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Vampire: the Middle Kingdom - MrGone's Character Sheets

Vampire: the Middle Kingdom - MrGone's Character Sheets

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Eating a soul destroys it forever (obviously), and such an act of cruel hubris causes automatic Dharma loss in most cases –<br />

though not always. The act is justified in <strong>the</strong> Devil-Tiger faith as a way to consign particularly wicked souls to oblivion, as well as a<br />

means by which to understand better <strong>the</strong> nature of sin and evil through those souls – such is a Devil's prerogative, after all. Some<br />

might be surprised that certain Thousand Whispers also practice soul eating and suffer no Dharma loss, were it common knowledge.<br />

These vampires absorb <strong>the</strong> memories and karma of <strong>the</strong>ir victims along with <strong>the</strong>ir souls, <strong>the</strong>n assume that individual's identity and<br />

redress that victim's debts... arguably a more righteous means of addressing a victim's sins than <strong>the</strong> “redemption” <strong>the</strong> Celestial Devils<br />

offer.<br />

Internalize<br />

1 No Mind: For one Willpower, all attempts to use supernatural powers to control or influence <strong>the</strong> character's mind or<br />

emotions, or even merely “read” her through expanded perceptions, suffer a -2 penalty for one scene, or until she drops <strong>the</strong> effect. The<br />

vampire also gains two dice on all rolls to resist Fire and Wave Nature. However, during this time, she can't use Dragon Tears,<br />

Cultivation or Obligation arts.<br />

11 Soul Yoga: By spending a point of Chi (of ei<strong>the</strong>r type) an hour (or longer) in deep meditation, and making a roll for<br />

meditation (described on pg. 51 of World of Darkness), <strong>the</strong> character regains a point of Willpower; an exceptional success restores two<br />

points of Willpower.<br />

111 Distant Death Kata: To attack a foe at range, <strong>the</strong> character inhales deeply, spends a point of Willpower, <strong>the</strong>n exhales<br />

forcefully while making an attack roll in <strong>the</strong> direction of a distant foe. The attack roll uses Intelligence as its base Attribute plus <strong>the</strong><br />

appropriate Skill, plus <strong>the</strong> roll bonus associated with <strong>the</strong> weapon or maneuver: for example, a ranged unarmed attack uses [Intelligence<br />

+ Brawl], while one with a katana uses [Intelligence + Weaponry + 3]). The attack has a short range of [Hun x 5] in yards, a medium<br />

range of twice that, and a long range of double <strong>the</strong> medium range. Half <strong>the</strong> victim's Defense applies to <strong>the</strong> attack (rounded up), but only<br />

if he knows it's coming; o<strong>the</strong>rwise, it's treated as a firearm attack. A successful attack inflicts lethal or bashing damage, depending on<br />

<strong>the</strong> type of damage it would normally; in <strong>the</strong> case an attack is used that does aggravated damage, <strong>the</strong> damage defaults to lethal. Only<br />

one Distant Death Kata attack may be made per turn.<br />

1111 Iron Soul: The character spends three turns in concentration, and <strong>the</strong>n rolls Hun; a successful roll costs no Willpower,<br />

though a point is lost if <strong>the</strong> Hun roll fails. Each success adds one extra die to rolls, or a +1 bonus to a Resistance Attribute or Defense,<br />

whenever a Willpower is spent toward that effect for <strong>the</strong> duration of <strong>the</strong> scene. For example, two successes on <strong>the</strong> Hun roll means a<br />

Willpower point adds five dice to a roll (3 + 2), ra<strong>the</strong>r than three; a Willpower spent <strong>the</strong> next turn on Defense means a +4 increase (2 +<br />

2). The player is limited to spending one Willpower per turn, as normal. However, a roll, resistance trait or Defense that fails despite<br />

<strong>the</strong>se extra dice means a Willpower is lost to no benefit.<br />

11111 Harmony With <strong>the</strong> All: The vampire can attune herself to <strong>the</strong> All by concentrating for two turns, spending a point<br />

of Willpower on each of those turns, and successfully rolling her [ + Dharma]. For <strong>the</strong> duration of <strong>the</strong> scene, she can't<br />

suffer a dramatic failure, suffers no wound penalties, suffers no environmental or situational penalties to her die pools, functions at full<br />

Defense against all applicable physical attacks (including firearms), and doesn't take <strong>the</strong> standard -1 unskilled penalty when using any<br />

Physical or Social Skill she doesn't possess. She can't suffer a change in soul state, and all attempts to influence or read her suffer a -2<br />

penalty (as per No Mind). Finally, her preternatural insights protect her from surprise, ambushes and may even offer precognitive<br />

flashes (Storyteller's call).<br />

Obligation<br />

Obligation arts are useless against vampires of higher Hun and/or Dharma. As with all mind-influencing powers, a Cathayan<br />

targeted with Obligation arts may use P'o to resist.<br />

1 Evaluate: With an [Intelligence + Empathy + Obligation] roll and a turn of concentration, <strong>the</strong> vampire can read a subject's<br />

soul. More successes impart more detailed information.<br />

• One success: General understanding: current mood, surface likes/dislikes, overall personality quirks.<br />

• Two successes: As above, plus deeper understanding: Demeanor, vague history, true name.<br />

• Three successes: As above, plus greater insight: spirit bonds, blood bonds, and hidden hatreds and desires; Dharma<br />

followed; lies are also detected.<br />

• Four or more successes: Complete understanding: as above, plus Nature, Willpower rating, Dharma rating.<br />

11 Soul Bridge: The Cathayan's player makes a [Manipulation + Hun + Obligation] roll to create a link between <strong>the</strong><br />

character's Hun and <strong>the</strong> soul of <strong>the</strong> subject, allowing her to influence him; if <strong>the</strong> subject is shen or o<strong>the</strong>r supernatural, a -1 penalty is<br />

imposed on <strong>the</strong> roll. A successful roll allows <strong>the</strong> vampire to do one of <strong>the</strong> following:<br />

• Add one die per success to <strong>the</strong> next basic (non-Discipline) Social roll made against <strong>the</strong> subject.<br />

• View one surface thought per success (chosen by <strong>the</strong> Storyteller) over <strong>the</strong> course of <strong>the</strong> scene.<br />

• The Kuei-jin may invest <strong>the</strong> subject with an empathic urge (like hate, fear, respect or regret); if <strong>the</strong> subject fails to beat<br />

<strong>the</strong> vampire's successes on a resisted [Composure + Hun] roll, he's forced to act on that emotion.<br />

111 Authority: The Kuei-jin's player spends a Willpower point and rolls [Presence + Hun + Obligation]; shen are allowed a<br />

reflexive opposed [Composure + Resolve] roll, though mortals may not attempt to resist Success indicates all subjects in <strong>the</strong> vampire's<br />

presence are strongly compelled to obey her dictates and can't lie to her (unless <strong>the</strong>y successfully resisted). She gains three dice in all<br />

Social rolls made against <strong>the</strong> subjects.

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