinds of devastatingattacks, the Shih cannot wait for or trust modem medicine to
cure their many injuries. They rely instead on this Bridge and other natural means
of healing. It should be noted that by spending Chi, a character is essentially
expending her life-force to rebuild her body. It is much easier and more relaxing
to heal the damage done by spending several Chi Traits than it would be to heal
the damage done by a bakemonos flaming breath. It should also be noted that this
Bridge leaves scars in its wake, which most Shih are very proud of, considering
them a mark of their ability to survive.
Basic
Barrietuf Pain -By spending one Yin Trait, the Shih renders herself immune
to pain for the remainder of the scene.The character suffersno wound penalties, and
she may continue to act normally until she is reduced below Incapacitated.
Theclosing Wound-Channeling Yin Chi through her body, the character
may repair some of the damagedone to her. This power does not function on burns,
severed nerves or broken bones, but it will heal all other wounds as well as poisons
and minor diseases. The Shih must spend one Yin Trait, in order to heal two nonaggravated health levels.
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qiroo-sni
Many Shih delight in presentingan apparentlyhelplessfoe to their opponent,
and then smashing her with a surprise attack or sudden Chi surge. In this respect,
the Bridge of the Serpent serves them well, as it makes a Shih even deadlier with his
bare hands than most foes are when armed to the teeth.
Basic
Thousand Fists -Spending one Yang Trait, the character inflicts additional
damage equal to his permanent Martial Arts rating with all successful Martial Arts
attacks for the duration of one turn. Thus, the Shih is often able to deliver blows
as devastatingas those from a firearmor melee weapon with just a flurry of punches.
The character may declare this powers use at any time before the outcome of a
challenge is resolved.
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Spear Hand -Using special focusingtechniques, the Shih may set one hand
afire with blazing Chi en&&. As long as &e Shih attacks with that appendage, all
damage d i c t e d is aggravated. Thispower costsone Yang Trait and lasts for one scene.
Intermediate
BumingGhosts- Summoninghis Chi around him in ashining golden aura,
the Shih becomes capable of striking wraiths and other spirits just as if they were
Embodied or Materialized,although they must use such powers themselves if they
wish to return the favor. This power costs one Yang Trait and one Physical Trait
to enact, and it lasts for one scene. Note that the Shihs body does not actually
strike the spirits, the aura surrounding him does.
Steel M y - Suffusing his essence with Yin energies, the character tightens
his muscles to an inhuman degree, making his flesh like steel. He becomes tougher
to harm and the blows he inflictsdo amazing amounts of damage. This ability costs
two Yin Traits and lasts for one scene, during which time, the Shih gains two
Bruised health levels and inflicts aggravated damage with all Brawl or Martial Arts
attacks.
Advanced
Thousand Swords - Channeling a surge of Chi within his body, the Shih
focuses inward for a moment before unleashing a vicious flurry of strikes that split
skin asunder and sound like steel striking against flesh. This ability costs two Yin
Traits and two Yang Traits to activate, and while in this state, the character
delivers aggravated damage with all Martial Arts attacks and gains two additional
attacks per turn. Once the scene is over, the Shih is exhausted, and he must rest
for a considerable amount of time (Storytellersdecision on how long is needed).
Until such rest is attained, the Shih is reduced to no more than one Physical Trait.
He also loses all ties on Physical Challenges.
The Bndge ofthe Mirror is a vital part of a demon-huntersarsenal, as it protects
her Chi and allows her to manipulate the Chi of her enemies. Since no Shih wants
to risk being contaminated by such energies, however, many uses of this Bridge
involve a weapon of some kind. Traditionalty, this weapon was an eight-sided
metal mirror, but all manner of weapons or other items may be used, especially if
they contain jade somewhere on them.
Basic
Frozen River -This ability allows the Shih to defend her life-force against
theft by one of the shen. With the expenditure of one Yang Trait, all such attempts
are three Traits down for the remainder of the scene (including attempts to feed
on the character by such Chi parasites as Kuei-jin).
Stolen Serpent -Using this potent but dangerous technique, the Shih may
attempt to redirect aranged supernaturalattack back at the enemy who cast it. The
Shih must spend a Yang Trait and declare that she is redirecting the attack, then
engage her foe in the appropriate challenge (the Shih uses her Physical Traits in
this challenge, no matter what might normally be required). The Shih may retest
this challenge with the Occult Ability. Success means the attack has been
redirected, and the player may make a Firearms Challenge immediately to attempt
to strike her foe with the redirected attack. Failure, however, means the Shih
suffers the full damage/ effects of the attack, against which no soak possible.
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Celestial Jjarrier -This handy talent allows the Shih to block a shen from
gaining Chi for a short time, and its an ideal way to press the advantage against a
tired foe. The player must spend a Yang Trait and defeat the shens player in a
WillpowerChallenge (noTraits risked). Success means the target is unable to gain
Chi for five minutes, although he may spend any Chi he still has normally.
Clutch of the Wan Kuei - By executing a special strike with her chosen
weapon, the Shih may attempt to steal some of the targets Chi, which is then
absorbed into the weapon itself. The Shih cannot make use of this stolen Chi, but
neithercan the target. To use this ability,the player must spend one Yang Trait and
make a number of Static Mental Challenges against six Traits; she may continue
to challenge until she loses. For each successful challenge, one Chi Trait of the
characterschoice is stolen from the target of her next successful Meke attack.
Advanced
Bite of the Mu -This rare technique allows the Shih to steal Chi from her
opponent and use it in an attack against him. The Shih must first defeat her
opponent in a number of Mental Challenges (no Traits risked); the Shih may
continue to test until she loses. For each successful challenge, one Chi Trait is
stolen from her target. With the next successful Melee attack against that target,
the Shih may expend the stolen Chi to do additional levels of aggravated damage
on a one-for-onebasis. This power is as addictive as it is devastating, though, and
demon-hunters who use it on a regular basis risk awakening their Po.The Shih
must spend twoYangTraits andsacrificeone HumanityTrait to use this power, and
it lasts for the duration of the combat.
Qi-
0-
bwq 4 ~ 9
The Bridge of the Dragon Rukr was created in response to the many mind
tricks of the shen, and it allows a wily Shih to conquer enemies through
intimidation and domination rather than raw physical prowess. For obvious
reasons, it is very popular with older Shih whose bodies have begun to fail them,
or physically slight Shih who enjoy beating the shen at their own game.
Basic
Eyes ofthe Dragon-An intimidated opponent is defeated before a single
blow is struck, and Shih who use this power are capable of stopping many fights
before they begin. The character must stare straight at his foe, spend one Yin Trait
and defeat his opponent in a Social Challenge. Lesser opponents are cowed and
even superior foes are taken aback at such ferocity,but the end result is the same.
Those defeated by this power must count out 15 seconds during which time they
are effectively stunned and may take no offensive action (though they may defend
themselves if need be). The Shih may use this power as a means of Fair Escape in
some situations.
Dark Retlection -This ability forces one of the shen to realize the consequences of his actions, and it is used primarily as a means of reinforcingthe justice
of the Shih on errant supematurals. The Shih must defeat his target in a Mental
Challenge and spend one Yin Trait to use this power, and those so defeated are two
Traits down on all aggressive actions for the remainder of the scene as the weight
of their actions bears down on them. Furthermore,players of characters affected by
this power should roleplay out the guilt and uncertainty associated with it to the
best of their ability. This power can lead even virtuous characters to spend a tough
night searching their own soul.
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Haunted Eyes - With this power, the Shih is able to torment the Hungry
Dead and Restless Dead alike with memories of the time they spent in the Yomi
World. The character must defeat his target with a Mental Challenge and spend
one Yin Trait. Success means the target is flooded with the worst memories of her
existence and cannot take any aggressive action for the remainder of the scene,
although this power is immediately nullified if the target is attacked. Kuei-jin who
fall victim to this ability must test immediately for wave soul as well. Needless to
say, no character under the effects of this power is much fun to be around, and those
with appropriate derangements (Catatonia, Depression, etc.) will find their derangements especially active during this time. This punishment is one of the
gravest of the Shih, reserved for reminding the appropriate shen why they are
so tormented.
Voice of the Yama Kings -Shih may use this ability to command a spirit to
perform one task. This task must be something the spirit can do, although it need
not be something the spirit would normally like to do. Spirits may not be
commanded to destroy themselves, though they can be told to attack others.
Above all, the command must be simple and direct, and most Shih are very careful
in choosing how to word their commands, since most spirits will follow only the
letter and not the intent of the order. The player must spend a Yin Trait and a Yang
Trait and defeat the spirit in a Social Challenge versus the spirits permanent
Willpower for the command to take hold. Obviously, the Unseen Master should
be present to test on behalf of the spirit and to record the letter of the arrangement,
if necessary.
Advanced
Divine Ordinance -By summoning the righteous wrath of Heaven itself, as
well as all the rage felt by fallen Shih and past victims of supernaturalexploitation,
the Shih may attempt to drive the shen from the area through by inspiring the fear
of Heaven itself in them. To invoke the Divine Ordinance, the Shihsplayer must
spend two Yang Traits and a Willpower Trait. Once that is done, all those in the
area, includingshen,suffer an effect identical to the Delirium (see Laws of the Wild
p. ZOO). For those of you without Laws of the Wild, assume that all the characters
in the area flee in terror unless they are extremely strong-willed, and that even
those who remain are extremely nervous and cautious when it comes to dealing
with the Shih in question.
Qrao 0-M-q
The Bridge ofDreams is invaluable to the Shih, for it allows them to heal their
hurting spirits and cleanse their minds of the taint and anguish that comes with
hunting demons for a living. This Qiao is largely a matter of roleplaying, and since
so many rich opportunities for in-depth gaming exist in this Bridge, a Storyteller
should be quick to capitalize on them and make sure players realize the emotional
toll this power extracts even as it helps purge a characterssoul.
Basic
Balance ofthe Spirit -With a successful Mental Challenge, the character
can discern a targets internal Chi flow and detect any imbalances or other Chi
afflictions. The Shih also learns how to correct such imbalances. Meditation is
often the answer (one day of uninterrupted meditation corrects one point of Chi
imbalance), but herbs, chants and other means may also be used.
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Focus ofthe Mind -Battling the excesses of the suDernatura1 world takes a
heavy toll on a Shihs resolve, andthis technique allows i e r to refresh her mental
reserves. By reaching a relaxed state and spending one Yang Trait, the Shih may
make a Static Mental Challenge with the Meditation Ability against six Traits.
Success means one Willpower Trait is regained.
Intermediate
Nightmare Exorcism - Some Shih turn to vices in order to quell the pain
of their difficult memories,but Shih using this power take a more direct approach,
erasing the emotional significance of a problem memory and thus (hopefully)
removing the mental scars it causes. The player must make two Static Mental
Challenges with the Meditation Ability to use this power, the first to detect the
problem memory and the second to remove its burden; both these challenges are
against adifficultyof eight Traits. Successfully completingboth of these challenges
and expending a Yang Trait renders the memory harmless, although the character
must relive it in vivid detail before it finally leavesher. Obviously,the effects of this
ability are largely a matter of roleplaying, although the Storyteller may rule that
this power can be used to reduce the cost of buying off a Flaw such as Nightmares
or Phobia. A player may even cure a derangement attached to a memory by
spending a Willpower Trait in addition to the Yang Trait required.
Self-Exorcism - Sometimes a demon is able to get past the strict mental
defenses of a Shih and inhabit her body. By invoking a psychic contest with the
invading force, this power gives the demon-hunter a second chance to throw off
such a malevolent influence before it inflicts any further harm. The Shih must
make a Mental Challenge (no Traits risked) against the demons Poor Rage rating
and spend two Yang Traits. Success means the demon is cast out, while failure
means the demon holds fast.
Advanced
Mental Dominion- With this potent talent, the Shih is able to fully restore
her Willpower and even weaken her Po (if it is active). The character must fast
and meditate uninterrupted for a full week to use this power, during which time,
she contemplates the sinsshe has committed and the necessityof committing those
sins. Once these preparations are complete, the player must make a Static Mental
Challenge against nine Traits and spend two Yang Traits and two Yin Traits. If
successful, all Willpower Traits are regained, and the characters effective Po
rating is reduced by one.
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Water Treading -Using this versatile power, the Shih is capable of treading
easily on unstable surfaces such as water, fog or quicksand and climbingany surface,
even just the leavesof a tree. After spendingaYangTrait, the character may travel
at a normal rate of movement across any unstable surface, and he can climb any
surface without penalty. This power lasts for one scene, although successful attacks
or other blatant distractions cancel this ability.
Intermediate
Wind Strike -Combining basic martial arts techniques with an extra boost
of Chi energy, the Shih can use an attackers own momentum to throw her
incredible distances. The player must declare that he is throwing his opponent
with a Martial Arts challenge and spend a Yang Trait. Success means that he may
throw his opponent up to 75 feet away, inflicting two health levels of bashing
damage on top of the regular damage of the throw. A time-out should be called
while the target travels to her new position.
Mountain Stance - Redirecting the force of incoming attacks into the
ground itself, the Shih is able to avoid immense amount of punishment as long as
the floor holds out. The player must make a Static Physical Challenge and spend
one Yang Trait. Success means that all incoming health levels of damage from one
attack are redirected into the ground at the charactersfeet. This tactic is normally
safe, although performing this technique on wooden surfaces or loose soil can have
unpleasant effects when it collapses beneath the characters feet. A Narrator
should be consulted if a question as to the amount of punishment a particular area
of ground can take arises.
Advanced
Celestial Wind - With this incredible ability, the Shih is able to rob one
incoming object -attacker, speeding car, bullet -of its momentum and perhaps
even send it back the way it came. The player must spend one Yang Trait and
succeed at a Static Mental Challenge against six Traits. Success means the object
is halted immediately and the Shih takes no damage (if any was to be inflicted).
With the expenditure of two Mental Traits, the Shih may even send the object
back at the same speed it was approaching, inflicting a minimum of two health
levels of damage if it should strike something behind it. Due to the bizarre physics
involved in this power, players may want a Narrator to be present to sort out what
objects are flying which way and what effect that has.
& W M h M i j Q U E S
M o %Kuwq
(DW~ju~qwryr)
Beyond simple uses of the Martial Arts Ability, the Shih have developed
severalpotent techniques in order to disarm and disable their shenopponents.Each
beginning Shih character may select one of these techniques, and an additional
one is earned for each level of Martial Arts beyond those they begin with. A list of
these techniques and their special benefits/ drawbacks follows, along with the
necessary Chi cost (if any). Also listed with each technique is the number of Traits
down a character attempting the maneuver is considered to be. This penalty occurs
in order to simulate the difficulty of the move in question, since the most potent
techniques are also the most difficult to execute.
These are but the most common and well-known techniques. Storytellers
should feel free to come up with more as they see fit, although players must still
receive Storyteller permission before purchasing a particular special technique.
When creating such maneuvers,remember that they stem from the experience the
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Shih have accumulatedfighting the shen over the centuries; they are not just tools
to give players an unbeatable edge.The Faerie Crushing Fists technique may sound
good, but if all it does is allow Shih to pound unopposed on the hsien in the
chronicle, its probably not a good idea to allow it. Always use game balance as the
ultimate guideline. If any or all of these special techniques threaten to upset the
game too much, remove them. (The Shih are quite strong enough without them,
after all!)
Snout Strike
The shapeshifting hengeyokai all have a particular weak
spot, typically in the nose area, where many nerve ganglia are focused in one spot.
Targeting that spot and executing a successful strike, the Shih can place the target
in a great deal of pain, thus distractinghim and keeping him off-balance.The Shih
must declare this technique and make asuccessful attack. Not only does the target
suffer the normal damage, but the intense pain puts him down two Traits for the
next three combat turns as well. The only downside is that excessive use of this
technique may cause the target to frenzy, at which point the benefit of the
technique is lost.
Traits Down: 2
Chi Breaker - This move, used almost exclusively against the Kuei-jin,
allows the Shih to disrupt the natural Chi flow in his target. The Shih must declare
that he is using the technique, spend a Y in Trait and then strikehis target. He need
not cause any damage (though often he chooses to); he needs only touch the
vampire to be affected. If successful, the Shihsplayer may spend a variable number
of Mental Traits. The Kuei-jin cannot spend any Chi Traits for as many turns as
the number of Mental Traits spent. This technique has saved more than one
demon-hunter from certain death, as their undead foe retreated to regroup or lost
their winning edge at a crucial moment. This attack inflicts normal damage in
addition to its disruptive benefits.
Traits Down: 2
JawHammer -Many shen use their teeth as weapons, and this technique is
designed to remove just such an attack from the shens arsenal. It is dangerous at
best, however. By doing so, the Shih leaves himself open to retribution the next
turn, so most get it right on the first try. The Shih must declare the technique and
strike his foe precisely right. Not only must he score a successful hit, but he must
win an additional Simple Test to actually break the jaw correctly. Failure on the
Simple Test means the target may still bite normally, albeit at a one-Trait penalty
due to the odd alignment of its teeth. Success means the target may not use biting
attacks until the damage is fully regenerated. If the Shih fails on the initial attack,
he cannot use the Dodge Ability the next turn -his positioning makes him too
vulnerable to his opponent. This attack inflicts the standard amount of damage,
whether the jaw is actually broken or not.
Traits Down: 2
Fading Light Strike -The Shih must use a long weapon such as a sword or
staff for this technique. Simple hand-to-hand combat will not suffice, as the risk
of infection by dark energy is too great. This potent technique allows the Shih to
steal the energies of his target and use those forces against her -Chi is taken from
Kuei-jin, while Rage is taken from hengeyokai, and so on. This attack does not
inflict any physical damage, but the metaphysical effects can be devastating. The
Shih essentially removes one Trait of the appropriate energy from his target for
every level of damage he would inflict normally with the weapon. Thus, if the Shih
strikes a Kuei-jin with this technique while using a sword that typically inflicts
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three levels of damage, three Chi Traits are removed instead. Note that Shih
himself cannot use the energy, but at least his foe cant either! This technique
requires an exceptional knowledge of the target to be successful: The Shih must
possess at least three levels each of Medicine and Occult to perform this maneuver,
and each effort costs the Shih himself one Yang Trait.
Traits Down: 3
he/Cripple Fighting -Many older Shih disguise themselves as crippled,
wizened beggars, and even the best of hunters occasionally finds himself knocked
on his butt or otherwisefightingfrom a bad spot. Shih with this training can spend
a Willpower Trait to ignore any penalties arising from such inauspicious circumstances for the remainder of the scene, allowing them to ignore their apparent
disadvantage. While they cannot ignore wound penalties or such severe flaws as
blindness or multiple missing limbs, they may fight normally from prone positions
Decrepit or similar Negative Traits they might possess. Such
and ignore any hm,
is the origin of legendsof one-armedor one-leggedShih who still somehow manage
to defeat scores of Kuei-jin in a single melee. Such tales may still be a bit
exaggerated, but trained warriors can learn to overcome amazing flaws if the need
is great.
Stealing Eagle Wings - Very few Shih are skilled enough to pull this
technique off, but those that are can be counted among the most frightening and
effective demon-hunters in the Middle Kingdom. Using an instinctive grasp of
pressure holds and lightning-fastreflexes, the Shih may grab hold of ashen who is
unleashing a burst of supernatural speed and essentially ride the enemys own
momentum, allowing the Shih to keep up with his opponent step for blazing step.
A Shih must have at least five levels of Martial Arts and four levels of Akrmess to
perform this technique, and he must have scored a successful grappling strike
against his opponent on the turn in question. If his opponent then chooses to use
extra actions that turn (Blackwind,
Rage, Celerity, etc.), the Shih may respond by
spending a Yang Trait to activate this technique. Essentially, the Shih is then
considered to gain an equal number of extra actions in response, povlded he
continuestoholdontohistargetanddoesntattackanyoneelse.Inotherwords, theshih
may not only continue to try to injure his opponent during the course of the extra
actions, but he receives a one-Trait bonus for every extra action he stealsin this
fashion. Normally, characters without extra actions can only soak the attacks they cant dodge or harm the attacker. Thus, if a Shih with this technique grabs
hold of a hengeyokai and it spends three Rage Traits for extra actions that turn, the
Shih receives a one-Trait bonus on the first action, two Traits on the second, and
so on as he turns his opponents movements against him. Smart opponents will
attempt to disentangle themselves completely from the Shih, thus negating this
technique, but few are thinking that clearly at the time. They only know that the
faster they move, the more control the Shih seems to have over them!
Traits Down: None. Using this technique is considered a reflexive response,
not an action.
While the Shih try to maintain the purity of purpose that Heaven intended
for the shen, there are others who see the supernatural as without place in this or
any other world, and who do their best to ensure that the Unseen World is burned
away wherever they can find it. Strike Force Zero is just such an organization,
dedicated to ridding the world of the supernatural menace that has perpetrated a
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campaign of terror and genocide since the beginning of recorded history. Where
the Shih use long hours of training and meditation to even the odds between
themselves and the shen, Strike Force Zero takes a speedier route. Agents are
modified with cutting-edge technology, using bionic implants and other artificial
enhancements to create deceptively ordinary-looking humans who can actually
punch through walls, send radio transmissions with a thought or hide a plasma
cannon in their forearm. While their methods are often quite brutal and their
attrition rate shockingly high, Strike Force Zero never lacks for recruits in these
desperate days. Once their eyes are opened to the hidden world of the shen and their
various evils, few mortals can turn down the duty of riddq the world of such monsters.
Conceived of and headed by Geichin Okamoto, a former Japanese secret
agent whose family had a long tradition of ninja warfare, Strike Force Zero is an
ultra-secret agency within the Japanese government. It deals primarily with the
gaki and other native shen of that nation, although its operatives are granted
frequent special permission to travel abroad through backroom deals with neighboring nations (usually in exchange for ridding the host country of a little
problemor two). In exchange for agreeing to sever all ties to their previous lives,
sign on for a lengthy and intensive term of service and undergo surgery to alter their
appearance and identifying marks, prospective SFO agents are offered a chance to
enjoy biotechnology upgradesdecades ahead of what is known in the public
sector. In fact, at least a few such upgrades are required by the agency, in order to
ensure that the operative has at least a fighting chance against the fearsome
opponents the organization does battle with every day. The main problem with
Strike Force Zero is that its intelligence is frequently riddled with hearsay and
inaccuracy, with results ranging from slight misconceptions about a particular
target to deadly gaps in the teams knowledge. While the Shih have studied the
shen and their weaknesses for thousands of years, Strike Force Zero is only a little
over half acentury old and thus strugglingmightily to learn more about its enemies.
Agents are even encouraged to bring back targets alive for vivisection, if possible!
The agency is also handicapped by the fact that it is secretly being manipulated by
various factions of the Japanese shen, usually to silence a rival or advance some
other shadowy goal.
Nevertheless,Strike Force Zero agents themselves are far from helpless. Aside
from their own personal biological enhancements, they are also given a carte
blanche when it comes to weapons, supplies and other mundane expenses, as well
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JwThe
Hllmy-fWm
following a list of the enhancements that can be added at a cost of one
is
level of the Arsenal Background each. Remember that each SFO agent begins play
with at least two of these enhancements already, and they all may purchase more.
Emotion Suppressers -This enhancement releases powerful chemicals into
the agents bloodstream during moments of terror, effectively rendering the
character immune to panicking and to effects such as the Delirium, the Veil, the
Mists and so on. Essentially,the agent is distantly aware of the fact that he should
be terrified, but he remains able to act normally. Note that the memories of these
events arent removed either. Thus, many SFO agents suffer from chronic nightmares after their encounters with the shen. This device costs one Yang Chi per day.
Gills-Placed at strategicpoints throughout a characters body, these filters
extract and store oxygen for use during underwater operations or in hostile
environments. The agent becomes immune to most toxic gases simply by holding
her breath. A Yang Trait is required every time the character must rely on her gills
for an extended period of time (more than a minute).
Night Eyes -These mechanical eyes allow the character to function at no
penalty in complete darkness. There is no cost for using night eyes, although
sudden bright lights may blind the character for a turn before the eyes adjust
(Storytellersdiscretion).
Video Eyes -This device allows the character to record up to one hour of
color sound and video. Retrieval of the data requires removal of the eye, which in
turn requires surgery - quick and painless work, but surgery nonetheless. Video
eyes cost one Yang Trait every time theyre used. A character with this enhancement can ask those whose actions hes recorded to replaytheir actions for him
out of character to simulate what the video eye witnessed.
Spy Eyes -Essentially a detachable camera, spy eyes are equipped with six
tiny legs for motion, and they can be left by an agent in a location to observe events
taking place there. Thus, the character may observe any events his eye is
wimessing. During the time the eye is detached, however, the character develops
a nasty case of double vision if attempting other actions. He incurs a two-Trait
penalty to combat and other involved activitiesas long as the spy eye is active. The
spy eye costs one Yang Trait to use, and must be sterilized before it is replaced in
the socket.
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Despite the title, limb replacements seldom involve entire limbs being
removed. Rather, they involve a significant portion of the limb being replaced due
to injury or agency need. It is important to note that while Strike Force Zero
doctors are capable of placing most of these enhancements in any limb the patient
desires, doing so may inhibit the proper usage of the enhancement in question in
some cases. A pulse cannon in your leg may make an excellent weapon of
desperation,but its quite awkward to aim under normal circumstances (to say the
least). Storytellers should feel free to impose penalties on characters whose
enhancements are located in difficult or inconvenient places for the task at hand.
Furthermore, each related enhancement has several security features to
ensure that the agent doesnt accidentallyshoot his foot off with a plasma cannon
or release his cyberclaws while picking his nose (ouch). An agent must concentrate
on the enhancement as well as speak, loudly and clearly, a command phrase before
the enhancement will activate. Naturally, the phrase should be something fairly
exotic if one wishes to avoid accidentally discharging a taser in public. For
example, phrases like Hello and Fine, thank you are notably poor choices,
while Burning Plasma Cannon! and Six4troke Slashing Claws! are more
appropriate. The doctors say these measures are all necessary for security reasons,
although many agents think privately that the experts are just pulling a prank on
them or even that they are overeager fans of anirne. Needless to say, such command
phrases can make for some difficulty in stealth situations. Then again, its pretty
hard to muffle the report of a pulse cannon, anyway.
pulse Cannons -These weapons are reliable and lethal, storing bioenergy
and delivering it in a lethal bolt of radiation designed to disrupt the bioelectrical
field of anything it strikes. Firing a pulse cannon is treated the same as any other
Fiream Challenge. Pulse cannons give three bonus traits, have the Negative
Trait: Loud and deliver three levels of lethal damage on a successful hit. Pulse
cannons cost two Yin Traits with each use, making them weapons of last resort
indeed. Even with their high cost, however, pulse cannons are preferred over tasers
by most SFO agents. While the cannons may not do as much serious damage, tasers
require an agent to get in close with their target, and all but the most green recruits
know that close combat with the shen is a quick ticket to suicide.
Tasers -These microfine wire implants only work in close combat with a
target. Actual contact isnt necessary, but the target can be no further away than
normal melee range. They are used almost exclusively against shen, as the charge
delivered (500 volts at 100 amps, roughly enough to quick-frya bull elephant) will
kill almost any human target. Tasers give two bonus Traits and have the Negative
Trait: Short. A successful use of the tasers inflicts three health levels of aggravated
damage on the target. In addition, the Narrator is encouraged to rule that normal
mortals -not player characters or critical villains! -are simply killed outright by
the intense electricity.Each use of the taser requires one Yin Trait, and characters
whomisswith the taserstrikemust immediatelywinor tieaSimpleTest (retestable
with the Brawl or Martial Arts Ability) or suffer the tasers damage themselves.
Note: Kuei-jin and other undead suffer only lethal damage from this weapon,
since they do not require their internal organs to survive.Wraiths suffer no damage
at all from tasers.
Rejuvenators - This brilliant piece of wetware is a small army of nanites
dedicated to rebuilding a character after he has suffered grievous bodily harm. It
can perform all manner of medical miracles, from reknitting nerves and bones to
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draining punctured lungs and restarting wounded organs. Each health level
repaired costs one Yang Trait, and the limitation on how much Yang Chi can be
spent still applies. A character with four Courage Traits can heal up to four health
levels, and no more.
Note: Using the nanites requires no conscious action on the characters part;
they ready themselves automaticallywhen the character is injured. More than one
unconscious Zero agent has been saved from bleeding to death (or asimilarlynasty
fate) by the intervention of this wetware.
Sheath-These enhancements are simply cleverly designed pocketsbuilt
into an agents arm or leg, which can be used to hide all manner of items that would
otherwise be confiscated on sight. Many agents have sheaths installed to hide
striker guns, though such sheaths must be placed in the leg due to the size of the
weapon. The sheaths even shield the pocket from x-rays and metal detectors, and
they are completely invisible and undetectable when closed. Opening the sheath
does not count as an action, although reaching for something inside might depend
on where the sheath is located. Sheaths cost nothing to use, although shielding
them from electronic detection costs one Yang Trait per scene.
Cyberclaws - Ideal close-combat weapons, cyberclaws extend a full eight
inches from the body. The ankles, wrists, elbows and knees are favorite places to
install these claws. Cyberclaws give their wielder two bonus Traits during combat,
cannot be disarmed and possess the Negative Trait: Short. Extending the claws
costs one Yin Trait, and doing so enables the wielder to inflict lethal damage in
hand-to-hand combat instead of the usual bashing damage.
Psi-Band Radio - This favorite piece of wetware allows a Zero team to
communicatesilently up to one mile apart. The communicator itself runs from the
left ear to the left side of the jaw, and it is activated by touching a spot on the jaw.
Despite the name, no psionic talent is involved, although at the Narrators
discretion certain beings with the Telepathy Numina or similar powers may
sometimesdetect the use of psi-band radios nearby. There is no Chi cost to use psiband radio. In game terms, all team members using the radio are allowed to
communicate privately any time their radio is active (even telepaths cannot
actually overhearthe conversations,only detect their presence).These messages
cannot be intercepted by any known means. Players in particularly large playing
areas may wish to carry actual walkie-talkies or other devices in order to facilitate
game-play, rather than constantly employing Narrators or stopping play to ferry
messages back and forth.
Snake Fangs -This term is actually something of a misnomer. Snake fangs
are implants in the agentspalm which allow them to deliver poisons via tiny air
guns during melee combat. To use the snake fangs, a character must strike his
opponent successfullywith his fists and spend one Yin Trait. The target must then
make a Static PhysicalChallenge against adifficulty based on the intended severity
and effect of the poison the agent is using. The fast-acting,nonlethal neurotoxins
most agents use are difficulty six, while stronger or more lethal substances would
have accordinglyhigherdifficultiesto resist. In order to smooth game-play later on,
players should approach their Storytellers before the session and tell them what
poison their character is using, then write down on an item card the difficulty to
resist its effects and/ or any damage it may cause to the target. As an added bonus,
the snake fangs release an antidote into the charactersbloodstream if he accidentally injects himself.
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target can be affected. The foam has only six health levels and the difficulty to
escape is 10 Traits. The web glue can be dissolved only by a special chemical
compound contained in the agents pinkie finger. Activation costs one Yin Chi,
and the effective range is 10 paces.
Field Armor -The rare Series IV Portable Analysis and Assault Station (or
field armor, as agents insist on calling it) is a custom-designed suit of armor
equipped with state-of-the-artsensor arrays, a communicationslinkup that allows
for mental activation of the suits functions and strength-enhancing gloves and
boots. The sensors onboard allow an agent to analyze fingerprints, fiber samples,
blood samples and genetic information discovered at the scene. A modem hookup
allows for secure communication with SFO headquarters, a wide band radio scans
local communications,and the suit contains visual and auditory enhancementsfor
discerningadditional information (agents effectively gain Sharpened Senses while
those systems are employed). The armor counts as a ballistic vest for purposes of
absorbingdamage. Finally, the physical enhancers in the gloves and boots add an
additional level of damage in close combat. Each suit is crafted for a specific agent
(includingspace for an agents ownbionic enhancements),and it will not function
for anyone else. These suits are still being refined -damage can easily upset the
suits delicate sensors at this stage of development. Most SFO agents dont even
those know these suits exist, much less have a chance of being issued one. This
enhancement cannot be selected without Storyteller approval. The suit costs no
Chi to use unless the wearer activates the enhancers in the gloves and boots -such
usage costs one Yin Trait.
Keypads -These built-in bits of cyberware give the user access to secured
systems, allowing the character to analyze and bypass both computer systems as
well as physical or electronicdefenses. Descramblers wired into the equipment are
capable of cracking most known codes easily, as well as adding new codes as they
crack the old. Keypads are implanted into a users hands, and they are always
working. Characterswith this enhancement receive a free retest on all Security and
Computer tests related to defeating a targets defenses. Keypads cost one Yin Chi
per day, but only if in active mode; otherwise, power-drain is minimal.
Kabuki Masks -This enhancement allows a character to alter such subtle
but important factors as the length and width of their nose, the shape of their eyes,
the height of their cheekbones and even the length of their jawline in order to
create a different appearance. Increasing or decreasing skin tension can even
simulate a different age, and manipulating the vocal chords can create a different
voice. The modificationsare not complete enough to allow the agent to impersonate someone else (unless they just happen to look a lot like their target already),
but may be used to blur the agents identityso that they are unrecognizableto those
who are looking for them. The change costs one Yang Trait, takes several (painful)
minutes of adjustment and lasts until the agent decides to take on another face or
resume her old appearance. Players using this advantage should adopt a posture or
use a description card to show their altered appearance. Since the change is an
actual physical process, this disguise cannot be seen through by Heightened Senses
or otherpowers, although the agent may stillgive herself away in other ways if not careful.
SnYK!!
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Striker Pistol - The signature weapon of
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tion, the pistol locks up and will not fire. This recognition system is also a safety
feature, since the gun will not activate for a possessed agent, thus alerting team
members to trouble in their midst.
Bonus Traits: 2
Negative Traits: Loud
Concealability:Jacket
Damage: Two health levels
Availability: Strike Force Zero agents only; no exceptions. (SFO is very
prompt to reclaim any striker guns stolen or lostduring service, no matter what
the cost.)
Special Ability: Custom-Fitted: Each striker pistol is attuned to its owner, and
it will not fire for anyone else. The same is true if the owner is possessed by spirits,
but not if the character is under mind control or similar domination. Unique
Ammunition: Striker guns can use several different types of exotic ammunition
with varying special benefits. Some of the most common types used are listed here.
Each agent receives four clips ofstandard-issueammo and one clip ofeachspecialty
type (color-codedfor ease of reference). Further rounds must be procured through
the standard agency channels.
Standard-Issue:These rounds are normal bullets that give the striker gun
the special ability: High-Caliber.
Silverbullets: These rounds are treated as normal rounds, but they can cause
aggravated wounds on certain targets, as well as conferring the benefit: High-
Caliber.
Sounders: These rounds emit a high-pitched whine inaudible to humans,
but which causes discomfort and disorientation in hengeyokai, Kuei-jin, Kin-jin
with Heightened Senses and other sensitive types. A vulnerable target becomes two
Traits down for the rest of the scene due to distraction, and other such beings
within losteps ofthe target mustwinaSimpleTest or suffer asimilardisadvantage.
Sounders inflict no other damage.
Trackerbullets:Tracker rounds do not receive the High-Caliber benefit, but
they not only inflict damage on a successful hit, but they inject a tiny intramuscular
tracking device as well. This device allows a target to be tracked up to 100 miles
away, and it is impossible to detect by normal means. It is otherwisequite harmless,
and it will be ignored by the bodys immune system. Kuei-jin bodies, however,
reject the device after 24 hours.
Ectoplasmic Disrupters: These bizarre rounds track the electromagnetic
signatures given off by wraiths and explode in a pulse of energy designed to disrupt
the wraiths form. A successful hit from an ectoplasmicdisrupter inflicts two levels
of damage to a wraiths Corpus. Living beings are unharmed by disrupter rounds.
Rubberbullets: These rounds are treated exactly like normal rounds, except
they inflict bashing damage instead of lethal.
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sacr;GqoU Y M
The following are new Background Traits available only to Shih and SFO
characters. They may be purchased normally during character creation (except
where noted), and some will likely change quite a bit during play.
~SHIIK(SnUK!!
F!waw
Strike Force Zero agents can access wetware and other technology beyond the
wildest dreams of contemporary scientists and technicians, allowing them to
enhance their physical prowess, cognitive abilities and even alter their body
structure in outstanding ways. Every SFO agent begins with two such implants
automatically, and many opt for at least one or two more, although few agents have
more than three levelsof this Background- the cost to them and their personality
is just too steep after that. However, few agents debate their worth out in the field.
Each level of this Background allows for the character to select an additional
implant. It is rare for agents to request new implants once play begins, sincesurgical
recovery times are high, and the Storyteller is well within her rights to ask a
substantialamount of downtime be required for those characterswho undergosuch
surgery.
Backers
All SFO characters have this Background. It allows the character to gather
resources to pay bribes, purchase weapons, extract herself from political trouble
and otherwise grease the wheels of everyday life. Please note that this Background
is not an instant cure-all,however. It may take quite a bit of time to get a character
released from jail even if the warden is bribed, and while SFOcharactersare licensed
to kill, they must still explain themselves to local law enforcement. A tricky job
that gets harder and harder the farther they are from home. The amount of this
Background indicates how much money is usually on hand for bribes and the
amount of political sway the character can muster. While uncommon among the
Shih, it is not unheard of for some of them to gather this kind of influence if they
remain in a region long enough, carry over contacts from their old lives, or even
earn the patronage of grateful citizens with means to aid them.
1 - Allowance of 200 yen per day for bribes, minor political sway (avoid
parking tickets)
2 -Allowance of 400 yen per day for bribes, can avoid almost anything less
than a felony charge. Licensed to carry a firearm.
3 - Allowance of 600 yen per day for bribes, can avoid being arrested for
anything less than a violent felony. Licensed to carry a concealed firearm.
4 - Allowance of 800 yen per day for bribes, can avoid being arrested for
anything less than espionage. Licensed to assist local law enforcement in emergency situations.
5 - Allowance of 1000 yen per day for bribes, can call on local law
enforcement for backup (watch what you tell them, though) or take command of
local law enforcement in emergency situations. Has the equivalent of diplomatic
immunity in most allied nations.
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ge per Trait. Be wa
this manner candie! If t
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All SFO characters have neat toys, but your character can request truly topof-the-linegear and expect to see it before he grows old. This Background indicates
how fast a character can expect to get the special gear he requests, as well as the
amount of red taDe he can avoid in the Drocess. Note that
iq
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-sometimes loaned to agents if their current case has top priority.
1--c :an get special equipment within one day, but must fill out the right
forms
2-c
ecial equipment by the end of the session, but s
all of the n ecessary forms.
3-c :an get special equipment in one day
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Every Strike Force field agent has officlal
LII LllF military.
having a rank and using it are two different things, especially when it comes to
having the often bizarre requests of SFO agents honored. This Background reflects
how well-accepted the rank of the agent is, as well as how high in rank the agent
has risen. Without this Background, the character is considered a low-ranking
officer.
1 - Second lieutenant; tolerated but seldom obeyed when not actually
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DOS
Wb boyrs
Laws of the East will put you in contact with a lot of different people, some of
whom are likelyto be wired on adrenaline and consumedby the danger and mystery
of the story. Under such circumstances, intensity can lead to disagreement and
arguments, and neither of these things is conducive to having a good time. Listed
here are some important extra guidelines to help keep tempers in check and the
story flowing smoothly. Do your part to make everything work.
Dont go wild -The idea here is not to get carried away and hurt yourself.
You should never pretend to attack anyone physically, and you should never do
anything remotely dangerous. Describe and mimic any action that could be
considered even slightly dangerou
Be a teacher -Achieving
ry by taking advantage of someones lack
of knowledge is completely without class. Teach the poor sucker every trick and
nuance beforehand, and then beat him anyway. Now thats a triumph worth
bragging about.
Dont use weapons -Weve said it before, well say it again. Dont even
carry representations of weapons, not even if your character needs them for his
special Hundred Lashing Tails of the Angry Storm Dragon nunchaku technique.
protect the Veil - Dont perform illegal-seeming activities in public
places, and make sure you use prop cards for any unusual or dangerous items that
your character possesses.
Dont overact -Dont act out strong emotions unless everyone present is
aware of whats going on, and always be ready to simmer down if someone asks to
take a breather from a particularly intense scene. It may be wonderful to be
immersed in the passion of an exchange with another character, but always
remember that the real person behind that character has to be comfortable for it
to be really great. Unnerving them or tiring them out just doesnt do that.
Stay in character - Step out of character only if you have to. Respect
others needs to step out of character, for whatever reason. Never abuse this
courtesy by saying you are out of character just to avoid an encounter.
Experienced players learn to weave the system of challenges into their
conversations and be rather sly about it. They can avoid alerting the mundanes
that anything is happening. Doing so is the linchpin of MindsEye Theatre. Real
people try to solve things calmly and collectively, not by kung fu strikes every five
seconds. Characters should follow their example.
Dont debate the rules - Nobody likes a rules lawyer. Dont start rules
arguments during the game. Call for a Narrator. If you have a problem with a
Narratorscall, wait until after the game to argue your case. In the meantime, dont
hold up the rest of the plot.
Foster intrigue - Dont ever limit yourself to the goals and motivations
that a Narrator gives you at the start of a session; take control. Get involved! After
all, its your story.
Create your own plots -Create your own story and work other characters
into it one by one. Characters are made to act, not to react.
Watch out for other players -Keep an eye out for players who look bored.
A bored player is the perfect assistant Narrator. Remember that some players who
get really bored tend to have their characters start killing other characters for no
other reason than to have something to do.
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Adam
Spier (order #534043)
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