Vampire: the Middle Kingdom - MrGone's Character Sheets
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.