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Vampire: the Middle Kingdom - MrGone's Character Sheets

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Spirit Combat<br />

Spirits function in combat much like o<strong>the</strong>r characters, though have simplified traits. Spirits can only be physically engaged<br />

when a vampire is in <strong>the</strong> Mirror Lands, when <strong>the</strong> spirit manifests physically in <strong>the</strong> <strong>Middle</strong> <strong>Kingdom</strong>, or when special Discipline powers<br />

allow interaction. While in <strong>the</strong> spirit worlds, Cathayans are fully subject to spirits' attacks and Arts, and are often at a disadvantage on<br />

<strong>the</strong>ir opponents' home turf. A spirit uses its P'o to attack and damage o<strong>the</strong>r spirits or visitors to <strong>the</strong> Mirror Lands. The lowest of Hun<br />

and P'o is used for Defense, <strong>the</strong> higher of <strong>the</strong> two is used for Initiative, and [Hun + P'o] equals Speed. Physically manifested spirits use<br />

Attributes, Skills and o<strong>the</strong>rs traits possessed by corporeal creatures. For more on spirits and <strong>the</strong>ir traits, see Spirit Traits, below.<br />

Wan Kuei use <strong>the</strong>ir normal traits while in <strong>the</strong> Mirror Lands. However, while in a spirit world, <strong>the</strong> corresponding Virtue is<br />

added to <strong>the</strong> vampire's health while <strong>the</strong>re; Yang is added to Health in <strong>the</strong> Yang World, while vampire visitors to <strong>the</strong> Yellow Springs<br />

add Yin to <strong>the</strong>ir Health. <strong>Vampire</strong>s destroyed in <strong>the</strong> spirit world suffer <strong>the</strong> Final Death.<br />

Arts<br />

Arts are mystical powers that spirits possess, allowing <strong>the</strong>m to affect one o<strong>the</strong>r and <strong>the</strong>ir spiritual environment, as well as <strong>the</strong><br />

physical realm and those that dwell <strong>the</strong>rein. Each Art is listed with a Chi cost (if any), range and duration (if applicable) and a brief<br />

description of its effects. Any Art with no listed range affects only <strong>the</strong> spirit, while no listed duration means <strong>the</strong> effect is instantaneous.<br />

Using most Arts is a standard action, though any that are reflexive actions are listed as such; however, in no case may a spirit activate<br />

more than one Art per turn.<br />

Some Arts may used across <strong>the</strong> Wall, targeting those in <strong>the</strong> <strong>Middle</strong> <strong>Kingdom</strong>; <strong>the</strong>se Arts suffer a penalty to <strong>the</strong>ir respective<br />

rolls equal to <strong>the</strong> local Wall rating. Unless o<strong>the</strong>rwise stated, targets can apply <strong>the</strong>ir Defense to any Art that has an immediate physical<br />

effect (Defense would apply to Lightning Bolt, for example, but not Corruption).<br />

Animate (Chi cost 4, duration one scene): The spirit can animate and control an inanimate object or element across <strong>the</strong><br />

Wall; this requires a successful [Hun + P'o] roll, minus <strong>the</strong> Wall. Exactly what <strong>the</strong> spirit controls reflects its origins or nature, so a<br />

Crab Soldier might manipulate seawater, but not earth or fire. While <strong>the</strong> spirit animates <strong>the</strong> material, he can attack with it using his<br />

P'o; <strong>the</strong> specifics of <strong>the</strong> damage are left to <strong>the</strong> Storyteller, but should – for instance, animated fire would cause agg to vampires, while<br />

sand would do bashing at best, but could temporarily blind.<br />

Appear (Chi cost 5, one scene): The spirit can manifest to those in <strong>the</strong> <strong>Middle</strong> <strong>Kingdom</strong> without taking on material form. It<br />

can't affect <strong>the</strong> physical world, however, at least without <strong>the</strong> use of o<strong>the</strong>r Arts that would allow it to do so.<br />

Armor (Chi cost 2 per dot of Armor, one scene): The spirit may augment its defenses by granting itself up to three dots of<br />

Armor, which lasts <strong>the</strong> duration of <strong>the</strong> scene. This Armor offers protection against all physical attacks (including aggravated damage).<br />

Calcify (Chi cost 3, duration one scene/indefinitely): Spirits of order and demon jailers, among o<strong>the</strong>r spirits, can trap<br />

victims in webs, strips of kaja paper, or even freeze <strong>the</strong>m in blocks of ice. This art only affects those in <strong>the</strong> Mirror Lands. The spirit's<br />

controller rolls Hun, and adds <strong>the</strong> local Wall rating to its attack roll, calling upon <strong>the</strong> stasis <strong>the</strong>re to augment its power; Defense doesn't<br />

protect from this Art. Success on <strong>the</strong> Hun roll reduces all Physical Attributes by 1 (or P'o, for o<strong>the</strong>r spirits), with derived stats dropping<br />

accordingly; once any Attribute or P'o is reduced to 0 this way, <strong>the</strong> victim is frozen in place and can't take any action. This is an<br />

extended effort on <strong>the</strong> part of <strong>the</strong> spirit, that has to succeed on several rolls to traps most victims, so wise victims have time to get away<br />

or fight back.<br />

If <strong>the</strong> victim manages to escape being Calcified, <strong>the</strong> Attribute/P'o penalties last but a scene. However, if fully calcified, <strong>the</strong><br />

character remains trapped indefinitely, frozen into <strong>the</strong> Wall. This state resembles suspended animation. No time passes for him, and<br />

he is unaffected by environmental hazards or attacks on ei<strong>the</strong>r side of <strong>the</strong> Wall (a potentially good for vampires, who needn't fear<br />

sunlight or having to feed during this time). If found, a Calcified victim may be freed with some effort: attacks targeting <strong>the</strong> entrapping<br />

material (webbing, ice or whatever) are made at a penalty equal to <strong>the</strong> local Wall, and it has a number of Health equal to <strong>the</strong> Hun of <strong>the</strong><br />

spirit that created it, plus <strong>the</strong> Wall.<br />

Create Flame (Chi cost = 2 per extra attack dice): The spirit may attack with flame – exhaling it, conjuring it and sending<br />

it forth, or whichever seem appropriate. Yang Chi is spent to add a bonus to <strong>the</strong> spirit's P'o for purposes of making this attack, up to <strong>the</strong><br />

spirit's Yang Virtue. This Art can affect victims on <strong>the</strong> o<strong>the</strong>r side of <strong>the</strong> Wall, but <strong>the</strong> Wall rating is subtracted from <strong>the</strong> attack roll. A<br />

less destructive use of this Art is to conjure simple fires, with <strong>the</strong> size and heat of <strong>the</strong> fire depending on <strong>the</strong> successes on <strong>the</strong> P'o roll.<br />

Chi Commerce (Chi cost variable): This useful Art allows a spirit to transfer Chi between itself and o<strong>the</strong>rs, usually spirits,<br />

but also shen and even mortals; this use of Chi Commerce costs no Chi beyond any voluntarily given up in <strong>the</strong> transfer; a Hun roll is<br />

necessary to affect those across <strong>the</strong> Wall, though no roll is needed for those within its spirit realm. A Spirit with Chi Commerce can<br />

forcefully take Chi from spirits, Kuei-jin or even mortals; this requires a P'o roll (minus <strong>the</strong> Wall rating if necessary) and 2 Chi points,<br />

with each success allowing <strong>the</strong> spirit to steal a point of Chi. Some demons can target a vampire's Demon Chi through this Art.<br />

Chill (Chi cost = 2 per extra attack dice): The spirit attacks with bone-numbing cold, potentially causing frostbite or<br />

hypo<strong>the</strong>rmia. Yin Chi is spent to add a bonus to <strong>the</strong> spirit's P'o for purposes of making this attack, up to <strong>the</strong> spirit's Yin Virtue. This<br />

Art can affect victims on <strong>the</strong> o<strong>the</strong>r side of <strong>the</strong> Wall, but <strong>the</strong> Wall rating is subtracted from <strong>the</strong> attack roll.<br />

Control Electrical Systems (Chi cost 1, one turn, range [Virtue x 10 yds.]): Normally <strong>the</strong> purview of Yang technology<br />

spirits, this Art is possessed by a number of modern ghosts. A Hun roll, minus <strong>the</strong> Wall rating, allows a spirit to control an electronic<br />

device. The spirit can make <strong>the</strong> item do anything within its normal parameters, but not outside those: a standard cell phone could be<br />

made to dial any number or send text messages, but couldn't be made to move around, fire electrical bolts or pick up TV broadcasts.<br />

Most devices can be controlled with 1 or 2 Chi, but larger electrical systems require more.<br />

Corruption (Chi cost 2, one scene): A favorite of demons of all types, a spirit using this Art can whisper in <strong>the</strong> ear of a<br />

victim (even on <strong>the</strong> o<strong>the</strong>r side of <strong>the</strong> Wall), causing <strong>the</strong> subject to act on her worst impulses for a scene. The spirit rolls Hun (minus <strong>the</strong>

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